2409 lines
99 KiB
GLSL
2409 lines
99 KiB
GLSL
// Made with Amplify Shader Editor v1.9.9.4
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "AwaiiStudio/URP_BillBoardGrass"
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{
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Properties
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{
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
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_Texture( "Texture", 2D ) = "white" {}
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_Tint( "Tint", Color ) = ( 0.8679245, 0.8679245, 0.8679245, 0 )
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[Header(Wind Values)][Space(5)] _WindFoliageSpeed( "Wind Foliage Speed", Range( 0, 1 ) ) = 0
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_WindFoliageAmplitude( "Wind Foliage Amplitude", Range( 0, 1 ) ) = 0
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
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//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
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//_TessMin( "Tess Min Distance", Float ) = 10
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//_TessMax( "Tess Max Distance", Float ) = 25
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//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
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//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
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[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
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[HideInInspector] _QueueControl("_QueueControl", Float) = -1
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[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
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//[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
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[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1
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//[HideInInspector] _XRMotionVectorsPass("_XRMotionVectorsPass", Float) = 1
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}
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SubShader
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{
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LOD 0
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Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" "UniversalMaterialType"="Unlit" }
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Cull Off
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AlphaToMask Off
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HLSLINCLUDE
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#pragma target 4.5
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#pragma prefer_hlslcc gles
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// ensure rendering platforms toggle list is visible
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#if ( SHADER_TARGET > 35 ) && defined( SHADER_API_GLES3 )
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#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.
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#endif
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
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#ifndef ASE_TESS_FUNCS
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#define ASE_TESS_FUNCS
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float4 FixedTess( float tessValue )
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{
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return tessValue;
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}
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float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
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{
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float3 wpos = mul(o2w,vertex).xyz;
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float dist = distance (wpos, cameraPos);
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float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
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return f;
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}
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float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
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{
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float4 tess;
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tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
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tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
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tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
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tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
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return tess;
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}
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float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
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{
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float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
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float len = distance(wpos0, wpos1);
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float f = max(len * scParams.y / (edgeLen * dist), 1.0);
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return f;
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}
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float DistanceFromPlane (float3 pos, float4 plane)
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{
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float d = dot (float4(pos,1.0f), plane);
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return d;
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}
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bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
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{
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float4 planeTest;
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planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
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return !all (planeTest);
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}
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float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
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{
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float3 f;
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f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
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f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
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f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
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return CalcTriEdgeTessFactors (f);
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}
