diff --git a/Assets/External/AmplifyShaderEditor/Plugins/EditorResources/Templates/URP/NiloToonEnvironment.shader b/Assets/External/AmplifyShaderEditor/Plugins/EditorResources/Templates/URP/NiloToonEnvironment.shader index 8e4b3c1d0..7974312f1 100644 --- a/Assets/External/AmplifyShaderEditor/Plugins/EditorResources/Templates/URP/NiloToonEnvironment.shader +++ b/Assets/External/AmplifyShaderEditor/Plugins/EditorResources/Templates/URP/NiloToonEnvironment.shader @@ -60,17 +60,20 @@ Shader /*ase_name*/ "Hidden/Universal/NiloToonEnvironment" /*end*/ Cull Front:SetPropertyOnSubShader:CullMode,Front Option:Alpha Clipping:false,true:false true:ShowPort:Forward:Alpha Clip Threshold - true:SetDefine:Forward:pragma shader_feature_local_fragment _ALPHATEST_ON - true:SetDefine:ShadowCaster:pragma shader_feature_local _ALPHATEST_ON - true:SetDefine:DepthOnly:pragma shader_feature_local _ALPHATEST_ON - true:SetDefine:DepthNormalsOnly:pragma shader_feature_local _ALPHATEST_ON - true:SetDefine:Meta:pragma shader_feature_local_fragment _ALPHATEST_ON + true?Surface=Opaque:SetPropertyOnSubShader:RenderType,TransparentCutout + true?Surface=Opaque:SetPropertyOnSubShader:RenderQueue,AlphaTest + true:SetDefine:Forward:pragma multi_compile_local_fragment _ALPHATEST_ON + true:SetDefine:ShadowCaster:pragma multi_compile_local _ALPHATEST_ON + true:SetDefine:DepthOnly:pragma multi_compile_local _ALPHATEST_ON + true:SetDefine:DepthNormalsOnly:pragma multi_compile_local _ALPHATEST_ON + true:SetDefine:Meta:pragma multi_compile_local_fragment _ALPHATEST_ON false:HidePort:Forward:Alpha Clip Threshold - false:RemoveDefine:Forward:pragma shader_feature_local_fragment _ALPHATEST_ON - false:RemoveDefine:ShadowCaster:pragma shader_feature_local _ALPHATEST_ON - false:RemoveDefine:DepthOnly:pragma shader_feature_local _ALPHATEST_ON - false:RemoveDefine:DepthNormalsOnly:pragma shader_feature_local _ALPHATEST_ON - false:RemoveDefine:Meta:pragma shader_feature_local_fragment _ALPHATEST_ON + false:RefreshOption:Surface + false:RemoveDefine:Forward:pragma multi_compile_local_fragment _ALPHATEST_ON + false:RemoveDefine:ShadowCaster:pragma multi_compile_local _ALPHATEST_ON + false:RemoveDefine:DepthOnly:pragma multi_compile_local _ALPHATEST_ON + false:RemoveDefine:DepthNormalsOnly:pragma multi_compile_local _ALPHATEST_ON + false:RemoveDefine:Meta:pragma multi_compile_local_fragment _ALPHATEST_ON Option:Fragment Normal Space:Tangent,Object,World:Tangent Tangent:SetDefine:_NORMAL_DROPOFF_TS 1 Tangent:SetPortName:Forward:1,Normal diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/Leaf Shader.meta b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/Leaf Shader.meta new file mode 100644 index 000000000..879a8ab2f --- /dev/null +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/Leaf Shader.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 54535ee276bac764d8199f049ad4eaea +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/Leaf Shader/Leaf Shader.shader b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/Leaf Shader/Leaf Shader.shader new file mode 100644 index 000000000..eb5a36219 --- /dev/null +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/Leaf Shader/Leaf Shader.shader @@ -0,0 +1,4178 @@ +// Made with Amplify Shader Editor v1.9.9.4 +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "Leaf Shader" +{ + Properties + { + [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 + [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) + _BaseMap( "BaseMap", 2D ) = "white" {} + _Strength( "Strength", Range( 0, 1 ) ) = 0.02 + _NoiseScale( "Noise Scale", Range( 0, 12 ) ) = 1 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + + + //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 + //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1 + //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5 + //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2 + //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9 + //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1 + //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5 + + //_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 + + //_InstancedTerrainNormals("Instanced Terrain Normals", Float) = 1.0 + + [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 + [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 + + [HideInInspector] _QueueOffset("_QueueOffset", Float) = 0 + [HideInInspector] _QueueControl("_QueueControl", Float) = -1 + + [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} + [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} + [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} + + //[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1 + + //[HideInInspector] _XRMotionVectorsPass("_XRMotionVectorsPass", Float) = 1 + } + + SubShader + { + LOD 0 + + + + + + Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" "UniversalMaterialType"="Lit" } + + Cull Off + ZWrite On + ZTest LEqual + Offset 0 , 0 + AlphaToMask Off + + + + HLSLINCLUDE + #pragma target 4.5 + #pragma prefer_hlslcc gles + // ensure rendering platforms toggle list is visible + + #if ( SHADER_TARGET > 35 ) && defined( SHADER_API_GLES3 ) + #error For WebGL2/GLES3, please set your shader target to 3.5 via SubShader options. URP shaders in ASE use target 4.5 by default. + #endif + + #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"="UniversalForward" } + + Blend One Zero, One Zero + ZWrite On + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + + + HLSLPROGRAM + + #define ASE_GEOMETRY + #pragma multi_compile_local_fragment _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #pragma shader_feature_local_fragment _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #pragma multi_compile_fragment _ DEBUG_DISPLAY + #define ASE_OPAQUE_KEEP_ALPHA + #define ASE_VERSION 19904 + #define ASE_SRP_VERSION -1 + + + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN + #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS + #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX + #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION + #pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS + #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile _ _LIGHT_LAYERS + #pragma multi_compile_fragment _ _LIGHT_COOKIES + #pragma multi_compile _ _CLUSTER_LIGHT_LOOP + + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING + #pragma multi_compile _ DYNAMICLIGHTMAP_ON + #pragma multi_compile _ USE_LEGACY_LIGHTMAPS + + #pragma vertex vert + #pragma fragment frag + + #if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE) + #define _SPECULAR_COLOR 1 + #endif + + #define SHADERPASS SHADERPASS_FORWARD + + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #if defined(LOD_FADE_CROSSFADE) + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + #endif + + #if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) ) + #define ENABLE_TERRAIN_PERPIXEL_NORMAL + #endif + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct Attributes + { + float4 positionOS : POSITION; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 texcoord : TEXCOORD0; + #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) + float4 texcoord1 : TEXCOORD1; + #endif + #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) + float4 texcoord2 : TEXCOORD2; + #endif + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD0; + half3 normalWS : TEXCOORD1; + float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL + float4 lightmapUVOrVertexSH : TEXCOORD3; + #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) + half4 fogFactorAndVertexLight : TEXCOORD4; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD5; + #endif + #if defined(USE_APV_PROBE_OCCLUSION) + float4 probeOcclusion : TEXCOORD6; + #endif + float4 ase_texcoord7 : TEXCOORD7; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _BaseMap_ST; + float _Strength; + float _NoiseScale; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _BaseMap; + + + 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); + } + + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output = (PackedVaryings)0; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + float mulTime8 = _TimeParameters.x * 0.2; + float simplePerlin3D12 = snoise( ( ase_positionWS + mulTime8 )*_NoiseScale ); + simplePerlin3D12 = simplePerlin3D12*0.5 + 0.5; + + output.ase_texcoord7.xy = input.texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord7.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = ( ase_positionWS * simplePerlin3D12 * _Strength ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + input.normalOS = input.normalOS; + input.tangentOS = input.tangentOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS ); + + OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy); + #if defined(DYNAMICLIGHTMAP_ON) + output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + OUTPUT_SH4(vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion); + + #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) + output.fogFactorAndVertexLight = 0; + #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT) + output.fogFactorAndVertexLight.x = ComputeFogFactor(vertexInput.positionCS.z); + #endif + #ifdef _ADDITIONAL_LIGHTS_VERTEX + half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS ); + output.fogFactorAndVertexLight.yzw = vertexLight; + #endif + #endif + + output.positionCS = vertexInput.positionCS; + output.positionWS = vertexInput.positionWS; + output.normalWS = normalInput.normalWS; + output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() ); + + #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) + output.tangentWS.zw = input.texcoord.xy; + output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #endif + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 texcoord : TEXCOORD0; + #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) + float4 texcoord1 : TEXCOORD1; + #endif + #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) + float4 texcoord2 : TEXCOORD2; + #endif + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.tangentOS = input.tangentOS; + output.texcoord = input.texcoord; + #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) + output.texcoord1 = input.texcoord1; + #endif + #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) + output.texcoord2 = input.texcoord2; + #endif + + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; + output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; + #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) + output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + #endif + #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) + output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + #endif + + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + half4 frag ( PackedVaryings input + #if defined( ASE_DEPTH_WRITE_ON ) + ,out float outputDepth : ASE_SV_DEPTH + #endif + #ifdef _WRITE_RENDERING_LAYERS + , out uint outRenderingLayers : SV_Target1 + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + + #if defined( _SURFACE_TYPE_TRANSPARENT ) + const bool isTransparent = true; + #else + const bool isTransparent = false; + #endif + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade( input.positionCS ); + #endif + + #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) + float4 shadowCoord = TransformWorldToShadowCoord( input.positionWS ); + #else + float4 shadowCoord = float4(0, 0, 0, 0); + #endif + + // @diogo: mikktspace compliant + float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) ); + + float3 PositionWS = input.positionWS; + float3 PositionRWS = GetCameraRelativePositionWS( PositionWS ); + float3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS ); + float4 ShadowCoord = shadowCoord; + float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; + float4 ScreenPos = ComputeScreenPos( ClipPos ); + float3 TangentWS = input.tangentWS.xyz * renormFactor; + float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor; + float3 NormalWS = input.normalWS * renormFactor; + + #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) + float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; + NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); + TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS); + BitangentWS = cross(NormalWS, -TangentWS); + #endif + + float2 uv_BaseMap = input.ase_texcoord7.