757 lines
23 KiB
Plaintext
757 lines
23 KiB
Plaintext
Shader /*ase_name*/ "Hidden/Universal/2D Lit" /*end*/
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{
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Properties
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{
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/*ase_props*/
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[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
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}
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SubShader
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{
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/*ase_subshader_options:Name=Additional Options
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Option:Vertex Position:Absolute,Relative:Relative
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Absolute:SetDefine:ASE_ABSOLUTE_VERTEX_POS 1
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Absolute:SetPortName:Sprite Lit:4,Vertex Position
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Relative:RemoveDefine:ASE_ABSOLUTE_VERTEX_POS 1
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Relative:SetPortName:Sprite Lit:4,Vertex Offset
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Option:Debug Display:false,true:false
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true:SetDefine:pragma multi_compile _ DEBUG_DISPLAY
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false,disable:RemoveDefine:pragma multi_compile _ DEBUG_DISPLAY
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Option:External Alpha:false,true:false
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true:SetDefine:pragma multi_compile _ ETC1_EXTERNAL_ALPHA
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false,disable:RemoveDefine:pragma multi_compile _ ETC1_EXTERNAL_ALPHA
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*/
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Tags
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{
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"RenderPipeline" = "UniversalPipeline"
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"RenderType" = "Transparent"
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"Queue" = "Transparent+0"
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"UniversalMaterialType" = "Lit"
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"ShaderGraphShader"="true"
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"ShaderGraphTargetId"=""
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}
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Cull Off
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HLSLINCLUDE
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#pragma target 2.0
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d9 // ensure rendering platforms toggle list is visible
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#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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ENDHLSL
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/*ase_pass*/
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Pass
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{
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Name "Sprite Lit"
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Tags
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{
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"LightMode" = "Universal2D"
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}
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Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
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ZTest LEqual
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ZWrite Off
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Offset 0,0
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ColorMask RGBA
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/*ase_stencil*/
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_0
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#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_1
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#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_2
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#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_3
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define ATTRIBUTES_NEED_NORMAL
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#define ATTRIBUTES_NEED_TANGENT
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#define ATTRIBUTES_NEED_TEXCOORD0
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#define ATTRIBUTES_NEED_COLOR
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#define VARYINGS_NEED_POSITION_WS
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#define VARYINGS_NEED_TEXCOORD0
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#define VARYINGS_NEED_COLOR
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#define VARYINGS_NEED_SCREENPOSITION
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#define FEATURES_GRAPH_VERTEX
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#define SHADERPASS SHADERPASS_SPRITELIT
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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/*ase_unity_cond_begin:>=20220316*/
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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/*ase_unity_cond_end*/
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/*ase_unity_cond_begin:>=20220316*/
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#if ASE_SRP_VERSION >=140009
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#endif
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/*ase_unity_cond_end*/
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
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#if USE_SHAPE_LIGHT_TYPE_0
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SHAPE_LIGHT(0)
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#endif
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#if USE_SHAPE_LIGHT_TYPE_1
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SHAPE_LIGHT(1)
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#endif
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#if USE_SHAPE_LIGHT_TYPE_2
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SHAPE_LIGHT(2)
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#endif
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#if USE_SHAPE_LIGHT_TYPE_3
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SHAPE_LIGHT(3)
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#endif
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
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/*ase_pragma*/
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/*ase_globals*/
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struct VertexInput
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{
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float4 positionOS : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 uv0 : TEXCOORD0;
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float4 color : COLOR;
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/*ase_vdata:p=p;n=n;t=t;c=c;uv0=tc0*/
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 positionCS : SV_POSITION;
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float4 texCoord0 : TEXCOORD0;