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float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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return tess;
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}
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float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
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{
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tess = 0.0f;
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}
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else
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{
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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}
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return tess;
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}
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#endif //ASE_TESS_FUNCS
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ENDHLSL
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Pass
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{
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Name "Forward"
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Tags { "LightMode"="UniversalForward" }
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Blend One Zero, One Zero
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ZWrite On
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ZTest LEqual
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Offset 0 , 0
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ColorMask RGBA
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HLSLPROGRAM
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#define _ALPHATEST_ON 1
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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#define ASE_VERSION 19904
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#define ASE_SRP_VERSION -1
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile_fragment _ DEBUG_DISPLAY
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#pragma vertex vert
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#pragma fragment frag
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#define SHADERPASS SHADERPASS_UNLIT
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
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#if defined(LOD_FADE_CROSSFADE)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
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#endif
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#define ASE_NEEDS_VERT_POSITION
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#define ASE_NEEDS_VERT_NORMAL
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#define ASE_NEEDS_TEXTURE_COORDINATES0
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#define ASE_NEEDS_WORLD_NORMAL
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#define ASE_NEEDS_FRAG_WORLD_NORMAL
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#define ASE_NEEDS_WORLD_POSITION
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#define ASE_NEEDS_FRAG_WORLD_POSITION
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#define ASE_NEEDS_FRAG_SHADOWCOORDS
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
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#pragma multi_compile_fragment _ _SHADOWS_SOFT
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
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#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
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#define ASE_SV_DEPTH SV_DepthLessEqual
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#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
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#else
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#define ASE_SV_DEPTH SV_Depth
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#define ASE_SV_POSITION_QUALIFIERS
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#endif
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struct Attributes
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{
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float4 positionOS : POSITION;
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half3 normalOS : NORMAL;
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float4 ase_tangent : TANGENT;
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float4 ase_texcoord : TEXCOORD0;
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float4 texcoord1 : TEXCOORD1;
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float4 texcoord2 : TEXCOORD2;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct PackedVaryings
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{
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ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
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float4 positionWSAndFogFactor : TEXCOORD0;
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half3 normalWS : TEXCOORD1;
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float4 ase_texcoord2 : TEXCOORD2;
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float4 lightmapUVOrVertexSH : TEXCOORD3;
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float4 dynamicLightmapUV : TEXCOORD4;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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CBUFFER_START(UnityPerMaterial)
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float4 _Tint;
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float4 _Texture_ST;
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float _WindFoliageSpeed;
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float _WindFoliageAmplitude;
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#ifdef ASE_TESSELLATION
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float _TessPhongStrength;
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float _TessValue;
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float _TessMin;
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float _TessMax;
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float _TessEdgeLength;
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float _TessMaxDisp;
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#endif
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CBUFFER_END
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sampler2D _Texture;
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half3 ASEIndirectDiffuse( PackedVaryings input, half3 normalWS, float3 positionWS = 0, half3 viewDirWS = 0 )
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{
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#if defined( LIGHTMAP_ON )
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return SampleLightmap( input.lightmapUVOrVertexSH.xy, normalWS );
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#else
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return SampleSH( normalWS );
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#endif
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}
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PackedVaryings VertexFunction( Attributes input )
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{