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float4 tex2DNode5 = tex2D( _BaseMap, uv_BaseMap ); + + + float3 BaseColor = tex2DNode5.rgb; + float3 Normal = float3(0, 0, 1); + float3 Specular = 0.5; + float Metallic = 0.0; + float Smoothness = 0.0; + float Occlusion = 1; + float3 Emission = 0; + float Alpha = tex2DNode5.a; + float AlphaClipThreshold = 0.5; + float AlphaClipThresholdShadow = 0.5; + float3 BakedGI = 0; + float3 RefractionColor = 1; + float RefractionIndex = 1; + float3 Transmission = 1; + float3 Translucency = 1; + + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = ClipPos.z; + #endif + + #ifdef _CLEARCOAT + float CoatMask = 0; + float CoatSmoothness = 0; + #endif + + #if defined( _ALPHATEST_ON ) + AlphaDiscard( Alpha, AlphaClipThreshold ); + #endif + + #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS) + ShadowCoord = TransformWorldToShadowCoord( PositionWS ); + #endif + + InputData inputData = (InputData)0; + inputData.positionWS = PositionWS; + inputData.positionCS = float4( input.positionCS.xy, ClipPos.zw / ClipPos.w ); + inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy; + inputData.viewDirectionWS = ViewDirWS; + inputData.shadowCoord = ShadowCoord; + + #ifdef _NORMALMAP + #if _NORMAL_DROPOFF_TS + inputData.normalWS = TransformTangentToWorld(Normal, half3x3(TangentWS, BitangentWS, NormalWS)); + #elif _NORMAL_DROPOFF_OS + inputData.normalWS = TransformObjectToWorldNormal(Normal); + #elif _NORMAL_DROPOFF_WS + inputData.normalWS = Normal; + #endif + inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); + #else + inputData.normalWS = NormalWS; + #endif + + #ifdef ASE_FOG + inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x); + #endif + #ifdef _ADDITIONAL_LIGHTS_VERTEX + inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; + #endif + + #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) + float3 SH = SampleSH(inputData.normalWS.xyz); + #else + float3 SH = input.lightmapUVOrVertexSH.xyz; + #endif + + #if defined(DYNAMICLIGHTMAP_ON) + inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); + #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) + inputData.bakedGI = SAMPLE_GI( SH, GetAbsolutePositionWS(inputData.positionWS), + inputData.normalWS, + inputData.viewDirectionWS, + input.positionCS.xy, + input.probeOcclusion, + inputData.shadowMask ); + #else + inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); + #endif + + #ifdef ASE_BAKEDGI + inputData.bakedGI = BakedGI; + #endif + + #if defined(DEBUG_DISPLAY) + #if defined(DYNAMICLIGHTMAP_ON) + inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy; + #endif + #if defined(LIGHTMAP_ON) + inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy; + #else + inputData.vertexSH = SH; + #endif + #if defined(USE_APV_PROBE_OCCLUSION) + inputData.probeOcclusion = input.probeOcclusion; + #endif + #endif + + SurfaceData surfaceData; + surfaceData.albedo = BaseColor; + surfaceData.metallic = saturate(Metallic); + surfaceData.specular = Specular; + surfaceData.smoothness = saturate(Smoothness), + surfaceData.occlusion = Occlusion, + surfaceData.emission = Emission, + surfaceData.alpha = saturate(Alpha); + surfaceData.normalTS = Normal; + surfaceData.clearCoatMask = 0; + surfaceData.clearCoatSmoothness = 1; + + #ifdef _CLEARCOAT + surfaceData.clearCoatMask = saturate(CoatMask); + surfaceData.clearCoatSmoothness = saturate(CoatSmoothness); + #endif + + #if defined(_DBUFFER) + ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData); + #endif + + #ifdef ASE_LIGHTING_SIMPLE + half4 color = UniversalFragmentBlinnPhong( inputData, surfaceData); + #else + half4 color = UniversalFragmentPBR( inputData, surfaceData); + #endif + + #ifdef ASE_TRANSMISSION + { + float shadow = _TransmissionShadow; + + #define SUM_LIGHT_TRANSMISSION(Light)\ + float3 atten = Light.color * Light.distanceAttenuation;\ + atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\ + half3 transmission = max( 0, -dot( inputData.normalWS, Light.direction ) ) * atten * Transmission;\ + color.rgb += BaseColor * transmission; + + SUM_LIGHT_TRANSMISSION( GetMainLight( inputData.shadowCoord ) ); + + #if defined(_ADDITIONAL_LIGHTS) + uint meshRenderingLayers = GetMeshRenderingLayer(); + uint pixelLightCount = GetAdditionalLightsCount(); + #if USE_CLUSTER_LIGHT_LOOP + [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) + { + CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK + + Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); + #ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) + #endif + { + SUM_LIGHT_TRANSMISSION( light ); + } + } + #endif + LIGHT_LOOP_BEGIN( pixelLightCount ) + Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); + #ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) + #endif + { + SUM_LIGHT_TRANSMISSION( light ); + } + LIGHT_LOOP_END + #endif + } + #endif + + #ifdef ASE_TRANSLUCENCY + { + float shadow = _TransShadow; + float normal = _TransNormal; + float scattering = _TransScattering; + float direct = _TransDirect; + float ambient = _TransAmbient; + float strength = _TransStrength; + + #define SUM_LIGHT_TRANSLUCENCY(Light)\ + float3 atten = Light.color * Light.distanceAttenuation;\ + atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\ + half3 lightDir = Light.direction + inputData.normalWS * normal;\ + half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );\ + half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;\ + color.rgb += BaseColor * translucency * strength; + + SUM_LIGHT_TRANSLUCENCY( GetMainLight( inputData.shadowCoord ) ); + + #if defined(_ADDITIONAL_LIGHTS) + uint meshRenderingLayers = GetMeshRenderingLayer(); + uint pixelLightCount = GetAdditionalLightsCount(); + #if USE_CLUSTER_LIGHT_LOOP + [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) + { + CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK + + Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); + #ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) + #endif + { + SUM_LIGHT_TRANSLUCENCY( light ); + } + } + #endif + LIGHT_LOOP_BEGIN( pixelLightCount ) + Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); + #ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) + #endif + { + SUM_LIGHT_TRANSLUCENCY( light ); + } + LIGHT_LOOP_END + #endif + } + #endif + + #ifdef ASE_REFRACTION + float4 projScreenPos = ScreenPos / ScreenPos.w; + float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( NormalWS,0 ) ).xyz * ( 1.0 - dot( NormalWS, ViewDirWS ) ); + projScreenPos.xy += refractionOffset.xy; + float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor; + color.rgb = lerp( refraction, color.rgb, color.a ); + color.a = 1; + #endif + + #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY + color.rgb *= color.a; + #endif + + #ifdef ASE_FOG + #ifdef TERRAIN_SPLAT_ADDPASS + color.rgb = MixFogColor(color.rgb, half3(0,0,0), inputData.fogCoord); + #else + color.rgb = MixFog(color.rgb, inputData.fogCoord); + #endif + #endif + + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; + #endif + + #ifdef _WRITE_RENDERING_LAYERS + outRenderingLayers = EncodeMeshRenderingLayer(); + #endif + + #if defined( ASE_OPAQUE_KEEP_ALPHA ) + return half4( color.rgb, color.a ); + #else + return half4( color.rgb, OutputAlpha( color.a, isTransparent ) ); + #endif + } + ENDHLSL + } + + + Pass + { + + Name "ShadowCaster" + Tags { "LightMode"="ShadowCaster" } + + ZWrite On + ZTest LEqual + AlphaToMask Off + ColorMask 0 + + HLSLPROGRAM + + #define ASE_GEOMETRY + #pragma multi_compile_local _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #pragma multi_compile_fragment _ DEBUG_DISPLAY + #define ASE_OPAQUE_KEEP_ALPHA + #define ASE_VERSION 19904 + #define ASE_SRP_VERSION -1 + + + #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW + + #pragma vertex vert + #pragma fragment frag + + #if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE) + #define _SPECULAR_COLOR 1 + #endif + + #define SHADERPASS SHADERPASS_SHADOWCASTER + + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #if defined(LOD_FADE_CROSSFADE) + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + #endif + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct Attributes + { + float4 positionOS : POSITION; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 ase_texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD0; + float4 ase_texcoord1 : TEXCOORD1; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _BaseMap_ST; + float _Strength; + float _NoiseScale; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _BaseMap; + + + float3 _LightDirection; + float3 _LightPosition; + + 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); + } + + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output ); + + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + float mulTime8 = _TimeParameters.x * 0.2; + float simplePerlin3D12 = snoise( ( ase_positionWS + mulTime8 )*_NoiseScale ); + simplePerlin3D12 = simplePerlin3D12*0.5 + 0.5; + + output.ase_texcoord1.xy = input.ase_texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord1.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = ( ase_positionWS * simplePerlin3D12 * _Strength ); + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + input.tangentOS = input.tangentOS; + + float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); + float3 normalWS = TransformObjectToWorldDir(input.normalOS); + + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - positionWS); + #else + float3 lightDirectionWS = _LightDirection; + #endif + + float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); + + //code for UNITY_REVERSED_Z is moved into Shadows.hlsl from 6000.0.22 and or higher + positionCS = ApplyShadowClamping(positionCS); + + output.positionCS = positionCS; + output.positionWS = positionWS; + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 ase_texcoord : TEXCOORD0; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.tangentOS = input.tangentOS; + output.ase_texcoord = input.ase_texcoord; + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; + output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + half4 frag( PackedVaryings input + #if defined( ASE_DEPTH_WRITE_ON ) + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( input ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); + + #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS); + #else + float4 shadowCoord = float4(0, 0, 0, 0); + #endif + + float3 PositionWS = input.positionWS; + float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS ); + float4 ShadowCoord = shadowCoord; + float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; + float4 ScreenPos = ComputeScreenPos( ClipPos ); + + float2 uv_BaseMap = input.ase_texcoord1.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float4 tex2DNode5 = tex2D( _BaseMap, uv_BaseMap ); + + + float Alpha = tex2DNode5.a; + float AlphaClipThreshold = 0.5; + float AlphaClipThresholdShadow = 0.5; + + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = input.positionCS.z; + #endif + + #if defined( _ALPHATEST_ON ) + #if defined( _ALPHATEST_SHADOW_ON ) + AlphaDiscard( Alpha, AlphaClipThresholdShadow ); + #else + AlphaDiscard( Alpha, AlphaClipThreshold ); + #endif + #endif + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade( input.positionCS ); + #endif + + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; + #endif + + return 0; + } + ENDHLSL + } + + + Pass + { + + Name "DepthOnly" + Tags { "LightMode"="DepthOnly" } + + ZWrite On + ColorMask R + AlphaToMask Off + + HLSLPROGRAM + + #define ASE_GEOMETRY + #pragma multi_compile_local _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #pragma multi_compile_fragment _ DEBUG_DISPLAY + #define ASE_OPAQUE_KEEP_ALPHA + #define ASE_VERSION 19904 + #define ASE_SRP_VERSION -1 + + + #pragma vertex vert + #pragma fragment frag + + #if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE) + #define _SPECULAR_COLOR 1 + #endif + + #define SHADERPASS SHADERPASS_DEPTHONLY + + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #if defined(LOD_FADE_CROSSFADE) + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + #endif + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct Attributes + { + float4 positionOS : POSITION; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 ase_texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD0; + float4 ase_texcoord1 : TEXCOORD1; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _BaseMap_ST; + float _Strength; + float _NoiseScale; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _BaseMap; + + + 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); + } + + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output = (PackedVaryings)0; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + float mulTime8 = _TimeParameters.x * 0.2; + float simplePerlin3D12 = snoise( ( ase_positionWS + mulTime8 )*_NoiseScale ); + simplePerlin3D12 = simplePerlin3D12*0.5 + 0.5; + + output.ase_texcoord1.xy = input.ase_texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord1.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = ( ase_positionWS * simplePerlin3D12 * _Strength ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + input.tangentOS = input.tangentOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + + output.positionCS = vertexInput.positionCS; + output.positionWS = vertexInput.positionWS; + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 ase_texcoord : TEXCOORD0; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.tangentOS = input.tangentOS; + output.ase_texcoord = input.ase_texcoord; + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; + output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + half4 frag( PackedVaryings input + #if defined( ASE_DEPTH_WRITE_ON ) + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); + + #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS); + #else + float4 shadowCoord = float4(0, 0, 0, 0); + #endif + + float3 PositionWS = input.positionWS; + float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS ); + float4 ShadowCoord = shadowCoord; + float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; + float4 ScreenPos = ComputeScreenPos( ClipPos ); + + float2 uv_BaseMap = input.ase_texcoord1.