From bc7956f934e46dad1cdd7b2048a3c46aef00888c Mon Sep 17 00:00:00 2001 From: KINDNICK <68893236+KINDNICK@users.noreply.github.com> Date: Mon, 19 May 2025 02:35:03 +0900 Subject: [PATCH] =?UTF-8?q?ADD=20:=20=EB=B2=A0=EB=8B=88=20=EC=BD=98?= =?UTF-8?q?=EC=84=9C=ED=8A=B8=20vfx=20=ED=9B=84=EC=B2=98=EB=A6=AC=20?= =?UTF-8?q?=EC=97=85=EA=B7=B8=EB=A0=88=EC=9D=B4=EB=93=9C?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../PlanarReflections5_InternalBlur.mat | 12 +- .../Materials/Toon Star PRT MAT Add.mat | 9 +- .../VENY_Concert Background.Materials/LED.mat | 2 +- .../Screen.mat | 29 +- .../Glb/VENY_Concert Background.glb | 4 +- .../VENY_Concert Background_Light Point.fbx | 3 + ...NY_Concert Background_Light Point.fbx.meta | 109 + .../Video/Camera Screen.renderTexture | 40 + .../Video/Camera Screen.renderTexture.meta | 8 + .../Video/Screen Shader.shader | 1769 ++++ .../Video/Screen Shader.shader.meta | 9 + .../베니_250514_가짜아이돌_베니콘서트장.unity | 4 +- ...니_250514_가짜아이돌_베니콘서트장_Timeline.playable | 8730 +++++++++-------- ProjectSettings/TagManager.asset | 2 +- 14 files changed, 6872 insertions(+), 3858 deletions(-) create mode 100644 Assets/ResourcesData/Background/Map File/VENY_Concert Background/Glb/VENY_Concert Background_Light Point.fbx create mode 100644 Assets/ResourcesData/Background/Map File/VENY_Concert Background/Glb/VENY_Concert Background_Light Point.fbx.meta create mode 100644 Assets/ResourcesData/Background/Map File/VENY_Concert Background/Video/Camera Screen.renderTexture create mode 100644 Assets/ResourcesData/Background/Map File/VENY_Concert Background/Video/Camera Screen.renderTexture.meta create mode 100644 Assets/ResourcesData/Background/Map File/VENY_Concert Background/Video/Screen Shader.shader create mode 100644 Assets/ResourcesData/Background/Map File/VENY_Concert Background/Video/Screen Shader.shader.meta diff --git a/Assets/External/PIDI Game Development Framework/Planar Reflections 5/Shared Assets/Internal Resources/PlanarReflections5_InternalBlur.mat b/Assets/External/PIDI Game Development Framework/Planar Reflections 5/Shared Assets/Internal Resources/PlanarReflections5_InternalBlur.mat index 68c838d..f852cf0 100644 --- a/Assets/External/PIDI Game Development Framework/Planar Reflections 5/Shared Assets/Internal Resources/PlanarReflections5_InternalBlur.mat +++ b/Assets/External/PIDI Game Development Framework/Planar Reflections 5/Shared Assets/Internal Resources/PlanarReflections5_InternalBlur.mat @@ -2,20 +2,24 @@ %TAG !u! tag:unity3d.com,2011: --- !u!21 &2100000 Material: - serializedVersion: 6 + serializedVersion: 8 m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: PlanarReflections5_InternalBlur m_Shader: {fileID: 4800000, guid: c2ffde48fb65ed242aa3d765d2bd704b, type: 3} - m_ShaderKeywords: + m_Parent: {fileID: 0} + m_ModifiedSerializedProperties: 0 + m_ValidKeywords: [] + m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 m_CustomRenderQueue: -1 stringTagMap: {} disabledShaderPasses: [] + m_LockedProperties: m_SavedProperties: serializedVersion: 3 m_TexEnvs: @@ -27,8 +31,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + m_Ints: [] m_Floats: - _HasDepth: 1 - _KernelSize: 8 - - _Radius: 0.08 + - _Radius: 1.2800001 m_Colors: [] + m_BuildTextureStacks: [] diff --git a/Assets/External/Unluck Software/Stylized Particles/Materials/Toon Star PRT MAT Add.mat b/Assets/External/Unluck Software/Stylized Particles/Materials/Toon Star PRT MAT Add.mat index 5e0b4df..23086f4 100644 --- a/Assets/External/Unluck Software/Stylized Particles/Materials/Toon Star PRT MAT Add.mat +++ b/Assets/External/Unluck Software/Stylized Particles/Materials/Toon Star PRT MAT Add.mat @@ -25,12 +25,11 @@ Material: m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 m_ValidKeywords: - - _EMISSION - _SURFACE_TYPE_TRANSPARENT m_InvalidKeywords: - _ALPHABLEND_ON - _FLIPBOOKBLENDING_OFF - m_LightmapFlags: 0 + m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 m_CustomRenderQueue: 3000 @@ -93,11 +92,11 @@ Material: - _Surface: 1 - _ZWrite: 0 m_Colors: - - _BaseColor: {r: 1, g: 1, b: 1, a: 1} + - _BaseColor: {r: 1, g: 1, b: 1, a: 0.69411767} - _BaseColorAddSubDiff: {r: 0, g: 0, b: 0, a: 0} - _CameraFadeParams: {r: 0, g: Infinity, b: 0, a: 0} - - _Color: {r: 1, g: 1, b: 1, a: 1} + - _Color: {r: 1, g: 1, b: 1, a: 0.69411767} - _ColorAddSubDiff: {r: 1, g: 0, b: 0, a: 0} - - _EmissionColor: {r: 1.6041625, g: 0, b: 2.6082375, a: 