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PackedVaryings output = (PackedVaryings)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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//Calculate new billboard vertex position and normal;
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float3 upCamVec = float3( 0, 1, 0 );
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float3 forwardCamVec = -normalize ( UNITY_MATRIX_V._m20_m21_m22 );
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float3 rightCamVec = normalize( UNITY_MATRIX_V._m00_m01_m02 );
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float4x4 rotationCamMatrix = float4x4( rightCamVec, 0, upCamVec, 0, forwardCamVec, 0, 0, 0, 0, 1 );
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input.normalOS = normalize( mul( float4( input.normalOS , 0 ), rotationCamMatrix )).xyz;
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input.ase_tangent.xyz = normalize( mul( float4( input.ase_tangent.xyz , 0 ), rotationCamMatrix )).xyz;
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//This unfortunately must be made to take non-uniform scaling into account;
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//Transform to world coords, apply rotation and transform back to local;
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input.positionOS = mul( input.positionOS , GetObjectToWorldMatrix() );
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input.positionOS = mul( input.positionOS , rotationCamMatrix );
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input.positionOS = mul( input.positionOS , GetWorldToObjectMatrix() );
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float2 texCoord97 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
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float2 appendResult99 = (float2(0.0 , ( texCoord97.y * sin( ( ( input.positionOS.xyz.x + ( _TimeParameters.x * _WindFoliageSpeed ) ) / 0.5 ) ) )));
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float3 ase_normalWS = TransformObjectToWorldNormal( input.normalOS );
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OUTPUT_LIGHTMAP_UV( input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy );
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OUTPUT_SH( ase_normalWS, output.lightmapUVOrVertexSH.xyz );
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#if defined( DYNAMICLIGHTMAP_ON )
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output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
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#endif
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output.ase_texcoord2.xy = input.ase_texcoord.xy;
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//setting value to unused interpolator channels and avoid initialization warnings
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output.ase_texcoord2.zw = 0;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = input.positionOS.xyz;
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#else
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float3 defaultVertexValue = float3(0, 0, 0);
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#endif
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float3 vertexValue = ( ( 0 + ( input.positionOS.xyz * 0.05 ) ) + float3( ( appendResult99 * _WindFoliageAmplitude ) , 0.0 ) );
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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input.positionOS.xyz = vertexValue;
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#else
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input.positionOS.xyz += vertexValue;
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#endif
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input.normalOS = input.normalOS;
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VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
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VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS );
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float fogFactor = 0;
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#if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
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fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
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#endif
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output.positionCS = vertexInput.positionCS;
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output.positionWSAndFogFactor = float4( vertexInput.positionWS, fogFactor );
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output.normalWS = normalInput.normalWS;
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return output;
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}
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#if defined(ASE_TESSELLATION)
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struct VertexControl
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{
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float4 positionOS : INTERNALTESSPOS;
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half3 normalOS : NORMAL;
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float4 ase_tangent : TANGENT;
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float4 ase_texcoord : TEXCOORD0;
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float4 texcoord1 : TEXCOORD1;
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float4 texcoord2 : TEXCOORD2;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct TessellationFactors
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{
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float edge[3] : SV_TessFactor;
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float inside : SV_InsideTessFactor;
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};
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VertexControl vert ( Attributes input )
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{
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VertexControl output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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output.positionOS = input.positionOS;
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output.normalOS = input.normalOS;
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output.ase_tangent = input.ase_tangent;
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output.ase_texcoord = input.ase_texcoord;
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output.texcoord1 = input.texcoord1;
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output.texcoord2 = input.texcoord2;
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return output;
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}
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TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
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{
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TessellationFactors output;
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float4 tf = 1;
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float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