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float4 tex2DNode5 = tex2D( _BaseMap, uv_BaseMap ); + + + float Alpha = tex2DNode5.a; + float AlphaClipThreshold = 0.5; + + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = input.positionCS.z; + #endif + + #if defined( _ALPHATEST_ON ) + AlphaDiscard( Alpha, AlphaClipThreshold ); + #endif + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade( input.positionCS ); + #endif + + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; + #endif + + return 0; + } + ENDHLSL + } + + + Pass + { + + Name "Meta" + Tags { "LightMode"="Meta" } + + Cull Off + + HLSLPROGRAM + #define ASE_GEOMETRY + #pragma multi_compile_local_fragment _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #define ASE_FOG 1 + #pragma multi_compile_fragment _ DEBUG_DISPLAY + #define ASE_OPAQUE_KEEP_ALPHA + #define ASE_VERSION 19904 + #define ASE_SRP_VERSION -1 + + #pragma shader_feature EDITOR_VISUALIZATION + + #pragma vertex vert + #pragma fragment frag + + #if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE) + #define _SPECULAR_COLOR 1 + #endif + + #define SHADERPASS SHADERPASS_META + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + + + struct Attributes + { + float4 positionOS : POSITION; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 texcoord0 : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD0; + #ifdef EDITOR_VISUALIZATION + float4 VizUV : TEXCOORD1; + float4 LightCoord : TEXCOORD2; + #endif + float4 ase_texcoord3 : TEXCOORD3; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _BaseMap_ST; + float _Strength; + float _NoiseScale; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _BaseMap; + + + 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); + } + + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output = (PackedVaryings)0; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + float mulTime8 = _TimeParameters.x * 0.2; + float simplePerlin3D12 = snoise( ( ase_positionWS + mulTime8 )*_NoiseScale ); + simplePerlin3D12 = simplePerlin3D12*0.5 + 0.5; + + output.ase_texcoord3.xy = input.texcoord0.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord3.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = ( ase_positionWS * simplePerlin3D12 * _Strength ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + input.tangentOS = input.tangentOS; + + #ifdef EDITOR_VISUALIZATION + float2 VizUV = 0; + float4 LightCoord = 0; + UnityEditorVizData(input.positionOS.xyz, input.texcoord0.xy, input.texcoord1.xy, input.texcoord2.xy, VizUV, LightCoord); + output.VizUV = float4(VizUV, 0, 0); + output.LightCoord = LightCoord; + #endif + + output.positionCS = MetaVertexPosition( input.positionOS, input.texcoord1.xy, input.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST ); + output.positionWS = TransformObjectToWorld( input.positionOS.xyz ); + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.tangentOS = input.tangentOS; + + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; + + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + half4 frag(PackedVaryings input ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); + + #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS); + #else + float4 shadowCoord = float4(0, 0, 0, 0); + #endif + + float3 PositionWS = input.positionWS; + float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS ); + float4 ShadowCoord = shadowCoord; + + float2 uv_BaseMap = input.ase_texcoord3.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float4 tex2DNode5 = tex2D( _BaseMap, uv_BaseMap ); + + + float3 BaseColor = tex2DNode5.rgb; + float3 Emission = 0; + float Alpha = tex2DNode5.a; + float AlphaClipThreshold = 0.5; + + #if defined( _ALPHATEST_ON ) + AlphaDiscard( Alpha, AlphaClipThreshold ); + #endif + + MetaInput metaInput = (MetaInput)0; + metaInput.Albedo = BaseColor; + metaInput.Emission = Emission; + #ifdef EDITOR_VISUALIZATION + metaInput.VizUV = input.VizUV.xy; + metaInput.LightCoord = input.LightCoord; + #endif + + return UnityMetaFragment(metaInput); + } + ENDHLSL + } + + + Pass + { + + Name "Universal2D" + Tags { "LightMode"="Universal2D" } + + Blend One Zero, One Zero + ZWrite On + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + HLSLPROGRAM + + #define ASE_GEOMETRY + #pragma multi_compile_local_fragment _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #define ASE_FOG 1 + #pragma multi_compile_fragment _ DEBUG_DISPLAY + #define ASE_OPAQUE_KEEP_ALPHA + #define ASE_VERSION 19904 + #define ASE_SRP_VERSION -1 + + + #pragma vertex vert + #pragma fragment frag + + #if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE) + #define _SPECULAR_COLOR 1 + #endif + + #define SHADERPASS SHADERPASS_2D + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.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_TEXTURE_COORDINATES0 + + + struct Attributes + { + float4 positionOS : POSITION; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 ase_texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD0; + float4 ase_texcoord1 : TEXCOORD1; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _BaseMap_ST; + float _Strength; + float _NoiseScale; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _BaseMap; + + + 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); + } + + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output = (PackedVaryings)0; + UNITY_SETUP_INSTANCE_ID( input ); + UNITY_TRANSFER_INSTANCE_ID( input, output ); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output ); + + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + float mulTime8 = _TimeParameters.x * 0.2; + float simplePerlin3D12 = snoise( ( ase_positionWS + mulTime8 )*_NoiseScale ); + simplePerlin3D12 = simplePerlin3D12*0.5 + 0.5; + + output.ase_texcoord1.xy = input.ase_texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord1.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = ( ase_positionWS * simplePerlin3D12 * _Strength ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + input.tangentOS = input.tangentOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + + output.positionCS = vertexInput.positionCS; + output.positionWS = vertexInput.positionWS; + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 ase_texcoord : TEXCOORD0; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.tangentOS = input.tangentOS; + output.ase_texcoord = input.ase_texcoord; + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; + output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + half4 frag(PackedVaryings input ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( input ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); + + #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS); + #else + float4 shadowCoord = float4(0, 0, 0, 0); + #endif + + float3 PositionWS = input.positionWS; + float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS ); + float4 ShadowCoord = shadowCoord; + + float2 uv_BaseMap = input.ase_texcoord1.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float4 tex2DNode5 = tex2D( _BaseMap, uv_BaseMap ); + + + float3 BaseColor = tex2DNode5.rgb; + float Alpha = tex2DNode5.a; + float AlphaClipThreshold = 0.5; + + half4 color = half4(BaseColor, Alpha ); + + #if defined( _ALPHATEST_ON ) + AlphaDiscard( Alpha, AlphaClipThreshold ); + #endif + + return color; + } + ENDHLSL + } + + + Pass + { + + Name "DepthNormals" + Tags { "LightMode"="DepthNormals" } + + ZWrite On + Blend One Zero + ZTest LEqual + ZWrite On + + HLSLPROGRAM + + #define ASE_GEOMETRY + #pragma multi_compile_local _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #pragma multi_compile_fragment _ DEBUG_DISPLAY + #define ASE_OPAQUE_KEEP_ALPHA + #define ASE_VERSION 19904 + #define ASE_SRP_VERSION -1 + + + #pragma vertex vert + #pragma fragment frag + + #if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE) + #define _SPECULAR_COLOR 1 + #endif + + #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY + //#define SHADERPASS SHADERPASS_DEPTHNORMALS + + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #if defined(LOD_FADE_CROSSFADE) + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + #endif + + #if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) ) + #define ENABLE_TERRAIN_PERPIXEL_NORMAL + #endif + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct Attributes + { + float4 positionOS : POSITION; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + half4 texcoord : TEXCOORD0; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD0; + half3 normalWS : TEXCOORD1; + float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL + float4 ase_texcoord3 : TEXCOORD3; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _BaseMap_ST; + float _Strength; + float _NoiseScale; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _BaseMap; + + + 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); + } + + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output = (PackedVaryings)0; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + float mulTime8 = _TimeParameters.x * 0.2; + float simplePerlin3D12 = snoise( ( ase_positionWS + mulTime8 )*_NoiseScale ); + simplePerlin3D12 = simplePerlin3D12*0.5 + 0.5; + + output.ase_texcoord3.xy = input.texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord3.zw = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = ( ase_positionWS * simplePerlin3D12 * _Strength ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + input.tangentOS = input.tangentOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS ); + + output.positionCS = vertexInput.positionCS; + output.positionWS = vertexInput.positionWS; + output.normalWS = normalInput.normalWS; + output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() ); + + #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) + output.tangentWS.zw = input.texcoord.xy; + output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #endif + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 texcoord : TEXCOORD0; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.tangentOS = input.tangentOS; + output.texcoord = input.texcoord; + + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; + output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; + + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + void frag( PackedVaryings input + , out half4 outNormalWS : SV_Target0 + #if defined( ASE_DEPTH_WRITE_ON ) + ,out float outputDepth : ASE_SV_DEPTH + #endif + #ifdef _WRITE_RENDERING_LAYERS + , out uint outRenderingLayers : SV_Target1 + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); + + #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS); + #else + float4 shadowCoord = float4(0, 0, 0, 0); + #endif + + // @diogo: mikktspace compliant + float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) ); + + float3 PositionWS = input.positionWS; + float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS ); + float4 ShadowCoord = shadowCoord; + float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; + float4 ScreenPos = ComputeScreenPos( ClipPos ); + float3 TangentWS = input.tangentWS.xyz * renormFactor; + float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor; + float3 NormalWS = input.normalWS * renormFactor; + + #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) + float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; + NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); + TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS); + BitangentWS = cross(NormalWS, -TangentWS); + #endif + + float2 uv_BaseMap = input.ase_texcoord3.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float4 tex2DNode5 = tex2D( _BaseMap, uv_BaseMap ); + + + float3 Normal = float3(0, 0, 1); + float Alpha = tex2DNode5.a; + float AlphaClipThreshold = 0.5; + + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = input.positionCS.z; + #endif + + #if defined( _ALPHATEST_ON ) + AlphaDiscard( Alpha, AlphaClipThreshold ); + #endif + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade( input.positionCS ); + #endif + + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; + #endif + + #if defined(_GBUFFER_NORMALS_OCT) + float2 octNormalWS = PackNormalOctQuadEncode(NormalWS); + float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); + half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); + outNormalWS = half4(packedNormalWS, 0.0); + #else + #if defined(_NORMALMAP) + #if _NORMAL_DROPOFF_TS + float3 normalWS = TransformTangentToWorld(Normal, half3x3(TangentWS, BitangentWS, NormalWS)); + #elif _NORMAL_DROPOFF_OS + float3 normalWS = TransformObjectToWorldNormal(Normal); + #elif _NORMAL_DROPOFF_WS + float3 normalWS = Normal; + #endif + #else + float3 normalWS = NormalWS; + #endif + outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0); + #endif + + #ifdef _WRITE_RENDERING_LAYERS + outRenderingLayers = EncodeMeshRenderingLayer(); + #endif + } + ENDHLSL + } + + + Pass + { + + Name "GBuffer" + Tags { "LightMode"="UniversalGBuffer" } + + Blend One Zero, One Zero + ZWrite On + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + + HLSLPROGRAM + + #define ASE_GEOMETRY + #pragma multi_compile_local_fragment _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #pragma shader_feature_local_fragment _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #pragma multi_compile_fragment _ DEBUG_DISPLAY + #define ASE_OPAQUE_KEEP_ALPHA + #define ASE_VERSION 19904 + #define ASE_SRP_VERSION -1 + + + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION + #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT + #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED + #pragma multi_compile _ _CLUSTER_LIGHT_LOOP + + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ USE_LEGACY_LIGHTMAPS + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING + #pragma multi_compile _ DYNAMICLIGHTMAP_ON + + #pragma vertex vert + #pragma fragment frag + + #if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE) + #define _SPECULAR_COLOR 1 + #endif + + #define SHADERPASS