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float4 color : TEXCOORD1;
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float4 screenPosition : TEXCOORD2;
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float3 positionWS : TEXCOORD3;
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/*ase_interp(4,):sp=sp;uv0=tc0;*/
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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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#if ETC1_EXTERNAL_ALPHA
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TEXTURE2D(_AlphaTex); SAMPLER(sampler_AlphaTex);
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float _EnableAlphaTexture;
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#endif
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/*ase_funcs*/
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VertexOutput vert( VertexInput v /*ase_vert_input*/ )
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{
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VertexOutput o = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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/*ase_vert_code:v=VertexInput;o=VertexOutput*/
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = v.positionOS.xyz;
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#else
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float3 defaultVertexValue = float3(0, 0, 0);
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#endif
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float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;4;-1;_Vertex*/defaultVertexValue/*end*/;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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v.positionOS.xyz = vertexValue;
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#else
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v.positionOS.xyz += vertexValue;
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#endif
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v.normal = /*ase_vert_out:Vertex Normal;Float3;5;-1;_VNormal*/v.normal/*end*/;
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v.tangent.xyz = /*ase_vert_out:Vertex Tangent;Float3;6;-1;_VTangent*/v.tangent.xyz/*end*/;
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VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
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o.positionCS = vertexInput.positionCS;
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o.positionWS = vertexInput.positionWS;
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o.texCoord0 = v.uv0;
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o.color = v.color;
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o.screenPosition = vertexInput.positionNDC;
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return o;
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}
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half4 frag( VertexOutput IN /*ase_frag_input*/ ) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(IN);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
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/*ase_local_var:wp*/float3 positionWS = IN.positionWS.xyz;
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/*ase_frag_code:IN=VertexOutput*/
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float4 Color = /*ase_frag_out:Color;Float4;1;-1;_Color*/float4( 1, 1, 1, 1 )/*end*/;
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float4 Mask = /*ase_frag_out:Mask;Float4;2;-1;_Mask*/float4(1,1,1,1)/*end*/;
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float3 Normal = /*ase_frag_out:Normal;Float3;3;-1;_Normal*/float3( 0, 0, 1 )/*end*/;
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#if ETC1_EXTERNAL_ALPHA
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float4 alpha = SAMPLE_TEXTURE2D(_AlphaTex, sampler_AlphaTex, IN.texCoord0.xy);
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Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture);
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#endif
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SurfaceData2D surfaceData;
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InitializeSurfaceData(Color.rgb, Color.a, Mask, surfaceData);
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InputData2D inputData;
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InitializeInputData(IN.texCoord0.xy, half2(IN.screenPosition.xy / IN.screenPosition.w), inputData);
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SETUP_DEBUG_DATA_2D(inputData, positionWS);
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return CombinedShapeLightShared(surfaceData, inputData);
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Color *= IN.color;
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}
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ENDHLSL
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}
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/*ase_pass*/
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Pass
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{
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/*ase_hide_pass:SyncP*/
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Name "Sprite Normal"
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Tags
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{
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"LightMode" = "NormalsRendering"
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}
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Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
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ZTest LEqual
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ZWrite Off
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Offset 0,0
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ColorMask RGBA
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/*ase_stencil*/
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define ATTRIBUTES_NEED_NORMAL
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#define ATTRIBUTES_NEED_TANGENT
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#define VARYINGS_NEED_NORMAL_WS
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#define VARYINGS_NEED_TANGENT_WS
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#define FEATURES_GRAPH_VERTEX
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#define SHADERPASS SHADERPASS_SPRITENORMAL
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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/*ase_unity_cond_begin:>=20220316*/
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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/*ase_unity_cond_end*/
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/*ase_unity_cond_begin:>=20220316*/
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#if ASE_SRP_VERSION >=140009
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#endif
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/*ase_unity_cond_end*/
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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/*ase_pragma*/
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/*ase_globals*/
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struct VertexInput
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{