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float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
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#if defined(ASE_FIXED_TESSELLATION)
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tf = FixedTess( tessValue );
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#elif defined(ASE_DISTANCE_TESSELLATION)
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tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
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#elif defined(ASE_LENGTH_TESSELLATION)
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tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
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#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
|
return output;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
Attributes output = (Attributes) 0;
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
output.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
|
|
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
|
output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
half4 frag ( PackedVaryings input
|
|
#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.positionWSAndFogFactor.xyz );
|
|
#else
|
|
float4 shadowCoord = float4(0, 0, 0, 0);
|
|
#endif
|
|
|
|
float3 PositionWS = input.positionWSAndFogFactor.xyz;
|
|
float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
|
|
half3 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 );
|
|
half3 NormalWS = normalize( input.normalWS );
|
|
|
|
float2 uv_Texture = input.ase_texcoord2.xy * _Texture_ST.xy + _Texture_ST.zw;
|
|
float4 tex2DNode8 = tex2D( _Texture, uv_Texture );
|
|
float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b ) + 1e-7;
|
|
float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity );
|
|
float3 bakedGI43 = ASEIndirectDiffuse( input, NormalWS );
|
|
Light ase_mainLight = GetMainLight( ShadowCoord );
|
|
MixRealtimeAndBakedGI( ase_mainLight, NormalWS, bakedGI43, half4( 0, 0, 0, 0 ) );
|
|
float ase_lightAtten = 0;
|
|
ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation;
|
|
|
|
float3 BakedAlbedo = 0;
|
|
float3 BakedEmission = 0;
|
|
float3 Color = ( _Tint * ( tex2DNode8 * ( ase_lightColor * float4( ( bakedGI43 + ase_lightAtten ) , 0.0 ) ) ) ).rgb;
|
|
float Alpha = tex2DNode8.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 )
|
|
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.normalWS = NormalWS;
|
|
inputData.viewDirectionWS = ViewDirWS;
|
|
|
|
#if defined(_SCREEN_SPACE_OCCLUSION) && !defined(_SURFACE_TYPE_TRANSPARENT)
|
|
float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
|
|
AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(normalizedScreenSpaceUV);
|
|
Color.rgb *= aoFactor.directAmbientOcclusion;
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.positionWSAndFogFactor.w);
|
|
#endif
|
|
|
|
#if defined(_DBUFFER)
|
|
ApplyDecalToBaseColor(input.positionCS, Color);
|
|
#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, Alpha );
|
|
#else
|
|
return half4( Color, OutputAlpha( Alpha, isTransparent ) );
|
|
#endif
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "ShadowCaster"
|
|
Tags { "LightMode"="ShadowCaster" }
|
|
|
|
ZWrite On
|
|
ZTest LEqual
|
|
AlphaToMask Off
|
|
ColorMask 0
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _ALPHATEST_ON 1
|
|
#pragma multi_compile_instancing
|
|
#define ASE_VERSION 19904
|
|
#define ASE_SRP_VERSION -1
|
|
|
|
|
|
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#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.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
|
#endif
|
|
|
|
#define ASE_NEEDS_VERT_POSITION
|
|
#define ASE_NEEDS_VERT_NORMAL
|
|
#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;
|
|
float4 ase_tangent : TANGENT;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _Tint;
|
|
float4 _Texture_ST;
|
|
float _WindFoliageSpeed;
|
|
float _WindFoliageAmplitude;
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
sampler2D _Texture;
|
|
|
|
|
|
|
|
float3 _LightDirection;
|
|
float3 _LightPosition;
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output );
|
|
|
|
//Calculate new billboard vertex position and normal;
|
|
float3 upCamVec = float3( 0, 1, 0 );
|
|
float3 forwardCamVec = -normalize ( UNITY_MATRIX_V._m20_m21_m22 );
|
|
float3 rightCamVec = normalize( UNITY_MATRIX_V._m00_m01_m02 );
|
|
float4x4 rotationCamMatrix = float4x4( rightCamVec, 0, upCamVec, 0, forwardCamVec, 0, 0, 0, 0, 1 );
|
|
input.normalOS = normalize( mul( float4( input.normalOS , 0 ), rotationCamMatrix )).xyz;
|
|
input.ase_tangent.xyz = normalize( mul( float4( input.ase_tangent.xyz , 0 ), rotationCamMatrix )).xyz;
|
|
//This unfortunately must be made to take non-uniform scaling into account;
|
|
//Transform to world coords, apply rotation and transform back to local;
|
|
input.positionOS = mul( input.positionOS , GetObjectToWorldMatrix() );
|
|
input.positionOS = mul( input.positionOS , rotationCamMatrix );
|
|
input.positionOS = mul( input.positionOS , GetWorldToObjectMatrix() );
|
|
float2 texCoord97 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 appendResult99 = (float2(0.0 , ( texCoord97.y * sin( ( ( input.positionOS.xyz.x + ( _TimeParameters.x * _WindFoliageSpeed ) ) / 0.5 ) ) )));
|
|
|
|
output.ase_texcoord.xy = input.ase_texcoord.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
output.ase_texcoord.zw = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = ( ( 0 + ( input.positionOS.xyz * 0.05 ) ) + float3( ( appendResult99 * _WindFoliageAmplitude ) , 0.0 ) );
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
|
|
float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
|
|
half3 normalWS = TransformObjectToWorldDir(input.normalOS);
|
|
|
|
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
|
|
float3 lightDirectionWS = normalize(_LightPosition - positionWS);
|
|
#else
|
|
float3 lightDirectionWS = _LightDirection;
|
|
#endif
|
|
|
|
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
|
|
|
|
#if UNITY_REVERSED_Z
|
|
positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE);
|
|
#else
|
|
positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE);
|
|
#endif
|
|
|
|
output.positionCS = positionCS;
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
half3 normalOS : NORMAL;
|
|
float4 ase_tangent : 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.ase_tangent = input.ase_tangent;
|
|
output.ase_texcoord = input.ase_texcoord;
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
|
{
|
|
TessellationFactors output;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
|
return output;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
Attributes output = (Attributes) 0;
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
output.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * 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 );
|
|
|
|
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_Texture = input.ase_texcoord.xy * _Texture_ST.xy + _Texture_ST.zw;
|
|
float4 tex2DNode8 = tex2D( _Texture, uv_Texture );
|
|
|
|
|
|
float Alpha = tex2DNode8.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 0
