// Made with Amplify Shader Editor v1.9.1.8 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Custom/My Transparent Shader" { Properties { [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) [ASEBegin][StyledCategory(Fog Settings, false, _HeightFogStandalone, 10, 10)]_FogCat("[ Fog Cat]", Float) = 1 [StyledCategory(Skybox Settings, false, _HeightFogStandalone, 10, 10)]_SkyboxCat("[ Skybox Cat ]", Float) = 1 [StyledCategory(Directional Settings, false, _HeightFogStandalone, 10, 10)]_DirectionalCat("[ Directional Cat ]", Float) = 1 [StyledCategory(Noise Settings, false, _HeightFogStandalone, 10, 10)]_NoiseCat("[ Noise Cat ]", Float) = 1 [StyledCategory(Advanced Settings, false, _HeightFogStandalone, 10, 10)]_AdvancedCat("[ Advanced Cat ]", Float) = 1 [HDR]_Color("Color", Color) = (1,0,0,0) [Space(10)]_NoiseIntensity("Noise Intensity", Range( 0 , 0.2)) = 0 _NoiseScale("Noise Scale", Float) = 6 _NoiseSpeed("Noise Speed", Vector) = (0.5,0.5,0,0) [ASEEnd]_VertexIntensity("Vertex Intensity", Range( 0 , 0.2)) = 0 //_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) = "" {} } SubShader { LOD 0 Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" "UniversalMaterialType"="Unlit" } Cull Back AlphaToMask Off HLSLINCLUDE #pragma target 3.5 #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 #define _RECEIVE_SHADOWS_OFF 1 #define ASE_SRP_VERSION 120106 #define REQUIRE_OPAQUE_TEXTURE 1 #pragma multi_compile _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DEBUG_DISPLAY #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_UNLIT #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.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/Input.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl" #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_FRAG_WORLD_POSITION //Atmospheric Height Fog Defines //#define AHF_DISABLE_NOISE3D //#define AHF_DISABLE_DIRECTIONAL //#define AHF_DISABLE_SKYBOXFOG //#define AHF_DISABLE_FALLOFF //#define AHF_DEBUG_WORLDPOS struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 worldPos : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif #ifdef ASE_FOG float fogFactor : TEXCOORD2; #endif float4 ase_texcoord3 : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Color; half3 _NoiseSpeed; half _FogCat; half _SkyboxCat; half _AdvancedCat; half _NoiseCat; half _DirectionalCat; half _NoiseScale; float _VertexIntensity; float _NoiseIntensity; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END half4 AHF_FogColorStart; half4 AHF_FogColorEnd; half AHF_FogDistanceStart; half AHF_FogDistanceEnd; half AHF_FogDistanceFalloff; half AHF_FogColorDuo; half4 AHF_DirectionalColor; half3 AHF_DirectionalDir; half AHF_DirectionalIntensity; half AHF_DirectionalFalloff; half3 AHF_FogAxisOption; half AHF_FogHeightEnd; half AHF_FarDistanceHeight; float AHF_FarDistanceOffset; half AHF_FogHeightStart; half AHF_FogHeightFalloff; half AHF_FogLayersMode; half AHF_NoiseScale; half3 AHF_NoiseSpeed; half AHF_NoiseMin; half AHF_NoiseMax; half AHF_NoiseDistanceEnd; half AHF_NoiseIntensity; half AHF_FogIntensity; float4 mod289( float4 x ) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float4 perm( float4 x ) { return mod289(((x * 34.0) + 1.0) * x); } float SimpleNoise3D( float3 p ) { float3 a = floor(p); float3 d = p - a; d = d * d * (3.0 - 2.0 * d); float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0); float4 k1 = perm(b.xyxy); float4 k2 = perm(k1.xyxy + b.zzww); float4 c = k2 + a.zzzz; float4 k3 = perm(c); float4 k4 = perm(c + 1.0); float4 o1 = frac(k3 * (1.0 / 41.0)); float4 o2 = frac(k4 * (1.0 / 41.0)); float4 o3 = o2 * d.z + o1 * (1.0 - d.z); float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); return o4.y * d.y + o4.x * (1.0 - d.y); } float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); } float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; } float snoise( float3 v ) { const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 ); float3 i = floor( v + dot( v, C.yyy ) ); float3 x0 = v - i + dot( i, C.xxx ); float3 g = step( x0.yzx, x0.xyz ); float3 l = 1.0 - g; float3 i1 = min( g.xyz, l.zxy ); float3 i2 = max( g.xyz, l.zxy ); float3 x1 = x0 - i1 + C.xxx; float3 x2 = x0 - i2 + C.yyy; float3 x3 = x0 - 0.5; i = mod3D289( i); float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) ); float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7) float4 x_ = floor( j / 7.0 ); float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N) float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 h = 1.0 - abs( x ) - abs( y ); float4 b0 = float4( x.xy, y.xy ); float4 b1 = float4( x.zw, y.zw ); float4 s0 = floor( b0 ) * 2.0 + 1.0; float4 s1 = floor( b1 ) * 2.0 + 1.0; float4 sh = -step( h, 0.0 ); float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; float3 g0 = float3( a0.xy, h.x ); float3 g1 = float3( a0.zw, h.y ); float3 g2 = float3( a1.xy, h.z ); float3 g3 = float3( a1.zw, h.w ); float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) ); g0 *= norm.x; g1 *= norm.y; g2 *= norm.z; g3 *= norm.w; float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 ); m = m* m; m = m* m; float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) ); return 42.0 * dot( m, px); } inline float4 ASE_ComputeGrabScreenPos( float4 pos ) { #if UNITY_UV_STARTS_AT_TOP float scale = -1.0; #else float scale = 1.0; #endif float4 o = pos; o.y = pos.w * 0.5f; o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y; return o; } 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); float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz ); float simplePerlin3D27 = snoise( ( ( ase_worldPos * _NoiseScale ) + ( -_NoiseSpeed * _TimeParameters.x ) ) ); float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - ase_worldPos ); ase_worldViewDir = normalize(ase_worldViewDir); float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal); float fresnelNdotV79 = dot( ase_worldNormal, ase_worldViewDir ); float fresnelNode79 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV79, 5.0 ) ); float3 temp_cast_0 = (saturate( ( 1.0 - fresnelNode79 ) )).xxx; float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); o.ase_texcoord3 = screenPos; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = ( ( simplePerlin3D27 * _VertexIntensity ) * v.ase_normal ); #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = temp_cast_0; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float4 positionCS = TransformWorldToHClip( positionWS ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #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 #ifdef ASE_FOG o.fogFactor = ComputeFogFactor( positionCS.z ); #endif o.clipPos = positionCS; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : 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.vertex; o.ase_normal = v.ase_normal; 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.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.