4581 lines
176 KiB
GLSL
4581 lines
176 KiB
GLSL
// Made with Amplify Shader Editor v1.9.8.1
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "TestTerrainShader"
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{
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Properties
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{
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[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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_Float3("Float 3", Range( 0 , 2)) = 1
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[HideInInspector]_Control("Control", 2D) = "white" {}
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[HideInInspector]_Splat3("Splat3", 2D) = "white" {}
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[HideInInspector]_Splat2("Splat2", 2D) = "white" {}
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[HideInInspector]_Splat1("Splat1", 2D) = "white" {}
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[HideInInspector]_Splat0("Splat0", 2D) = "white" {}
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[HideInInspector]_Normal0("Normal0", 2D) = "white" {}
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[HideInInspector]_Normal1("Normal1", 2D) = "white" {}
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[HideInInspector]_Normal2("Normal2", 2D) = "white" {}
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[HideInInspector]_Normal3("Normal3", 2D) = "white" {}
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[HideInInspector]_Smoothness3("Smoothness3", Range( 0 , 1)) = 1
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[HideInInspector]_Smoothness1("Smoothness1", Range( 0 , 1)) = 1
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[HideInInspector]_Smoothness0("Smoothness0", Range( 0 , 1)) = 1
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[HideInInspector]_Smoothness2("Smoothness2", Range( 0 , 1)) = 1
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[HideInInspector][Gamma]_Metallic0("Metallic0", Range( 0 , 1)) = 0
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[HideInInspector][Gamma]_Metallic2("Metallic2", Range( 0 , 1)) = 0
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[HideInInspector][Gamma]_Metallic3("Metallic3", Range( 0 , 1)) = 0
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[HideInInspector][Gamma]_Metallic1("Metallic1", Range( 0 , 1)) = 0
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[HideInInspector]_Mask2("_Mask2", 2D) = "white" {}
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[HideInInspector]_Mask0("_Mask0", 2D) = "white" {}
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[HideInInspector]_Mask1("_Mask1", 2D) = "white" {}
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[HideInInspector]_Mask3("_Mask3", 2D) = "white" {}
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[Toggle(_KEYWORD0_ON)] _Keyword0("Keyword 0", Float) = 0
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_TextureAtlas1("Texture Atlas", 2DArray) = "white" {}
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_MaskNo("MaskNo", 2D) = "white" {}
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_TexNo("TexNo", 2D) = "white" {}
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_MaskAtlas1("Mask Atlas", 2DArray) = "white" {}
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_TerrainSize("TerrainSize", Vector) = (0,0,0,0)
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_Repeat("Repeat", Float) = 8
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
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//_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
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//_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
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//_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
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//_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
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//_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
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//_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
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//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
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//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
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//_TessMin( "Tess Min Distance", Float ) = 10
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//_TessMax( "Tess Max Distance", Float ) = 25
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//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
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//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
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[HideInInspector][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1
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[HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1
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[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
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[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
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[HideInInspector] _QueueControl("_QueueControl", Float) = -1
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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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LOD 0
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Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" "UniversalMaterialType"="Lit" }
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Cull Back
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ZWrite On
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ZTest LEqual
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Offset 0 , 0
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AlphaToMask Off
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HLSLINCLUDE
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#pragma target 4.5
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#pragma prefer_hlslcc gles
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// ensure rendering platforms toggle list is visible
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
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#ifndef ASE_TESS_FUNCS
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#define ASE_TESS_FUNCS
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float4 FixedTess( float tessValue )
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{
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return tessValue;
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}
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float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
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{
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float3 wpos = mul(o2w,vertex).xyz;
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float dist = distance (wpos, cameraPos);
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float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
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return f;
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}
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float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
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{
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float4 tess;
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tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
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tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
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tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
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tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
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return tess;
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}
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float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
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{
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float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
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float len = distance(wpos0, wpos1);
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float f = max(len * scParams.y / (edgeLen * dist), 1.0);
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return f;
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}
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float DistanceFromPlane (float3 pos, float4 plane)
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{
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float d = dot (float4(pos,1.0f), plane);
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return d;
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}
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bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
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{
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float4 planeTest;
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planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
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return !all (planeTest);
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}
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float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
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{
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float3 f;
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f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
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f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
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f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
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return CalcTriEdgeTessFactors (f);
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}
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float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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return tess;
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}
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float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
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{
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tess = 0.0f;
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}
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else
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{
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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}
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return tess;
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}
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#endif //ASE_TESS_FUNCS
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ENDHLSL
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Pass
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{
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Name "Forward"
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Tags { "LightMode"="UniversalForward" }
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Blend One Zero, One Zero
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ZWrite On
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ZTest LEqual
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Offset 0 , 0
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ColorMask RGBA
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HLSLPROGRAM
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#pragma multi_compile_fragment _ALPHATEST_ON
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#define _NORMAL_DROPOFF_TS 1