SHADERPASS_GBUFFER + + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #if defined(LOD_FADE_CROSSFADE) + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + #endif + + #if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) ) + #define ENABLE_TERRAIN_PERPIXEL_NORMAL + #endif + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct Attributes + { + float4 positionOS : POSITION; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 texcoord : TEXCOORD0; + #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) + float4 texcoord1 : TEXCOORD1; + #endif + #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) + float4 texcoord2 : TEXCOORD2; + #endif + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD0; + half3 normalWS : TEXCOORD1; + float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL + float4 lightmapUVOrVertexSH : TEXCOORD3; + #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) + half4 fogFactorAndVertexLight : TEXCOORD4; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD5; + #endif + #if defined(USE_APV_PROBE_OCCLUSION) + float4 probeOcclusion : TEXCOORD6; + #endif + float4 ase_texcoord7 : TEXCOORD7; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _BaseMap_ST; + float _Strength; + float _NoiseScale; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _BaseMap; + + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl" + + 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); + } + + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output = (PackedVaryings)0; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + float mulTime8 = _TimeParameters.x * 0.2; + float simplePerlin3D12 = snoise( ( ase_positionWS + mulTime8 )*_NoiseScale ); + simplePerlin3D12 = simplePerlin3D12*0.5 + 0.5; + + output.ase_texcoord7.xy = input.texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord7.zw = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = ( ase_positionWS * simplePerlin3D12 * _Strength ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + input.tangentOS = input.tangentOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS ); + + OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy); + #if defined(DYNAMICLIGHTMAP_ON) + output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + OUTPUT_SH4(vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion); + + #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) + output.fogFactorAndVertexLight = 0; + #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT) + // @diogo: no fog applied in GBuffer + #endif + #ifdef _ADDITIONAL_LIGHTS_VERTEX + half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS ); + output.fogFactorAndVertexLight.yzw = vertexLight; + #endif + #endif + + output.positionCS = vertexInput.positionCS; + output.positionWS = vertexInput.positionWS; + output.normalWS = normalInput.normalWS; + output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() ); + + #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) + output.tangentWS.zw = input.texcoord.xy; + output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #endif + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 texcoord : TEXCOORD0; + #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) + float4 texcoord1 : TEXCOORD1; + #endif + #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) + float4 texcoord2 : TEXCOORD2; + #endif + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.tangentOS = input.tangentOS; + output.texcoord = input.texcoord; + #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) + output.texcoord1 = input.texcoord1; + #endif + #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) + output.texcoord2 = input.texcoord2; + #endif + + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; + output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; + #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) + output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + #endif + #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) + output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + #endif + + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + GBufferFragOutput frag ( PackedVaryings input + #if defined( ASE_DEPTH_WRITE_ON ) + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade( input.positionCS ); + #endif + + #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) + float4 shadowCoord = TransformWorldToShadowCoord( input.positionWS ); + #else + float4 shadowCoord = float4(0, 0, 0, 0); + #endif + + // @diogo: mikktspace compliant + float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) ); + + float3 PositionWS = input.positionWS; + float3 PositionRWS = GetCameraRelativePositionWS( PositionWS ); + float3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS ); + float4 ShadowCoord = shadowCoord; + float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; + float4 ScreenPos = ComputeScreenPos( ClipPos ); + float3 TangentWS = input.tangentWS.xyz * renormFactor; + float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor; + float3 NormalWS = input.normalWS * renormFactor; + + #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) + float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; + NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); + TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS); + BitangentWS = cross(NormalWS, -TangentWS); + #endif + + float2 uv_BaseMap = input.ase_texcoord7.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float4 tex2DNode5 = tex2D( _BaseMap, uv_BaseMap ); + + + float3 BaseColor = tex2DNode5.rgb; + float3 Normal = float3(0, 0, 1); + float3 Specular = 0.5; + float Metallic = 0.0; + float Smoothness = 0.0; + float Occlusion = 1; + float3 Emission = 0; + float Alpha = tex2DNode5.a; + float AlphaClipThreshold = 0.5; + float AlphaClipThresholdShadow = 0.5; + float3 BakedGI = 0; + float3 RefractionColor = 1; + float RefractionIndex = 1; + float3 Transmission = 1; + float3 Translucency = 1; + + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = ClipPos.z; + #endif + + #if defined( _ALPHATEST_ON ) + AlphaDiscard( Alpha, AlphaClipThreshold ); + #endif + + #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS) + ShadowCoord = TransformWorldToShadowCoord( PositionWS ); + #endif + + InputData inputData = (InputData)0; + inputData.positionWS = PositionWS; + inputData.positionCS = float4( input.positionCS.xy, ClipPos.zw / ClipPos.w ); + inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy; + inputData.shadowCoord = ShadowCoord; + + #ifdef _NORMALMAP + #if _NORMAL_DROPOFF_TS + inputData.normalWS = TransformTangentToWorld(Normal, half3x3( TangentWS, BitangentWS, NormalWS )); + #elif _NORMAL_DROPOFF_OS + inputData.normalWS = TransformObjectToWorldNormal(Normal); + #elif _NORMAL_DROPOFF_WS + inputData.normalWS = Normal; + #endif + #else + inputData.normalWS = NormalWS; + #endif + + inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); + inputData.viewDirectionWS = SafeNormalize( ViewDirWS ); + + #ifdef ASE_FOG + // @diogo: no fog applied in GBuffer + #endif + #ifdef _ADDITIONAL_LIGHTS_VERTEX + inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; + #endif + + #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) + float3 SH = SampleSH(inputData.normalWS.xyz); + #else + float3 SH = input.lightmapUVOrVertexSH.xyz; + #endif + + #if defined(DYNAMICLIGHTMAP_ON) + inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); + #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) + inputData.bakedGI = SAMPLE_GI(SH, + GetAbsolutePositionWS(inputData.positionWS), + inputData.normalWS, + inputData.viewDirectionWS, + input.positionCS.xy, + input.probeOcclusion, + inputData.shadowMask); + #else + inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); + #endif + + #ifdef ASE_BAKEDGI + inputData.bakedGI = BakedGI; + #endif + + #if defined(DEBUG_DISPLAY) + #if defined(DYNAMICLIGHTMAP_ON) + inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy; + #endif + #if defined(LIGHTMAP_ON) + inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy; + #else + inputData.vertexSH = SH; + #endif + #if defined(USE_APV_PROBE_OCCLUSION) + inputData.probeOcclusion = input.probeOcclusion; + #endif + #endif + + #ifdef _DBUFFER + ApplyDecal(input.positionCS, + BaseColor, + Specular, + inputData.normalWS, + Metallic, + Occlusion, + Smoothness); + #endif + + BRDFData brdfData; + InitializeBRDFData(BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData); + + Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); + half4 color; + MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); + + color.rgb = GlobalIllumination(brdfData, (BRDFData)0, 0, + inputData.bakedGI, Occlusion, inputData.positionWS, + inputData.normalWS, inputData.viewDirectionWS, inputData.normalizedScreenSpaceUV); + + color.a = Alpha; + + #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY + color.rgb *= color.a; + #endif + + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; + #endif + + return PackGBuffersBRDFData(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion); + } + + ENDHLSL + } + + + Pass + { + + Name "SceneSelectionPass" + Tags { "LightMode"="SceneSelectionPass" } + + Cull Off + AlphaToMask Off + + HLSLPROGRAM + + #define ASE_GEOMETRY + #define _NORMAL_DROPOFF_TS 1 + #define ASE_FOG 1 + #pragma multi_compile_fragment _ DEBUG_DISPLAY + #define ASE_OPAQUE_KEEP_ALPHA + #define ASE_VERSION 19904 + #define ASE_SRP_VERSION -1 + + + #pragma vertex vert + #pragma fragment frag + + #if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE) + #define _SPECULAR_COLOR 1 + #endif + + #define SCENESELECTIONPASS 1 + + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define SHADERPASS SHADERPASS_DEPTHONLY + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct Attributes + { + float4 positionOS : POSITION; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 ase_texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD0; + float4 ase_texcoord1 : TEXCOORD1; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _BaseMap_ST; + float _Strength; + float _NoiseScale; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _BaseMap; + + + 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; + }; + + PackedVaryings VertexFunction(Attributes input ) + { + PackedVaryings output; + ZERO_INITIALIZE(PackedVaryings, output); + + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + float mulTime8 = _TimeParameters.x * 0.2; + float simplePerlin3D12 = snoise( ( ase_positionWS + mulTime8 )*_NoiseScale ); + simplePerlin3D12 = simplePerlin3D12*0.5 + 0.5; + + output.ase_texcoord1.xy = input.ase_texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord1.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = ( ase_positionWS * simplePerlin3D12 * _Strength ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + + output.positionCS = vertexInput.positionCS; + output.positionWS = vertexInput.positionWS; + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 ase_texcoord : TEXCOORD0; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.tangentOS = input.tangentOS; + output.ase_texcoord = input.ase_texcoord; + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; + output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + half4 frag( PackedVaryings input + #if defined( ASE_DEPTH_WRITE_ON ) + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) : SV_Target + { + SurfaceDescription surfaceDescription = (SurfaceDescription)0; + + float3 PositionWS = input.positionWS; + float3 PositionRWS = GetCameraRelativePositionWS( PositionWS ); + float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; + + float2 uv_BaseMap = input.ase_texcoord1.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float4 tex2DNode5 = tex2D( _BaseMap, uv_BaseMap ); + + + surfaceDescription.Alpha = tex2DNode5.a; + surfaceDescription.AlphaClipThreshold = 0.5; + + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = input.positionCS.z; + #endif + + #if _ALPHATEST_ON + float alphaClipThreshold = 0.01f; + #if ALPHA_CLIP_THRESHOLD + alphaClipThreshold = surfaceDescription.AlphaClipThreshold; + #endif + clip(surfaceDescription.Alpha - alphaClipThreshold); + #endif + + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; + #endif + + return half4( _ObjectId, _PassValue, 1.0, 1.0 ); + } + + ENDHLSL + } + + + Pass + { + + Name "ScenePickingPass" + Tags { "LightMode"="Picking" } + + AlphaToMask Off + + HLSLPROGRAM + + #define ASE_GEOMETRY + #define _NORMAL_DROPOFF_TS 1 + #define ASE_FOG 1 + #pragma multi_compile_fragment _ DEBUG_DISPLAY + #define ASE_OPAQUE_KEEP_ALPHA + #define ASE_VERSION 19904 + #define ASE_SRP_VERSION -1 + + + #pragma vertex vert + #pragma fragment frag + + #if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE) + #define _SPECULAR_COLOR 1 + #endif + + #define SCENEPICKINGPASS 1 + + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define SHADERPASS SHADERPASS_DEPTHONLY + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct Attributes + { + float4 positionOS : POSITION; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 ase_texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD0; + float4 ase_texcoord1 : TEXCOORD1; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _BaseMap_ST; + float _Strength; + float _NoiseScale; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _BaseMap; + + + 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; + }; + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output; + ZERO_INITIALIZE(PackedVaryings, output); + + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + float mulTime8 = _TimeParameters.x * 0.2; + float simplePerlin3D12 = snoise( ( ase_positionWS + mulTime8 )*_NoiseScale ); + simplePerlin3D12 = simplePerlin3D12*0.5 + 0.5; + + output.ase_texcoord1.xy = input.ase_texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord1.