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.worldPos; #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 simplePerlin3D27 = snoise( ( ( WorldPosition * _NoiseScale ) + ( -_NoiseSpeed * _TimeParameters.x ) ) ); float4 screenPos = IN.ase_texcoord3; float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( screenPos ); float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w; float4 fetchOpaqueVal22 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ( ( _NoiseIntensity * simplePerlin3D27 ) + ase_grabScreenPosNorm ).xy ), 1.0 ); float3 WorldPosition2_g1022 = WorldPosition; float temp_output_7_0_g1025 = AHF_FogDistanceStart; float temp_output_155_0_g1022 = saturate( ( ( distance( WorldPosition2_g1022 , _WorldSpaceCameraPos ) - temp_output_7_0_g1025 ) / ( AHF_FogDistanceEnd - temp_output_7_0_g1025 ) ) ); #ifdef AHF_DISABLE_FALLOFF float staticSwitch467_g1022 = temp_output_155_0_g1022; #else float staticSwitch467_g1022 = ( 1.0 - pow( ( 1.0 - abs( temp_output_155_0_g1022 ) ) , AHF_FogDistanceFalloff ) ); #endif half FogDistanceMask12_g1022 = staticSwitch467_g1022; float3 lerpResult258_g1022 = lerp( (AHF_FogColorStart).rgb , (AHF_FogColorEnd).rgb , ( ( FogDistanceMask12_g1022 * FogDistanceMask12_g1022 * FogDistanceMask12_g1022 ) * AHF_FogColorDuo )); float3 normalizeResult318_g1022 = normalize( ( WorldPosition2_g1022 - _WorldSpaceCameraPos ) ); float dotResult145_g1022 = dot( normalizeResult318_g1022 , AHF_DirectionalDir ); half Jitter502_g1022 = 0.0; float temp_output_140_0_g1022 = ( saturate( (( dotResult145_g1022 + Jitter502_g1022 )*0.5 + 0.5) ) * AHF_DirectionalIntensity ); #ifdef AHF_DISABLE_FALLOFF float staticSwitch470_g1022 = temp_output_140_0_g1022; #else float staticSwitch470_g1022 = pow( abs( temp_output_140_0_g1022 ) , AHF_DirectionalFalloff ); #endif float DirectionalMask30_g1022 = staticSwitch470_g1022; float3 lerpResult40_g1022 = lerp( lerpResult258_g1022 , (AHF_DirectionalColor).rgb , DirectionalMask30_g1022); #ifdef AHF_DISABLE_DIRECTIONAL float3 staticSwitch442_g1022 = lerpResult258_g1022; #else float3 staticSwitch442_g1022 = lerpResult40_g1022; #endif half3 Input_Color6_g1023 = staticSwitch442_g1022; #ifdef UNITY_COLORSPACE_GAMMA float3 staticSwitch1_g1023 = Input_Color6_g1023; #else float3 staticSwitch1_g1023 = ( Input_Color6_g1023 * ( ( Input_Color6_g1023 * ( ( Input_Color6_g1023 * 0.305306 ) + 0.6821711 ) ) + 0.01252288 ) ); #endif half3 Final_Color462_g1022 = staticSwitch1_g1023; half3 AHF_FogAxisOption181_g1022 = AHF_FogAxisOption; float3 break159_g1022 = ( WorldPosition2_g1022 * AHF_FogAxisOption181_g1022 ); float temp_output_7_0_g1026 = AHF_FogDistanceEnd; float temp_output_643_0_g1022 = saturate( ( ( distance( WorldPosition2_g1022 , _WorldSpaceCameraPos ) - temp_output_7_0_g1026 ) / ( ( AHF_FogDistanceEnd + AHF_FarDistanceOffset ) - temp_output_7_0_g1026 ) ) ); half FogDistanceMaskFar645_g1022 = ( temp_output_643_0_g1022 * temp_output_643_0_g1022 ); float lerpResult690_g1022 = lerp( AHF_FogHeightEnd , ( AHF_FogHeightEnd + AHF_FarDistanceHeight ) , FogDistanceMaskFar645_g1022); float temp_output_7_0_g1027 = lerpResult690_g1022; float temp_output_167_0_g1022 = saturate( ( ( ( break159_g1022.x + break159_g1022.y + break159_g1022.z ) - temp_output_7_0_g1027 ) / ( AHF_FogHeightStart - temp_output_7_0_g1027 ) ) ); #ifdef AHF_DISABLE_FALLOFF float staticSwitch468_g1022 = temp_output_167_0_g1022; #else float staticSwitch468_g1022 = pow( abs( temp_output_167_0_g1022 ) , AHF_FogHeightFalloff ); #endif half FogHeightMask16_g1022 = staticSwitch468_g1022; float lerpResult328_g1022 = lerp( ( FogDistanceMask12_g1022 * FogHeightMask16_g1022 ) , saturate( ( FogDistanceMask12_g1022 + FogHeightMask16_g1022 ) ) , AHF_FogLayersMode); float mulTime204_g1022 = _TimeParameters.x * 2.0; float3 temp_output_197_0_g1022 = ( ( WorldPosition2_g1022 * ( 1.0 / AHF_NoiseScale ) ) + ( -AHF_NoiseSpeed * mulTime204_g1022 ) ); float3 p1_g1031 = temp_output_197_0_g1022; float localSimpleNoise3D1_g1031 = SimpleNoise3D( p1_g1031 ); float temp_output_7_0_g1030 = AHF_NoiseMin; float temp_output_7_0_g1029 = AHF_NoiseDistanceEnd; half NoiseDistanceMask7_g1022 = saturate( ( ( distance( WorldPosition2_g1022 , _WorldSpaceCameraPos ) - temp_output_7_0_g1029 ) / ( 0.0 - temp_output_7_0_g1029 ) ) ); float lerpResult198_g1022 = lerp( 1.0 , saturate( ( ( localSimpleNoise3D1_g1031 - temp_output_7_0_g1030 ) / ( AHF_NoiseMax - temp_output_7_0_g1030 ) ) ) , ( NoiseDistanceMask7_g1022 * AHF_NoiseIntensity )); half NoiseSimplex3D24_g1022 = lerpResult198_g1022; #ifdef AHF_DISABLE_NOISE3D float staticSwitch42_g1022 = lerpResult328_g1022; #else float staticSwitch42_g1022 = ( lerpResult328_g1022 * NoiseSimplex3D24_g1022 ); #endif float temp_output_454_0_g1022 = ( staticSwitch42_g1022 * AHF_FogIntensity ); half Final_Alpha463_g1022 = temp_output_454_0_g1022; float4 appendResult114_g1022 = (float4(Final_Color462_g1022 , Final_Alpha463_g1022)); float4 appendResult457_g1022 = (float4(WorldPosition2_g1022 , 1.0)); #ifdef AHF_DEBUG_WORLDPOS float4 staticSwitch456_g1022 = appendResult457_g1022; #else float4 staticSwitch456_g1022 = appendResult114_g1022; #endif float3 temp_output_96_86_g1019 = (staticSwitch456_g1022).xyz; float temp_output_96_87_g1019 = (staticSwitch456_g1022).w; float3 lerpResult82_g1019 = lerp( saturate( ( _Color * fetchOpaqueVal22 ) ).rgb , temp_output_96_86_g1019 , temp_output_96_87_g1019); float3 BakedAlbedo = 0; float3 BakedEmission = 0; float3 Color = lerpResult82_g1019; float Alpha = temp_output_96_87_g1019; float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; #ifdef _ALPHATEST_ON clip( Alpha - AlphaClipThreshold ); #endif #if defined(_DBUFFER) ApplyDecalToBaseColor(IN.clipPos, Color); #endif #if defined(_ALPHAPREMULTIPLY_ON) Color *= Alpha; #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif #ifdef ASE_FOG Color = MixFog( Color, IN.fogFactor ); #endif return half4( Color, Alpha ); } ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask 0 AlphaToMask Off HLSLPROGRAM #define _RECEIVE_SHADOWS_OFF 1 #define ASE_SRP_VERSION 120106 #pragma vertex vert #pragma fragment frag #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" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_FRAG_WORLD_POSITION //Atmospheric Height Fog Defines //#define AHF_DISABLE_NOISE3D //#define AHF_DISABLE_DIRECTIONAL //#define AHF_DISABLE_SKYBOXFOG //#define AHF_DISABLE_FALLOFF //#define AHF_DEBUG_WORLDPOS struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 worldPos : 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 _Color; half3 _NoiseSpeed; half _FogCat; half _SkyboxCat; half _AdvancedCat; half _NoiseCat; half _DirectionalCat; half _NoiseScale; float _VertexIntensity; float _NoiseIntensity; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END half4 AHF_FogColorStart; half4 AHF_FogColorEnd; half AHF_FogDistanceStart; half AHF_FogDistanceEnd; half AHF_FogDistanceFalloff; half AHF_FogColorDuo; half4 AHF_DirectionalColor; half3 AHF_DirectionalDir; half AHF_DirectionalIntensity; half AHF_DirectionalFalloff; half3 AHF_FogAxisOption; half AHF_FogHeightEnd; half AHF_FarDistanceHeight; float AHF_FarDistanceOffset; half AHF_FogHeightStart; half AHF_FogHeightFalloff; half AHF_FogLayersMode; half AHF_NoiseScale; half3 AHF_NoiseSpeed; half AHF_NoiseMin; half AHF_NoiseMax; half AHF_NoiseDistanceEnd; half AHF_NoiseIntensity; half AHF_FogIntensity; float4 mod289( float4 x ) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float4 perm( float4 x ) { return mod289(((x * 34.0) + 1.0) * x); } float SimpleNoise3D( float3 p ) { float3 a = floor(p); float3 d = p - a; d = d * d * (3.0 - 2.0 * d); float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0); float4 k1 = perm(b.xyxy); float4 k2 = perm(k1.xyxy + b.zzww); float4 c = k2 + a.zzzz; float4 k3 = perm(c); float4 k4 = perm(c + 1.0); float4 o1 = frac(k3 * (1.0 / 41.0)); float4 o2 = frac(k4 * (1.0 / 41.0)); float4 o3 = o2 * d.z + o1 * (1.0 - d.z); float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); return o4.y * d.y + o4.x * (1.0 - d.y); } float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); } float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; } float snoise( float3 v ) { const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 ); float3 i = floor( v + dot( v, C.yyy ) ); float3 x0 = v - i + dot( i, C.xxx ); float3 g = step( x0.yzx, x0.xyz ); float3 l = 1.0 - g; float3 i1 = min( g.xyz, l.zxy ); float3 i2 = max( g.xyz, l.zxy ); float3 x1 = x0 - i1 + C.xxx; float3 x2 = x0 - i2 + C.yyy; float3 x3 = x0 - 0.5; i = mod3D289( i); float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) ); float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7) float4 x_ = floor( j / 7.0 ); float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N) float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 