1} + - _EmissionColor: {r: 0.5291763, g: 0, b: 0.8603976, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} m_BuildTextureStacks: [] diff --git a/Assets/ResourcesData/Background/Map File/VENY_Concert Background/Glb/VENY_Concert Background.Materials/LED.mat b/Assets/ResourcesData/Background/Map File/VENY_Concert Background/Glb/VENY_Concert Background.Materials/LED.mat index 961aa50..1a0819b 100644 --- a/Assets/ResourcesData/Background/Map File/VENY_Concert Background/Glb/VENY_Concert Background.Materials/LED.mat +++ b/Assets/ResourcesData/Background/Map File/VENY_Concert Background/Glb/VENY_Concert Background.Materials/LED.mat @@ -155,7 +155,7 @@ Material: - _Metallic: 0 - _OcclusionStrength: 1 - _Parallax: 0.005 - - _Power: 1.0000452 + - _Power: 1.0000451 - _QueueControl: 0 - _QueueOffset: 0 - _Radius: 1 diff --git a/Assets/ResourcesData/Background/Map File/VENY_Concert Background/Glb/VENY_Concert Background.Materials/Screen.mat b/Assets/ResourcesData/Background/Map File/VENY_Concert Background/Glb/VENY_Concert Background.Materials/Screen.mat index f818f4a..f0a2825 100644 --- a/Assets/ResourcesData/Background/Map File/VENY_Concert Background/Glb/VENY_Concert Background.Materials/Screen.mat +++ b/Assets/ResourcesData/Background/Map File/VENY_Concert Background/Glb/VENY_Concert Background.Materials/Screen.mat @@ -8,18 +8,17 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Screen - m_Shader: {fileID: -6465566751694194690, guid: e7cea1252f1974843b14167ae6777494, type: 3} + m_Shader: {fileID: 4800000, guid: 318cc2b683607aa47b1101ac9902783d, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: + m_ValidKeywords: [] + m_InvalidKeywords: - _UV_UV0 - m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2000 - stringTagMap: - RenderType: Opaque + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -45,6 +44,10 @@ Material: m_Texture: {fileID: 2800000, guid: cdb43915b2cf04400a9107000ca8ab26, type: 3} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _ADD_Screen: + m_Texture: {fileID: 8400000, guid: 2ae7ac0d4e6915a4da81019f09392507, type: 2} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - _BaseMap: m_Texture: {fileID: 8400000, guid: ecd0131e1f644b649bb196a230d8075e, type: 2} m_Scale: {x: 1, y: 1} @@ -57,6 +60,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _CamearScreen: + m_Texture: {fileID: 8400000, guid: 2ae7ac0d4e6915a4da81019f09392507, type: 2} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - _ClearCoatMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -145,6 +152,14 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _VideoScreen: + m_Texture: {fileID: 8400000, guid: ecd0131e1f644b649bb196a230d8075e, type: 2} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -176,6 +191,7 @@ Material: - Vector1_a1f9648bff084cf4959c672e512a732d: 15 - _AddPrecomputedVelocity: 0 - _AlphaClip: 0 + - _AlphaCutoff: 0.5 - _AlphaToMask: 0 - _Blend: 0 - _BlendModePreserveSpecular: 0 @@ -197,6 +213,7 @@ 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m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Camera Screen + m_ImageContentsHash: + serializedVersion: 2 + Hash: 00000000000000000000000000000000 + m_ForcedFallbackFormat: 4 + m_DownscaleFallback: 0 + m_IsAlphaChannelOptional: 0 + serializedVersion: 5 + m_Width: 1920 + m_Height: 1080 + m_AntiAliasing: 1 + m_MipCount: -1 + m_DepthStencilFormat: 94 + m_ColorFormat: 8 + m_MipMap: 0 + m_GenerateMips: 1 + m_SRGB: 0 + m_UseDynamicScale: 0 + m_BindMS: 0 + m_EnableCompatibleFormat: 1 + m_EnableRandomWrite: 0 + m_TextureSettings: + serializedVersion: 2 + m_FilterMode: 1 + m_Aniso: 0 + m_MipBias: 0 + m_WrapU: 1 + m_WrapV: 1 + m_WrapW: 1 + m_Dimension: 2 + m_VolumeDepth: 1 + m_ShadowSamplingMode: 2 diff --git a/Assets/ResourcesData/Background/Map File/VENY_Concert Background/Video/Camera Screen.renderTexture.meta b/Assets/ResourcesData/Background/Map File/VENY_Concert Background/Video/Camera Screen.renderTexture.meta new file mode 100644 index 0000000..2c42d57 --- /dev/null +++ b/Assets/ResourcesData/Background/Map File/VENY_Concert Background/Video/Camera Screen.renderTexture.