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#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
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#pragma multi_compile_fog
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#define ASE_FOG 1
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#define _NORMALMAP 1
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#define ASE_VERSION 19801
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#define ASE_SRP_VERSION 140011
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
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#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
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#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile _ _LIGHT_LAYERS
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#pragma multi_compile_fragment _ _LIGHT_COOKIES
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#pragma multi_compile _ _FORWARD_PLUS
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma vertex vert
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#pragma fragment frag
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#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
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#define _SPECULAR_COLOR 1
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#endif
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#define SHADERPASS SHADERPASS_FORWARD
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#if ASE_SRP_VERSION >=140007
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#endif
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#if ASE_SRP_VERSION >=140007
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
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#endif
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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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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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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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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
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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/ShaderLibrary/DBuffer.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#if defined(LOD_FADE_CROSSFADE)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
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#endif
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#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
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#define ENABLE_TERRAIN_PERPIXEL_NORMAL
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#endif
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#define ASE_NEEDS_FRAG_POSITION
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#pragma shader_feature_local _KEYWORD0_ON
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#pragma multi_compile_local __ _ALPHATEST_ON
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#pragma shader_feature_local _MASKMAP
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#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
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#define ASE_SV_DEPTH SV_DepthLessEqual
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#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
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#else
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#define ASE_SV_DEPTH SV_Depth
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#define ASE_SV_POSITION_QUALIFIERS
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#endif
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struct Attributes
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float4 tangentOS : TANGENT;
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float4 texcoord : TEXCOORD0;
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float4 texcoord1 : TEXCOORD1;
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float4 texcoord2 : TEXCOORD2;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct PackedVaryings
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{
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ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
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float4 clipPosV : TEXCOORD0;
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float4 lightmapUVOrVertexSH : TEXCOORD1;
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#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
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half4 fogFactorAndVertexLight : TEXCOORD2;
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#endif
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float4 tSpace0 : TEXCOORD3;
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float4 tSpace1 : TEXCOORD4;
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float4 tSpace2 : TEXCOORD5;
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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float4 shadowCoord : TEXCOORD6;
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#endif
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#if defined(DYNAMICLIGHTMAP_ON)
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float2 dynamicLightmapUV : TEXCOORD7;
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#endif
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float4 ase_texcoord8 : TEXCOORD8;
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float4 ase_texcoord9 : TEXCOORD9;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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CBUFFER_START(UnityPerMaterial)
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float4 _Splat3_ST;
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float4 _TexelSize;
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float4 _Control_ST;
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float4 _Splat0_ST;
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float4 _Splat1_ST;
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float4 _Splat2_ST;
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float2 _TerrainSize;
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float _Smoothness1;
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float _Smoothness0;
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float _Metallic3;
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float _Metallic2;
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float _Repeat;
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float _Metallic0;
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float _Smoothness2;
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float _Float3;
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float _Metallic1;
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float _Smoothness3;
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#ifdef ASE_TRANSMISSION
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float _TransmissionShadow;
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#endif
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#ifdef ASE_TRANSLUCENCY
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float _TransStrength;
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float _TransNormal;
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float _TransScattering;
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float _TransDirect;
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float _TransAmbient;
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float _TransShadow;
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#endif
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#ifdef ASE_TESSELLATION
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float _TessPhongStrength;
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float _TessValue;
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float _TessMin;
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float _TessMax;
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float _TessEdgeLength;
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float _TessMaxDisp;
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#endif
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CBUFFER_END
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#ifdef SCENEPICKINGPASS
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float4 _SelectionID;
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#endif
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#ifdef SCENESELECTIONPASS
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int _ObjectId;
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int _PassValue;
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#endif
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sampler2D _Mask2;
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sampler2D _Mask0;
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sampler2D _Mask1;
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sampler2D _Mask3;
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float4 _MaskMapRemapScale0;
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float4 _MaskMapRemapOffset2;
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float4 _MaskMapRemapScale2;
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float4 _MaskMapRemapScale1;
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float4 _MaskMapRemapOffset1;
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float4 _MaskMapRemapScale3;
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float4 _MaskMapRemapOffset3;
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float4 _MaskMapRemapOffset0;
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TEXTURE2D_ARRAY(_MaskAtlas1);
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sampler2D _MaskNo;
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SAMPLER(sampler_MaskAtlas1);
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sampler2D _TexNo;
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TEXTURE2D_ARRAY(_TextureAtlas1);
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SAMPLER(sampler_TextureAtlas1);
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sampler2D _Control;
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sampler2D _Normal0;
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sampler2D _Splat0;
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sampler2D _Normal1;
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sampler2D _Splat1;
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sampler2D _Normal2;
|
|
sampler2D _Splat2;
|
|
sampler2D _Normal3;
|
|
sampler2D _Splat3;
|
|
float _LayerHasMask0;
|
|
float _LayerHasMask1;
|
|
float _LayerHasMask2;
|
|
float _LayerHasMask3;
|
|
|
|
|
|
int GetTexNo48( float f )
|
|
{
|
|
float idx = f * 64.0;
|
|
return round(idx);
|
|
}
|
|
|
|
int GetTexNo47( float f )
|
|
{
|
|
float idx = f * 64.0;
|
|
return round(idx);
|
|
}
|
|
|
|
int GetTexNo46( float f )
|
|
{
|
|
float idx = f * 64.0;
|
|
return round(idx);
|
|
}
|
|
|
|
int GetTexNo50( float f )
|
|
{
|
|
float idx = f * 64.0;
|
|
return round(idx);
|
|
}
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output = (PackedVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
output.ase_texcoord8.xy = input.texcoord.xy;
|
|
output.ase_texcoord9 = input.positionOS;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
output.ase_texcoord8.zw = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
input.normalOS = input.normalOS;
|
|
input.tangentOS = input.tangentOS;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
|
VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS );
|
|
|
|
output.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x );
|
|
output.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y );
|
|
output.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z );
|
|
|
|
#if defined(LIGHTMAP_ON)
|
|
OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