h = 1.0 - abs( x ) - abs( y ); float4 b0 = float4( x.xy, y.xy ); float4 b1 = float4( x.zw, y.zw ); float4 s0 = floor( b0 ) * 2.0 + 1.0; float4 s1 = floor( b1 ) * 2.0 + 1.0; float4 sh = -step( h, 0.0 ); float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; float3 g0 = float3( a0.xy, h.x ); float3 g1 = float3( a0.zw, h.y ); float3 g2 = float3( a1.xy, h.z ); float3 g3 = float3( a1.zw, h.w ); float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) ); g0 *= norm.x; g1 *= norm.y; g2 *= norm.z; g3 *= norm.w; float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 ); m = m* m; m = m* m; float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) ); return 42.0 * dot( m, px); } 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); float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz ); float simplePerlin3D27 = snoise( ( ( ase_worldPos * _NoiseScale ) + ( -_NoiseSpeed * _TimeParameters.x ) ) ); float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - ase_worldPos ); ase_worldViewDir = normalize(ase_worldViewDir); float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal); float fresnelNdotV79 = dot( ase_worldNormal, ase_worldViewDir ); float fresnelNode79 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV79, 5.0 ) ); float3 temp_cast_0 = (saturate( ( 1.0 - fresnelNode79 ) )).xxx; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = ( ( simplePerlin3D27 * _VertexIntensity ) * v.ase_normal ); #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = temp_cast_0; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif o.clipPos = TransformWorldToHClip( positionWS ); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = o.clipPos; o.shadowCoord = GetShadowCoord( vertexInput ); #endif return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : 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.vertex; o.ase_normal = v.ase_normal; 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.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.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.worldPos; #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 float3 WorldPosition2_g1022 = WorldPosition; float temp_output_7_0_g1025 = AHF_FogDistanceStart; float temp_output_155_0_g1022 = saturate( ( ( distance( WorldPosition2_g1022 , _WorldSpaceCameraPos ) - temp_output_7_0_g1025 ) / ( AHF_FogDistanceEnd - temp_output_7_0_g1025 ) ) ); #ifdef AHF_DISABLE_FALLOFF float staticSwitch467_g1022 = temp_output_155_0_g1022; #else float staticSwitch467_g1022 = ( 1.0 - pow( ( 1.0 - abs( temp_output_155_0_g1022 ) ) , AHF_FogDistanceFalloff ) ); #endif half FogDistanceMask12_g1022 = staticSwitch467_g1022; float3 lerpResult258_g1022 = lerp( (AHF_FogColorStart).rgb , (AHF_FogColorEnd).rgb , ( ( FogDistanceMask12_g1022 * FogDistanceMask12_g1022 * FogDistanceMask12_g1022 ) * AHF_FogColorDuo )); float3 normalizeResult318_g1022 = normalize( ( WorldPosition2_g1022 - _WorldSpaceCameraPos ) ); float dotResult145_g1022 = dot( normalizeResult318_g1022 , AHF_DirectionalDir ); half Jitter502_g1022 = 0.0; float temp_output_140_0_g1022 = ( saturate( (( dotResult145_g1022 + Jitter502_g1022 )*0.5 + 0.5) ) * AHF_DirectionalIntensity ); #ifdef AHF_DISABLE_FALLOFF float staticSwitch470_g1022 = temp_output_140_0_g1022; #else float staticSwitch470_g1022 = pow( abs( temp_output_140_0_g1022 ) , AHF_DirectionalFalloff ); #endif float DirectionalMask30_g1022 = staticSwitch470_g1022; float3 lerpResult40_g1022 = lerp( lerpResult258_g1022 , (AHF_DirectionalColor).rgb , DirectionalMask30_g1022); #ifdef AHF_DISABLE_DIRECTIONAL float3 staticSwitch442_g1022 = lerpResult258_g1022; #else float3 staticSwitch442_g1022 = lerpResult40_g1022; #endif half3 Input_Color6_g1023 = staticSwitch442_g1022; #ifdef UNITY_COLORSPACE_GAMMA float3 staticSwitch1_g1023 = Input_Color6_g1023; #else float3 staticSwitch1_g1023 = ( Input_Color6_g1023 * ( ( Input_Color6_g1023 * ( ( Input_Color6_g1023 * 0.305306 ) + 0.6821711 ) ) + 0.01252288 ) ); #endif half3 Final_Color462_g1022 = staticSwitch1_g1023; half3 AHF_FogAxisOption181_g1022 = AHF_FogAxisOption; float3 break159_g1022 = ( WorldPosition2_g1022 * AHF_FogAxisOption181_g1022 ); float temp_output_7_0_g1026 = AHF_FogDistanceEnd; float temp_output_643_0_g1022 = saturate( ( ( distance( WorldPosition2_g1022 , _WorldSpaceCameraPos ) - temp_output_7_0_g1026 ) / ( ( AHF_FogDistanceEnd + AHF_FarDistanceOffset ) - temp_output_7_0_g1026 ) ) ); half FogDistanceMaskFar645_g1022 = ( temp_output_643_0_g1022 * temp_output_643_0_g1022 ); float lerpResult690_g1022 = lerp( AHF_FogHeightEnd , ( AHF_FogHeightEnd + AHF_FarDistanceHeight ) , FogDistanceMaskFar645_g1022); float temp_output_7_0_g1027 = lerpResult690_g1022; float temp_output_167_0_g1022 = saturate( ( ( ( break159_g1022.x + break159_g1022.y + break159_g1022.z ) - temp_output_7_0_g1027 ) / ( AHF_FogHeightStart - temp_output_7_0_g1027 ) ) ); #ifdef AHF_DISABLE_FALLOFF float staticSwitch468_g1022 = temp_output_167_0_g1022; #else float staticSwitch468_g1022 = pow( abs( temp_output_167_0_g1022 ) , AHF_FogHeightFalloff ); #endif half FogHeightMask16_g1022 = staticSwitch468_g1022; float lerpResult328_g1022 = lerp( ( FogDistanceMask12_g1022 * FogHeightMask16_g1022 ) , saturate( ( FogDistanceMask12_g1022 + FogHeightMask16_g1022 ) ) , AHF_FogLayersMode); float mulTime204_g1022 = _TimeParameters.x * 2.0; float3 temp_output_197_0_g1022 = ( ( WorldPosition2_g1022 * ( 1.0 / AHF_NoiseScale ) ) + ( -AHF_NoiseSpeed * mulTime204_g1022 ) ); float3 p1_g1031 = temp_output_197_0_g1022; float localSimpleNoise3D1_g1031 = SimpleNoise3D( p1_g1031 ); float temp_output_7_0_g1030 = AHF_NoiseMin; float temp_output_7_0_g1029 = AHF_NoiseDistanceEnd; half NoiseDistanceMask7_g1022 = saturate( ( ( distance( WorldPosition2_g1022 , _WorldSpaceCameraPos ) - temp_output_7_0_g1029 ) / ( 0.0 - temp_output_7_0_g1029 ) ) ); float lerpResult198_g1022 = lerp( 1.0 , saturate( ( ( localSimpleNoise3D1_g1031 - temp_output_7_0_g1030 ) / ( AHF_NoiseMax - temp_output_7_0_g1030 ) ) ) , ( NoiseDistanceMask7_g1022 * AHF_NoiseIntensity )); half NoiseSimplex3D24_g1022 = lerpResult198_g1022; #ifdef AHF_DISABLE_NOISE3D float staticSwitch42_g1022 = lerpResult328_g1022; #else float staticSwitch42_g1022 = ( lerpResult328_g1022 * NoiseSimplex3D24_g1022 ); #endif float temp_output_454_0_g1022 = ( staticSwitch42_g1022 * AHF_FogIntensity ); half Final_Alpha463_g1022 = temp_output_454_0_g1022; float4 appendResult114_g1022 = (float4(Final_Color462_g1022 , Final_Alpha463_g1022)); float4 appendResult457_g1022 = (float4(WorldPosition2_g1022 , 1.0)); #ifdef AHF_DEBUG_WORLDPOS float4 staticSwitch456_g1022 = appendResult457_g1022; #else float4 staticSwitch456_g1022 = appendResult114_g1022; #endif float temp_output_96_87_g1019 = (staticSwitch456_g1022).w; float Alpha = temp_output_96_87_g1019; float AlphaClipThreshold = 0.5; #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif return 0; } ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode"="SceneSelectionPass" } Cull Off HLSLPROGRAM #define _RECEIVE_SHADOWS_OFF 1 #define ASE_SRP_VERSION 120106 #pragma vertex vert #pragma fragment frag #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define SHADERPASS SHADERPASS_DEPTHONLY #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #define ASE_NEEDS_VERT_NORMAL //Atmospheric Height Fog Defines //#define AHF_DISABLE_NOISE3D //#define AHF_DISABLE_DIRECTIONAL //#define AHF_DISABLE_SKYBOXFOG //#define AHF_DISABLE_FALLOFF //#define AHF_DEBUG_WORLDPOS struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Color; half3 _NoiseSpeed; half _FogCat; half _SkyboxCat; half _AdvancedCat; half _NoiseCat; half _DirectionalCat; half _NoiseScale; float _VertexIntensity; float _NoiseIntensity; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END half4 AHF_FogColorStart; half4 AHF_FogColorEnd; half AHF_FogDistanceStart; half AHF_FogDistanceEnd; half