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2ae7ac0d4e6915a4da81019f09392507 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 8400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ResourcesData/Background/Map File/VENY_Concert Background/Video/Screen Shader.shader b/Assets/ResourcesData/Background/Map File/VENY_Concert Background/Video/Screen Shader.shader new file mode 100644 index 0000000..2d76af5 --- /dev/null +++ b/Assets/ResourcesData/Background/Map File/VENY_Concert Background/Video/Screen Shader.shader @@ -0,0 +1,1769 @@ +// Made with Amplify Shader Editor v1.9.7.1 +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "Screen Shader" +{ + Properties + { + [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 + [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) + _VideoScreen("Video Screen", 2D) = "white" {} + _CamearScreen("Camear Screen", 2D) = "white" {} + _Power("Power", Float) = 1 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + + + //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 + //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 + //_TessMin( "Tess Min Distance", Float ) = 10 + //_TessMax( "Tess Max Distance", Float ) = 25 + //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 + //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 + + [HideInInspector] _QueueOffset("_QueueOffset", Float) = 0 + [HideInInspector] _QueueControl("_QueueControl", Float) = -1 + + [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} + [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} + [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} + + [HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0 + } + + SubShader + { + LOD 0 + + + + Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" "UniversalMaterialType"="Unlit" } + + Cull Back + AlphaToMask Off + + + + HLSLINCLUDE + #pragma target 4.5 + #pragma prefer_hlslcc gles + // ensure rendering platforms toggle list is visible + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" + + #ifndef ASE_TESS_FUNCS + #define ASE_TESS_FUNCS + float4 FixedTess( float tessValue ) + { + return tessValue; + } + + float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) + { + float3 wpos = mul(o2w,vertex).xyz; + float dist = distance (wpos, cameraPos); + float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; + return f; + } + + float4 CalcTriEdgeTessFactors (float3 triVertexFactors) + { + float4 tess; + tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); + tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); + tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); + tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; + return tess; + } + + float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) + { + float dist = distance (0.5 * (wpos0+wpos1), cameraPos); + float len = distance(wpos0, wpos1); + float f = max(len * scParams.y / (edgeLen * dist), 1.0); + return f; + } + + float DistanceFromPlane (float3 pos, float4 plane) + { + float d = dot (float4(pos,1.0f), plane); + return d; + } + + bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) + { + float4 planeTest; + planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); + planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); + planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); + planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); + return !all (planeTest); + } + + float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) + { + float3 f; + f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); + f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); + f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); + + return CalcTriEdgeTessFactors (f); + } + + float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) + { + float3 pos0 = mul(o2w,v0).xyz; + float3 pos1 = mul(o2w,v1).xyz; + float3 pos2 = mul(o2w,v2).xyz; + float4 tess; + tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); + tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); + tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); + tess.w = (tess.x + tess.y + tess.z) / 3.0f; + return tess; + } + + float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) + { + float3 pos0 = mul(o2w,v0).xyz; + float3 pos1 = mul(o2w,v1).xyz; + float3 pos2 = mul(o2w,v2).xyz; + float4 tess; + + if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) + { + tess = 0.0f; + } + else + { + tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); + tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); + tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); + tess.w = (tess.x + tess.y + tess.z) / 3.0f; + } + return tess; + } + #endif //ASE_TESS_FUNCS + ENDHLSL + + + Pass + { + + Name "Forward" + Tags { "LightMode"="UniversalForwardOnly" } + + Blend One Zero, One Zero + ZWrite On + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + + + HLSLPROGRAM + + + + #pragma multi_compile_local _ALPHATEST_ON + #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 ASE_VERSION 19701 + #define ASE_SRP_VERSION 140009 + + + + + #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + + + + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DYNAMICLIGHTMAP_ON + #pragma multi_compile_fragment _ DEBUG_DISPLAY + + #pragma vertex vert + #pragma fragment frag + + #define SHADERPASS SHADERPASS_UNLIT + + + #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" + + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl" + + #if defined(LOD_FADE_CROSSFADE) + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + #endif + + + + struct VertexInput + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 ase_texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 positionCS : SV_POSITION; + float4 clipPosV : TEXCOORD0; + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 positionWS : TEXCOORD1; + #endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD2; + #endif + #ifdef ASE_FOG + float fogFactor : TEXCOORD3; + #endif + float4 ase_texcoord4 : TEXCOORD4; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _CamearScreen_ST; + float4 _VideoScreen_ST; + float _Power; + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + sampler2D _CamearScreen; + sampler2D _VideoScreen; + + + + VertexOutput VertexFunction( VertexInput v ) + { + VertexOutput o = (VertexOutput)0; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + o.ase_texcoord4.xy = v.ase_texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord4.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.positionOS.xyz = vertexValue; + #else + v.positionOS.xyz += vertexValue; + #endif + + v.normalOS = v.normalOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + o.positionWS = vertexInput.positionWS; + #endif + + #ifdef ASE_FOG + o.fogFactor = ComputeFogFactor( vertexInput.positionCS.z ); + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + o.positionCS = vertexInput.positionCS; + o.clipPosV = vertexInput.positionCS; + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : 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 ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.positionOS; + o.normalOS = v.normalOS; + o.ase_texcoord = v.ase_texcoord; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + 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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + o.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] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + half4 frag ( VertexOutput IN + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( IN ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 WorldPosition = IN.positionWS; + #endif + + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + + float4 ClipPos = IN.clipPosV; + float4 ScreenPos = ComputeScreenPos( IN.clipPosV ); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = IN.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + float2 uv_CamearScreen = IN.ase_texcoord4.xy * _CamearScreen_ST.xy + _CamearScreen_ST.zw; + float4 tex2DNode11 = tex2D( _CamearScreen, uv_CamearScreen ); + float2 uv_VideoScreen = IN.ase_texcoord4.xy * _VideoScreen_ST.xy + _VideoScreen_ST.zw; + float layeredBlendVar16 = tex2DNode11.a; + float4 layeredBlend16 = ( lerp( tex2D( _VideoScreen, uv_VideoScreen ),tex2DNode11 , layeredBlendVar16 ) ); + + float3 BakedAlbedo = 0; + float3 BakedEmission = 0; + float3 Color = ( layeredBlend16 * _Power ).rgb; + float Alpha = 1; + float AlphaClipThreshold = 0.5; + float AlphaClipThresholdShadow = 0.5; + + #ifdef _ALPHATEST_ON + clip( Alpha - AlphaClipThreshold ); + #endif + + #if defined(_DBUFFER) + ApplyDecalToBaseColor(IN.positionCS, Color); + #endif + + #ifdef LOD_FADE_CROSSFADE + LODFadeCrossFade( IN.positionCS ); + #endif + + #ifdef ASE_FOG + Color = MixFog( Color, IN.fogFactor ); + #endif + + #ifdef _WRITE_RENDERING_LAYERS + uint renderingLayers = GetMeshRenderingLayer(); + outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 ); + #endif + + return half4( Color, Alpha ); + } + ENDHLSL + } + + + Pass + { + + Name "ShadowCaster" + Tags { "LightMode"="ShadowCaster" } + + ZWrite On + ZTest LEqual + AlphaToMask Off + ColorMask 0 + + HLSLPROGRAM + + + + #pragma multi_compile_local _ALPHATEST_ON + #pragma multi_compile_instancing + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #define ASE_VERSION 19701 + #define ASE_SRP_VERSION 140009 + + + + + #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW + + #pragma vertex vert + #pragma fragment frag + + #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.