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _ALPHATEST_ON 1
|
|
#pragma multi_compile_instancing
|
|
#define ASE_VERSION 19904
|
|
#define ASE_SRP_VERSION -1
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#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.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
|
#endif
|
|
|
|
#define ASE_NEEDS_VERT_POSITION
|
|
#define ASE_NEEDS_VERT_NORMAL
|
|
#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;
|
|
float4 ase_tangent : TANGENT;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _Tint;
|
|
float4 _Texture_ST;
|
|
float _WindFoliageSpeed;
|
|
float _WindFoliageAmplitude;
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
sampler2D _Texture;
|
|
|
|
|
|
|
|
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);
|
|
|
|
//Calculate new billboard vertex position and normal;
|
|
float3 upCamVec = float3( 0, 1, 0 );
|
|
float3 forwardCamVec = -normalize ( UNITY_MATRIX_V._m20_m21_m22 );
|
|
float3 rightCamVec = normalize( UNITY_MATRIX_V._m00_m01_m02 );
|
|
float4x4 rotationCamMatrix = float4x4( rightCamVec, 0, upCamVec, 0, forwardCamVec, 0, 0, 0, 0, 1 );
|
|
input.normalOS = normalize( mul( float4( input.normalOS , 0 ), rotationCamMatrix )).xyz;
|
|
input.ase_tangent.xyz = normalize( mul( float4( input.ase_tangent.xyz , 0 ), rotationCamMatrix )).xyz;
|
|
//This unfortunately must be made to take non-uniform scaling into account;
|
|
//Transform to world coords, apply rotation and transform back to local;
|
|
input.positionOS = mul( input.positionOS , GetObjectToWorldMatrix() );
|
|
input.positionOS = mul( input.positionOS , rotationCamMatrix );
|
|
input.positionOS = mul( input.positionOS , GetWorldToObjectMatrix() );
|
|
float2 texCoord97 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 appendResult99 = (float2(0.0 , ( texCoord97.y * sin( ( ( input.positionOS.xyz.x + ( _TimeParameters.x * _WindFoliageSpeed ) ) / 0.5 ) ) )));
|
|
|
|
output.ase_texcoord.xy = input.ase_texcoord.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
output.ase_texcoord.zw = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = ( ( 0 + ( input.positionOS.xyz * 0.05 ) ) + float3( ( appendResult99 * _WindFoliageAmplitude ) , 0.0 ) );
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
|
|
|
output.positionCS = vertexInput.positionCS;
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
half3 normalOS : NORMAL;
|
|
float4 ase_tangent : 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.ase_tangent = input.ase_tangent;
|
|
output.ase_texcoord = input.ase_texcoord;
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
|
{
|
|
TessellationFactors output;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
|
return output;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
Attributes output = (Attributes) 0;
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
output.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * 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 );
|
|
|
|
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_Texture = input.ase_texcoord.xy * _Texture_ST.xy + _Texture_ST.zw;
|
|
float4 tex2DNode8 = tex2D( _Texture, uv_Texture );
|
|
|
|
|
|
float Alpha = tex2DNode8.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 "SceneSelectionPass"
|
|
Tags { "LightMode"="SceneSelectionPass" }
|
|
|
|
Cull Off
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _ALPHATEST_ON 1
|
|
#define ASE_VERSION 19904
|
|
#define ASE_SRP_VERSION -1
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
|
#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.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.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
half3 normalOS : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _Tint;
|
|
float4 _Texture_ST;
|
|
float _WindFoliageSpeed;
|
|
float _WindFoliageAmplitude;
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
|
|
|
|
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
};
|
|
|
|
PackedVaryings VertexFunction(Attributes input )
|
|
{
|
|
PackedVaryings output;
|
|
ZERO_INITIALIZE(PackedVaryings, output);
|
|
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
|
|
|
output.positionCS = vertexInput.positionCS;
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
half3 normalOS : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
|
{
|
|
TessellationFactors output;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
|
return output;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
Attributes output = (Attributes) 0;
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(PackedVaryings input ) : SV_Target
|
|
{
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
|
|
|
|
|
|
surfaceDescription.Alpha = 1;
|
|
surfaceDescription.AlphaClipThreshold = 0.5;
|
|
|
|
#if _ALPHATEST_ON
|
|
float alphaClipThreshold = 0.01f;
|
|
#if ALPHA_CLIP_THRESHOLD
|
|
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
|
|
#endif
|
|
clip(surfaceDescription.Alpha - alphaClipThreshold);
|
|
#endif
|
|
|
|
half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
|
|
return outColor;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "ScenePickingPass"
|
|
Tags { "LightMode"="Picking" }
|
|
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
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#define _ALPHATEST_ON 1
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#define ASE_VERSION 19904
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#define ASE_SRP_VERSION -1
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#pragma vertex vert
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#pragma fragment frag
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#define ATTRIBUTES_NEED_NORMAL
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#define ATTRIBUTES_NEED_TANGENT
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#define SHADERPASS SHADERPASS_DEPTHONLY
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#if defined(LOD_FADE_CROSSFADE)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
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#endif
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struct Attributes
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{
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float4 positionOS : POSITION;
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half3 normalOS : NORMAL;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct PackedVaryings
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{
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float4 positionCS : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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CBUFFER_START(UnityPerMaterial)
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float4 _Tint;
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float4 _Texture_ST;
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float _WindFoliageSpeed;
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float _WindFoliageAmplitude;
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#ifdef ASE_TESSELLATION
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float _TessPhongStrength;
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float _TessValue;
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float _TessMin;