AHF_FogDistanceFalloff; half AHF_FogColorDuo; half4 AHF_DirectionalColor; half3 AHF_DirectionalDir; half AHF_DirectionalIntensity; half AHF_DirectionalFalloff; half3 AHF_FogAxisOption; half AHF_FogHeightEnd; half AHF_FarDistanceHeight; float AHF_FarDistanceOffset; half AHF_FogHeightStart; half AHF_FogHeightFalloff; half AHF_FogLayersMode; half AHF_NoiseScale; half3 AHF_NoiseSpeed; half AHF_NoiseMin; half AHF_NoiseMax; half AHF_NoiseDistanceEnd; half AHF_NoiseIntensity; half AHF_FogIntensity; float4 mod289( float4 x ) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float4 perm( float4 x ) { return mod289(((x * 34.0) + 1.0) * x); } float SimpleNoise3D( float3 p ) { float3 a = floor(p); float3 d = p - a; d = d * d * (3.0 - 2.0 * d); float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0); float4 k1 = perm(b.xyxy); float4 k2 = perm(k1.xyxy + b.zzww); float4 c = k2 + a.zzzz; float4 k3 = perm(c); float4 k4 = perm(c + 1.0); float4 o1 = frac(k3 * (1.0 / 41.0)); float4 o2 = frac(k4 * (1.0 / 41.0)); float4 o3 = o2 * d.z + o1 * (1.0 - d.z); float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); return o4.y * d.y + o4.x * (1.0 - d.y); } float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); } float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; } float snoise( float3 v ) { const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 ); float3 i = floor( v + dot( v, C.yyy ) ); float3 x0 = v - i + dot( i, C.xxx ); float3 g = step( x0.yzx, x0.xyz ); float3 l = 1.0 - g; float3 i1 = min( g.xyz, l.zxy ); float3 i2 = max( g.xyz, l.zxy ); float3 x1 = x0 - i1 + C.xxx; float3 x2 = x0 - i2 + C.yyy; float3 x3 = x0 - 0.5; i = mod3D289( i); float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) ); float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7) float4 x_ = floor( j / 7.0 ); float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N) float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 h = 1.0 - abs( x ) - abs( y ); float4 b0 = float4( x.xy, y.xy ); float4 b1 = float4( x.zw, y.zw ); float4 s0 = floor( b0 ) * 2.0 + 1.0; float4 s1 = floor( b1 ) * 2.0 + 1.0; float4 sh = -step( h, 0.0 ); float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; float3 g0 = float3( a0.xy, h.x ); float3 g1 = float3( a0.zw, h.y ); float3 g2 = float3( a1.xy, h.z ); float3 g3 = float3( a1.zw, h.w ); float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) ); g0 *= norm.x; g1 *= norm.y; g2 *= norm.z; g3 *= norm.w; float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 ); m = m* m; m = m* m; float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) ); return 42.0 * dot( m, px); } 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); float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz ); float simplePerlin3D27 = snoise( ( ( ase_worldPos * _NoiseScale ) + ( -_NoiseSpeed * _TimeParameters.x ) ) ); float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - ase_worldPos ); ase_worldViewDir = normalize(ase_worldViewDir); float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal); float fresnelNdotV79 = dot( ase_worldNormal, ase_worldViewDir ); float fresnelNode79 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV79, 5.0 ) ); float3 temp_cast_0 = (saturate( ( 1.0 - fresnelNode79 ) )).xxx; o.ase_texcoord.xyz = ase_worldPos; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = ( ( simplePerlin3D27 * _VertexIntensity ) * v.ase_normal ); #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = temp_cast_0; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); o.clipPos = TransformWorldToHClip(positionWS); return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : 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.vertex; o.ase_normal = v.ase_normal; 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.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.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; float3 ase_worldPos = IN.ase_texcoord.xyz; float3 WorldPosition2_g1022 = ase_worldPos; float temp_output_7_0_g1025 = AHF_FogDistanceStart; float temp_output_155_0_g1022 = saturate( ( ( distance( WorldPosition2_g1022 , _WorldSpaceCameraPos ) - temp_output_7_0_g1025 ) / ( AHF_FogDistanceEnd - temp_output_7_0_g1025 ) ) ); #ifdef AHF_DISABLE_FALLOFF float staticSwitch467_g1022 = temp_output_155_0_g1022; #else float staticSwitch467_g1022 = ( 1.0 - pow( ( 1.0 - abs( temp_output_155_0_g1022 ) ) , AHF_FogDistanceFalloff ) ); #endif half FogDistanceMask12_g1022 = staticSwitch467_g1022; float3 lerpResult258_g1022 = lerp( (AHF_FogColorStart).rgb , (AHF_FogColorEnd).rgb , ( ( FogDistanceMask12_g1022 * FogDistanceMask12_g1022 * FogDistanceMask12_g1022 ) * AHF_FogColorDuo )); float3 normalizeResult318_g1022 = normalize( ( WorldPosition2_g1022 - _WorldSpaceCameraPos ) ); float dotResult145_g1022 = dot( normalizeResult318_g1022 , AHF_DirectionalDir ); half Jitter502_g1022 = 0.0; float temp_output_140_0_g1022 = ( saturate( (( dotResult145_g1022 + Jitter502_g1022 )*0.5 + 0.5) ) * AHF_DirectionalIntensity ); #ifdef AHF_DISABLE_FALLOFF float staticSwitch470_g1022 = temp_output_140_0_g1022; #else float staticSwitch470_g1022 = pow( abs( temp_output_140_0_g1022 ) , AHF_DirectionalFalloff ); #endif float DirectionalMask30_g1022 = staticSwitch470_g1022; float3 lerpResult40_g1022 = lerp( lerpResult258_g1022 , (AHF_DirectionalColor).rgb , DirectionalMask30_g1022); #ifdef AHF_DISABLE_DIRECTIONAL float3 staticSwitch442_g1022 = lerpResult258_g1022; #else float3 staticSwitch442_g1022 = lerpResult40_g1022; #endif half3 Input_Color6_g1023 = staticSwitch442_g1022; #ifdef UNITY_COLORSPACE_GAMMA float3 staticSwitch1_g1023 = Input_Color6_g1023; #else float3 staticSwitch1_g1023 = ( Input_Color6_g1023 * ( ( Input_Color6_g1023 * ( ( Input_Color6_g1023 * 0.305306 ) + 0.6821711 ) ) + 0.01252288 ) ); #endif half3 Final_Color462_g1022 = staticSwitch1_g1023; half3 AHF_FogAxisOption181_g1022 = AHF_FogAxisOption; float3 break159_g1022 = ( WorldPosition2_g1022 * AHF_FogAxisOption181_g1022 ); float temp_output_7_0_g1026 = AHF_FogDistanceEnd; float temp_output_643_0_g1022 = saturate( ( ( distance( WorldPosition2_g1022 , _WorldSpaceCameraPos ) - temp_output_7_0_g1026 ) / ( ( AHF_FogDistanceEnd + AHF_FarDistanceOffset ) - temp_output_7_0_g1026 ) ) ); half FogDistanceMaskFar645_g1022 = ( temp_output_643_0_g1022 * temp_output_643_0_g1022 ); float lerpResult690_g1022 = lerp( AHF_FogHeightEnd , ( AHF_FogHeightEnd + AHF_FarDistanceHeight ) , FogDistanceMaskFar645_g1022); float temp_output_7_0_g1027 = lerpResult690_g1022; float temp_output_167_0_g1022 = saturate( ( ( ( break159_g1022.x + break159_g1022.y + break159_g1022.z ) - temp_output_7_0_g1027 ) / ( AHF_FogHeightStart - temp_output_7_0_g1027 ) ) ); #ifdef AHF_DISABLE_FALLOFF float staticSwitch468_g1022 = temp_output_167_0_g1022; #else float staticSwitch468_g1022 = pow( abs( temp_output_167_0_g1022 ) , AHF_FogHeightFalloff ); #endif half FogHeightMask16_g1022 = staticSwitch468_g1022; float lerpResult328_g1022 = lerp( ( FogDistanceMask12_g1022 * FogHeightMask16_g1022 ) , saturate( ( FogDistanceMask12_g1022 + FogHeightMask16_g1022 ) ) , AHF_FogLayersMode); float mulTime204_g1022 = _TimeParameters.x * 2.0; float3 temp_output_197_0_g1022 = ( ( WorldPosition2_g1022 * ( 1.0 / AHF_NoiseScale ) ) + ( -AHF_NoiseSpeed * mulTime204_g1022 ) ); float3 p1_g1031 = temp_output_197_0_g1022; float localSimpleNoise3D1_g1031 = SimpleNoise3D( p1_g1031 ); float temp_output_7_0_g1030 = AHF_NoiseMin; float temp_output_7_0_g1029 = AHF_NoiseDistanceEnd; half NoiseDistanceMask7_g1022 = saturate( ( ( distance( WorldPosition2_g1022 , _WorldSpaceCameraPos ) - temp_output_7_0_g1029 ) / ( 0.0 - temp_output_7_0_g1029 ) ) ); float lerpResult198_g1022 = lerp( 1.0 , saturate( ( ( localSimpleNoise3D1_g1031 - temp_output_7_0_g1030 ) / ( AHF_NoiseMax - temp_output_7_0_g1030 ) ) ) , ( NoiseDistanceMask7_g1022 * AHF_NoiseIntensity )); half NoiseSimplex3D24_g1022 = lerpResult198_g1022; #ifdef AHF_DISABLE_NOISE3D float staticSwitch42_g1022 = lerpResult328_g1022; #else float staticSwitch42_g1022 = ( lerpResult328_g1022 * NoiseSimplex3D24_g1022 ); #endif float temp_output_454_0_g1022 = ( staticSwitch42_g1022 * AHF_FogIntensity ); half Final_Alpha463_g1022 = temp_output_454_0_g1022; float4 appendResult114_g1022 = (float4(Final_Color462_g1022 , Final_Alpha463_g1022)); float4 appendResult457_g1022 = (float4(WorldPosition2_g1022 , 1.0)); #ifdef AHF_DEBUG_WORLDPOS float4 staticSwitch456_g1022 = appendResult457_g1022; #else float4 staticSwitch456_g1022 = appendResult114_g1022; #endif float temp_output_96_87_g1019 = (staticSwitch456_g1022).w; surfaceDescription.Alpha = temp_output_96_87_g1019; 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" } HLSLPROGRAM #define _RECEIVE_SHADOWS_OFF 1 #define ASE_SRP_VERSION 120106 #pragma vertex vert #pragma fragment frag #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define SHADERPASS SHADERPASS_DEPTHONLY #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #define ASE_NEEDS_VERT_NORMAL //Atmospheric Height Fog Defines //#define AHF_DISABLE_NOISE3D //#define AHF_DISABLE_DIRECTIONAL //#define AHF_DISABLE_SKYBOXFOG //#define AHF_DISABLE_FALLOFF //#define AHF_DEBUG_WORLDPOS struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Color; half3 _NoiseSpeed; half _FogCat; half _SkyboxCat; half _AdvancedCat; half _NoiseCat; half _DirectionalCat; half _NoiseScale; float _VertexIntensity; float _NoiseIntensity; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END half4 AHF_FogColorStart; half4 AHF_FogColorEnd; half AHF_FogDistanceStart; half AHF_FogDistanceEnd; half AHF_FogDistanceFalloff; half AHF_FogColorDuo; half4 AHF_DirectionalColor; half3 AHF_DirectionalDir; half AHF_DirectionalIntensity; half AHF_DirectionalFalloff; half3 AHF_FogAxisOption; half AHF_FogHeightEnd; half AHF_FarDistanceHeight; float AHF_FarDistanceOffset; half AHF_FogHeightStart; half AHF_FogHeightFalloff; half AHF_FogLayersMode; half AHF_NoiseScale; half3 AHF_NoiseSpeed; half AHF_NoiseMin; half AHF_NoiseMax; half AHF_NoiseDistanceEnd; half AHF_NoiseIntensity; half AHF_FogIntensity; float4 mod289( float4 x ) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float4 perm( float4 x ) { return mod289(((x * 34.0) + 1.0) * x); } float SimpleNoise3D( float3 p ) { float3 a = floor(p); float3 d = p - a; d = d * d * (3.0 - 2.0 * d); float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0); float4 k1 = perm(b.xyxy); float4 k2 = perm(k1.xyxy + b.zzww); float4 c = k2 + a.zzzz; float4 k3 = perm(c); float4 k4 = perm(c + 1.0); float4 o1 = frac(k3 * (1.0 / 41.0)); float4 o2 = frac(k4 * (1.0 / 41.0)); float4 o3 = o2 * d.z + o1 * (1.0 - d.z); float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); return o4.y * d.y + o4.x * (1.0 - d.y); } float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); } float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; } float snoise( float3 v ) { const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 ); float3 i = floor( v + dot( v, C.yyy ) ); float3 x0 = v - i + dot( i, C.xxx ); float3 g = step( x0.yzx, x0.xyz ); float3 l = 1.0 - g; float3 i1 = min( g.xyz, l.zxy ); float3 i2 = max( g.xyz, l.zxy ); float3 x1 = x0 - i1 + C.xxx; float3 x2 = x0 - i2 + C.yyy; float3 x3 = x0 - 0.5; i = mod3D289( i); float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) ); float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7) float4 x_ = floor( j / 7.0 ); float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N) float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 h = 1.0 - abs( x ) - abs( y ); float4 b0 = float4( x.xy, y.xy ); float4 b1 = float4( x.zw, y.zw ); float4 s0 = floor( b0 ) * 2.0 + 1.0; float4 s1 = floor( b1 ) * 2.0 + 1.0; float4 sh = -step( h, 0.0 ); float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; float3 g0 = float3( a0.xy, h.x ); float3 g1 = float3( a0.zw, h.y ); float3 g2 = float3( a1.xy, h.z ); float3 g3 = float3( a1.zw, h.w ); float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) ); g0 *= norm.x; g1 *= norm.y; g2 *= norm.z; g3 *= norm.w; float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 ); m = m* m; m = m* m; float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) ); return 42.0 * dot( m, px); } 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); float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz ); float simplePerlin3D27 = snoise( ( ( ase_worldPos * _NoiseScale ) + ( -_NoiseSpeed * _TimeParameters.x ) ) ); float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - ase_worldPos ); ase_worldViewDir = normalize(ase_worldViewDir); float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal); float fresnelNdotV79 = dot( ase_worldNormal, ase_worldViewDir ); float fresnelNode79 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV79, 5.0 ) ); float3 temp_cast_0 = (saturate( ( 1.0 - fresnelNode79 ) )).xxx; o.ase_texcoord.xyz = ase_worldPos; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = ( ( simplePerlin3D27 * _VertexIntensity ) * v.ase_normal ); #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = temp_cast_0; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); o.clipPos = TransformWorldToHClip(positionWS); return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : 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.vertex; o.ase_normal = v.ase_normal; 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.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.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; float3 ase_worldPos = IN.ase_texcoord.xyz; float3 WorldPosition2_g1022 = ase_worldPos; float temp_output_7_0_g1025 = AHF_FogDistanceStart; float temp_output_155_0_g1022 = saturate( ( ( distance( WorldPosition2_g1022 , _WorldSpaceCameraPos ) - temp_output_7_0_g1025 ) / ( AHF_FogDistanceEnd - temp_output_7_0_g1025 ) ) ); #ifdef AHF_DISABLE_FALLOFF float staticSwitch467_g1022 = temp_output_155_0_g1022; #else float staticSwitch467_g1022 = ( 1.0 - pow( ( 1.0 - abs( temp_output_155_0_g1022 ) ) , AHF_FogDistanceFalloff ) ); #endif half FogDistanceMask12_g1022 = staticSwitch467_g1022; float3 lerpResult258_g1022 = lerp( (AHF_FogColorStart).rgb , (AHF_FogColorEnd).rgb , ( ( FogDistanceMask12_g1022 * FogDistanceMask12_g1022 * FogDistanceMask12_g1022 ) * AHF_FogColorDuo )); float3 normalizeResult318_g1022 = normalize( ( WorldPosition2_g1022 - _WorldSpaceCameraPos ) ); float dotResult145_g1022 = dot( normalizeResult318_g1022 , AHF_DirectionalDir ); half Jitter502_g1022 = 0.0; float temp_output_140_0_g1022 = ( saturate( (( dotResult145_g1022 + Jitter502_g1022 )*0.5 + 0.5) ) * AHF_DirectionalIntensity ); #ifdef AHF_DISABLE_FALLOFF float staticSwitch470_g1022 = temp_output_140_0_g1022; #else float staticSwitch470_g1022 = pow( abs( temp_output_140_0_g1022 ) , AHF_DirectionalFalloff ); #endif float DirectionalMask30_g1022 = staticSwitch470_g1022; float3 lerpResult40_g1022 = lerp( lerpResult258_g1022 , (AHF_DirectionalColor).rgb , DirectionalMask30_g1022); #ifdef AHF_DISABLE_DIRECTIONAL float3 staticSwitch442_g1022 = lerpResult258_g1022; #else float3 staticSwitch442_g1022 = lerpResult40_g1022; #endif half3 Input_Color6_g1023 = staticSwitch442_g1022; #ifdef UNITY_COLORSPACE_GAMMA float3 staticSwitch1_g1023 = Input_Color6_g1023; #else float3 staticSwitch1_g1023 = ( Input_Color6_g1023 * ( ( Input_Color6_g1023 * ( ( Input_Color6_g1023 * 0.305306 ) + 0.6821711 ) ) + 0.01252288 ) ); #endif half3 Final_Color462_g1022 = staticSwitch1_g1023; half3 AHF_FogAxisOption181_g1022 = AHF_FogAxisOption; float3 break159_g1022 = ( WorldPosition2_g1022 * AHF_FogAxisOption181_g1022 ); float temp_output_7_0_g1026 = AHF_FogDistanceEnd; float temp_output_643_0_g1022 = saturate( ( ( distance( WorldPosition2_g1022 , _WorldSpaceCameraPos ) - temp_output_7_0_g1026 ) / ( ( AHF_FogDistanceEnd + AHF_FarDistanceOffset ) - temp_output_7_0_g1026 ) ) ); half FogDistanceMaskFar645_g1022 = ( temp_output_643_0_g1022 * temp_output_643_0_g1022 ); float lerpResult690_g1022 = lerp( AHF_FogHeightEnd , ( AHF_FogHeightEnd + AHF_FarDistanceHeight ) , FogDistanceMaskFar645_g1022); float temp_output_7_0_g1027 = lerpResult690_g1022; float temp_output_167_0_g1022 = saturate( ( ( ( break159_g1022.x + break159_g1022.y + break159_g1022.z ) - temp_output_7_0_g1027 ) / ( AHF_FogHeightStart - temp_output_7_0_g1027 ) ) ); #ifdef AHF_DISABLE_FALLOFF float staticSwitch468_g1022 = temp_output_167_0_g1022; #else float staticSwitch468_g1022 = pow( abs( temp_output_167_0_g1022 ) , AHF_FogHeightFalloff ); #endif half FogHeightMask16_g1022 = staticSwitch468_g1022; float lerpResult328_g1022 = lerp( ( FogDistanceMask12_g1022 * FogHeightMask16_g1022 ) , saturate( ( FogDistanceMask12_g1022 + FogHeightMask16_g1022 ) ) , AHF_FogLayersMode); float mulTime204_g1022 = _TimeParameters.x * 2.0; float3 temp_output_197_0_g1022 = ( ( WorldPosition2_g1022 * ( 1.0 / AHF_NoiseScale ) ) + ( -AHF_NoiseSpeed * mulTime204_g1022 ) ); float3 p1_g1031 = temp_output_197_0_g1022; float localSimpleNoise3D1_g1031 = SimpleNoise3D( p1_g1031 ); float temp_output_7_0_g1030 = AHF_NoiseMin; float temp_output_7_0_g1029 = AHF_NoiseDistanceEnd; half NoiseDistanceMask7_g1022 = saturate( ( ( distance( WorldPosition2_g1022 , _WorldSpaceCameraPos ) - temp_output_7_0_g1029 ) / ( 0.0 - temp_output_7_0_g1029 ) ) ); float lerpResult198_g1022 = lerp( 1.0 , saturate( ( ( localSimpleNoise3D1_g1031 - temp_output_7_0_g1030 ) / ( AHF_NoiseMax - temp_output_7_0_g1030 ) ) ) , ( NoiseDistanceMask7_g1022 * AHF_NoiseIntensity )); half NoiseSimplex3D24_g1022 = lerpResult198_g1022; #ifdef AHF_DISABLE_NOISE3D float staticSwitch42_g1022 = lerpResult328_g1022; #else float staticSwitch42_g1022 = ( lerpResult328_g1022 * NoiseSimplex3D24_g1022 ); #endif float temp_output_454_0_g1022 = ( staticSwitch42_g1022 * AHF_FogIntensity ); half Final_Alpha463_g1022 = temp_output_454_0_g1022; float4 appendResult114_g1022 = (float4(Final_Color462_g1022 , Final_Alpha463_g1022)); float4 appendResult457_g1022 = (float4(WorldPosition2_g1022 , 1.0)); #ifdef AHF_DEBUG_WORLDPOS float4 staticSwitch456_g1022 = appendResult457_g1022; #else float4 staticSwitch456_g1022 = appendResult114_g1022; #endif float temp_output_96_87_g1019 = (staticSwitch456_g1022).w; surfaceDescription.Alpha = temp_output_96_87_g1019; 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 #define _RECEIVE_SHADOWS_OFF 1 #define ASE_SRP_VERSION 120106 #pragma vertex vert #pragma fragment frag #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define VARYINGS_NEED_NORMAL_WS #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY #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.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #define ASE_NEEDS_VERT_NORMAL //Atmospheric Height Fog Defines //#define AHF_DISABLE_NOISE3D //#define AHF_DISABLE_DIRECTIONAL //#define AHF_DISABLE_SKYBOXFOG //#define AHF_DISABLE_FALLOFF //#define AHF_DEBUG_WORLDPOS struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float3 normalWS : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Color; half3 _NoiseSpeed; half _FogCat; half _SkyboxCat; half _AdvancedCat; half _NoiseCat; half _DirectionalCat; half _NoiseScale; float _VertexIntensity; float _NoiseIntensity; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END half4 AHF_FogColorStart; half4 AHF_FogColorEnd; half AHF_FogDistanceStart; half AHF_FogDistanceEnd; half AHF_FogDistanceFalloff; half AHF_FogColorDuo; half4 AHF_DirectionalColor; half3 AHF_DirectionalDir; half AHF_DirectionalIntensity; half AHF_DirectionalFalloff; half3 AHF_FogAxisOption; half AHF_FogHeightEnd; half AHF_FarDistanceHeight; float AHF_FarDistanceOffset; half AHF_FogHeightStart; half AHF_FogHeightFalloff; half AHF_FogLayersMode; half AHF_NoiseScale; half3 AHF_NoiseSpeed; half AHF_NoiseMin; half AHF_NoiseMax; half AHF_NoiseDistanceEnd; half AHF_NoiseIntensity; half AHF_FogIntensity; float4 mod289( float4 x ) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float4 perm( float4 x ) { return mod289(((x * 34.0) + 1.0) * x); } float SimpleNoise3D( float3 p ) { float3 a = floor(p); float3 d = p - a; d = d * d * (3.0 - 2.0 * d); float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0); float4 k1 = perm(b.xyxy); float4 k2 = perm(k1.xyxy + b.zzww); float4 c = k2 + a.zzzz; float4 k3 = perm(c); float4 k4 = perm(c + 1.0); float4 o1 = frac(k3 * (1.0 / 41.0)); float4 o2 = frac(k4 * (1.0 / 41.0)); float4 o3 = o2 * d.z + o1 * (1.0 - d.z); float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); return o4.y * d.y + o4.x * (1.0 - d.y); } float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); } float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; } float snoise( float3 v ) { const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 ); float3 i = floor( v + dot( v, C.yyy ) ); float3 x0 = v - i + dot( i, C.xxx ); float3 g = step( x0.yzx, x0.xyz ); float3 l = 1.0 - g; float3 i1 = min( g.xyz, l.zxy ); float3 i2 = max( g.xyz, l.zxy ); float3 x1 = x0 - i1 + C.xxx; float3 x2 = x0 - i2 + C.yyy; float3 x3 = x0 - 0.5; i = mod3D289( i); float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) ); float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7) float4 x_ = floor( j / 7.0 ); float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N) float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 h = 1.0 - abs( x ) - abs( y ); float4 b0 = float4( x.xy, y.xy ); float4 b1 = float4( x.zw, y.zw ); float4 s0 = floor( b0 ) * 2.0 + 1.0; float4 s1 = floor( b1 ) * 2.0 + 1.0; float4 sh = -step( h, 0.0 ); float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; float3 g0 = float3( a0.xy, h.x ); float3 g1 = float3( a0.zw, h.y ); float3 g2 = float3( a1.xy, h.z ); float3 g3 = float3( a1.zw, h.w ); float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) ); g0 *= norm.x; g1 *= norm.y; g2 *= norm.z; g3 *= norm.w; float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 ); m = m* m; m = m* m; float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) ); return 42.0 * dot( m, px); } 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); float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz ); float simplePerlin3D27 = snoise( ( ( ase_worldPos * _NoiseScale ) + ( -_NoiseSpeed * _TimeParameters.x ) ) ); float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - ase_worldPos ); ase_worldViewDir = normalize(ase_worldViewDir); float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal); float fresnelNdotV79 = dot( ase_worldNormal, ase_worldViewDir ); float fresnelNode79 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV79, 5.0 ) ); float3 temp_cast_0 = (saturate( ( 1.0 - fresnelNode79 ) )).xxx; o.ase_texcoord1.xyz = ase_worldPos; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord1.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = ( ( simplePerlin3D27 * _VertexIntensity ) * v.ase_normal ); #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = temp_cast_0; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float3 normalWS = TransformObjectToWorldNormal(v.ase_normal); o.clipPos = TransformWorldToHClip(positionWS); o.normalWS.xyz = normalWS; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : 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.vertex; o.ase_normal = v.ase_normal; 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.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.