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + + #if defined(LOD_FADE_CROSSFADE) + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + #endif + + + + struct VertexInput + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + 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 + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _CamearScreen_ST; + float4 _VideoScreen_ST; + float _Power; + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + + + + float3 _LightDirection; + float3 _LightPosition; + + VertexOutput VertexFunction( VertexInput v ) + { + VertexOutput o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); + + + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.positionOS.xyz = vertexValue; + #else + v.positionOS.xyz += vertexValue; + #endif + + v.normalOS = v.normalOS; + + float3 positionWS = TransformObjectToWorld( v.positionOS.xyz ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + o.positionWS = positionWS; + #endif + + float3 normalWS = TransformObjectToWorldDir( v.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; + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + o.positionCS = positionCS; + + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 normalOS : NORMAL; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.positionOS; + o.normalOS = v.normalOS; + + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + 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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.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] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + half4 frag(VertexOutput IN ) : SV_TARGET + { + UNITY_SETUP_INSTANCE_ID( IN ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 WorldPosition = IN.positionWS; + #endif + + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = IN.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + + + float Alpha = 1; + float AlphaClipThreshold = 0.5; + float AlphaClipThresholdShadow = 0.5; + + #ifdef _ALPHATEST_ON + #ifdef _ALPHATEST_SHADOW_ON + clip(Alpha - AlphaClipThresholdShadow); + #else + clip(Alpha - AlphaClipThreshold); + #endif + #endif + + #ifdef LOD_FADE_CROSSFADE + LODFadeCrossFade( IN.positionCS ); + #endif + + return 0; + } + ENDHLSL + } + + + Pass + { + + Name "DepthOnly" + Tags { "LightMode"="DepthOnly" } + + ZWrite On + ColorMask R + AlphaToMask Off + + HLSLPROGRAM + + + + #pragma multi_compile_local _ALPHATEST_ON + #pragma multi_compile_instancing + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #define ASE_VERSION 19701 + #define ASE_SRP_VERSION 140009 + + + + + #pragma vertex vert + #pragma fragment frag + + + #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.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + + #if defined(LOD_FADE_CROSSFADE) + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + #endif + + + + struct VertexInput + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 positionCS : SV_POSITION; + float4 clipPosV : TEXCOORD0; + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 positionWS : TEXCOORD1; + #endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD2; + #endif + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _CamearScreen_ST; + float4 _VideoScreen_ST; + float _Power; + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + + + + VertexOutput VertexFunction( VertexInput v ) + { + VertexOutput o = (VertexOutput)0; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.positionOS.xyz = vertexValue; + #else + v.positionOS.xyz += vertexValue; + #endif + + v.normalOS = v.normalOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + o.positionWS = vertexInput.positionWS; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + o.positionCS = vertexInput.positionCS; + o.clipPosV = vertexInput.positionCS; + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 normalOS : NORMAL; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.positionOS; + o.normalOS = v.normalOS; + + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + 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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.