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float _TessMax;
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float _TessEdgeLength;
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float _TessMaxDisp;
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#endif
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CBUFFER_END
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float4 _SelectionID;
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struct SurfaceDescription
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{
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float Alpha;
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float AlphaClipThreshold;
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};
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PackedVaryings VertexFunction(Attributes input )
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{
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PackedVaryings output;
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ZERO_INITIALIZE(PackedVaryings, output);
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = input.positionOS.xyz;
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#else
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float3 defaultVertexValue = float3(0, 0, 0);
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#endif
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float3 vertexValue = defaultVertexValue;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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input.positionOS.xyz = vertexValue;
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#else
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input.positionOS.xyz += vertexValue;
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#endif
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VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
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output.positionCS = vertexInput.positionCS;
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return output;
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}
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#if defined(ASE_TESSELLATION)
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struct VertexControl
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{
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float4 positionOS : INTERNALTESSPOS;
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half3 normalOS : NORMAL;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct TessellationFactors
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{
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float edge[3] : SV_TessFactor;
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float inside : SV_InsideTessFactor;
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};
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VertexControl vert ( Attributes input )
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{
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VertexControl output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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output.positionOS = input.positionOS;
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output.normalOS = input.normalOS;
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return output;
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}
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TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
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{
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TessellationFactors output;
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float4 tf = 1;
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float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
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float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
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#if defined(ASE_FIXED_TESSELLATION)
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tf = FixedTess( tessValue );
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#elif defined(ASE_DISTANCE_TESSELLATION)
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tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
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#elif defined(ASE_LENGTH_TESSELLATION)
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tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
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#elif defined(ASE_LENGTH_CULL_TESSELLATION)
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tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
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#endif
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output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
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return output;
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}
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[domain("tri")]
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[partitioning("fractional_odd")]
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[outputtopology("triangle_cw")]
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[patchconstantfunc("TessellationFunction")]
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[outputcontrolpoints(3)]
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VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
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{
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return patch[id];
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}
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[domain("tri")]
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PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
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{
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Attributes output = (Attributes) 0;
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output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
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output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
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#if defined(ASE_PHONG_TESSELLATION)
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float3 pp[3];
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for (int i = 0; i < 3; ++i)
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pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
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float phongStrength = _TessPhongStrength;
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output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
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#endif
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UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
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return VertexFunction(output);
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}
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#else