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = ( ase_positionWS * simplePerlin3D12 * _Strength ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + + output.positionCS = vertexInput.positionCS; + output.positionWS = vertexInput.positionWS; + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 ase_texcoord : TEXCOORD0; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.tangentOS = input.tangentOS; + output.ase_texcoord = input.ase_texcoord; + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; + output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + half4 frag( PackedVaryings input + #if defined( ASE_DEPTH_WRITE_ON ) + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) : SV_Target + { + SurfaceDescription surfaceDescription = (SurfaceDescription)0; + + float3 PositionWS = input.positionWS; + float3 PositionRWS = GetCameraRelativePositionWS( PositionWS ); + float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; + + float2 uv_BaseMap = input.ase_texcoord1.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float4 tex2DNode5 = tex2D( _BaseMap, uv_BaseMap ); + + + surfaceDescription.Alpha = tex2DNode5.a; + surfaceDescription.AlphaClipThreshold = 0.5; + + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = input.positionCS.z; + #endif + + #if _ALPHATEST_ON + float alphaClipThreshold = 0.01f; + #if ALPHA_CLIP_THRESHOLD + alphaClipThreshold = surfaceDescription.AlphaClipThreshold; + #endif + clip(surfaceDescription.Alpha - alphaClipThreshold); + #endif + + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; + #endif + + return unity_SelectionID; + } + ENDHLSL + } + + + Pass + { + + Name "MotionVectors" + Tags { "LightMode"="MotionVectors" } + + ColorMask RG + + HLSLPROGRAM + + #define ASE_GEOMETRY + #pragma multi_compile_local _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #pragma multi_compile_fragment _ DEBUG_DISPLAY + #define ASE_OPAQUE_KEEP_ALPHA + #define ASE_VERSION 19904 + #define ASE_SRP_VERSION -1 + + + #pragma vertex vert + #pragma fragment frag + + #if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE) + #define _SPECULAR_COLOR 1 + #endif + + #define SHADERPASS SHADERPASS_MOTION_VECTORS + + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #if defined(LOD_FADE_CROSSFADE) + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + #endif + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MotionVectorsCommon.hlsl" + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct Attributes + { + float4 positionOS : POSITION; + float3 positionOld : TEXCOORD4; + #if _ADD_PRECOMPUTED_VELOCITY + float3 alembicMotionVector : TEXCOORD5; + #endif + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; + float4 ase_texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + float4 positionCS : SV_POSITION; + float4 positionCSNoJitter : TEXCOORD0; + float4 previousPositionCSNoJitter : TEXCOORD1; + float3 positionWS : TEXCOORD2; + float4 ase_texcoord3 : TEXCOORD3; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _BaseMap_ST; + float _Strength; + float _NoiseScale; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _BaseMap; + + + 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); + } + + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output = (PackedVaryings)0; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + float mulTime8 = _TimeParameters.x * 0.2; + float simplePerlin3D12 = snoise( ( ase_positionWS + mulTime8 )*_NoiseScale ); + simplePerlin3D12 = simplePerlin3D12*0.5 + 0.5; + + output.ase_texcoord3.xy = input.ase_texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord3.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = ( ase_positionWS * simplePerlin3D12 * _Strength ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + + #if defined(APPLICATION_SPACE_WARP_MOTION) + output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.positionOS)); + output.positionCS = output.positionCSNoJitter; + #else + output.positionCS = vertexInput.positionCS; + output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.positionOS)); + #endif + + float4 prevPos = ( unity_MotionVectorsParams.x == 1 ) ? float4( input.positionOld, 1 ) : input.positionOS; + + #if _ADD_PRECOMPUTED_VELOCITY + prevPos = prevPos - float4(input.alembicMotionVector, 0); + #endif + + output.previousPositionCSNoJitter = mul( _PrevViewProjMatrix, mul( UNITY_PREV_MATRIX_M, prevPos ) ); + + output.positionWS = vertexInput.positionWS; + + // removed in ObjectMotionVectors.hlsl found in unity 6000.0.23 and higher + //ApplyMotionVectorZBias( output.positionCS ); + return output; + } + + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + + half4 frag( PackedVaryings input + #if defined( ASE_DEPTH_WRITE_ON ) + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); + + float3 PositionWS = input.positionWS; + float3 PositionRWS = GetCameraRelativePositionWS( PositionWS ); + float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; + + float2 uv_BaseMap = input.ase_texcoord3.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; + float4 tex2DNode5 = tex2D( _BaseMap, uv_BaseMap ); + + + float Alpha = tex2DNode5.a; + float AlphaClipThreshold = 0.5; + + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = input.positionCS.z; + #endif + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + #if defined(ASE_CHANGES_WORLD_POS) + float3 positionOS = mul( GetWorldToObjectMatrix(), float4( PositionWS, 1.0 ) ).xyz; + float3 previousPositionWS = mul( GetPrevObjectToWorldMatrix(), float4( positionOS, 1.0 ) ).xyz; + input.positionCSNoJitter = mul( _NonJitteredViewProjMatrix, float4( PositionWS, 1.0 ) ); + input.previousPositionCSNoJitter = mul( _PrevViewProjMatrix, float4( previousPositionWS, 1.0 ) ); + #endif + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade( input.positionCS ); + #endif + + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; + #endif + + #if defined(APPLICATION_SPACE_WARP_MOTION) + return float4( CalcAswNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 1 ); + #else + return float4( CalcNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 0, 0 ); + #endif + } + ENDHLSL + } + + + } + + CustomEditor "UnityEditor.ShaderGraphLitGUI" + FallBack "Hidden/Shader Graph/FallbackError" + + Fallback Off +} + +/*ASEBEGIN +Version=19904 +Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;7;-1610.792,241.1327;Inherit;False;Constant;_Speed;Speed;0;0;Create;True;0;0;0;False;0;False;0.2;0;0;1;0;1;FLOAT;0 +Node;AmplifyShaderEditor.SimpleTimeNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;8;-1351.84,244.632;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0 +Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;10;-1169.873,153.6487;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0 +Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;11;-1348.341,323.3677;Inherit;False;Property;_NoiseScale;Noise Scale;2;0;Create;True;0;0;0;False;0;False;1;4;0;12;0;1;FLOAT;0 +Node;AmplifyShaderEditor.NoiseGeneratorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;12;-1039.598,148.0997;Inherit;True;Simplex3D;True;False;2;0;FLOAT3;0,0,0;False;1;FLOAT;1;False;1;FLOAT;0 +Node;AmplifyShaderEditor.WorldPosInputsNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;63;-1408,48;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 +Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;14;-1072,368;Inherit;False;Property;_Strength;Strength;1;0;Create;True;0;0;0;False;0;False;0.02;0.2;0;1;0;1;FLOAT;0 +Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;5;-800,-288;Inherit;True;Property;_BaseMap;BaseMap;0;0;Create;True;0;0;0;False;0;False;-1;c36bef254b02ef64eae4287a9c215218;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 +Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;15;-757.4502,129.4087;Inherit;False;3;3;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT3;0 +Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;62;-576,-48;Inherit;False;Constant;_Float0;Float 0;1;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0 +Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;64;-560,48;Inherit;False;Constant;_Float1;Float 1;3;0;Create;True;0;0;0;False;0;False;0.5;0;0;0;0;1;FLOAT;0 +Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;87;-304,-272;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ExtraPrePass;0;0;ExtraPrePass;6;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;0;False;False;0;;0;0;Standard;0;False;0 +Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;88;-304,-272;Float;False;True;-1;3;UnityEditor.ShaderGraphLitGUI;0;12;Leaf Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;Forward;0;1;Forward;21;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;2;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;1;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForward;False;False;0;;0;0;Standard;51;Category;0;0; Instanced Terrain Normals;1;0;Lighting Model;0;0;Workflow;1;0;Surface;0;0; Keep Alpha;1;639094543593864921; Refraction Model;0;0; Blend;0;0;Two Sided;0;639094543599828129;Alpha Clipping;1;0; Use Shadow Threshold;0;0;Fragment Normal Space;0;0;Forward Only;0;0;Transmission;0;0; Transmission Shadow;0.5,False,;0;Translucency;0;0; Translucency Strength;1,False,;0; Normal Distortion;0.5,False,;0; Scattering;2,False,;0; Direct;0.9,False,;0; Ambient;0.1,False,;0; Shadow;0.5,False,;0;Cast Shadows;1;0;Receive Shadows;2;0;Specular Highlights;2;0;Environment Reflections;2;0;Receive SSAO;1;0;Motion Vectors;1;0; Add Precomputed Velocity;0;0; XR Motion Vectors;0;0;GPU Instancing;1;0;LOD CrossFade;1;0;Built-in Fog;1;0;_FinalColorxAlpha;0;0;Meta Pass;1;0;Override Baked GI;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Write Depth;0;0; Early Z;0;0;Vertex Position;1;0;Debug Display;1;0;Clear Coat;0;0;0;12;False;True;True;True;True;True;True;True;True;True;True;False;False;;False;0 +Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;89;-304,-272;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=ShadowCaster;False;False;0;;0;0;Standard;0;False;0 +Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;90;-304,-272;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;True;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;True;1;LightMode=DepthOnly;False;False;0;;0;0;Standard;0;False;0 +Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;91;-304,-272;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;;0;0;Standard;0;False;0 +Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;92;-304,-272;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;Universal2D;0;5;Universal2D;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;1;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=Universal2D;False;False;0;;0;0;Standard;0;False;0 +Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;93;-304,-272;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;DepthNormals;0;6;DepthNormals;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormals;False;False;0;;0;0;Standard;0;False;0 +Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;94;-304,-272;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;GBuffer;0;7;GBuffer;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;1;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalGBuffer;False;False;0;;0;0;Standard;0;False;0 +Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;95;-304,-272;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;SceneSelectionPass;0;8;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;;0;0;Standard;0;False;0 +Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;96;-304,-272;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ScenePickingPass;0;9;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;;0;0;Standard;0;False;0 +Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;97;-304,-272;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;MotionVectors;0;10;MotionVectors;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;False;False;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=MotionVectors;False;False;0;;0;0;Standard;0;False;0 +Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;98;-304,-272;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;XRMotionVectors;0;11;XRMotionVectors;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;True;1;False;;255;False;;1;False;;7;False;;3;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;1;LightMode=XRMotionVectors;False;False;0;;0;0;Standard;0;False;0 +WireConnection;8;0;7;0 +WireConnection;10;0;63;0 +WireConnection;10;1;8;0 +WireConnection;12;0;10;0 +WireConnection;12;1;11;0 +WireConnection;15;0;63;0 +WireConnection;15;1;12;0 +WireConnection;15;2;14;0 +WireConnection;88;0;5;0 +WireConnection;88;3;62;0 +WireConnection;88;4;62;0 +WireConnection;88;6;5;4 +WireConnection;88;7;64;0 +WireConnection;88;8;15;0 +ASEEND*/ +//CHKSM=A8CBB803F36C28C9D4ED5FB933CBE5FB75292545 \ No newline at end of file diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/Leaf Shader/Leaf Shader.shader.meta b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/Leaf Shader/Leaf Shader.shader.meta new file mode 100644 index 000000000..de59184d2 --- /dev/null +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/Leaf Shader/Leaf Shader.