|
|
#else
|
|
OUTPUT_SH(normalInput.normalWS.xyz, output.lightmapUVOrVertexSH.xyz);
|
|
#endif
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#endif
|
|
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
output.lightmapUVOrVertexSH.zw = input.texcoord.xy;
|
|
output.lightmapUVOrVertexSH.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
#endif
|
|
|
|
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
|
|
output.fogFactorAndVertexLight = 0;
|
|
#if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
|
|
output.fogFactorAndVertexLight.x = ComputeFogFactor(vertexInput.positionCS.z);
|
|
#endif
|
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
|
half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
|
|
output.fogFactorAndVertexLight.yzw = vertexLight;
|
|
#endif
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
output.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
output.positionCS = vertexInput.positionCS;
|
|
output.clipPosV = vertexInput.positionCS;
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
float3 normalOS : NORMAL;
|
|
float4 tangentOS : TANGENT;
|
|
float4 texcoord : TEXCOORD0;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
output.tangentOS = input.tangentOS;
|
|
output.texcoord = input.texcoord;
|
|
output.texcoord1 = input.texcoord1;
|
|
output.texcoord2 = input.texcoord2;
|
|
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
|
{
|
|
TessellationFactors output;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
|
return output;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
Attributes output = (Attributes) 0;
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
|
output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
|
|
output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
|
output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
half4 frag ( PackedVaryings input
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
#ifdef _WRITE_RENDERING_LAYERS
|
|
, out float4 outRenderingLayers : SV_Target1
|
|
#endif
|
|
) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
LODFadeCrossFade( input.positionCS );
|
|
#endif
|
|
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
float2 sampleCoords = (input.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
|
|
float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
|
|
float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
|
|
float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
|
|
#else
|
|
float3 WorldNormal = normalize( input.tSpace0.xyz );
|
|
float3 WorldTangent = input.tSpace1.xyz;
|
|
float3 WorldBiTangent = input.tSpace2.xyz;
|
|
#endif
|
|
|
|
float3 WorldPosition = float3(input.tSpace0.w,input.tSpace1.w,input.tSpace2.w);
|
|
float3 WorldViewDirection = GetWorldSpaceNormalizeViewDir( WorldPosition );
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
float4 ClipPos = input.clipPosV;
|
|
float4 ScreenPos = ComputeScreenPos( input.clipPosV );
|
|
|
|
float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = input.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
|
|
float2 texCoord36 = input.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_35_0 = ( texCoord36 * ( _Repeat + 1.0 ) );
|
|
float2 temp_cast_0 = (0.5).xx;
|
|
float2 UV238 = ( ( ( frac( temp_output_35_0 ) - temp_cast_0 ) * _Float3 ) + 0.5 );
|
|
float2 _Vector6 = float2(1,1);
|
|
float2 appendResult30 = (float2(( input.ase_texcoord9.x / ( ( _TerrainSize.x - 1.0 ) + _Vector6.x ) ) , ( input.ase_texcoord9.z / ( ( _TerrainSize.y - 1.0 ) + _Vector6.y ) )));
|
|
float2 appendResult32 = (float2(0.0 , _TexelSize.w));
|
|
float2 UV34 = ( appendResult30 + appendResult32 );
|
|
float4 tex2DNode76 = tex2D( _MaskNo, UV34 );
|
|
float Mask387 = tex2DNode76.b;
|
|
float Mask3Index84 = round( ( 16.0 * Mask387 ) );
|
|
float4 tex2DArrayNode97 = SAMPLE_TEXTURE2D_ARRAY( _MaskAtlas1, sampler_MaskAtlas1, UV238,Mask3Index84 );
|
|
float4 tex2DNode45 = tex2D( _TexNo, UV34 );
|
|
float f48 = tex2DNode45.a;
|
|
int localGetTexNo48 = GetTexNo48( f48 );
|
|
int layer454 = localGetTexNo48;
|
|
float f47 = tex2DNode45.b;
|
|
int localGetTexNo47 = GetTexNo47( f47 );
|
|
int layer353 = localGetTexNo47;
|
|
float f46 = tex2DNode45.g;
|
|
int localGetTexNo46 = GetTexNo46( f46 );
|
|
int layer252 = localGetTexNo46;
|
|
float2 texCoord39 = input.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 UV344 = frac( ( ( texCoord39 * ( _Repeat + 1.0 ) ) / 4.0 ) );
|
|
float f50 = tex2DNode45.r;
|
|
int localGetTexNo50 = GetTexNo50( f50 );
|
|
int layer151 = localGetTexNo50;
|
|
float4 MainColor63 = SAMPLE_TEXTURE2D_ARRAY( _TextureAtlas1, sampler_TextureAtlas1, UV344,(float)layer151 );
|
|
float Mask278 = tex2DNode76.g;
|
|
float Mask2Index72 = round( ( Mask278 * 16.0 ) );
|
|
float4 lerpResult89 = lerp( MainColor63 , float4( SAMPLE_TEXTURE2D_ARRAY( _TextureAtlas1, sampler_TextureAtlas1, UV344,(float)layer252 ).rgb , 0.0 ) , SAMPLE_TEXTURE2D_ARRAY( _MaskAtlas1, sampler_MaskAtlas1, UV238,Mask2Index72 ));
|
|
float4 ifLocalVar116 = 0;
|
|
if( layer252 <= 0.0 )
|
|
ifLocalVar116 = MainColor63;
|
|
else
|
|
ifLocalVar116 = lerpResult89;
|
|
float4 color2119 = ifLocalVar116;
|
|
float4 lerpResult101 = lerp( color2119 , SAMPLE_TEXTURE2D_ARRAY( _TextureAtlas1, sampler_TextureAtlas1, UV344,(float)layer353 ) , tex2DArrayNode97);
|
|
float4 ifLocalVar121 = 0;
|
|
if( layer353 <= 0.0 )
|
|
ifLocalVar121 = color2119;
|
|
else
|
|
ifLocalVar121 = lerpResult101;
|
|
float4 color3123 = ifLocalVar121;
|
|
float Mask480 = tex2DNode76.a;
|
|
float Mask4Index83 = round( ( 16.0 * Mask480 ) );
|
|
float4 lerpResult102 = lerp( color3123 , SAMPLE_TEXTURE2D_ARRAY( _TextureAtlas1, sampler_TextureAtlas1, UV344,(float)layer454 ) , SAMPLE_TEXTURE2D_ARRAY( _MaskAtlas1, sampler_MaskAtlas1, UV238,Mask4Index83 ));
|
|
float4 ifLocalVar128 = 0;
|
|
if( layer454 <= 0.0 )
|
|
ifLocalVar128 = color3123;
|
|
else
|
|
ifLocalVar128 = lerpResult102;
|
|
float4 color3130 = ifLocalVar128;
|
|
float4 break113 = color3130;
|
|
float4 appendResult115 = (float4(break113.r , break113.g , break113.b , 0.0));
|
|
float4 origion133 = appendResult115;
|
|
#ifdef _KEYWORD0_ON
|
|
float4 staticSwitch227 = origion133;
|
|
#else
|
|
float4 staticSwitch227 = tex2DArrayNode97;
|
|
#endif
|
|
|
|
float2 uv_Control = input.ase_texcoord8.xy * _Control_ST.xy + _Control_ST.zw;
|
|
float4 tex2DNode5_g11 = tex2D( _Control, uv_Control );
|
|
float dotResult20_g11 = dot( tex2DNode5_g11 , float4(1,1,1,1) );
|
|
float SplatWeight22_g11 = dotResult20_g11;
|
|
float localSplatClip74_g11 = ( SplatWeight22_g11 );
|
|
float SplatWeight74_g11 = SplatWeight22_g11;
|
|
{
|
|
#if !defined(SHADER_API_MOBILE) && defined(TERRAIN_SPLAT_ADDPASS)
|
|
clip(SplatWeight74_g11 == 0.0f ? -1 : 1);
|
|
#endif
|
|
}
|
|
float4 SplatControl26_g11 = ( tex2DNode5_g11 / ( localSplatClip74_g11 + 0.001 ) );
|
|
float4 temp_output_59_0_g11 = SplatControl26_g11;
|
|
float2 uv_Splat0 = input.ase_texcoord8.xy * _Splat0_ST.xy + _Splat0_ST.zw;
|
|
float2 uv_Splat1 = input.ase_texcoord8.xy * _Splat1_ST.xy + _Splat1_ST.zw;
|
|
float2 uv_Splat2 = input.ase_texcoord8.xy * _Splat2_ST.xy + _Splat2_ST.zw;
|
|
float2 uv_Splat3 = input.ase_texcoord8.xy * _Splat3_ST.xy + _Splat3_ST.zw;
|
|
float4 weightedBlendVar8_g11 = temp_output_59_0_g11;
|
|
float4 weightedBlend8_g11 = ( weightedBlendVar8_g11.x*tex2D( _Normal0, uv_Splat0 ) + weightedBlendVar8_g11.y*tex2D( _Normal1, uv_Splat1 ) + weightedBlendVar8_g11.z*tex2D( _Normal2, uv_Splat2 ) + weightedBlendVar8_g11.w*tex2D( _Normal3, uv_Splat3 ) );
|
|
float3 temp_output_61_0_g11 = UnpackNormalScale( weightedBlend8_g11, 1.0 );
|
|
|
|
float4 appendResult55_g11 = (float4(_Metallic0 , _Metallic1 , _Metallic2 , _Metallic3));
|
|
float localComputeMasks130_g11 = ( 0.0 );
|
|
float4 masks0130_g11 = float4( 0,0,0,0 );
|
|
float4 masks1130_g11 = float4( 0,0,0,0 );
|
|
float4 masks2130_g11 = float4( 0,0,0,0 );
|
|
float4 masks3130_g11 = float4( 0,0,0,0 );
|
|
float4 appendResult135_g11 = (float4(_LayerHasMask0 , _LayerHasMask1 , _LayerHasMask2 , _LayerHasMask3));
|
|
float4 layerHasMask136_g11 = appendResult135_g11;
|
|
float4 hasMask130_g11 = layerHasMask136_g11;
|
|
float2 uvMask0130_g11 = uv_Splat0;
|
|
float2 uvMask1130_g11 = uv_Splat1;
|
|
float2 uvMask2130_g11 = uv_Splat2;
|
|
float2 uvMask3130_g11 = uv_Splat3;
|
|
{
|
|
masks0130_g11 = 0.5h;
|
|
masks1130_g11 = 0.5h;
|
|
masks2130_g11 = 0.5h;
|
|
masks3130_g11 = 0.5h;
|
|
#ifdef _MASKMAP
|
|
masks0130_g11 = lerp(masks0130_g11, SAMPLE_TEXTURE2D(_Mask0, sampler_Mask0, uvMask0130_g11), hasMask130_g11.x);
|
|
masks1130_g11 = lerp(masks1130_g11, SAMPLE_TEXTURE2D(_Mask1, sampler_Mask0, uvMask1130_g11), hasMask130_g11.y);
|
|
masks2130_g11 = lerp(masks2130_g11, SAMPLE_TEXTURE2D(_Mask2, sampler_Mask0, uvMask2130_g11), hasMask130_g11.z);
|
|
masks3130_g11 = lerp(masks3130_g11, SAMPLE_TEXTURE2D(_Mask3, sampler_Mask0, uvMask3130_g11), hasMask130_g11.w);
|
|
#endif
|
|
masks0130_g11 *= _MaskMapRemapScale0.rgba;
|
|
masks0130_g11 += _MaskMapRemapOffset0.rgba;
|
|
masks1130_g11 *= _MaskMapRemapScale1.rgba;
|
|
masks1130_g11 += _MaskMapRemapOffset1.rgba;
|
|
masks2130_g11 *= _MaskMapRemapScale2.rgba;
|
|
masks2130_g11 += _MaskMapRemapOffset2.rgba;
|
|
masks3130_g11 *= _MaskMapRemapScale3.rgba;
|
|
masks3130_g11 += _MaskMapRemapOffset3.rgba;
|
|
}
|
|
float4 mask0138_g11 = masks0130_g11;
|
|
float4 mask1139_g11 = masks1130_g11;
|
|
float4 mask2140_g11 = masks2130_g11;
|
|
float4 mask3141_g11 = masks3130_g11;
|
|
float4 appendResult168_g11 = (float4((mask0138_g11).x , (mask1139_g11).x , (mask2140_g11).x , (mask3141_g11).x));
|
|
float4 maskMetallic169_g11 = appendResult168_g11;
|
|
float4 lerpResult202_g11 = lerp( appendResult55_g11 , maskMetallic169_g11 , layerHasMask136_g11);
|
|
float dotResult53_g11 = dot( SplatControl26_g11 , lerpResult202_g11 );
|
|
|
|
float4 appendResult205_g11 = (float4(_Smoothness0 , _Smoothness1 , _Smoothness2 , _Smoothness3));
|
|
float4 tex2DNode4_g11 = tex2D( _Splat0, uv_Splat0 );
|
|
float4 tex2DNode3_g11 = tex2D( _Splat1, uv_Splat1 );
|
|
float4 tex2DNode6_g11 = tex2D( _Splat2, uv_Splat2 );
|
|
float4 tex2DNode7_g11 = tex2D( _Splat3, uv_Splat3 );
|
|
float4 appendResult206_g11 = (float4(tex2DNode4_g11.a , tex2DNode3_g11.a , tex2DNode6_g11.a , tex2DNode7_g11.a));
|
|
float4 defaultSmoothness210_g11 = ( appendResult205_g11 * appendResult206_g11 );
|
|
float4 appendResult158_g11 = (float4((mask0138_g11).w , (mask1139_g11).w , (mask2140_g11).w , (mask3141_g11).w));
|
|
float4 maskSmoothness149_g11 = appendResult158_g11;
|
|
float4 lerpResult215_g11 = lerp( defaultSmoothness210_g11 , maskSmoothness149_g11 , layerHasMask136_g11);
|
|
float dotResult216_g11 = dot( lerpResult215_g11 , SplatControl26_g11 );
|
|
|
|
|
|
float3 BaseColor = staticSwitch227.rgb;
|
|
float3 Normal = temp_output_61_0_g11;
|
|
float3 Emission = 0;
|
|
float3 Specular = 0.5;
|
|
float Metallic = dotResult53_g11;
|
|
float Smoothness = dotResult216_g11;
|
|
float Occlusion = 1;
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
float3 BakedGI = 0;
|
|
float3 RefractionColor = 1;
|
|
float RefractionIndex = 1;
|
|
float3 Transmission = 1;
|
|
float3 Translucency = 1;
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = input.positionCS.z;
|
|
#endif
|
|
|
|
#ifdef _CLEARCOAT
|
|
float CoatMask = 0;
|
|
float CoatSmoothness = 0;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
InputData inputData = (InputData)0;
|
|
inputData.positionWS = WorldPosition;
|
|
inputData.positionCS = input.positionCS;
|
|
inputData.viewDirectionWS = WorldViewDirection;
|
|
|
|
#ifdef _NORMALMAP
|
|
#if _NORMAL_DROPOFF_TS
|
|
inputData.normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent, WorldBiTangent, WorldNormal));
|
|
#elif _NORMAL_DROPOFF_OS
|
|
inputData.normalWS = TransformObjectToWorldNormal(Normal);
|
|
#elif _NORMAL_DROPOFF_WS
|
|
inputData.normalWS = Normal;
|
|
#endif
|
|
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
|
|
#else
|
|
inputData.normalWS = WorldNormal;
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
inputData.shadowCoord = ShadowCoords;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
|
|
#else
|
|
inputData.shadowCoord = float4(0, 0, 0, 0);
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x);
|
|