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] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + half4 frag(VertexOutput IN ) : SV_TARGET + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 WorldPosition = IN.positionWS; + #endif + + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + + float4 ClipPos = IN.clipPosV; + float4 ScreenPos = ComputeScreenPos( IN.clipPosV ); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = IN.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + + + float Alpha = 1; + float AlphaClipThreshold = 0.5; + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + #ifdef LOD_FADE_CROSSFADE + LODFadeCrossFade( IN.positionCS ); + #endif + return 0; + } + ENDHLSL + } + + + Pass + { + + Name "SceneSelectionPass" + Tags { "LightMode"="SceneSelectionPass" } + + Cull Off + AlphaToMask Off + + HLSLPROGRAM + + + + #pragma multi_compile_local _ALPHATEST_ON + #define ASE_FOG 1 + #define ASE_VERSION 19701 + #define ASE_SRP_VERSION 140009 + + + + + #pragma vertex vert + #pragma fragment frag + + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define SHADERPASS SHADERPASS_DEPTHONLY + + + #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.core/ShaderLibrary/TextureStack.hlsl" + + + + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + + + struct VertexInput + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 positionCS : SV_POSITION; + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _CamearScreen_ST; + float4 _VideoScreen_ST; + float _Power; + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + + + + int _ObjectId; + int _PassValue; + + struct SurfaceDescription + { + float Alpha; + float AlphaClipThreshold; + }; + + VertexOutput VertexFunction(VertexInput v ) + { + VertexOutput o; + ZERO_INITIALIZE(VertexOutput, o); + + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.positionOS.xyz = vertexValue; + #else + v.positionOS.xyz += vertexValue; + #endif + + v.normalOS = v.normalOS; + + float3 positionWS = TransformObjectToWorld( v.positionOS.xyz ); + + o.positionCS = TransformWorldToHClip(positionWS); + + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 normalOS : NORMAL; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.positionOS; + o.normalOS = v.normalOS; + + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + 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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.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] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + half4 frag(VertexOutput IN ) : 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 = half4(_ObjectId, _PassValue, 1.0, 1.0); + return outColor; + } + ENDHLSL + } + + + Pass + { + + Name "ScenePickingPass" + Tags { "LightMode"="Picking" } + + AlphaToMask Off + + HLSLPROGRAM + + + + #pragma multi_compile_local _ALPHATEST_ON + #define ASE_FOG 1 + #define ASE_VERSION 19701 + #define ASE_SRP_VERSION 140009 + + + + + #pragma vertex vert + #pragma fragment frag + + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + + #define SHADERPASS SHADERPASS_DEPTHONLY + + + #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.core/ShaderLibrary/TextureStack.hlsl" + + + + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + + + #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 + + + + struct VertexInput + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 positionCS : SV_POSITION; + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _CamearScreen_ST; + float4 _VideoScreen_ST; + float _Power; + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + + + + float4 _SelectionID; + + struct SurfaceDescription + { + float Alpha; + float AlphaClipThreshold; + }; + + VertexOutput VertexFunction(VertexInput v ) + { + VertexOutput o; + ZERO_INITIALIZE(VertexOutput, o); + + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.positionOS.xyz = vertexValue; + #else + v.positionOS.xyz += vertexValue; + #endif + + v.normalOS = v.normalOS; + + float3 positionWS = TransformObjectToWorld( v.positionOS.xyz ); + o.positionCS = TransformWorldToHClip(positionWS); + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 normalOS : NORMAL; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.positionOS; + o.normalOS = v.normalOS; + + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + 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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.