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 50439395ad6c0394282a25cec0a9dc85 +ShaderImporter: + externalObjects: {} + defaultTextures: + - _BaseMap: {fileID: 2800000, guid: c36bef254b02ef64eae4287a9c215218, type: 3} + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/Mirror.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/Mirror.mat index 0e7b7fba5..997d035a4 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/Mirror.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/Mirror.mat @@ -134,7 +134,7 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _Color: {r: 1, g: 1, b: 1, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - - _ReflectionTint: {r: 1, g: 1, b: 1, a: 0.5686275} + - _ReflectionTint: {r: 1, g: 1, b: 1, a: 0.5803922} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} m_BuildTextureStacks: [] m_AllowLocking: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/57 brak.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/57 brak.mat index e4b1f083f..cc62c7fd1 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/57 brak.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/57 brak.mat @@ -8,19 +8,16 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: 57 brak - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _METALLICSPECGLOSSMAP - - _NORMALMAP + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 m_CustomRenderQueue: -1 - stringTagMap: - RenderType: Opaque + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -126,6 +123,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -142,6 +143,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 0 + - _AlphaCutoff: 0.5 - _AlphaToMask: 0 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -162,8 +164,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 4 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -192,6 +196,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.032 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/57 leaf.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/57 leaf.mat index 8765c98ea..b0099eef2 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/57 leaf.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/57 leaf.mat @@ -8,19 +8,16 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: 57 leaf - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _METALLICSPECGLOSSMAP - - _NORMALMAP + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 m_CustomRenderQueue: -1 - stringTagMap: - RenderType: Opaque + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -126,6 +123,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -142,6 +143,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 0 + - _AlphaCutoff: 0.5 - _AlphaToMask: 0 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -162,8 +164,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 4 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -192,6 +196,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.032 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/57 stem.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/57 stem.mat index 3e8f4c5c6..f32e65037 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/57 stem.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/57 stem.mat @@ -8,19 +8,16 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: 57 stem - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _METALLICSPECGLOSSMAP - - _NORMALMAP + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 1 m_CustomRenderQueue: -1 - stringTagMap: - RenderType: Opaque + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -126,6 +123,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -142,6 +143,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 0 + - _AlphaCutoff: 0.5 - _AlphaToMask: 0 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -162,8 +164,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 4 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -192,6 +196,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.032 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/57 trunkstalk.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/57 trunkstalk.mat index c54dc5cbd..5e26165c6 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/57 trunkstalk.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/57 trunkstalk.mat @@ -8,19 +8,16 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: 57 trunkstalk - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _METALLICSPECGLOSSMAP - - _NORMALMAP + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 m_CustomRenderQueue: -1 - stringTagMap: - RenderType: Opaque + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -126,6 +123,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -142,6 +143,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 0 + - _AlphaCutoff: 0.5 - _AlphaToMask: 0 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -162,8 +164,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 4 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -192,6 +196,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.032 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/areca.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/areca.mat index d4bd4c4e0..d69192c93 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/areca.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/areca.mat @@ -8,7 +8,7 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: areca - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 m_ValidKeywords: [] @@ -17,8 +17,7 @@ Material: m_EnableInstancingVariants: 0 m_DoubleSidedGI: 1 m_CustomRenderQueue: -1 - stringTagMap: - RenderType: Opaque + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -124,6 +123,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -140,6 +143,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 0 + - _AlphaCutoff: 0.5 - _AlphaToMask: 0 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -160,8 +164,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 1 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -190,6 +196,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.032 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/lyrata.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/lyrata.mat index 3621965fb..baa10e1fd 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/lyrata.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/lyrata.mat @@ -21,20 +21,16 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: lyrata - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _ALPHATEST_ON - - _DETAIL_MULX2 - - _NORMALMAP + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 1 - m_CustomRenderQueue: 2450 - stringTagMap: - RenderType: TransparentCutout + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -140,6 +136,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -156,6 +156,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 1 + - _AlphaCutoff: 0.5 - _AlphaToMask: 1 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -176,8 +177,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 4 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -206,6 +209,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.032 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/palm leaf.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/palm leaf.mat index efb7f6afe..17fd82ccd 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/palm leaf.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/palm leaf.mat @@ -21,19 +21,16 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: palm leaf - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _METALLICSPECGLOSSMAP - - _NORMALMAP + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 1 m_CustomRenderQueue: -1 - stringTagMap: - RenderType: Opaque + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -139,6 +136,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -155,6 +156,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 0 + - _AlphaCutoff: 0.5 - _AlphaToMask: 0 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -175,8 +177,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 0.5 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -205,6 +209,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.03 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/palm stem.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/palm stem.mat index c969cbfba..6e3890845 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/palm stem.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/palm stem.mat @@ -21,19 +21,16 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: palm stem - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _METALLICSPECGLOSSMAP - - _NORMALMAP + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 m_CustomRenderQueue: -1 - stringTagMap: - RenderType: Opaque + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -139,6 +136,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -155,6 +156,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 0 + - _AlphaCutoff: 0.5 - _AlphaToMask: 0 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -175,8 +177,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 0.5 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -205,6 +209,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.03 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/plant4 1.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/plant4 1.mat index 88a99a24e..05f1f574f 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/plant4 1.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/plant4 1.mat @@ -8,18 +8,16 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: plant4 1 - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _NORMALMAP + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 m_CustomRenderQueue: -1 - stringTagMap: - RenderType: Opaque + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -125,6 +123,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -141,6 +143,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 0 + - _AlphaCutoff: 0.5 - _AlphaToMask: 0 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -161,8 +164,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 1 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -191,6 +196,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.03 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/plant4.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/plant4.mat index b92877da2..6d9d4ef52 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/plant4.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/plant4.mat @@ -8,18 +8,16 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: plant4 - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _NORMALMAP + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 m_CustomRenderQueue: -1 - stringTagMap: - RenderType: Opaque + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -125,6 +123,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -141,6 +143,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 0 + - _AlphaCutoff: 0.5 - _AlphaToMask: 0 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -161,8 +164,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 1 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -191,6 +196,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.03 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/plant5/monstera.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/plant5/monstera.mat index 48a98096c..6e53e2a57 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/plant5/monstera.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/plant5/monstera.mat @@ -21,19 +21,16 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: monstera - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _DETAIL_SCALED - - _NORMALMAP + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 1 m_CustomRenderQueue: -1 - stringTagMap: - RenderType: Opaque + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -139,6 +136,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -155,6 +156,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 0 + - _AlphaCutoff: 0.5 - _AlphaToMask: 0 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -175,8 +177,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 2 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -205,6 +209,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.02 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/plant5/strelitzia nicol.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/plant5/strelitzia nicol.mat index f5c99bcbe..b6496cdd5 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/plant5/strelitzia nicol.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/plant5/strelitzia nicol.mat @@ -21,18 +21,16 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: strelitzia nicol - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _NORMALMAP + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 1 m_CustomRenderQueue: -1 - stringTagMap: - RenderType: Opaque + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -138,6 +136,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -154,6 +156,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 0 + - _AlphaCutoff: 0.5 - _AlphaToMask: 0 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -174,8 +177,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 1 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -204,6 +209,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.02 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/plant5/strelitzia.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/plant5/strelitzia.mat index f2719f55f..db18fdb92 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/plant5/strelitzia.