#endif
|
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
|
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
|
|
#endif
|
|
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
float3 SH = SampleSH(inputData.normalWS.xyz);
|
|
#else
|
|
float3 SH = input.lightmapUVOrVertexSH.xyz;
|
|
#endif
|
|
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS);
|
|
#else
|
|
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
|
|
#endif
|
|
|
|
#ifdef ASE_BAKEDGI
|
|
inputData.bakedGI = BakedGI;
|
|
#endif
|
|
|
|
inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
|
|
|
|
#if defined(DEBUG_DISPLAY)
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
|
|
#endif
|
|
#if defined(LIGHTMAP_ON)
|
|
inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy;
|
|
#else
|
|
inputData.vertexSH = SH;
|
|
#endif
|
|
#endif
|
|
|
|
SurfaceData surfaceData;
|
|
surfaceData.albedo = BaseColor;
|
|
surfaceData.metallic = saturate(Metallic);
|
|
surfaceData.specular = Specular;
|
|
surfaceData.smoothness = saturate(Smoothness),
|
|
surfaceData.occlusion = Occlusion,
|
|
surfaceData.emission = Emission,
|
|
surfaceData.alpha = saturate(Alpha);
|
|
surfaceData.normalTS = Normal;
|
|
surfaceData.clearCoatMask = 0;
|
|
surfaceData.clearCoatSmoothness = 1;
|
|
|
|
#ifdef _CLEARCOAT
|
|
surfaceData.clearCoatMask = saturate(CoatMask);
|
|
surfaceData.clearCoatSmoothness = saturate(CoatSmoothness);
|
|
#endif
|
|
|
|
#ifdef _DBUFFER
|
|
ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData);
|
|
#endif
|
|
|
|
#ifdef _ASE_LIGHTING_SIMPLE
|
|
half4 color = UniversalFragmentBlinnPhong( inputData, surfaceData);
|
|
#else
|
|
half4 color = UniversalFragmentPBR( inputData, surfaceData);
|
|
#endif
|
|
|
|
#ifdef ASE_TRANSMISSION
|
|
{
|
|
float shadow = _TransmissionShadow;
|
|
|
|
#define SUM_LIGHT_TRANSMISSION(Light)\
|
|
float3 atten = Light.color * Light.distanceAttenuation;\
|
|
atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\
|
|
half3 transmission = max( 0, -dot( inputData.normalWS, Light.direction ) ) * atten * Transmission;\
|
|
color.rgb += BaseColor * transmission;
|
|
|
|
SUM_LIGHT_TRANSMISSION( GetMainLight( inputData.shadowCoord ) );
|
|
|
|
#if defined(_ADDITIONAL_LIGHTS)
|
|
uint meshRenderingLayers = GetMeshRenderingLayer();
|
|
uint pixelLightCount = GetAdditionalLightsCount();
|
|
#if USE_FORWARD_PLUS
|
|
for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
|
|
{
|
|
FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
|
|
|
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
|
|
#ifdef _LIGHT_LAYERS
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
|
#endif
|
|
{
|
|
SUM_LIGHT_TRANSMISSION( light );
|
|
}
|
|
}
|
|
#endif
|
|
LIGHT_LOOP_BEGIN( pixelLightCount )
|
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
|
|
#ifdef _LIGHT_LAYERS
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
|
#endif
|
|
{
|
|
SUM_LIGHT_TRANSMISSION( light );
|
|
}
|
|
LIGHT_LOOP_END
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
#ifdef ASE_TRANSLUCENCY
|
|
{
|
|
float shadow = _TransShadow;
|
|
float normal = _TransNormal;
|
|
float scattering = _TransScattering;
|
|
float direct = _TransDirect;
|
|
float ambient = _TransAmbient;
|
|
float strength = _TransStrength;
|
|
|
|
#define SUM_LIGHT_TRANSLUCENCY(Light)\
|
|
float3 atten = Light.color * Light.distanceAttenuation;\
|
|
atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\
|
|
half3 lightDir = Light.direction + inputData.normalWS * normal;\
|
|
half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );\
|
|
half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;\
|
|
color.rgb += BaseColor * translucency * strength;
|
|
|
|
SUM_LIGHT_TRANSLUCENCY( GetMainLight( inputData.shadowCoord ) );
|
|
|
|
#if defined(_ADDITIONAL_LIGHTS)
|
|
uint meshRenderingLayers = GetMeshRenderingLayer();
|
|
uint pixelLightCount = GetAdditionalLightsCount();
|
|
#if USE_FORWARD_PLUS
|
|
for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
|
|
{
|
|
FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
|
|
|
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
|
|
#ifdef _LIGHT_LAYERS
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
|
#endif
|
|
{
|
|
SUM_LIGHT_TRANSLUCENCY( light );
|
|
}
|
|
}
|
|
#endif
|
|
LIGHT_LOOP_BEGIN( pixelLightCount )
|
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
|
|
#ifdef _LIGHT_LAYERS
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
|
#endif
|
|
{
|
|
SUM_LIGHT_TRANSLUCENCY( light );
|
|
}
|
|
LIGHT_LOOP_END
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
#ifdef ASE_REFRACTION
|
|
float4 projScreenPos = ScreenPos / ScreenPos.w;
|
|
float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
|
|
projScreenPos.xy += refractionOffset.xy;
|
|
float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
|
|
color.rgb = lerp( refraction, color.rgb, color.a );
|
|
color.a = 1;
|
|
#endif
|
|
|
|
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
|
|
color.rgb *= color.a;
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
#ifdef TERRAIN_SPLAT_ADDPASS
|
|
color.rgb = MixFogColor(color.rgb, half3(0,0,0), inputData.fogCoord);
|
|
#else
|
|
color.rgb = MixFog(color.rgb, inputData.fogCoord);
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
#ifdef _WRITE_RENDERING_LAYERS
|
|
uint renderingLayers = GetMeshRenderingLayer();
|
|
outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
|
|
#endif
|
|
|
|
return color;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "ShadowCaster"
|
|
Tags { "LightMode"="ShadowCaster" }
|
|
|
|
ZWrite On
|
|
ZTest LEqual
|
|
AlphaToMask Off
|
|
ColorMask 0
|
|
|
|
HLSLPROGRAM
|
|
|
|
|
|
|
|
#pragma multi_compile _ALPHATEST_ON
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
|
#define ASE_FOG 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_VERSION 19801
|
|
#define ASE_SRP_VERSION 140011
|
|
|
|
|
|
|
|
|
|
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
|
|
#define _SPECULAR_COLOR 1
|
|
#endif
|
|
|
|
#define SHADERPASS SHADERPASS_SHADOWCASTER
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140009
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
|
#endif
|
|
|
|
#pragma multi_compile_local __ _ALPHATEST_ON
|
|
#pragma shader_feature_local _MASKMAP
|
|
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
|
#endif
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
|
float4 clipPosV : TEXCOORD0;
|
|
float3 positionWS : TEXCOORD1;
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD2;
|
|
#endif
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _Splat3_ST;
|
|
float4 _TexelSize;
|
|
float4 _Control_ST;
|
|
float4 _Splat0_ST;
|
|
float4 _Splat1_ST;
|
|
float4 _Splat2_ST;
|
|
float2 _TerrainSize;
|
|
float _Smoothness1;
|
|
float _Smoothness0;
|
|
float _Metallic3;
|
|
float _Metallic2;
|
|
float _Repeat;
|
|
float _Metallic0;
|
|
float _Smoothness2;
|
|
float _Float3;
|
|
float _Metallic1;
|
|
float _Smoothness3;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
sampler2D _Mask2;
|
|
sampler2D _Mask0;
|
|
sampler2D _Mask1;
|
|
sampler2D _Mask3;
|
|
float4 _MaskMapRemapScale0;
|
|
float4 _MaskMapRemapOffset2;
|
|
float4 _MaskMapRemapScale2;
|
|
float4 _MaskMapRemapScale1;
|
|
float4 _MaskMapRemapOffset1;
|
|
float4 _MaskMapRemapScale3;
|
|
float4 _MaskMapRemapOffset3;
|
|
float4 _MaskMapRemapOffset0;
|
|
|
|
|
|
|
|
float3 _LightDirection;
|
|
float3 _LightPosition;
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output );
|
|
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
|
|
float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
|
|
float3 normalWS = TransformObjectToWorldDir(input.normalOS);
|
|
|
|
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
|
|
float3 lightDirectionWS = normalize(_LightPosition - positionWS);
|
|
#else
|
|
float3 lightDirectionWS = _LightDirection;
|
|
#endif
|
|
|
|
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
|
|
|
|
#if UNITY_REVERSED_Z
|
|
positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE);
|
|
#else
|
|
positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE);
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = positionCS;
|
|
output.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
output.positionCS = positionCS;
|
|
output.clipPosV = positionCS;
|
|
output.positionWS = positionWS;
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
float3 normalOS : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
|
{
|
|
TessellationFactors output;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
|
return output;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
Attributes output = (Attributes) 0;
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
half4 frag( PackedVaryings input
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID( input );
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
|
|
|
|
float3 WorldPosition = input.positionWS;
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
float4 ClipPos = input.clipPosV;
|
|
float4 ScreenPos = ComputeScreenPos( input.clipPosV );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = input.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
|
|
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = input.positionCS.z;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
#ifdef _ALPHATEST_SHADOW_ON
|
|
clip(Alpha - AlphaClipThresholdShadow);
|
|
#else
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
#endif
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
LODFadeCrossFade( input.positionCS );
|
|
#endif
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
return 0;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DepthOnly"
|
|
Tags { "LightMode"="DepthOnly" }
|
|
|
|
ZWrite On
|
|
ColorMask R
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
|
|
|
|
#pragma multi_compile _ALPHATEST_ON
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
|
#define ASE_FOG 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_VERSION 19801
|
|
#define ASE_SRP_VERSION 140011
|
|
|
|
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
|
|
#define _SPECULAR_COLOR 1
|
|
#endif
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140009
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
|
#endif
|
|
|
|
#pragma multi_compile_local __ _ALPHATEST_ON
|
|
#pragma shader_feature_local _MASKMAP
|
|
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
|
#endif
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
|
float4 clipPosV : TEXCOORD0;
|
|
float3 positionWS : TEXCOORD1;
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD2;
|
|
#endif
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _Splat3_ST;
|
|
float4 _TexelSize;
|
|
float4 _Control_ST;
|
|
float4 _Splat0_ST;
|
|
float4 _Splat1_ST;
|
|
float4 _Splat2_ST;
|
|
float2 _TerrainSize;
|
|
float _Smoothness1;
|
|
float _Smoothness0;
|
|
float _Metallic3;
|
|
float _Metallic2;
|
|
float _Repeat;
|
|
float _Metallic0;
|
|
float _Smoothness2;
|
|
float _Float3;
|
|
float _Metallic1;
|
|
float _Smoothness3;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
sampler2D _Mask2;
|
|
sampler2D _Mask0;
|
|
sampler2D _Mask1;
|
|
sampler2D _Mask3;
|
|
float4 _MaskMapRemapScale0;
|
|
float4 _MaskMapRemapOffset2;
|
|
float4 _MaskMapRemapScale2;
|
|
float4 _MaskMapRemapScale1;
|
|
float4 _MaskMapRemapOffset1;
|
|
float4 _MaskMapRemapScale3;
|
|
float4 _MaskMapRemapOffset3;
|
|
float4 _MaskMapRemapOffset0;
|
|
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output = (PackedVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
output.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
output.positionCS = vertexInput.positionCS;
|
|
output.clipPosV = vertexInput.positionCS;
|
|
output.positionWS = vertexInput.positionWS;
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
float3 normalOS : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
|
{
|
|
TessellationFactors output;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
|
return output;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
Attributes output = (Attributes) 0;
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
half4 frag( PackedVaryings input
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
|
|
|
|
float3 WorldPosition = input.positionWS;