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; float3 ase_worldPos = IN.ase_texcoord1.xyz; float3 WorldPosition2_g1022 = ase_worldPos; float temp_output_7_0_g1025 = AHF_FogDistanceStart; float temp_output_155_0_g1022 = saturate( ( ( distance( WorldPosition2_g1022 , _WorldSpaceCameraPos ) - temp_output_7_0_g1025 ) / ( AHF_FogDistanceEnd - temp_output_7_0_g1025 ) ) ); #ifdef AHF_DISABLE_FALLOFF float staticSwitch467_g1022 = temp_output_155_0_g1022; #else float staticSwitch467_g1022 = ( 1.0 - pow( ( 1.0 - abs( temp_output_155_0_g1022 ) ) , AHF_FogDistanceFalloff ) ); #endif half FogDistanceMask12_g1022 = staticSwitch467_g1022; float3 lerpResult258_g1022 = lerp( (AHF_FogColorStart).rgb , (AHF_FogColorEnd).rgb , ( ( FogDistanceMask12_g1022 * FogDistanceMask12_g1022 * FogDistanceMask12_g1022 ) * AHF_FogColorDuo )); float3 normalizeResult318_g1022 = normalize( ( WorldPosition2_g1022 - _WorldSpaceCameraPos ) ); float dotResult145_g1022 = dot( normalizeResult318_g1022 , AHF_DirectionalDir ); half Jitter502_g1022 = 0.0; float temp_output_140_0_g1022 = ( saturate( (( dotResult145_g1022 + Jitter502_g1022 )*0.5 + 0.5) ) * AHF_DirectionalIntensity ); #ifdef AHF_DISABLE_FALLOFF float staticSwitch470_g1022 = temp_output_140_0_g1022; #else float staticSwitch470_g1022 = pow( abs( temp_output_140_0_g1022 ) , AHF_DirectionalFalloff ); #endif float DirectionalMask30_g1022 = staticSwitch470_g1022; float3 lerpResult40_g1022 = lerp( lerpResult258_g1022 , (AHF_DirectionalColor).rgb , DirectionalMask30_g1022); #ifdef AHF_DISABLE_DIRECTIONAL float3 staticSwitch442_g1022 = lerpResult258_g1022; #else float3 staticSwitch442_g1022 = lerpResult40_g1022; #endif half3 Input_Color6_g1023 = staticSwitch442_g1022; #ifdef UNITY_COLORSPACE_GAMMA float3 staticSwitch1_g1023 = Input_Color6_g1023; #else float3 staticSwitch1_g1023 = ( Input_Color6_g1023 * ( ( Input_Color6_g1023 * ( ( Input_Color6_g1023 * 0.305306 ) + 0.6821711 ) ) + 0.01252288 ) ); #endif half3 Final_Color462_g1022 = staticSwitch1_g1023; half3 AHF_FogAxisOption181_g1022 = AHF_FogAxisOption; float3 break159_g1022 = ( WorldPosition2_g1022 * AHF_FogAxisOption181_g1022 ); float temp_output_7_0_g1026 = AHF_FogDistanceEnd; float temp_output_643_0_g1022 = saturate( ( ( distance( WorldPosition2_g1022 , _WorldSpaceCameraPos ) - temp_output_7_0_g1026 ) / ( ( AHF_FogDistanceEnd + AHF_FarDistanceOffset ) - temp_output_7_0_g1026 ) ) ); half FogDistanceMaskFar645_g1022 = ( temp_output_643_0_g1022 * temp_output_643_0_g1022 ); float lerpResult690_g1022 = lerp( AHF_FogHeightEnd , ( AHF_FogHeightEnd + AHF_FarDistanceHeight ) , FogDistanceMaskFar645_g1022); float temp_output_7_0_g1027 = lerpResult690_g1022; float temp_output_167_0_g1022 = saturate( ( ( ( break159_g1022.x + break159_g1022.y + break159_g1022.z ) - temp_output_7_0_g1027 ) / ( AHF_FogHeightStart - temp_output_7_0_g1027 ) ) ); #ifdef AHF_DISABLE_FALLOFF float staticSwitch468_g1022 = temp_output_167_0_g1022; #else float staticSwitch468_g1022 = pow( abs( temp_output_167_0_g1022 ) , AHF_FogHeightFalloff ); #endif half FogHeightMask16_g1022 = staticSwitch468_g1022; float lerpResult328_g1022 = lerp( ( FogDistanceMask12_g1022 * FogHeightMask16_g1022 ) , saturate( ( FogDistanceMask12_g1022 + FogHeightMask16_g1022 ) ) , AHF_FogLayersMode); float mulTime204_g1022 = _TimeParameters.x * 2.0; float3 temp_output_197_0_g1022 = ( ( WorldPosition2_g1022 * ( 1.0 / AHF_NoiseScale ) ) + ( -AHF_NoiseSpeed * mulTime204_g1022 ) ); float3 p1_g1031 = temp_output_197_0_g1022; float localSimpleNoise3D1_g1031 = SimpleNoise3D( p1_g1031 ); float temp_output_7_0_g1030 = AHF_NoiseMin; float temp_output_7_0_g1029 = AHF_NoiseDistanceEnd; half NoiseDistanceMask7_g1022 = saturate( ( ( distance( WorldPosition2_g1022 , _WorldSpaceCameraPos ) - temp_output_7_0_g1029 ) / ( 0.0 - temp_output_7_0_g1029 ) ) ); float lerpResult198_g1022 = lerp( 1.0 , saturate( ( ( localSimpleNoise3D1_g1031 - temp_output_7_0_g1030 ) / ( AHF_NoiseMax - temp_output_7_0_g1030 ) ) ) , ( NoiseDistanceMask7_g1022 * AHF_NoiseIntensity )); half NoiseSimplex3D24_g1022 = lerpResult198_g1022; #ifdef AHF_DISABLE_NOISE3D float staticSwitch42_g1022 = lerpResult328_g1022; #else float staticSwitch42_g1022 = ( lerpResult328_g1022 * NoiseSimplex3D24_g1022 ); #endif float temp_output_454_0_g1022 = ( staticSwitch42_g1022 * AHF_FogIntensity ); half Final_Alpha463_g1022 = temp_output_454_0_g1022; float4 appendResult114_g1022 = (float4(Final_Color462_g1022 , Final_Alpha463_g1022)); float4 appendResult457_g1022 = (float4(WorldPosition2_g1022 , 1.0)); #ifdef AHF_DEBUG_WORLDPOS float4 staticSwitch456_g1022 = appendResult457_g1022; #else float4 staticSwitch456_g1022 = appendResult114_g1022; #endif float temp_output_96_87_g1019 = (staticSwitch456_g1022).w; surfaceDescription.Alpha = temp_output_96_87_g1019; surfaceDescription.AlphaClipThreshold = 0.5; #if _ALPHATEST_ON clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif float3 normalWS = IN.normalWS; return half4(NormalizeNormalPerPixel(normalWS), 0.0); } ENDHLSL } Pass { Name "DepthNormalsOnly" Tags { "LightMode"="DepthNormalsOnly" } ZTest LEqual ZWrite On HLSLPROGRAM #define _RECEIVE_SHADOWS_OFF 1 #define ASE_SRP_VERSION 120106 #pragma exclude_renderers glcore gles gles3 #pragma vertex vert #pragma fragment frag #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD1 #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TANGENT_WS #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY #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.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #define ASE_NEEDS_VERT_NORMAL //Atmospheric Height Fog Defines //#define AHF_DISABLE_NOISE3D //#define AHF_DISABLE_DIRECTIONAL //#define AHF_DISABLE_SKYBOXFOG //#define AHF_DISABLE_FALLOFF //#define AHF_DEBUG_WORLDPOS struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float3 normalWS : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Color; half3 _NoiseSpeed; half _FogCat; half _SkyboxCat; half _AdvancedCat; half _NoiseCat; half _DirectionalCat; half _NoiseScale; float _VertexIntensity; float _NoiseIntensity; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END half4 AHF_FogColorStart; half4 AHF_FogColorEnd; half AHF_FogDistanceStart; half AHF_FogDistanceEnd; half AHF_FogDistanceFalloff; half AHF_FogColorDuo; half4 AHF_DirectionalColor; half3 AHF_DirectionalDir; half AHF_DirectionalIntensity; half AHF_DirectionalFalloff; half3 AHF_FogAxisOption; half AHF_FogHeightEnd; half AHF_FarDistanceHeight; float AHF_FarDistanceOffset; half AHF_FogHeightStart; half AHF_FogHeightFalloff; half AHF_FogLayersMode; half AHF_NoiseScale; half3 AHF_NoiseSpeed; half AHF_NoiseMin; half AHF_NoiseMax; half AHF_NoiseDistanceEnd; half AHF_NoiseIntensity; half AHF_FogIntensity; float4 mod289( float4 x ) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float4 perm( float4 x ) { return mod289(((x * 34.0) + 1.0) * x); } float SimpleNoise3D( float3 p ) { float3 a = floor(p); float3 d = p - a; d = d * d * (3.0 - 2.0 * d); float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0); float4 k1 = perm(b.xyxy); float4 k2 = perm(k1.xyxy + b.zzww); float4 c = k2 + a.zzzz; float4 k3 = perm(c); float4 k4 = perm(c + 1.0); float4 o1 = frac(k3 * (1.0 / 41.0)); float4 o2 = frac(k4 * (1.0 / 41.0)); float4 o3 = o2 * d.z + o1 * (1.0 - d.z); float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); return o4.y * d.y + o4.x * (1.0 - d.y); } float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); } float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; } float snoise( float3 v ) { const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 ); float3 i = floor( v + dot( v, C.yyy ) ); float3 x0 = v - i + dot( i, C.xxx ); float3 g = step( x0.yzx, x0.xyz ); float3 l = 1.0 - g; float3 i1 = min( g.xyz, l.zxy ); float3 i2 = max( g.xyz, l.zxy ); float3 x1 = x0 - i1 + C.xxx; float3 x2 = x0 - i2 + C.yyy; float3 x3 = x0 - 0.5; i = mod3D289( i); float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) ); float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7) float4 x_ = floor( j / 7.0 ); float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N) float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 h = 