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/plant5/strelitzia.mat @@ -21,19 +21,16 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: strelitzia - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _METALLICSPECGLOSSMAP - - _NORMALMAP + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 1 m_CustomRenderQueue: -1 - stringTagMap: - RenderType: Opaque + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -139,6 +136,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -155,6 +156,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 0 + - _AlphaCutoff: 0.5 - _AlphaToMask: 0 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -175,8 +177,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 1 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -205,6 +209,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.02 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/stone.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/stone.mat index 888783490..df299e836 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/stone.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/stone.mat @@ -140,6 +140,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -156,6 +160,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 0 + - _AlphaCutoff: 0.5 - _AlphaToMask: 0 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -176,14 +181,16 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 4 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 - _ScreenSpaceOutlineIntensity: 1 - _ScreenSpaceOutlineWidth: 1 - - _Smoothness: 0.5 + - _Smoothness: 0.392 - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 - _SplatAlbedoMapATiling: 1 @@ -206,6 +213,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.032 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/tr13 1.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/tr13 1.mat index 1292819ac..a3f01f8ec 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/tr13 1.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/tr13 1.mat @@ -21,18 +21,16 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: tr13 1 - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _ALPHATEST_ON + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 1 - m_CustomRenderQueue: 2450 - stringTagMap: - RenderType: TransparentCutout + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -138,6 +136,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -154,6 +156,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 1 + - _AlphaCutoff: 0.5 - _AlphaToMask: 1 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -174,8 +177,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 1 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -204,6 +209,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.032 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/tr13 2.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/tr13 2.mat index 930b4f4d8..94fd73e77 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/tr13 2.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/tr13 2.mat @@ -21,7 +21,7 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: tr13 2 - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 m_ValidKeywords: [] @@ -30,8 +30,7 @@ Material: m_EnableInstancingVariants: 0 m_DoubleSidedGI: 1 m_CustomRenderQueue: -1 - stringTagMap: - RenderType: Opaque + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -137,6 +136,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -153,6 +156,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 0 + - _AlphaCutoff: 0.5 - _AlphaToMask: 0 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -173,8 +177,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 4 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -203,6 +209,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.032 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/tr13.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/tr13.mat index 41de7689e..c261bb185 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/tr13.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/tr13.mat @@ -21,18 +21,16 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: tr13 - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _ALPHATEST_ON + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 1 - m_CustomRenderQueue: 2450 - stringTagMap: - RenderType: TransparentCutout + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -138,6 +136,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -154,6 +156,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 1 + - _AlphaCutoff: 0.5 - _AlphaToMask: 1 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -174,8 +177,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 1 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -204,6 +209,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.032 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/bark.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/bark.mat index b2214fa20..651d9f7fc 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/bark.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/bark.mat @@ -21,7 +21,7 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: bark - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 m_ValidKeywords: [] @@ -30,8 +30,7 @@ Material: m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 m_CustomRenderQueue: -1 - stringTagMap: - RenderType: Opaque + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -137,6 +136,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -153,6 +156,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 0 + - _AlphaCutoff: 0.5 - _AlphaToMask: 0 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -173,8 +177,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 1 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -203,6 +209,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.02 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch 1.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch 1.mat index 75f30245d..a4dbc19f7 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch 1.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch 1.mat @@ -21,18 +21,16 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: branch 1 - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _ALPHATEST_ON + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2450 - stringTagMap: - RenderType: TransparentCutout + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -138,6 +136,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -154,6 +156,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 1 + - _AlphaCutoff: 0.5 - _AlphaToMask: 1 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -174,8 +177,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 1 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -204,6 +209,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.04 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch 2.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch 2.mat index bbe650df2..51d25e7b8 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch 2.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch 2.mat @@ -21,18 +21,16 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: branch 2 - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _ALPHATEST_ON + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2450 - stringTagMap: - RenderType: TransparentCutout + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -138,6 +136,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -154,6 +156,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 1 + - _AlphaCutoff: 0.5 - _AlphaToMask: 1 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -174,8 +177,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 1 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -204,6 +209,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.072 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch 3.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch 3.mat index 4777148a3..30b8c2617 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch 3.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch 3.mat @@ -21,18 +21,16 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: branch 3 - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _ALPHATEST_ON + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2450 - stringTagMap: - RenderType: TransparentCutout + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -138,6 +136,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -154,6 +156,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 1 + - _AlphaCutoff: 0.5 - _AlphaToMask: 1 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -174,8 +177,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 1 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -204,6 +209,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.02 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch 4.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch 4.mat index 06be59a80..fce86504c 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch 4.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch 4.mat @@ -21,18 +21,16 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: branch 4 - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _ALPHATEST_ON + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2450 - stringTagMap: - RenderType: TransparentCutout + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -138,6 +136,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -154,6 +156,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 1 + - _AlphaCutoff: 0.5 - _AlphaToMask: 1 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -174,8 +177,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 1 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -204,6 +209,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.02 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch 5.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch 5.mat index d2a83f7b6..95a7acf4a 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch 5.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch 5.mat @@ -21,18 +21,16 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: branch 5 - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _ALPHATEST_ON + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2450 - stringTagMap: - RenderType: TransparentCutout + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -138,6 +136,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -154,6 +156,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 1 + - _AlphaCutoff: 0.5 - _AlphaToMask: 1 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -174,8 +177,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 1 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -204,6 +209,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.02 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch.mat index 86fc8bc55..a018cc5d3 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch.mat @@ -21,18 +21,16 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: branch - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _ALPHATEST_ON + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2450 - stringTagMap: - RenderType: TransparentCutout + m_CustomRenderQueue: 2000 + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -138,6 +136,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -154,6 +156,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 1 + - _AlphaCutoff: 0.5 - _AlphaToMask: 1 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -174,8 +177,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 1 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -204,6 +209,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.02 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/clover 1.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/clover 1.mat index 981ad3367..f74eef025 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/clover 1.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/clover 1.mat @@ -21,18 +21,16 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: clover 1 - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _ALPHATEST_ON + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2450 - stringTagMap: - RenderType: TransparentCutout + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -138,6 +136,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -154,6 +156,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 1 + - _AlphaCutoff: 0.5 - _AlphaToMask: 1 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -174,8 +177,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 4 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -204,6 +209,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.028 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/clover 2.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/clover 2.mat index 9ca9b8948..8e88342d8 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/clover 2.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/clover 2.mat @@ -21,18 +21,16 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: clover 2 - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _ALPHATEST_ON + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2450 - stringTagMap: - RenderType: TransparentCutout + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -138,6 +136,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -154,6 +156,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 1 + - _AlphaCutoff: 0.5 - _AlphaToMask: 1 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -174,8 +177,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 4 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -204,6 +209,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.028 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/clover 4.