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
float4 ClipPos = input.clipPosV;
|
|
float4 ScreenPos = ComputeScreenPos( input.clipPosV );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = input.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
|
|
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = input.positionCS.z;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
LODFadeCrossFade( input.positionCS );
|
|
#endif
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
return 0;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "Meta"
|
|
Tags { "LightMode"="Meta" }
|
|
|
|
Cull Off
|
|
|
|
HLSLPROGRAM
|
|
#pragma multi_compile_fragment _ALPHATEST_ON
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_VERSION 19801
|
|
#define ASE_SRP_VERSION 140011
|
|
|
|
#pragma shader_feature EDITOR_VISUALIZATION
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
|
|
#define _SPECULAR_COLOR 1
|
|
#endif
|
|
|
|
#define SHADERPASS SHADERPASS_META
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140009
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#define ASE_NEEDS_FRAG_POSITION
|
|
#pragma shader_feature_local _KEYWORD0_ON
|
|
#pragma multi_compile_local __ _ALPHATEST_ON
|
|
#pragma shader_feature_local _MASKMAP
|
|
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float4 texcoord0 : TEXCOORD0;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 positionWS : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
#ifdef EDITOR_VISUALIZATION
|
|
float4 VizUV : TEXCOORD2;
|
|
float4 LightCoord : TEXCOORD3;
|
|
#endif
|
|
float4 ase_texcoord4 : TEXCOORD4;
|
|
float4 ase_texcoord5 : TEXCOORD5;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _Splat3_ST;
|
|
float4 _TexelSize;
|
|
float4 _Control_ST;
|
|
float4 _Splat0_ST;
|
|
float4 _Splat1_ST;
|
|
float4 _Splat2_ST;
|
|
float2 _TerrainSize;
|
|
float _Smoothness1;
|
|
float _Smoothness0;
|
|
float _Metallic3;
|
|
float _Metallic2;
|
|
float _Repeat;
|
|
float _Metallic0;
|
|
float _Smoothness2;
|
|
float _Float3;
|
|
float _Metallic1;
|
|
float _Smoothness3;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
sampler2D _Mask2;
|
|
sampler2D _Mask0;
|
|
sampler2D _Mask1;
|
|
sampler2D _Mask3;
|
|
float4 _MaskMapRemapScale0;
|
|
float4 _MaskMapRemapOffset2;
|
|
float4 _MaskMapRemapScale2;
|
|
float4 _MaskMapRemapScale1;
|
|
float4 _MaskMapRemapOffset1;
|
|
float4 _MaskMapRemapScale3;
|
|
float4 _MaskMapRemapOffset3;
|
|
float4 _MaskMapRemapOffset0;
|
|
TEXTURE2D_ARRAY(_MaskAtlas1);
|
|
sampler2D _MaskNo;
|
|
SAMPLER(sampler_MaskAtlas1);
|
|
sampler2D _TexNo;
|
|
TEXTURE2D_ARRAY(_TextureAtlas1);
|
|
SAMPLER(sampler_TextureAtlas1);
|
|
|
|
|
|
int GetTexNo48( float f )
|
|
{
|
|
float idx = f * 64.0;
|
|
return round(idx);
|
|
}
|
|
|
|
int GetTexNo47( float f )
|
|
{
|
|
float idx = f * 64.0;
|
|
return round(idx);
|
|
}
|
|
|
|
int GetTexNo46( float f )
|
|
{
|
|
float idx = f * 64.0;
|
|
return round(idx);
|
|
}
|
|
|
|
int GetTexNo50( float f )
|
|
{
|
|
float idx = f * 64.0;
|
|
return round(idx);
|
|
}
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output = (PackedVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
output.ase_texcoord4.xy = input.texcoord0.xy;
|
|
output.ase_texcoord5 = input.positionOS;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
output.ase_texcoord4.zw = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
|
|
float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
output.positionWS = positionWS;
|
|
#endif
|
|
|
|
output.positionCS = MetaVertexPosition( input.positionOS, input.texcoord1.xy, input.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
|
|
|
|
#ifdef EDITOR_VISUALIZATION
|
|
float2 VizUV = 0;
|
|
float4 LightCoord = 0;
|
|
UnityEditorVizData(input.positionOS.xyz, input.texcoord0.xy, input.texcoord1.xy, input.texcoord2.xy, VizUV, LightCoord);
|
|
output.VizUV = float4(VizUV, 0, 0);
|
|
output.LightCoord = LightCoord;
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = output.positionCS;
|
|
output.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
float3 normalOS : NORMAL;
|
|
float4 texcoord0 : TEXCOORD0;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
output.texcoord0 = input.texcoord0;
|
|
output.texcoord1 = input.texcoord1;
|
|
output.texcoord2 = input.texcoord2;
|
|
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
|
{
|
|
TessellationFactors output;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
|
return output;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
Attributes output = (Attributes) 0;
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
output.texcoord0 = patch[0].texcoord0 * bary.x + patch[1].texcoord0 * bary.y + patch[2].texcoord0 * bary.z;
|
|
output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
|
output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(PackedVaryings input ) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 WorldPosition = input.positionWS;
|
|
#endif
|
|
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = input.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
float2 texCoord36 = input.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_35_0 = ( texCoord36 * ( _Repeat + 1.0 ) );
|
|
float2 temp_cast_0 = (0.5).xx;
|
|
float2 UV238 = ( ( ( frac( temp_output_35_0 ) - temp_cast_0 ) * _Float3 ) + 0.5 );
|
|
float2 _Vector6 = float2(1,1);
|
|
float2 appendResult30 = (float2(( input.ase_texcoord5.x / ( ( _TerrainSize.x - 1.0 ) + _Vector6.x ) ) , ( input.ase_texcoord5.z / ( ( _TerrainSize.y - 1.0 ) + _Vector6.y ) )));
|
|
float2 appendResult32 = (float2(0.0 , _TexelSize.w));
|
|
float2 UV34 = ( appendResult30 + appendResult32 );
|
|
float4 tex2DNode76 = tex2D( _MaskNo, UV34 );
|
|
float Mask387 = tex2DNode76.b;
|
|
float Mask3Index84 = round( ( 16.0 * Mask387 ) );
|
|
float4 tex2DArrayNode97 = SAMPLE_TEXTURE2D_ARRAY( _MaskAtlas1, sampler_MaskAtlas1, UV238,Mask3Index84 );
|
|
float4 tex2DNode45 = tex2D( _TexNo, UV34 );
|
|
float f48 = tex2DNode45.a;
|
|
int localGetTexNo48 = GetTexNo48( f48 );
|
|
int layer454 = localGetTexNo48;
|
|
float f47 = tex2DNode45.b;
|
|
int localGetTexNo47 = GetTexNo47( f47 );
|
|
int layer353 = localGetTexNo47;
|
|
float f46 = tex2DNode45.g;
|
|
int localGetTexNo46 = GetTexNo46( f46 );
|
|
int layer252 = localGetTexNo46;
|
|
float2 texCoord39 = input.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 UV344 = frac( ( ( texCoord39 * ( _Repeat + 1.0 ) ) / 4.0 ) );
|
|
float f50 = tex2DNode45.r;
|
|
int localGetTexNo50 = GetTexNo50( f50 );
|
|
int layer151 = localGetTexNo50;
|
|
float4 MainColor63 = SAMPLE_TEXTURE2D_ARRAY( _TextureAtlas1, sampler_TextureAtlas1, UV344,(float)layer151 );
|
|
float Mask278 = tex2DNode76.g;
|
|
float Mask2Index72 = round( ( Mask278 * 16.0 ) );
|
|
float4 lerpResult89 = lerp( MainColor63 , float4( SAMPLE_TEXTURE2D_ARRAY( _TextureAtlas1, sampler_TextureAtlas1, UV344,(float)layer252 ).rgb , 0.0 ) , SAMPLE_TEXTURE2D_ARRAY( _MaskAtlas1, sampler_MaskAtlas1, UV238,Mask2Index72 ));
|
|
float4 ifLocalVar116 = 0;
|
|
if( layer252 <= 0.0 )
|
|
ifLocalVar116 = MainColor63;
|
|
else
|
|
ifLocalVar116 = lerpResult89;
|
|
float4 color2119 = ifLocalVar116;
|
|
float4 lerpResult101 = lerp( color2119 , SAMPLE_TEXTURE2D_ARRAY( _TextureAtlas1, sampler_TextureAtlas1, UV344,(float)layer353 ) , tex2DArrayNode97);
|
|
float4 ifLocalVar121 = 0;
|
|
if( layer353 <= 0.0 )
|
|
ifLocalVar121 = color2119;
|
|
else
|
|
ifLocalVar121 = lerpResult101;
|
|
float4 color3123 = ifLocalVar121;
|
|
float Mask480 = tex2DNode76.a;
|
|
float Mask4Index83 = round( ( 16.0 * Mask480 ) );
|
|
float4 lerpResult102 = lerp( color3123 , SAMPLE_TEXTURE2D_ARRAY( _TextureAtlas1, sampler_TextureAtlas1, UV344,(float)layer454 ) , SAMPLE_TEXTURE2D_ARRAY( _MaskAtlas1, sampler_MaskAtlas1, UV238,Mask4Index83 ));
|
|
float4 ifLocalVar128 = 0;
|
|
if( layer454 <= 0.0 )
|
|
ifLocalVar128 = color3123;
|
|
else
|
|
ifLocalVar128 = lerpResult102;
|
|
float4 color3130 = ifLocalVar128;
|
|
float4 break113 = color3130;
|
|
float4 appendResult115 = (float4(break113.r , break113.g , break113.b , 0.0));
|
|
float4 origion133 = appendResult115;
|
|
#ifdef _KEYWORD0_ON
|
|
float4 staticSwitch227 = origion133;
|
|
#else
|
|
float4 staticSwitch227 = tex2DArrayNode97;
|
|
#endif
|
|
|
|
|
|
float3 BaseColor = staticSwitch227.rgb;
|
|
float3 Emission = 0;
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
MetaInput metaInput = (MetaInput)0;
|
|
metaInput.Albedo = BaseColor;
|
|
metaInput.Emission = Emission;
|
|
#ifdef EDITOR_VISUALIZATION
|
|
metaInput.VizUV = input.VizUV.xy;
|
|
metaInput.LightCoord = input.LightCoord;
|
|
#endif
|
|
|
|
return UnityMetaFragment(metaInput);
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "Universal2D"
|
|
Tags { "LightMode"="Universal2D" }
|
|
|
|
Blend One Zero, One Zero
|
|
ZWrite On
|
|
ZTest LEqual
|
|
Offset 0 , 0
|
|
ColorMask RGBA
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma multi_compile_fragment _ALPHATEST_ON
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_VERSION 19801
|
|
#define ASE_SRP_VERSION 140011
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
|
|
#define _SPECULAR_COLOR 1
|
|
#endif
|
|
|
|
#define SHADERPASS SHADERPASS_2D
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140009
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#define ASE_NEEDS_FRAG_POSITION
|
|
#pragma shader_feature_local _KEYWORD0_ON
|
|
#pragma multi_compile_local __ _ALPHATEST_ON
|
|
#pragma shader_feature_local _MASKMAP
|
|
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 positionWS : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _Splat3_ST;
|
|
float4 _TexelSize;
|
|
float4 _Control_ST;
|
|
float4 _Splat0_ST;
|
|
float4 _Splat1_ST;
|
|
float4 _Splat2_ST;
|
|
float2 _TerrainSize;
|
|
float _Smoothness1;
|
|
float _Smoothness0;
|
|
float _Metallic3;
|
|
float _Metallic2;
|
|
float _Repeat;
|
|
float _Metallic0;
|
|
float _Smoothness2;
|
|
float _Float3;
|
|
float _Metallic1;
|
|
float _Smoothness3;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
sampler2D _Mask2;
|
|
sampler2D _Mask0;
|
|
sampler2D _Mask1;
|
|
sampler2D _Mask3;
|
|
float4 _MaskMapRemapScale0;
|
|
float4 _MaskMapRemapOffset2;
|
|
float4 _MaskMapRemapScale2;
|
|
float4 _MaskMapRemapScale1;
|
|
float4 _MaskMapRemapOffset1;
|
|
float4 _MaskMapRemapScale3;
|
|
float4 _MaskMapRemapOffset3;
|
|
float4 _MaskMapRemapOffset0;
|
|
TEXTURE2D_ARRAY(_MaskAtlas1);
|
|
sampler2D _MaskNo;
|
|
SAMPLER(sampler_MaskAtlas1);
|
|
sampler2D _TexNo;
|
|
TEXTURE2D_ARRAY(_TextureAtlas1);
|
|
SAMPLER(sampler_TextureAtlas1);
|
|
|
|
|
|
int GetTexNo48( float f )
|
|
{
|
|
float idx = f * 64.0;
|
|
return round(idx);
|
|
}
|
|
|
|
int GetTexNo47( float f )
|
|
{
|
|
float idx = f * 64.0;
|
|
return round(idx);
|
|
}
|
|
|
|
int GetTexNo46( float f )
|
|
{
|
|
float idx = f * 64.0;
|
|
return round(idx);
|
|
}
|
|
|
|
int GetTexNo50( float f )
|
|
{
|
|
float idx = f * 64.0;
|
|
return round(idx);
|
|
}
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output = (PackedVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID( input );
|
|
UNITY_TRANSFER_INSTANCE_ID( input, output );
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output );
|
|
|
|
output.ase_texcoord2.xy = input.ase_texcoord.xy;
|
|
output.ase_texcoord3 = input.positionOS;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
output.ase_texcoord2.zw = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
output.positionWS = vertexInput.positionWS;
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
output.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
output.positionCS = vertexInput.positionCS;
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
float3 normalOS : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
output.ase_texcoord = input.ase_texcoord;
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
|
{
|
|
TessellationFactors output;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
|
return output;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
Attributes output = (Attributes) 0;
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(PackedVaryings input ) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID( input );
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 WorldPosition = input.positionWS;