1.0 - abs( x ) - abs( y ); float4 b0 = float4( x.xy, y.xy ); float4 b1 = float4( x.zw, y.zw ); float4 s0 = floor( b0 ) * 2.0 + 1.0; float4 s1 = floor( b1 ) * 2.0 + 1.0; float4 sh = -step( h, 0.0 ); float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; float3 g0 = float3( a0.xy, h.x ); float3 g1 = float3( a0.zw, h.y ); float3 g2 = float3( a1.xy, h.z ); float3 g3 = float3( a1.zw, h.w ); float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) ); g0 *= norm.x; g1 *= norm.y; g2 *= norm.z; g3 *= norm.w; float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 ); m = m* m; m = m* m; float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) ); return 42.0 * dot( m, px); } 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); float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz ); float simplePerlin3D27 = snoise( ( ( ase_worldPos * _NoiseScale ) + ( -_NoiseSpeed * _TimeParameters.x ) ) ); float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - ase_worldPos ); ase_worldViewDir = normalize(ase_worldViewDir); float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal); float fresnelNdotV79 = dot( ase_worldNormal, ase_worldViewDir ); float fresnelNode79 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV79, 5.0 ) ); float3 temp_cast_0 = (saturate( ( 1.0 - fresnelNode79 ) )).xxx; o.ase_texcoord1.xyz = ase_worldPos; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord1.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = ( ( simplePerlin3D27 * _VertexIntensity ) * v.ase_normal ); #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = temp_cast_0; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float3 normalWS = TransformObjectToWorldNormal(v.ase_normal); o.clipPos = TransformWorldToHClip(positionWS); o.normalWS.xyz = normalWS; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : 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.vertex; o.ase_normal = v.ase_normal; 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.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.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; float3 ase_worldPos = IN.ase_texcoord1.xyz; float3 WorldPosition2_g1022 = ase_worldPos; float temp_output_7_0_g1025 = AHF_FogDistanceStart; float temp_output_155_0_g1022 = saturate( ( ( distance( WorldPosition2_g1022 , _WorldSpaceCameraPos ) - temp_output_7_0_g1025 ) / ( AHF_FogDistanceEnd - temp_output_7_0_g1025 ) ) ); #ifdef AHF_DISABLE_FALLOFF float staticSwitch467_g1022 = temp_output_155_0_g1022; #else float staticSwitch467_g1022 = ( 1.0 - pow( ( 1.0 - abs( temp_output_155_0_g1022 ) ) , AHF_FogDistanceFalloff ) ); #endif half FogDistanceMask12_g1022 = staticSwitch467_g1022; float3 lerpResult258_g1022 = lerp( (AHF_FogColorStart).rgb , (AHF_FogColorEnd).rgb , ( ( FogDistanceMask12_g1022 * FogDistanceMask12_g1022 * FogDistanceMask12_g1022 ) * AHF_FogColorDuo )); float3 normalizeResult318_g1022 = normalize( ( WorldPosition2_g1022 - _WorldSpaceCameraPos ) ); float dotResult145_g1022 = dot( normalizeResult318_g1022 , AHF_DirectionalDir ); half Jitter502_g1022 = 0.0; float temp_output_140_0_g1022 = ( saturate( (( dotResult145_g1022 + Jitter502_g1022 )*0.5 + 0.5) ) * AHF_DirectionalIntensity ); #ifdef AHF_DISABLE_FALLOFF float staticSwitch470_g1022 = temp_output_140_0_g1022; #else float staticSwitch470_g1022 = pow( abs( temp_output_140_0_g1022 ) , AHF_DirectionalFalloff ); #endif float DirectionalMask30_g1022 = staticSwitch470_g1022; float3 lerpResult40_g1022 = lerp( lerpResult258_g1022 , (AHF_DirectionalColor).rgb , DirectionalMask30_g1022); #ifdef AHF_DISABLE_DIRECTIONAL float3 staticSwitch442_g1022 = lerpResult258_g1022; #else float3 staticSwitch442_g1022 = lerpResult40_g1022; #endif half3 Input_Color6_g1023 = staticSwitch442_g1022; #ifdef UNITY_COLORSPACE_GAMMA float3 staticSwitch1_g1023 = Input_Color6_g1023; #else float3 staticSwitch1_g1023 = ( Input_Color6_g1023 * ( ( Input_Color6_g1023 * ( ( Input_Color6_g1023 * 0.305306 ) + 0.6821711 ) ) + 0.01252288 ) ); #endif half3 Final_Color462_g1022 = staticSwitch1_g1023; half3 AHF_FogAxisOption181_g1022 = AHF_FogAxisOption; float3 break159_g1022 = ( WorldPosition2_g1022 * AHF_FogAxisOption181_g1022 ); float temp_output_7_0_g1026 = AHF_FogDistanceEnd; float temp_output_643_0_g1022 = saturate( ( ( distance( WorldPosition2_g1022 , _WorldSpaceCameraPos ) - temp_output_7_0_g1026 ) / ( ( AHF_FogDistanceEnd + AHF_FarDistanceOffset ) - temp_output_7_0_g1026 ) ) ); half FogDistanceMaskFar645_g1022 = ( temp_output_643_0_g1022 * temp_output_643_0_g1022 ); float lerpResult690_g1022 = lerp( AHF_FogHeightEnd , ( AHF_FogHeightEnd + AHF_FarDistanceHeight ) , FogDistanceMaskFar645_g1022); float temp_output_7_0_g1027 = lerpResult690_g1022; float temp_output_167_0_g1022 = saturate( ( ( ( break159_g1022.x + break159_g1022.y + break159_g1022.z ) - temp_output_7_0_g1027 ) / ( AHF_FogHeightStart - temp_output_7_0_g1027 ) ) ); #ifdef AHF_DISABLE_FALLOFF float staticSwitch468_g1022 = temp_output_167_0_g1022; #else float staticSwitch468_g1022 = pow( abs( temp_output_167_0_g1022 ) , AHF_FogHeightFalloff ); #endif half FogHeightMask16_g1022 = staticSwitch468_g1022; float lerpResult328_g1022 = lerp( ( FogDistanceMask12_g1022 * FogHeightMask16_g1022 ) , saturate( ( FogDistanceMask12_g1022 + FogHeightMask16_g1022 ) ) , AHF_FogLayersMode); float mulTime204_g1022 = _TimeParameters.x * 2.0; float3 temp_output_197_0_g1022 = ( ( WorldPosition2_g1022 * ( 1.0 / AHF_NoiseScale ) ) + ( -AHF_NoiseSpeed * mulTime204_g1022 ) ); float3 p1_g1031 = temp_output_197_0_g1022; float localSimpleNoise3D1_g1031 = SimpleNoise3D( p1_g1031 ); float temp_output_7_0_g1030 = AHF_NoiseMin; float temp_output_7_0_g1029 = AHF_NoiseDistanceEnd; half NoiseDistanceMask7_g1022 = saturate( ( ( distance( WorldPosition2_g1022 , _WorldSpaceCameraPos ) - temp_output_7_0_g1029 ) / ( 0.0 - temp_output_7_0_g1029 ) ) ); float lerpResult198_g1022 = lerp( 1.0 , saturate( ( ( localSimpleNoise3D1_g1031 - temp_output_7_0_g1030 ) / ( AHF_NoiseMax - temp_output_7_0_g1030 ) ) ) , ( NoiseDistanceMask7_g1022 * AHF_NoiseIntensity )); half NoiseSimplex3D24_g1022 = lerpResult198_g1022; #ifdef AHF_DISABLE_NOISE3D float staticSwitch42_g1022 = lerpResult328_g1022; #else float staticSwitch42_g1022 = ( lerpResult328_g1022 * NoiseSimplex3D24_g1022 ); #endif float temp_output_454_0_g1022 = ( staticSwitch42_g1022 * AHF_FogIntensity ); half Final_Alpha463_g1022 = temp_output_454_0_g1022; float4 appendResult114_g1022 = (float4(Final_Color462_g1022 , Final_Alpha463_g1022)); float4 appendResult457_g1022 = (float4(WorldPosition2_g1022 , 1.0)); #ifdef AHF_DEBUG_WORLDPOS float4 staticSwitch456_g1022 = appendResult457_g1022; #else float4 staticSwitch456_g1022 = appendResult114_g1022; #endif float temp_output_96_87_g1019 = (staticSwitch456_g1022).w; surfaceDescription.Alpha = temp_output_96_87_g1019; surfaceDescription.AlphaClipThreshold = 0.5; #if _ALPHATEST_ON clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif float3 normalWS = IN.normalWS; return half4(NormalizeNormalPerPixel(normalWS), 0.0); } ENDHLSL } } CustomEditor "UnityEditor.ShaderGraphUnlitGUI" FallBack "Hidden/Shader Graph/FallbackError" Fallback Off } /*ASEBEGIN Version=19108 Node;AmplifyShaderEditor.Vector3Node;30;-1280,1664;Half;False;Property;_NoiseSpeed;Noise Speed;46;0;Create;True;0;0;0;False;0;False;0.5,0.5,0;0.5,0.5,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 Node;AmplifyShaderEditor.SimpleTimeNode;31;-1280,1824;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.NegateNode;36;-1088,1664;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.WorldPosInputsNode;39;-1280,1280;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 Node;AmplifyShaderEditor.RangedFloatNode;32;-1280,1440;Half;False;Property;_NoiseScale;Noise Scale;45;0;Create;True;0;0;0;False;0;False;6;1.5;0;0;0;1;FLOAT;0 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