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] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + half4 frag(VertexOutput IN ) : 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; + outColor = _SelectionID; + + return outColor; + } + + ENDHLSL + } + + + Pass + { + + Name "DepthNormals" + Tags { "LightMode"="DepthNormalsOnly" } + + ZTest LEqual + ZWrite On + + HLSLPROGRAM + + + + #pragma multi_compile_local _ALPHATEST_ON + #pragma multi_compile_instancing + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #define ASE_VERSION 19701 + #define ASE_SRP_VERSION 140009 + + + + + #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT + + + + #pragma vertex vert + #pragma fragment frag + + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define VARYINGS_NEED_NORMAL_WS + + #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY + + + #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.core/ShaderLibrary/TextureStack.hlsl" + + + + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + + + #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 + + + + struct VertexInput + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 positionCS : SV_POSITION; + float4 clipPosV : TEXCOORD0; + float3 normalWS : TEXCOORD1; + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _CamearScreen_ST; + float4 _VideoScreen_ST; + float _Power; + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + + + + struct SurfaceDescription + { + float Alpha; + float AlphaClipThreshold; + }; + + VertexOutput VertexFunction(VertexInput v ) + { + VertexOutput o; + ZERO_INITIALIZE(VertexOutput, o); + + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.positionOS.xyz = vertexValue; + #else + v.positionOS.xyz += vertexValue; + #endif + + v.normalOS = v.normalOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz ); + + o.positionCS = vertexInput.positionCS; + o.clipPosV = vertexInput.positionCS; + o.normalWS = TransformObjectToWorldNormal( v.normalOS ); + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 normalOS : NORMAL; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.positionOS; + o.normalOS = v.normalOS; + + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + 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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.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] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + void frag( VertexOutput IN + , out half4 outNormalWS : SV_Target0 + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + ) + { + float4 ClipPos = IN.clipPosV; + float4 ScreenPos = ComputeScreenPos( IN.clipPosV ); + + + + float Alpha = 1; + float AlphaClipThreshold = 0.5; + + #if _ALPHATEST_ON + clip( Alpha - AlphaClipThreshold ); + #endif + + #ifdef LOD_FADE_CROSSFADE + LODFadeCrossFade( IN.positionCS ); + #endif + + #if defined(_GBUFFER_NORMALS_OCT) + float3 normalWS = normalize(IN.normalWS); + float2 octNormalWS = PackNormalOctQuadEncode(normalWS); // values between [-1, +1], must use fp32 on some platforms + float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); // values between [ 0, 1] + half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); // values between [ 0, 1] + outNormalWS = half4(packedNormalWS, 0.0); + #else + float3 normalWS = IN.normalWS; + outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0); + #endif + + #ifdef _WRITE_RENDERING_LAYERS + uint renderingLayers = GetMeshRenderingLayer(); + outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + #endif + } + + ENDHLSL + } + + + } + + CustomEditor "UnityEditor.ShaderGraphUnlitGUI" + FallBack "Hidden/Shader Graph/FallbackError" + + Fallback Off +} +/*ASEBEGIN +Version=19701 +Node;AmplifyShaderEditor.SamplerNode;10;-1088,-256;Inherit;True;Property;_VideoScreen;Video Screen;0;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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propertyOverride: 1 + sortOrder: 0 + value: + serializedVersion: 2 + key0: {r: 0, g: 0, b: 0, a: 1} + key1: {r: 0.50502586, g: 0, b: 1, a: 1} + key2: {r: 0, g: 0, b: 1, a: 0} + key3: {r: 0, g: 0, b: 0, a: 0} + key4: {r: 0, g: 0, b: 0, a: 0} + key5: {r: 0, g: 0, b: 0, a: 0} + key6: {r: 0, g: 0, b: 0, a: 0} + key7: {r: 0, g: 0, b: 0, a: 0} + ctime0: 0 + ctime1: 21010 + ctime2: 46453 + ctime3: 65535 + ctime4: 0 + ctime5: 0 + ctime6: 0 + ctime7: 