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float4 positionOS : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 uv0 : TEXCOORD0;
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float4 color : COLOR;
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/*ase_vdata:p=p;n=n;t=t;c=c;uv0=tc0*/
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 positionCS : SV_POSITION;
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float4 texCoord0 : TEXCOORD0;
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float4 color : TEXCOORD1;
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float3 normalWS : TEXCOORD2;
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float4 tangentWS : TEXCOORD3;
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float3 bitangentWS : TEXCOORD4;
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/*ase_interp(5,):sp=sp;uv0=tc0;c=tc1;wn=tc2;wt=tc3;wbt=tc4*/
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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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/*ase_funcs*/
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VertexOutput vert( VertexInput v /*ase_vert_input*/ )
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{
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VertexOutput o = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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/*ase_vert_code:v=VertexInput;o=VertexOutput*/
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = v.positionOS.xyz;
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#else
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float3 defaultVertexValue = float3(0, 0, 0);
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#endif
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float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;3;-1;_Vertex*/defaultVertexValue/*end*/;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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v.positionOS.xyz = vertexValue;
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#else
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v.positionOS.xyz += vertexValue;
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#endif
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v.normal = /*ase_vert_out:Vertex Normal;Float3;4;-1;_VNormal*/v.normal/*end*/;
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v.tangent.xyz = /*ase_vert_out:Vertex Tangent;Float3;5;-1;_VTangent*/v.tangent.xyz/*end*/;
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VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
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o.texCoord0 = v.uv0;
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o.color = v.color;
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o.positionCS = vertexInput.positionCS;
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float3 normalWS = TransformObjectToWorldNormal(v.normal);
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o.normalWS = -GetViewForwardDir();
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float4 tangentWS = float4( TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w);
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o.tangentWS = normalize(tangentWS);
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half crossSign = (tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
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o.bitangentWS = crossSign * cross(normalWS, tangentWS.xyz) * tangentWS.w;
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return o;
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}
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half4 frag( VertexOutput IN /*ase_frag_input*/ ) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(IN);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
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/*ase_frag_code:IN=VertexOutput*/
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float4 Color = /*ase_frag_out:Color;Float4;1;-1;_Color*/float4( 1, 1, 1, 1 )/*end*/;
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float3 Normal = /*ase_frag_out:Normal;Float3;2;-1;_Normal*/float3( 0, 0, 1 )/*end*/;
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Color *= IN.color;
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return NormalsRenderingShared(Color, Normal, IN.tangentWS.xyz, IN.bitangentWS, IN.normalWS);
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}
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ENDHLSL
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}
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/*ase_pass*/
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Pass
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{
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/*ase_hide_pass:SyncP*/
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Name "Sprite Forward"
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Tags
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{
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"LightMode" = "UniversalForward"
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}
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Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
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ZTest LEqual
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ZWrite Off
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Offset 0,0
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ColorMask RGBA
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/*ase_stencil*/
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define ATTRIBUTES_NEED_NORMAL
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#define ATTRIBUTES_NEED_TANGENT
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#define ATTRIBUTES_NEED_TEXCOORD0
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#define ATTRIBUTES_NEED_COLOR
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#define VARYINGS_NEED_POSITION_WS
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#define VARYINGS_NEED_TEXCOORD0
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#define VARYINGS_NEED_COLOR
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#define FEATURES_GRAPH_VERTEX
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#define SHADERPASS SHADERPASS_SPRITEFORWARD
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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/*ase_unity_cond_begin:>=20220316*/
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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/*ase_unity_cond_end*/
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/*ase_unity_cond_begin:>=20220316*/
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#if ASE_SRP_VERSION >=140009
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#endif
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/*ase_unity_cond_end*/
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
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/*ase_pragma*/
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/*ase_globals*/
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struct VertexInput
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{
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float4 positionOS : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 uv0 : TEXCOORD0;