|
|
#endif
|
|
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = input.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
float2 texCoord36 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_35_0 = ( texCoord36 * ( _Repeat + 1.0 ) );
|
|
float2 temp_cast_0 = (0.5).xx;
|
|
float2 UV238 = ( ( ( frac( temp_output_35_0 ) - temp_cast_0 ) * _Float3 ) + 0.5 );
|
|
float2 _Vector6 = float2(1,1);
|
|
float2 appendResult30 = (float2(( input.ase_texcoord3.x / ( ( _TerrainSize.x - 1.0 ) + _Vector6.x ) ) , ( input.ase_texcoord3.z / ( ( _TerrainSize.y - 1.0 ) + _Vector6.y ) )));
|
|
float2 appendResult32 = (float2(0.0 , _TexelSize.w));
|
|
float2 UV34 = ( appendResult30 + appendResult32 );
|
|
float4 tex2DNode76 = tex2D( _MaskNo, UV34 );
|
|
float Mask387 = tex2DNode76.b;
|
|
float Mask3Index84 = round( ( 16.0 * Mask387 ) );
|
|
float4 tex2DArrayNode97 = SAMPLE_TEXTURE2D_ARRAY( _MaskAtlas1, sampler_MaskAtlas1, UV238,Mask3Index84 );
|
|
float4 tex2DNode45 = tex2D( _TexNo, UV34 );
|
|
float f48 = tex2DNode45.a;
|
|
int localGetTexNo48 = GetTexNo48( f48 );
|
|
int layer454 = localGetTexNo48;
|
|
float f47 = tex2DNode45.b;
|
|
int localGetTexNo47 = GetTexNo47( f47 );
|
|
int layer353 = localGetTexNo47;
|
|
float f46 = tex2DNode45.g;
|
|
int localGetTexNo46 = GetTexNo46( f46 );
|
|
int layer252 = localGetTexNo46;
|
|
float2 texCoord39 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 UV344 = frac( ( ( texCoord39 * ( _Repeat + 1.0 ) ) / 4.0 ) );
|
|
float f50 = tex2DNode45.r;
|
|
int localGetTexNo50 = GetTexNo50( f50 );
|
|
int layer151 = localGetTexNo50;
|
|
float4 MainColor63 = SAMPLE_TEXTURE2D_ARRAY( _TextureAtlas1, sampler_TextureAtlas1, UV344,(float)layer151 );
|
|
float Mask278 = tex2DNode76.g;
|
|
float Mask2Index72 = round( ( Mask278 * 16.0 ) );
|
|
float4 lerpResult89 = lerp( MainColor63 , float4( SAMPLE_TEXTURE2D_ARRAY( _TextureAtlas1, sampler_TextureAtlas1, UV344,(float)layer252 ).rgb , 0.0 ) , SAMPLE_TEXTURE2D_ARRAY( _MaskAtlas1, sampler_MaskAtlas1, UV238,Mask2Index72 ));
|
|
float4 ifLocalVar116 = 0;
|
|
if( layer252 <= 0.0 )
|
|
ifLocalVar116 = MainColor63;
|
|
else
|
|
ifLocalVar116 = lerpResult89;
|
|
float4 color2119 = ifLocalVar116;
|
|
float4 lerpResult101 = lerp( color2119 , SAMPLE_TEXTURE2D_ARRAY( _TextureAtlas1, sampler_TextureAtlas1, UV344,(float)layer353 ) , tex2DArrayNode97);
|
|
float4 ifLocalVar121 = 0;
|
|
if( layer353 <= 0.0 )
|
|
ifLocalVar121 = color2119;
|
|
else
|
|
ifLocalVar121 = lerpResult101;
|
|
float4 color3123 = ifLocalVar121;
|
|
float Mask480 = tex2DNode76.a;
|
|
float Mask4Index83 = round( ( 16.0 * Mask480 ) );
|
|
float4 lerpResult102 = lerp( color3123 , SAMPLE_TEXTURE2D_ARRAY( _TextureAtlas1, sampler_TextureAtlas1, UV344,(float)layer454 ) , SAMPLE_TEXTURE2D_ARRAY( _MaskAtlas1, sampler_MaskAtlas1, UV238,Mask4Index83 ));
|
|
float4 ifLocalVar128 = 0;
|
|
if( layer454 <= 0.0 )
|
|
ifLocalVar128 = color3123;
|
|
else
|
|
ifLocalVar128 = lerpResult102;
|
|
float4 color3130 = ifLocalVar128;
|
|
float4 break113 = color3130;
|
|
float4 appendResult115 = (float4(break113.r , break113.g , break113.b , 0.0));
|
|
float4 origion133 = appendResult115;
|
|
#ifdef _KEYWORD0_ON
|
|
float4 staticSwitch227 = origion133;
|
|
#else
|
|
float4 staticSwitch227 = tex2DArrayNode97;
|
|
#endif
|
|
|
|
|
|
float3 BaseColor = staticSwitch227.rgb;
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
|
|
half4 color = half4(BaseColor, Alpha );
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
return color;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DepthNormals"
|
|
Tags { "LightMode"="DepthNormals" }
|
|
|
|
ZWrite On
|
|
Blend One Zero
|
|
ZTest LEqual
|
|
ZWrite On
|
|
|
|
HLSLPROGRAM
|
|
|
|
|
|
|
|
|
|
|
|
#pragma multi_compile _ALPHATEST_ON
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
|
#define ASE_FOG 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_VERSION 19801
|
|
#define ASE_SRP_VERSION 140011
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
|
|
#define _SPECULAR_COLOR 1
|
|
#endif
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
|
|
//#define SHADERPASS SHADERPASS_DEPTHNORMALS
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#endif
|
|
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140009
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
|
#endif
|
|
|
|
#pragma multi_compile_local __ _ALPHATEST_ON
|
|
#pragma shader_feature_local _MASKMAP
|
|
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
|
#endif
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float4 tangentOS : TANGENT;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
|
float4 clipPosV : TEXCOORD0;
|
|
float3 positionWS : TEXCOORD1;
|
|
float3 normalWS : TEXCOORD2;
|
|
float4 tangentWS : TEXCOORD3;
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD4;
|
|
#endif
|
|
float4 ase_texcoord5 : TEXCOORD5;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _Splat3_ST;
|
|
float4 _TexelSize;
|
|
float4 _Control_ST;
|
|
float4 _Splat0_ST;
|
|
float4 _Splat1_ST;
|
|
float4 _Splat2_ST;
|
|
float2 _TerrainSize;
|
|
float _Smoothness1;
|
|
float _Smoothness0;
|
|
float _Metallic3;
|
|
float _Metallic2;
|
|
float _Repeat;
|
|
float _Metallic0;
|
|
float _Smoothness2;
|
|
float _Float3;
|
|
float _Metallic1;
|
|
float _Smoothness3;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
sampler2D _Mask2;
|
|
sampler2D _Mask0;
|
|
sampler2D _Mask1;
|
|
sampler2D _Mask3;
|
|
float4 _MaskMapRemapScale0;
|
|
float4 _MaskMapRemapOffset2;
|
|
float4 _MaskMapRemapScale2;
|
|
float4 _MaskMapRemapScale1;
|
|
float4 _MaskMapRemapOffset1;
|
|
float4 _MaskMapRemapScale3;
|
|
float4 _MaskMapRemapOffset3;
|
|
float4 _MaskMapRemapOffset0;
|
|
sampler2D _Control;
|
|
sampler2D _Normal0;
|
|
sampler2D _Splat0;
|
|
sampler2D _Normal1;
|
|
sampler2D _Splat1;
|
|
sampler2D _Normal2;
|
|
sampler2D _Splat2;
|
|
sampler2D _Normal3;
|
|
sampler2D _Splat3;
|
|
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output = (PackedVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
output.ase_texcoord5.xy = input.ase_texcoord.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
output.ase_texcoord5.zw = 0;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
input.tangentOS = input.tangentOS;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
|
|
|
float3 normalWS = TransformObjectToWorldNormal( input.normalOS );
|
|
float4 tangentWS = float4( TransformObjectToWorldDir( input.tangentOS.xyz ), input.tangentOS.w );
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
output.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
output.positionCS = vertexInput.positionCS;
|
|
output.clipPosV = vertexInput.positionCS;
|
|
output.positionWS = vertexInput.positionWS;
|
|
output.normalWS = normalWS;
|
|
output.tangentWS = tangentWS;
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
float3 normalOS : NORMAL;
|
|
float4 tangentOS : TANGENT;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
output.tangentOS = input.tangentOS;
|
|
output.ase_texcoord = input.ase_texcoord;
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
|
{
|
|
TessellationFactors output;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
|
return output;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
Attributes output = (Attributes) 0;
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
|
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
void frag( PackedVaryings input
|
|
, out half4 outNormalWS : SV_Target0
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
#ifdef _WRITE_RENDERING_LAYERS
|
|
, out float4 outRenderingLayers : SV_Target1
|
|
#endif
|
|
)
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
|
|
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
float3 WorldNormal = input.normalWS;
|
|
float4 WorldTangent = input.tangentWS;
|
|
float3 WorldPosition = input.positionWS;
|
|
float4 ClipPos = input.clipPosV;
|
|
float4 ScreenPos = ComputeScreenPos( input.clipPosV );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = input.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
float2 uv_Control = input.ase_texcoord5.xy * _Control_ST.xy + _Control_ST.zw;
|
|
float4 tex2DNode5_g11 = tex2D( _Control, uv_Control );
|
|
float dotResult20_g11 = dot( tex2DNode5_g11 , float4(1,1,1,1) );
|
|
float SplatWeight22_g11 = dotResult20_g11;
|
|
float localSplatClip74_g11 = ( SplatWeight22_g11 );
|
|
float SplatWeight74_g11 = SplatWeight22_g11;
|
|
{
|
|
#if !defined(SHADER_API_MOBILE) && defined(TERRAIN_SPLAT_ADDPASS)
|
|
clip(SplatWeight74_g11 == 0.0f ? -1 : 1);
|
|
#endif
|
|
}
|
|
float4 SplatControl26_g11 = ( tex2DNode5_g11 / ( localSplatClip74_g11 + 0.001 ) );
|
|
float4 temp_output_59_0_g11 = SplatControl26_g11;
|
|
float2 uv_Splat0 = input.ase_texcoord5.xy * _Splat0_ST.xy + _Splat0_ST.zw;
|
|
float2 uv_Splat1 = input.ase_texcoord5.xy * _Splat1_ST.xy + _Splat1_ST.zw;
|
|
float2 uv_Splat2 = input.ase_texcoord5.xy * _Splat2_ST.xy + _Splat2_ST.zw;
|
|
float2 uv_Splat3 = input.ase_texcoord5.xy * _Splat3_ST.xy + _Splat3_ST.zw;
|
|
float4 weightedBlendVar8_g11 = temp_output_59_0_g11;
|
|
float4 weightedBlend8_g11 = ( weightedBlendVar8_g11.x*tex2D( _Normal0, uv_Splat0 ) + weightedBlendVar8_g11.y*tex2D( _Normal1, uv_Splat1 ) + weightedBlendVar8_g11.z*tex2D( _Normal2, uv_Splat2 ) + weightedBlendVar8_g11.w*tex2D( _Normal3, uv_Splat3 ) );
|
|
float3 temp_output_61_0_g11 = UnpackNormalScale( weightedBlend8_g11, 1.0 );
|
|
|
|
|
|
float3 Normal = temp_output_61_0_g11;
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = input.positionCS.z;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
LODFadeCrossFade( input.positionCS );
|
|
#endif
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
#if defined(_GBUFFER_NORMALS_OCT)
|
|
float2 octNormalWS = PackNormalOctQuadEncode(WorldNormal);
|
|
float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);
|
|
half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);
|
|
outNormalWS = half4(packedNormalWS, 0.0);
|
|
#else
|
|
#if defined(_NORMALMAP)
|
|
#if _NORMAL_DROPOFF_TS
|
|
float crossSign = (WorldTangent.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
|
|
float3 bitangent = crossSign * cross(WorldNormal.xyz, WorldTangent.xyz);
|
|
float3 normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent.xyz, bitangent, WorldNormal.xyz));
|
|
#elif _NORMAL_DROPOFF_OS
|
|
float3 normalWS = TransformObjectToWorldNormal(Normal);
|
|
#elif _NORMAL_DROPOFF_WS
|
|
float3 normalWS = Normal;
|
|
#endif
|
|
#else
|
|
float3 normalWS = WorldNormal;
|
|
#endif
|
|
outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
|
|
#endif
|
|
|
|
#ifdef _WRITE_RENDERING_LAYERS
|
|
uint renderingLayers = GetMeshRenderingLayer();
|
|
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
|
|
#endif
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "GBuffer"
|
|
Tags { "LightMode"="UniversalGBuffer" }
|
|
|
|
Blend One Zero, One Zero
|
|
ZWrite On
|
|
ZTest LEqual
|
|
Offset 0 , 0
|
|
ColorMask RGBA
|
|
|
|
|
|
HLSLPROGRAM
|
|
|
|
|
|
|
|
#pragma multi_compile_fragment _ALPHATEST_ON
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options renderinglayer
|
|
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
|
#pragma multi_compile_fog
|
|
#define ASE_FOG 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_VERSION 19801
|
|
#define ASE_SRP_VERSION 140011
|
|
|
|
|
|
|
|
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
|
|
|
|
|
|
|
|
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
|
|
|
|
|
|
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
|
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
|
|
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
|
|
|
|
|
|
|
|
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
|
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
|
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
|
|
#define _SPECULAR_COLOR 1
|
|
#endif
|
|
|
|
#define SHADERPASS SHADERPASS_GBUFFER
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#endif
|
|
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140009
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
|
#endif
|
|
|
|
#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
|
|
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
|
|
#endif
|
|
|
|