0 + atime0: 0 + atime1: 65535 + atime2: 0 + atime3: 0 + atime4: 0 + atime5: 0 + atime6: 0 + atime7: 0 + m_Mode: 0 + m_ColorSpace: 0 + m_NumColorKeys: 4 + m_NumAlphaKeys: 2 + - rid: 149188635539800071 + type: {class: LightIntensityProperty, ns: StageLightManeuver, asm: Iridescenent.SLM.Runtime} + data: + propertyOverride: 1 + sortOrder: 0 + propertyType: 1 + propertyName: Intensity + propertyOrder: 1 + isEditable: 1 + clockOverride: + propertyOverride: 1 + sortOrder: 0 + value: + loopType: 0 + offsetTime: 0 + bpmScale: 1 + childStagger: 0 + arrayStaggerValue: + staggerCalculationType: 2 + animationDuration: 1 + delayRatio: 0.1 + animationCurve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 0 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0 + outWeight: 0 + - serializedVersion: 3 + time: 1 + value: 1 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0 + outWeight: 0 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + lightStaggerInfo: + - {x: 0, y: 0.9} + - {x: 0.014285714, y: 0.9142857} + - {x: 0.028571429, y: 0.9285714} + - {x: 0.042857144, y: 0.94285715} + - {x: 0.057142857, y: 0.95714283} + - {x: 0.071428575, y: 0.9714286} + - {x: 0.08571429, y: 0.98571426} + - {x: 0.1, y: 1} + randomStaggerInfo: + - {x: 0, y: 1} + - {x: 0, y: 1} + - {x: 0, y: 1} + - {x: 0, y: 1} + - {x: 0, y: 1} + - {x: 0, y: 1} + - {x: 0, y: 1} + - {x: 0, y: 1} + lightToggleDimmer: + propertyOverride: 1 + sortOrder: 0 + value: + mode: 2 + inverse: 0 + minMaxLimit: {x: -180, y: 180} + minMaxValue: {x: 0, y: 10} + easeType: 0 + constant: 100 + animationCurve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 0 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0 + outWeight: 0 + - serializedVersion: 3 + time: 1 + value: 1 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0 + outWeight: 0 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + baseIntensity: 1 + - rid: 3058271930455687188 + type: {class: SyncLensFlareProperty, ns: StageLightManeuver, asm: Iridescenent.SLM.Runtime} + data: + propertyOverride: 0 + sortOrder: 0 + propertyType: 1 + propertyName: Sync Lens Flare + propertyOrder: 9999 + isEditable: 1 + clockOverride: + propertyOverride: 1 + sortOrder: 0 + value: + loopType: 0 + offsetTime: 0 + bpmScale: 1 + childStagger: 0 + arrayStaggerValue: + staggerCalculationType: 2 + animationDuration: 1 + delayRatio: 0.1 + animationCurve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 0 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0 + outWeight: 0 + - serializedVersion: 3 + time: 1 + value: 1 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0 + outWeight: 0 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + lightStaggerInfo: + - {x: 0, y: 0.9} + - {x: 0.014285714, y: 0.9142857} + - {x: 0.028571429, y: 0.9285714} + - {x: 0.042857144, y: 0.94285715} + - {x: 0.057142857, y: 0.95714283} + - {x: 0.071428575, y: 0.9714286} + - {x: 0.08571429, y: 0.98571426} + - {x: 0.1, y: 1} + randomStaggerInfo: + - {x: 0, y: 1} + - {x: 0, y: 1} + - {x: 0, y: 1} + - {x: 0, y: 1} + - {x: 0, y: 1} + - {x: 0, y: 1} + - {x: 0, y: 1} + - {x: 0, y: 1} + intensitymultiplier: + propertyOverride: 1 + sortOrder: 0 + value: 1 + maxIntensityLimit: + propertyOverride: 1 + sortOrder: 0 + value: 100 + scale: + propertyOverride: 1 + sortOrder: 0 + value: 1 --- !u!114 &4586793596054652501 MonoBehaviour: m_ObjectHideFlags: 1 @@ -82340,7 +83391,8 @@ MonoBehaviour: updateOnOutOfClip: 0 stageLightTimelineClips: - {fileID: -940470754240270163} - selectedClips: [] + selectedClips: + - {fileID: -8475439561375640499} --- !u!114 &5125444687991219745 MonoBehaviour: m_ObjectHideFlags: 1 @@ -84633,6 +85685,7 @@ MonoBehaviour: m_Children: - {fileID: -6596780554920858587} - {fileID: 5110720817153906209} + - {fileID: 1933178750407298182} m_Clips: [] m_Markers: m_Objects: [] @@ -95790,7 +96843,8 @@ MonoBehaviour: - {fileID: 0} - {fileID: 0} - {fileID: 0} - selectedClips: [] + selectedClips: + - {fileID: -8475439561375640499} --- !u!114 &7924422153946092609 MonoBehaviour: m_ObjectHideFlags: 1 @@ -101600,7 +102654,7 @@ MonoBehaviour: isEditable: 1 clipProperty: clipStartTime: 75.6 - clipEndTime: 80.6 + clipEndTime: 82.08786 loopType: propertyOverride: 1 sortOrder: 0 diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index c80d377..e36cb29 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -13,7 +13,7 @@ TagManager: - Character - Water - UI - - + - CameraLay001 - - -