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PackedVaryings vert ( Attributes input )
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{
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return VertexFunction( input );
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}
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#endif
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half4 frag(PackedVaryings input ) : SV_Target
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{
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SurfaceDescription surfaceDescription = (SurfaceDescription)0;
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surfaceDescription.Alpha = 1;
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surfaceDescription.AlphaClipThreshold = 0.5;
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#if _ALPHATEST_ON
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float alphaClipThreshold = 0.01f;
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#if ALPHA_CLIP_THRESHOLD
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alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
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#endif
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clip(surfaceDescription.Alpha - alphaClipThreshold);
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#endif
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half4 outColor = 0;
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outColor = unity_SelectionID;
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return outColor;
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}
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ENDHLSL
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}
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Pass
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{
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Name "DepthNormals"
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Tags { "LightMode"="DepthNormalsOnly" }
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ZTest LEqual
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ZWrite On
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HLSLPROGRAM
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#define _ALPHATEST_ON 1
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#pragma multi_compile_instancing
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#define ASE_VERSION 19904
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#define ASE_SRP_VERSION -1
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#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
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#pragma vertex vert
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#pragma fragment frag
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#define ATTRIBUTES_NEED_NORMAL
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#define ATTRIBUTES_NEED_TANGENT
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#define VARYINGS_NEED_NORMAL_WS
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#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#if defined(LOD_FADE_CROSSFADE)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
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#endif
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#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
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#define ASE_SV_DEPTH SV_DepthLessEqual
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#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
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#else
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#define ASE_SV_DEPTH SV_Depth
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#define ASE_SV_POSITION_QUALIFIERS
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#endif
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struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
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half3 normalOS : NORMAL;
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|
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct PackedVaryings
|
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{
|
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ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
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half3 normalWS : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
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|
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CBUFFER_START(UnityPerMaterial)
|
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float4 _Tint;
|
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float4 _Texture_ST;
|
|
float _WindFoliageSpeed;
|
|
float _WindFoliageAmplitude;
|
|
#ifdef ASE_TESSELLATION
|
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float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
|
|
|
|
|
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struct SurfaceDescription
|
|
{
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
};
|
|
|
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PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output;
|
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ZERO_INITIALIZE(PackedVaryings, output);
|
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|
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UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
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float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
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|
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#ifdef ASE_ABSOLUTE_VERTEX_POS
|
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input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
|
VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS );
|
|
|
|
output.positionCS = vertexInput.positionCS;
|
|
output.normalWS = normalInput.normalWS;
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
half3 normalOS : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
|
{
|
|
TessellationFactors output;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
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output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
|
return output;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
Attributes output = (Attributes) 0;
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
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 );
|
|
|
|
half3 NormalWS = normalize( input.normalWS );
|
|
float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
|
|
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
|
|
float4 ScreenPos = ComputeScreenPos( ClipPos );
|
|
|
|
|
|
|
|
float Alpha = 1;
|
|
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(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
|
|
outNormalWS = half4(NormalizeNormalPerPixel( NormalWS ), 0.0);
|
|
#endif
|
|
|
|
#ifdef _WRITE_RENDERING_LAYERS
|
|
outRenderingLayers = EncodeMeshRenderingLayer();
|
|
#endif
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "MotionVectors"
|
|
Tags { "LightMode"="MotionVectors" }