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float4 color : COLOR;
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/*ase_vdata:p=p;n=n;t=t;c=c;uv0=tc0*/
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 positionCS : SV_POSITION;
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float4 texCoord0 : TEXCOORD0;
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float4 color : TEXCOORD1;
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float3 positionWS : TEXCOORD2;
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/*ase_interp(3,):sp=sp;uv0=tc0;c=tc1*/
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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#if ETC1_EXTERNAL_ALPHA
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TEXTURE2D( _AlphaTex ); SAMPLER( sampler_AlphaTex );
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float _EnableAlphaTexture;
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#endif
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/*ase_funcs*/
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VertexOutput vert( VertexInput v /*ase_vert_input*/ )
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{
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VertexOutput o = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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/*ase_vert_code:v=VertexInput;o=VertexOutput*/
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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|
float3 defaultVertexValue = v.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3( 0, 0, 0 );
|
|
#endif
|
|
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;3;-1;_Vertex*/defaultVertexValue/*end*/;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.positionOS.xyz = vertexValue;
|
|
#else
|
|
v.positionOS.xyz += vertexValue;
|
|
#endif
|
|
v.normal = /*ase_vert_out:Vertex Normal;Float3;4;-1;_VNormal*/v.normal/*end*/;
|
|
v.tangent.xyz = /*ase_vert_out:Vertex Tangent;Float3;5;-1;_VTangent*/v.tangent.xyz/*end*/;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
|
|
|
|
o.positionCS = vertexInput.positionCS;
|
|
o.positionWS = vertexInput.positionWS;
|
|
o.texCoord0 = v.uv0;
|
|
o.color = v.color;
|
|
|
|
return o;
|
|
}
|
|
|
|
half4 frag( VertexOutput IN /*ase_frag_input*/ ) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
|
|
|
|
/*ase_local_var:wp*/float3 positionWS = IN.positionWS.xyz;
|
|
|
|
/*ase_frag_code:IN=VertexOutput*/
|
|
float4 Color = /*ase_frag_out:Color;Float4;1;-1;_Color*/float4( 1, 1, 1, 1 )/*end*/;
|
|
|
|
#if defined(DEBUG_DISPLAY)
|
|
SurfaceData2D surfaceData;
|
|
InitializeSurfaceData(Color.rgb, Color.a, surfaceData);
|
|
InputData2D inputData;
|
|
InitializeInputData(positionWS.xy, half2(IN.texCoord0.xy), inputData);
|
|
half4 debugColor = 0;
|
|
|
|
SETUP_DEBUG_DATA_2D(inputData, positionWS);
|
|
|
|
if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
|
|
{
|
|
return debugColor;
|
|
}
|
|
#endif
|
|
|
|
#if ETC1_EXTERNAL_ALPHA
|
|
float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy );
|
|
Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture );
|
|
#endif
|
|
|
|
Color *= IN.color;
|
|
return Color;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
/*ase_pass*/
|
|
Pass
|
|
{
|
|
/*ase_hide_pass*/
|
|
Name "SceneSelectionPass"
|
|
Tags
|
|
{
|
|
"LightMode" = "SceneSelectionPass"
|
|
}
|
|
|
|
Cull Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define FEATURES_GRAPH_VERTEX
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
#define SCENESELECTIONPASS 1
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
|
|
/*ase_unity_cond_begin:>=20220316*/
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_unity_cond_begin:>=20220316*/
|
|
#if ASE_SRP_VERSION >=140009
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#endif
|
|
/*ase_unity_cond_end*/
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
|
/*ase_srp_cond_begin:>=140007*/
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#endif
|
|
/*ase_srp_cond_end*/
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
/*ase_pragma*/
|
|
|
|
/*ase_globals*/
|
|
|
|
struct VertexInput
|
|
{
|
|
float3 positionOS : POSITION;
|
|
float3 normal : NORMAL;
|
|
float4 tangent : TANGENT;
|
|
/*ase_vdata:p=p;n=n;t=t*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
/*ase_interp(0,):sp=sp*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
|
|
/*ase_funcs*/
|
|
|
|
VertexOutput vert(VertexInput v /*ase_vert_input*/)
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
/*ase_vert_code:v=VertexInput;o=VertexOutput*/
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;1;-1;_Vertex*/defaultVertexValue/*end*/;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.positionOS.xyz = vertexValue;
|
|
#else
|
|
v.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
|
|
float3 positionWS = TransformObjectToWorld(v.positionOS);
|
|
o.positionCS = TransformWorldToHClip(positionWS);
|
|
|
|
return o;
|
|
}
|
|
|
|
half4 frag(VertexOutput IN/*ase_frag_input*/) : SV_TARGET
|
|
{
|
|
/*ase_frag_code:IN=VertexOutput*/
|
|
float4 Color = /*ase_frag_out:Color;Float4;0;-1;_Color*/float4( 1, 1, 1, 1 )/*end*/;
|
|
|
|
half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
|
|
return outColor;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
/*ase_pass*/
|
|
Pass
|
|
{
|
|
/*ase_hide_pass*/
|
|
Name "ScenePickingPass"
|
|
Tags
|
|
{
|
|
"LightMode" = "Picking"
|
|
}
|
|
|
|
Cull Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define FEATURES_GRAPH_VERTEX
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
#define SCENEPICKINGPASS 1
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
|
|
/*ase_unity_cond_begin:>=20220316*/
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_unity_cond_begin:>=20220316*/
|
|
#if ASE_SRP_VERSION >=140009
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#endif
|
|
/*ase_unity_cond_end*/
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
|
/*ase_srp_cond_begin:>=140007*/
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#endif
|
|
/*ase_srp_cond_end*/
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
/*ase_pragma*/
|
|
|
|
/*ase_globals*/
|
|
|
|
struct VertexInput
|
|
{
|
|
float3 positionOS : POSITION;
|
|
float3 normal : NORMAL;
|
|
float4 tangent : TANGENT;
|
|
/*ase_vdata:p=p;n=n;t=t*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
/*ase_interp(0,):sp=sp*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
float4 _SelectionID;
|
|
|
|
/*ase_funcs*/
|
|
|
|
VertexOutput vert(VertexInput v /*ase_vert_input*/ )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
/*ase_vert_code:v=VertexInput;o=VertexOutput*/
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;1;-1;_Vertex*/defaultVertexValue/*end*/;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.positionOS.xyz = vertexValue;
|
|
#else
|
|
v.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
|
|
float3 positionWS = TransformObjectToWorld(v.positionOS);
|
|
o.positionCS = TransformWorldToHClip(positionWS);
|
|
|
|
return o;
|
|
}
|
|
|
|
half4 frag(VertexOutput IN /*ase_frag_input*/) : SV_TARGET
|
|
{
|
|
/*ase_frag_code:IN=VertexOutput*/
|
|
float4 Color = /*ase_frag_out:Color;Float4;0;-1;_Color*/float4( 1, 1, 1, 1 )/*end*/;
|
|
half4 outColor = _SelectionID;
|
|
return outColor;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
/*ase_pass_end*/
|
|
}
|
|
CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI"
|
|
FallBack "Hidden/Shader Graph/FallbackError"
|
|
}
|