#define ASE_NEEDS_FRAG_POSITION
|
|
#pragma shader_feature_local _KEYWORD0_ON
|
|
#pragma multi_compile_local __ _ALPHATEST_ON
|
|
#pragma shader_feature_local _MASKMAP
|
|
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
|
#endif
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float4 tangentOS : TANGENT;
|
|
float4 texcoord : TEXCOORD0;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
|
float4 clipPosV : TEXCOORD0;
|
|
float4 lightmapUVOrVertexSH : TEXCOORD1;
|
|
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
|
|
half4 fogFactorAndVertexLight : TEXCOORD2;
|
|
#endif
|
|
float4 tSpace0 : TEXCOORD3;
|
|
float4 tSpace1 : TEXCOORD4;
|
|
float4 tSpace2 : TEXCOORD5;
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
float4 shadowCoord : TEXCOORD6;
|
|
#endif
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
float2 dynamicLightmapUV : TEXCOORD7;
|
|
#endif
|
|
float4 ase_texcoord8 : TEXCOORD8;
|
|
float4 ase_texcoord9 : TEXCOORD9;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _Splat3_ST;
|
|
float4 _TexelSize;
|
|
float4 _Control_ST;
|
|
float4 _Splat0_ST;
|
|
float4 _Splat1_ST;
|
|
float4 _Splat2_ST;
|
|
float2 _TerrainSize;
|
|
float _Smoothness1;
|
|
float _Smoothness0;
|
|
float _Metallic3;
|
|
float _Metallic2;
|
|
float _Repeat;
|
|
float _Metallic0;
|
|
float _Smoothness2;
|
|
float _Float3;
|
|
float _Metallic1;
|
|
float _Smoothness3;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
sampler2D _Mask2;
|
|
sampler2D _Mask0;
|
|
sampler2D _Mask1;
|
|
sampler2D _Mask3;
|
|
float4 _MaskMapRemapScale0;
|
|
float4 _MaskMapRemapOffset2;
|
|
float4 _MaskMapRemapScale2;
|
|
float4 _MaskMapRemapScale1;
|
|
float4 _MaskMapRemapOffset1;
|
|
float4 _MaskMapRemapScale3;
|
|
float4 _MaskMapRemapOffset3;
|
|
float4 _MaskMapRemapOffset0;
|
|
TEXTURE2D_ARRAY(_MaskAtlas1);
|
|
sampler2D _MaskNo;
|
|
SAMPLER(sampler_MaskAtlas1);
|
|
sampler2D _TexNo;
|
|
TEXTURE2D_ARRAY(_TextureAtlas1);
|
|
SAMPLER(sampler_TextureAtlas1);
|
|
sampler2D _Control;
|
|
sampler2D _Normal0;
|
|
sampler2D _Splat0;
|
|
sampler2D _Normal1;
|
|
sampler2D _Splat1;
|
|
sampler2D _Normal2;
|
|
sampler2D _Splat2;
|
|
sampler2D _Normal3;
|
|
sampler2D _Splat3;
|
|
float _LayerHasMask0;
|
|
float _LayerHasMask1;
|
|
float _LayerHasMask2;
|
|
float _LayerHasMask3;
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
|
|
|
|
int GetTexNo48( float f )
|
|
{
|
|
float idx = f * 64.0;
|
|
return round(idx);
|
|
}
|
|
|
|
int GetTexNo47( float f )
|
|
{
|
|
float idx = f * 64.0;
|
|
return round(idx);
|
|
}
|
|
|
|
int GetTexNo46( float f )
|
|
{
|
|
float idx = f * 64.0;
|
|
return round(idx);
|
|
}
|
|
|
|
int GetTexNo50( float f )
|
|
{
|
|
float idx = f * 64.0;
|
|
return round(idx);
|
|
}
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output = (PackedVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
output.ase_texcoord8.xy = input.texcoord.xy;
|
|
output.ase_texcoord9 = input.positionOS;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
output.ase_texcoord8.zw = 0;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
input.tangentOS = input.tangentOS;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
|
VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS );
|
|
|
|
output.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x);
|
|
output.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y);
|
|
output.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z);
|
|
|
|
#if defined(LIGHTMAP_ON)
|
|
OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
|
|
#endif
|
|
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#endif
|
|
|
|
#if !defined(LIGHTMAP_ON)
|
|
OUTPUT_SH(normalInput.normalWS.xyz, output.lightmapUVOrVertexSH.xyz);
|
|
#endif
|
|
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
output.lightmapUVOrVertexSH.zw = input.texcoord.xy;
|
|
output.lightmapUVOrVertexSH.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
#endif
|
|
|
|
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
|
|
output.fogFactorAndVertexLight = 0;
|
|
#if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
|
|
// @diogo: no fog applied in GBuffer
|
|
#endif
|
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
|
half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
|
|
output.fogFactorAndVertexLight.yzw = vertexLight;
|
|
#endif
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
output.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
output.positionCS = vertexInput.positionCS;
|
|
output.clipPosV = vertexInput.positionCS;
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
float3 normalOS : NORMAL;
|
|
float4 tangentOS : TANGENT;
|
|
float4 texcoord : TEXCOORD0;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
output.tangentOS = input.tangentOS;
|
|
output.texcoord = input.texcoord;
|
|
output.texcoord1 = input.texcoord1;
|
|
output.texcoord2 = input.texcoord2;
|
|
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
|
{
|
|
TessellationFactors output;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
|
return output;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
Attributes output = (Attributes) 0;
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
|
output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
|
|
output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
|
output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
FragmentOutput frag ( PackedVaryings input
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
)
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
LODFadeCrossFade( input.positionCS );
|
|
#endif
|
|
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
float2 sampleCoords = (input.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
|
|
float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
|
|
float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
|
|
float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
|
|
#else
|
|
float3 WorldNormal = normalize( input.tSpace0.xyz );
|
|
float3 WorldTangent = input.tSpace1.xyz;
|
|
float3 WorldBiTangent = input.tSpace2.xyz;
|
|
#endif
|
|
|
|
float3 WorldPosition = float3(input.tSpace0.w,input.tSpace1.w,input.tSpace2.w);
|
|
float3 WorldViewDirection = GetWorldSpaceNormalizeViewDir( WorldPosition );
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
float4 ClipPos = input.clipPosV;
|
|
float4 ScreenPos = ComputeScreenPos( input.clipPosV );
|
|
|
|
float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = input.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#else
|
|
ShadowCoords = float4(0, 0, 0, 0);
|
|
#endif
|
|
|
|
float2 texCoord36 = input.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_35_0 = ( texCoord36 * ( _Repeat + 1.0 ) );
|
|
float2 temp_cast_0 = (0.5).xx;
|
|
float2 UV238 = ( ( ( frac( temp_output_35_0 ) - temp_cast_0 ) * _Float3 ) + 0.5 );
|
|
float2 _Vector6 = float2(1,1);
|
|
float2 appendResult30 = (float2(( input.ase_texcoord9.x / ( ( _TerrainSize.x - 1.0 ) + _Vector6.x ) ) , ( input.ase_texcoord9.z / ( ( _TerrainSize.y - 1.0 ) + _Vector6.y ) )));
|
|
float2 appendResult32 = (float2(0.0 , _TexelSize.w));
|
|
float2 UV34 = ( appendResult30 + appendResult32 );
|
|
float4 tex2DNode76 = tex2D( _MaskNo, UV34 );
|
|
float Mask387 = tex2DNode76.b;
|
|
float Mask3Index84 = round( ( 16.0 * Mask387 ) );
|
|
float4 tex2DArrayNode97 = SAMPLE_TEXTURE2D_ARRAY( _MaskAtlas1, sampler_MaskAtlas1, UV238,Mask3Index84 );
|
|
float4 tex2DNode45 = tex2D( _TexNo, UV34 );
|
|
float f48 = tex2DNode45.a;
|
|
int localGetTexNo48 = GetTexNo48( f48 );
|
|
int layer454 = localGetTexNo48;
|
|
float f47 = tex2DNode45.b;
|
|
int localGetTexNo47 = GetTexNo47( f47 );
|
|
int layer353 = localGetTexNo47;
|
|
float f46 = tex2DNode45.g;
|
|
int localGetTexNo46 = GetTexNo46( f46 );
|
|
int layer252 = localGetTexNo46;
|
|
float2 texCoord39 = input.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 UV344 = frac( ( ( texCoord39 * ( _Repeat + 1.0 ) ) / 4.0 ) );
|
|
float f50 = tex2DNode45.r;
|
|
int localGetTexNo50 = GetTexNo50( f50 );
|
|
int layer151 = localGetTexNo50;
|
|
float4 MainColor63 = SAMPLE_TEXTURE2D_ARRAY( _TextureAtlas1, sampler_TextureAtlas1, UV344,(float)layer151 );
|
|
float Mask278 = tex2DNode76.g;
|
|
float Mask2Index72 = round( ( Mask278 * 16.0 ) );
|
|
float4 lerpResult89 = lerp( MainColor63 , float4( SAMPLE_TEXTURE2D_ARRAY( _TextureAtlas1, sampler_TextureAtlas1, UV344,(float)layer252 ).rgb , 0.0 ) , SAMPLE_TEXTURE2D_ARRAY( _MaskAtlas1, sampler_MaskAtlas1, UV238,Mask2Index72 ));
|
|
float4 ifLocalVar116 = 0;
|
|
if( layer252 <= 0.0 )
|
|
ifLocalVar116 = MainColor63;
|
|
else
|
|
ifLocalVar116 = lerpResult89;
|
|
float4 color2119 = ifLocalVar116;
|
|
float4 lerpResult101 = lerp( color2119 , SAMPLE_TEXTURE2D_ARRAY( _TextureAtlas1, sampler_TextureAtlas1, UV344,(float)layer353 ) , tex2DArrayNode97);
|
|
float4 ifLocalVar121 = 0;
|
|
if( layer353 <= 0.0 )
|
|
ifLocalVar121 = color2119;
|
|
else
|
|
ifLocalVar121 = lerpResult101;
|
|
float4 color3123 = ifLocalVar121;
|
|
float Mask480 = tex2DNode76.a;
|
|
float Mask4Index83 = round( ( 16.0 * Mask480 ) );
|
|
float4 lerpResult102 = lerp( color3123 , SAMPLE_TEXTURE2D_ARRAY( _TextureAtlas1, sampler_TextureAtlas1, UV344,(float)layer454 ) , SAMPLE_TEXTURE2D_ARRAY( _MaskAtlas1, sampler_MaskAtlas1, UV238,Mask4Index83 ));
|
|
float4 ifLocalVar128 = 0;
|
|
if( layer454 <= 0.0 )
|
|
ifLocalVar128 = color3123;
|
|
else
|
|
ifLocalVar128 = lerpResult102;
|
|
float4 color3130 = ifLocalVar128;
|
|
float4 break113 = color3130;
|
|
float4 appendResult115 = (float4(break113.r , break113.g , break113.b , 0.0));
|
|
float4 origion133 = appendResult115;
|
|
#ifdef _KEYWORD0_ON
|
|
float4 staticSwitch227 = origion133;
|
|
#else
|
|
float4 staticSwitch227 = tex2DArrayNode97;
|
|
#endif
|
|
|
|
float2 uv_Control = input.ase_texcoord8.xy * _Control_ST.xy + _Control_ST.zw;
|
|
float4 tex2DNode5_g11 = tex2D( _Control, uv_Control );
|
|
float dotResult20_g11 = dot( tex2DNode5_g11 , float4(1,1,1,1) );
|
|
float SplatWeight22_g11 = dotResult20_g11;
|
|
float localSplatClip74_g11 = ( SplatWeight22_g11 );
|
|
float SplatWeight74_g11 = SplatWeight22_g11;
|
|
{
|
|
#if !defined(SHADER_API_MOBILE) && defined(TERRAIN_SPLAT_ADDPASS)
|
|
clip(SplatWeight74_g11 == 0.0f ? -1 : 1);
|
|
#endif
|
|
}
|
|
float4 SplatControl26_g11 = ( tex2DNode5_g11 / ( localSplatClip74_g11 + 0.001 ) );
|
|
float4 temp_output_59_0_g11 = SplatControl26_g11;
|
|
float2 uv_Splat0 = input.ase_texcoord8.xy * _Splat0_ST.xy + _Splat0_ST.zw;
|
|
float2 uv_Splat1 = input.ase_texcoord8.xy * _Splat1_ST.xy + _Splat1_ST.zw;
|
|
float2 uv_Splat2 = input.ase_texcoord8.xy * _Splat2_ST.xy + _Splat2_ST.zw;
|
|
float2 uv_Splat3 = input.ase_texcoord8.xy * _Splat3_ST.xy + _Splat3_ST.zw;
|
|
float4 weightedBlendVar8_g11 = temp_output_59_0_g11;
|
|
float4 weightedBlend8_g11 = ( weightedBlendVar8_g11.x*tex2D( _Normal0, uv_Splat0 ) + weightedBlendVar8_g11.y*tex2D( _Normal1, uv_Splat1 ) + weightedBlendVar8_g11.z*tex2D( _Normal2, uv_Splat2 ) + weightedBlendVar8_g11.w*tex2D( _Normal3, uv_Splat3 ) );
|
|
float3 temp_output_61_0_g11 = UnpackNormalScale( weightedBlend8_g11, 1.0 );
|
|
|
|
float4 appendResult55_g11 = (float4(_Metallic0 , _Metallic1 , _Metallic2 , _Metallic3));
|
|
float localComputeMasks130_g11 = ( 0.0 );
|
|
float4 masks0130_g11 = float4( 0,0,0,0 );
|
|
float4 masks1130_g11 = float4( 0,0,0,0 );
|
|
float4 masks2130_g11 = float4( 0,0,0,0 );
|
|
float4 masks3130_g11 = float4( 0,0,0,0 );
|
|
float4 appendResult135_g11 = (float4(_LayerHasMask0 , _LayerHasMask1 , _LayerHasMask2 , _LayerHasMask3));
|
|
float4 layerHasMask136_g11 = appendResult135_g11;
|
|
float4 hasMask130_g11 = layerHasMask136_g11;
|
|
float2 uvMask0130_g11 = uv_Splat0;
|
|
float2 uvMask1130_g11 = uv_Splat1;
|
|
float2 uvMask2130_g11 = uv_Splat2;
|
|
float2 uvMask3130_g11 = uv_Splat3;
|
|
{
|
|
masks0130_g11 = 0.5h;
|
|
masks1130_g11 = 0.5h;
|
|
masks2130_g11 = 0.5h;
|
|
masks3130_g11 = 0.5h;
|
|
#ifdef _MASKMAP
|
|
masks0130_g11 = lerp(masks0130_g11, SAMPLE_TEXTURE2D(_Mask0, sampler_Mask0, uvMask0130_g11), hasMask130_g11.x);
|
|
masks1130_g11 = lerp(masks1130_g11, SAMPLE_TEXTURE2D(_Mask1, sampler_Mask0, uvMask1130_g11), hasMask130_g11.y);
|
|
masks2130_g11 = lerp(masks2130_g11, SAMPLE_TEXTURE2D(_Mask2, sampler_Mask0, uvMask2130_g11), hasMask130_g11.z);