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/clover 4.mat index ee6210421..54a2e385a 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/clover 4.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/clover 4.mat @@ -21,18 +21,16 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: clover 4 - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _ALPHATEST_ON + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2450 - stringTagMap: - RenderType: TransparentCutout + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -138,6 +136,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -154,6 +156,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 1 + - _AlphaCutoff: 0.5 - _AlphaToMask: 1 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -174,8 +177,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 4 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -204,6 +209,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.028 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/clover.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/clover.mat index e80776761..54c1d9c56 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/clover.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/clover.mat @@ -21,18 +21,16 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: clover - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _ALPHATEST_ON + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2450 - stringTagMap: - RenderType: TransparentCutout + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -138,6 +136,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -154,6 +156,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 1 + - _AlphaCutoff: 0.5 - _AlphaToMask: 1 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -174,8 +177,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 4 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -204,6 +209,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.028 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/flower 1.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/flower 1.mat index 5665cbc81..2ec1d2aac 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/flower 1.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/flower 1.mat @@ -21,18 +21,16 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: flower 1 - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _ALPHATEST_ON + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2450 - stringTagMap: - RenderType: TransparentCutout + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -138,6 +136,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -154,6 +156,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 1 + - _AlphaCutoff: 0.5 - _AlphaToMask: 1 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -174,8 +177,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 4 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -204,6 +209,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.028 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/flower.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/flower.mat index 9eab91230..ba011ff00 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/flower.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/flower.mat @@ -21,18 +21,16 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: flower - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _ALPHATEST_ON + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2450 - stringTagMap: - RenderType: TransparentCutout + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -138,6 +136,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -154,6 +156,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 1 + - _AlphaCutoff: 0.5 - _AlphaToMask: 1 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -174,8 +177,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 1 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -204,6 +209,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.02 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/grass 1.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/grass 1.mat index 6f393842d..33ca79e7a 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/grass 1.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/grass 1.mat @@ -21,18 +21,16 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: grass 1 - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _ALPHATEST_ON + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2450 - stringTagMap: - RenderType: TransparentCutout + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -138,6 +136,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -154,6 +156,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 1 + - _AlphaCutoff: 0.5 - _AlphaToMask: 1 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -174,8 +177,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 4 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -204,6 +209,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.028 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/grass.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/grass.mat index 566b54535..f398fcb54 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/grass.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/grass.mat @@ -21,18 +21,16 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: grass - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _ALPHATEST_ON + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2450 - stringTagMap: - RenderType: TransparentCutout + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -138,6 +136,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -154,6 +156,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 1 + - _AlphaCutoff: 0.5 - _AlphaToMask: 1 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -174,8 +177,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 1 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -204,6 +209,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.02 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/hedge 1.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/hedge 1.mat index 6ddc59c66..d7893dbc0 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/hedge 1.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/hedge 1.mat @@ -21,18 +21,16 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: hedge 1 - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _ALPHATEST_ON + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2450 - stringTagMap: - RenderType: TransparentCutout + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -138,6 +136,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -154,6 +156,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 1 + - _AlphaCutoff: 0.5 - _AlphaToMask: 1 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -174,8 +177,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 1 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -204,6 +209,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.02 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/hedge.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/hedge.mat index 92552b743..c743e031d 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/hedge.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/hedge.mat @@ -21,18 +21,16 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: hedge - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _ALPHATEST_ON + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2450 - stringTagMap: - RenderType: TransparentCutout + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -138,6 +136,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -154,6 +156,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 1 + - _AlphaCutoff: 0.5 - _AlphaToMask: 1 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -174,8 +177,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 1 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -204,6 +209,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.02 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/shrubbery 1.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/shrubbery 1.mat index fe9d65bc7..c766a735b 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/shrubbery 1.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/shrubbery 1.mat @@ -21,18 +21,16 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: shrubbery 1 - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _ALPHATEST_ON + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2450 - stringTagMap: - RenderType: TransparentCutout + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -138,6 +136,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -154,6 +156,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 1 + - _AlphaCutoff: 0.5 - _AlphaToMask: 1 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -174,8 +177,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 1 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -204,6 +209,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.02 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/shrubbery 2.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/shrubbery 2.mat index 5d456a28e..c46d2ccac 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/shrubbery 2.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/shrubbery 2.mat @@ -21,18 +21,16 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: shrubbery 2 - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _ALPHATEST_ON + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2450 - stringTagMap: - RenderType: TransparentCutout + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -138,6 +136,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -154,6 +156,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 1 + - _AlphaCutoff: 0.5 - _AlphaToMask: 1 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -174,8 +177,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 1 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -204,6 +209,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.02 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/shrubbery 3.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/shrubbery 3.mat index e58ac864e..97a12ae5b 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/shrubbery 3.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/shrubbery 3.mat @@ -21,18 +21,16 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: shrubbery 3 - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _ALPHATEST_ON + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2450 - stringTagMap: - RenderType: TransparentCutout + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -138,6 +136,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -154,6 +156,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 1 + - _AlphaCutoff: 0.5 - _AlphaToMask: 1 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -174,8 +177,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 1 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -204,6 +209,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.02 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/shrubbery.mat b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/shrubbery.mat index 9a550df90..37285f883 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/shrubbery.mat +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/shrubbery.mat @@ -21,18 +21,16 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: shrubbery - m_Shader: {fileID: 4800000, guid: 50e19b7c9fbe3324e978246ad9789e96, type: 3} + m_Shader: {fileID: 4800000, guid: 50439395ad6c0394282a25cec0a9dc85, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _ALPHATEST_ON + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2450 - stringTagMap: - RenderType: TransparentCutout + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: @@ -138,6 +136,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -154,6 +156,7 @@ Material: m_Floats: - _AddPrecomputedVelocity: 0 - _AlphaClip: 1 + - _AlphaCutoff: 0.5 - _AlphaToMask: 1 - _Blend: 0 - _BlendModePreserveSpecular: 1 @@ -174,8 +177,10 @@ Material: - _GlossyReflections: 0 - _Metallic: 0 - _NiloToonCharShadowStrength: 1 + - _NoiseScale: 1 - _OcclusionStrength: 1 - _Parallax: 0.005 + - _QueueControl: 0 - _QueueOffset: 0 - _ReceiveNiloToonCharShadow: 0 - _ReceiveShadows: 1 @@ -204,6 +209,7 @@ Material: - _SplatSmoothnessMultiplierR: 1 - _SrcBlend: 1 - _SrcBlendAlpha: 1 + - _Strength: 0.1 - _Surface: 0 - _WorkflowMode: 1 - _XRMotionVectorsPass: 1 diff --git a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Scene/[구슬요]미니콘 스테이지 - 바다 위 중정.unity b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Scene/[구슬요]미니콘 스테이지 - 바다 위 중정.unity index 269ef20c0..2849adc57 100644 --- a/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Scene/[구슬요]미니콘 스테이지 - 바다 위 중정.unity +++ b/Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Scene/[구슬요]미니콘 스테이지 - 바다 위 중정.unity @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:ced06e5376a98456cae03515a06798743ce1c0500d9dd9ee5aa7fe4d5e1bc5d8 -size 442413 +oid sha256:877e65e6321f1e16fb7c568288f099221a22b763db7d07491366e021f117cbb0 +size 439018