|
|
masks3130_g11 = lerp(masks3130_g11, SAMPLE_TEXTURE2D(_Mask3, sampler_Mask0, uvMask3130_g11), hasMask130_g11.w);
|
|
#endif
|
|
masks0130_g11 *= _MaskMapRemapScale0.rgba;
|
|
masks0130_g11 += _MaskMapRemapOffset0.rgba;
|
|
masks1130_g11 *= _MaskMapRemapScale1.rgba;
|
|
masks1130_g11 += _MaskMapRemapOffset1.rgba;
|
|
masks2130_g11 *= _MaskMapRemapScale2.rgba;
|
|
masks2130_g11 += _MaskMapRemapOffset2.rgba;
|
|
masks3130_g11 *= _MaskMapRemapScale3.rgba;
|
|
masks3130_g11 += _MaskMapRemapOffset3.rgba;
|
|
}
|
|
float4 mask0138_g11 = masks0130_g11;
|
|
float4 mask1139_g11 = masks1130_g11;
|
|
float4 mask2140_g11 = masks2130_g11;
|
|
float4 mask3141_g11 = masks3130_g11;
|
|
float4 appendResult168_g11 = (float4((mask0138_g11).x , (mask1139_g11).x , (mask2140_g11).x , (mask3141_g11).x));
|
|
float4 maskMetallic169_g11 = appendResult168_g11;
|
|
float4 lerpResult202_g11 = lerp( appendResult55_g11 , maskMetallic169_g11 , layerHasMask136_g11);
|
|
float dotResult53_g11 = dot( SplatControl26_g11 , lerpResult202_g11 );
|
|
|
|
float4 appendResult205_g11 = (float4(_Smoothness0 , _Smoothness1 , _Smoothness2 , _Smoothness3));
|
|
float4 tex2DNode4_g11 = tex2D( _Splat0, uv_Splat0 );
|
|
float4 tex2DNode3_g11 = tex2D( _Splat1, uv_Splat1 );
|
|
float4 tex2DNode6_g11 = tex2D( _Splat2, uv_Splat2 );
|
|
float4 tex2DNode7_g11 = tex2D( _Splat3, uv_Splat3 );
|
|
float4 appendResult206_g11 = (float4(tex2DNode4_g11.a , tex2DNode3_g11.a , tex2DNode6_g11.a , tex2DNode7_g11.a));
|
|
float4 defaultSmoothness210_g11 = ( appendResult205_g11 * appendResult206_g11 );
|
|
float4 appendResult158_g11 = (float4((mask0138_g11).w , (mask1139_g11).w , (mask2140_g11).w , (mask3141_g11).w));
|
|
float4 maskSmoothness149_g11 = appendResult158_g11;
|
|
float4 lerpResult215_g11 = lerp( defaultSmoothness210_g11 , maskSmoothness149_g11 , layerHasMask136_g11);
|
|
float dotResult216_g11 = dot( lerpResult215_g11 , SplatControl26_g11 );
|
|
|
|
|
|
float3 BaseColor = staticSwitch227.rgb;
|
|
float3 Normal = temp_output_61_0_g11;
|
|
float3 Emission = 0;
|
|
float3 Specular = 0.5;
|
|
float Metallic = dotResult53_g11;
|
|
float Smoothness = dotResult216_g11;
|
|
float Occlusion = 1;
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
float3 BakedGI = 0;
|
|
float3 RefractionColor = 1;
|
|
float RefractionIndex = 1;
|
|
float3 Transmission = 1;
|
|
float3 Translucency = 1;
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = input.positionCS.z;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
InputData inputData = (InputData)0;
|
|
inputData.positionWS = WorldPosition;
|
|
inputData.positionCS = input.positionCS;
|
|
inputData.shadowCoord = ShadowCoords;
|
|
|
|
#ifdef _NORMALMAP
|
|
#if _NORMAL_DROPOFF_TS
|
|
inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal ));
|
|
#elif _NORMAL_DROPOFF_OS
|
|
inputData.normalWS = TransformObjectToWorldNormal(Normal);
|
|
#elif _NORMAL_DROPOFF_WS
|
|
inputData.normalWS = Normal;
|
|
#endif
|
|
#else
|
|
inputData.normalWS = WorldNormal;
|
|
#endif
|
|
|
|
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
|
|
inputData.viewDirectionWS = SafeNormalize( WorldViewDirection );
|
|
|
|
#ifdef ASE_FOG
|
|
// @diogo: no fog applied in GBuffer
|
|
#endif
|
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
|
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
|
|
#endif
|
|
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
float3 SH = SampleSH(inputData.normalWS.xyz);
|
|
#else
|
|
float3 SH = input.lightmapUVOrVertexSH.xyz;
|
|
#endif
|
|
|
|
#ifdef ASE_BAKEDGI
|
|
inputData.bakedGI = BakedGI;
|
|
#else
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.bakedGI = SAMPLE_GI( input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS);
|
|
#else
|
|
inputData.bakedGI = SAMPLE_GI( input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS );
|
|
#endif
|
|
#endif
|
|
|
|
inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
|
|
|
|
#if defined(DEBUG_DISPLAY)
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
|
|
#endif
|
|
#if defined(LIGHTMAP_ON)
|
|
inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy;
|
|
#else
|
|
inputData.vertexSH = SH;
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef _DBUFFER
|
|
ApplyDecal(input.positionCS,
|
|
BaseColor,
|
|
Specular,
|
|
inputData.normalWS,
|
|
Metallic,
|
|
Occlusion,
|
|
Smoothness);
|
|
#endif
|
|
|
|
BRDFData brdfData;
|
|
InitializeBRDFData
|
|
(BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData);
|
|
|
|
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
|
|
half4 color;
|
|
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
|
|
color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
|
|
color.a = Alpha;
|
|
|
|
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
|
|
color.rgb *= color.a;
|
|
#endif
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion);
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "SceneSelectionPass"
|
|
Tags { "LightMode"="SceneSelectionPass" }
|
|
|
|
Cull Off
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_VERSION 19801
|
|
#define ASE_SRP_VERSION 140011
|
|
|
|
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
|
|
#define _SPECULAR_COLOR 1
|
|
#endif
|
|
|
|
#define SCENESELECTIONPASS 1
|
|
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140009
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#pragma multi_compile_local __ _ALPHATEST_ON
|
|
#pragma shader_feature_local _MASKMAP
|
|
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _Splat3_ST;
|
|
float4 _TexelSize;
|
|
float4 _Control_ST;
|
|
float4 _Splat0_ST;
|
|
float4 _Splat1_ST;
|
|
float4 _Splat2_ST;
|
|
float2 _TerrainSize;
|
|
float _Smoothness1;
|
|
float _Smoothness0;
|
|
float _Metallic3;
|
|
float _Metallic2;
|
|
float _Repeat;
|
|
float _Metallic0;
|
|
float _Smoothness2;
|
|
float _Float3;
|
|
float _Metallic1;
|
|
float _Smoothness3;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
sampler2D _Mask2;
|
|
sampler2D _Mask0;
|
|
sampler2D _Mask1;
|
|
sampler2D _Mask3;
|
|
float4 _MaskMapRemapScale0;
|
|
float4 _MaskMapRemapOffset2;
|
|
float4 _MaskMapRemapScale2;
|
|
float4 _MaskMapRemapScale1;
|
|
float4 _MaskMapRemapOffset1;
|
|
float4 _MaskMapRemapScale3;
|
|
float4 _MaskMapRemapOffset3;
|
|
float4 _MaskMapRemapOffset0;
|
|
|
|
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
};
|
|
|
|
PackedVaryings VertexFunction(Attributes input )
|
|
{
|
|
PackedVaryings output;
|
|
ZERO_INITIALIZE(PackedVaryings, output);
|
|
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
|
|
float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
|
|
|
|
output.positionCS = TransformWorldToHClip(positionWS);
|
|
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
float3 normalOS : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
|
{
|
|
TessellationFactors output;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
|
return output;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
Attributes output = (Attributes) 0;
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(PackedVaryings input ) : SV_Target
|
|
{
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
|
|
|
|
|
|
surfaceDescription.Alpha = 1;
|
|
surfaceDescription.AlphaClipThreshold = 0.5;
|
|
|
|
#if _ALPHATEST_ON
|
|
float alphaClipThreshold = 0.01f;
|
|
#if ALPHA_CLIP_THRESHOLD
|
|
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
|
|
#endif
|
|
clip(surfaceDescription.Alpha - alphaClipThreshold);
|
|
#endif
|
|
|
|
half4 outColor = 0;
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
|
|
#elif defined(SCENEPICKINGPASS)
|
|
outColor = _SelectionID;
|
|
#endif
|
|
|
|
return outColor;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "ScenePickingPass"
|
|
Tags { "LightMode"="Picking" }
|
|
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_VERSION 19801
|
|
#define ASE_SRP_VERSION 140011
|
|
|
|
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
|
|
#define _SPECULAR_COLOR 1
|
|
#endif
|
|
|
|
#define SCENEPICKINGPASS 1
|
|
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140009
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#pragma multi_compile_local __ _ALPHATEST_ON
|
|
#pragma shader_feature_local _MASKMAP
|
|
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _Splat3_ST;
|
|
float4 _TexelSize;
|
|
float4 _Control_ST;
|
|
float4 _Splat0_ST;
|
|
float4 _Splat1_ST;
|
|
float4 _Splat2_ST;
|
|
float2 _TerrainSize;
|
|
float _Smoothness1;
|
|
float _Smoothness0;
|
|
float _Metallic3;
|
|
float _Metallic2;
|
|
float _Repeat;
|
|
float _Metallic0;
|
|
float _Smoothness2;
|
|
float _Float3;
|
|
float _Metallic1;
|
|
float _Smoothness3;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
sampler2D _Mask2;
|
|
sampler2D _Mask0;
|
|
sampler2D _Mask1;
|
|
sampler2D _Mask3;
|
|
float4 _MaskMapRemapScale0;
|
|
float4 _MaskMapRemapOffset2;
|
|
float4 _MaskMapRemapScale2;
|
|
float4 _MaskMapRemapScale1;
|
|
float4 _MaskMapRemapOffset1;
|
|
float4 _MaskMapRemapScale3;
|
|
float4 _MaskMapRemapOffset3;
|
|
float4 _MaskMapRemapOffset0;
|
|
|
|
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
};
|
|
|
|
PackedVaryings VertexFunction(Attributes input )
|
|
{
|
|
PackedVaryings output;
|
|
ZERO_INITIALIZE(PackedVaryings, output);
|
|
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
|
|
float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
|
|
output.positionCS = TransformWorldToHClip(positionWS);
|
|
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
float3 normalOS : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
|
{
|
|
TessellationFactors output;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
|
return output;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
Attributes output = (Attributes) 0;
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(PackedVaryings input ) : SV_Target
|
|
{
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
|
|
|
|
|
|
surfaceDescription.Alpha = 1;
|
|
surfaceDescription.AlphaClipThreshold = 0.5;
|
|
|
|
#if _ALPHATEST_ON
|
|
float alphaClipThreshold = 0.01f;
|
|
#if ALPHA_CLIP_THRESHOLD
|
|
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
|
|
#endif
|
|
clip(surfaceDescription.Alpha - alphaClipThreshold);
|
|
#endif
|
|
|
|
half4 outColor = 0;
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
|
|
#elif defined(SCENEPICKINGPASS)
|
|
outColor = _SelectionID;
|
|
#endif
|
|
|
|
return outColor;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
}
|
|
|
|
CustomEditor "UnityEditor.ShaderGraphLitGUI"
|
|
FallBack "Hidden/Shader Graph/FallbackError"
|
|
|
|
Fallback Off
|
|
}
|
|
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|
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Node;AmplifyShaderEditor.CommentaryNode;19;-2726.998,19.56519;Inherit;False;853.0714;283;MainColor;5;67;66;65;64;63;;1,1,1,1;0;0
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Node;AmplifyShaderEditor.DynamicAppendNode;30;-2992,-832;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode;34;-2678.998,-796.4348;Float;False;UV;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.SimpleAddOpNode;213;-2800,2800;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;43;-3424,256;Inherit;False;Constant;_Float10;Float 0;7;0;Create;True;0;0;0;False;0;False;4;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SamplerNode;76;-5120,784;Inherit;True;Property;_TextureSample0;Texture Sample 0;32;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
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Node;AmplifyShaderEditor.SamplerNode;45;-4806.998,51.56519;Inherit;True;Property;_TextureSample1;Texture Sample 1;31;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;62;-4342.998,675.5652;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.CustomExpressionNode;46;-4390.998,99.56519;Inherit;False;float idx = f * 64.0@$return round(idx)@;0;Create;1;True;f;FLOAT;0;In;;Inherit;False;GetTexNo;True;False;0;;False;1;0;FLOAT;0;False;1;INT;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode;38;-2080,-272;Float;True;UV2;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
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ASEEND*/
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//CHKSM=DA7117E88235F9BBF3C5A66F18ACAACF1AA4E2D5 |