|
|
|
|
ColorMask RG
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _ALPHATEST_ON 1
|
|
#define ASE_VERSION 19904
|
|
#define ASE_SRP_VERSION -1
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#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.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"
|
|
|
|
|
|
|
|
#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;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float4 positionCSNoJitter : TEXCOORD0;
|
|
float4 previousPositionCSNoJitter : TEXCOORD1;
|
|
float3 positionWS : TEXCOORD2;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _Tint;
|
|
float4 _Texture_ST;
|
|
float _WindFoliageSpeed;
|
|
float _WindFoliageAmplitude;
|
|
#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
|
|
|
|
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output = (PackedVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
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;
|
|
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;
|
|
|
|
|
|
|
|
float Alpha = 1;
|
|
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
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "GBuffer"
|
|
Tags { "LightMode"="UniversalGBuffer" }
|
|
|
|
Blend One Zero, One Zero
|
|
ZWrite On
|
|
ZTest LEqual
|
|
Offset 0 , 0
|
|
ColorMask RGBA
|
|
|
|
|
|
|
|
HLSLPROGRAM
|
|
|
|
|
|
#define _ALPHATEST_ON 1
|
|
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
|
|
#define ASE_VERSION 19904
|
|
#define ASE_SRP_VERSION -1
|
|
|
|
|
|
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
|
|
|
|
|
#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_fragment _ _WRITE_RENDERING_LAYERS
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SHADERPASS SHADERPASS_GBUFFER
|
|
|
|
|
|
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140009
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
|
#endif
|
|
|
|
#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
|
|
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
|
|
#endif
|
|
|
|
|
|
|
|
#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;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
|
float3 positionWS : TEXCOORD0;
|
|
half3 normalWS : TEXCOORD1;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _Tint;
|
|
float4 _Texture_ST;
|
|
float _WindFoliageSpeed;
|
|
float _WindFoliageAmplitude;
|
|
#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
|
|
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl"
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output = (PackedVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
|
VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS );
|
|
|
|
output.positionCS = vertexInput.positionCS;
|
|
output.positionWS = vertexInput.positionWS;
|
|
output.normalWS = normalInput.normalWS;
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
half3 normalOS : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
|
{
|
|
TessellationFactors output;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
|
return output;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
Attributes output = (Attributes) 0;
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
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
|
|
|
|
float3 PositionWS = input.positionWS;
|
|
float3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS );
|
|
float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
|
|
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
|
|
float4 ScreenPos = ComputeScreenPos( ClipPos );
|
|
half3 NormalWS = normalize( input.normalWS );
|
|
|
|
|
|
|
|
float3 Color = float3(0.5, 0.5, 0.5);
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
float DeviceDepth = input.positionCS.z;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
InputData inputData = (InputData)0;
|
|
inputData.positionWS = PositionWS;
|
|
inputData.positionCS = float4( input.positionCS.xy, ClipPos.zw / ClipPos.w );
|
|
inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy;
|
|
inputData.normalWS = NormalWS;
|
|
inputData.viewDirectionWS = ViewDirWS;
|
|
|
|
#if defined(_DBUFFER)
|
|
ApplyDecalToBaseColor(input.positionCS, Color);
|
|
#endif
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
outputDepth = DeviceDepth;
|
|
#endif
|
|
|
|
SurfaceData surfaceData = (SurfaceData)0;
|
|
surfaceData.albedo = Color;
|
|
surfaceData.alpha = Alpha;
|
|
|
|
#if defined( _SCREEN_SPACE_OCCLUSION ) // GBuffer never has transparents
|
|
float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV( input.positionCS );
|
|
AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion( normalizedScreenSpaceUV );
|
|
surfaceData.occlusion = aoFactor.directAmbientOcclusion;
|
|
#else
|
|
surfaceData.occlusion = 1;
|
|
#endif
|
|
|
|
return PackGBuffersSurfaceData( surfaceData, inputData, float3( 0, 0, 0 ) );
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
}
|
|
|
|
CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI"
|
|
FallBack "Hidden/Shader Graph/FallbackError"
|
|
|
|
Fallback "Hidden/InternalErrorShader"
|
|
}
|
|
/*ASEBEGIN
|
|
Version=19904
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;102;-1892.252,667.8087;Inherit;False;1711.851;533.8353;;13;89;90;91;88;92;93;96;95;97;98;99;101;100;Wind;1,1,1,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;66;-1071.384,83.81469;Inherit;False;741.5181;415.1717;;4;6;9;10;5;Billboard;1,1,1,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;65;-1243.092,-932.6283;Inherit;False;1063.66;778.2621;;9;49;51;50;8;48;45;44;46;43;Toon;1,1,1,1;0;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;90;-1842.252,1075.806;Float;False;Property;_WindFoliageSpeed;Wind Foliage Speed;2;1;[Header];Create;True;0;0;0;False;2;Header(Wind Values);Space(5);False;0;0.5;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleTimeNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;89;-1718.091,955.6436;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;91;-1513.543,1020.459;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.PosVertexDataNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;88;-1735.392,765.6396;Inherit;False;0;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;92;-1435.828,867.9078;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;93;-1323.381,1085.644;Inherit;False;Constant;_Float1;Float 1;7;0;Create;True;0;0;0;False;0;False;0.5;0;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;96;-1116.401,863.8087;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;97;-1000.401,717.8087;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.SinOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;95;-935.0808,894.4441;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;98;-720.4012,819.8088;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.PosVertexDataNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;6;-1021.383,315.9863;Inherit;False;0;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;99;-508.4012,753.8088;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.BillboardNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;5;-768.3549,133.8147;Inherit;False;Cylindrical;False;True;0;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.ScaleNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;9;-640.0156,325.7229;Inherit;False;0.05;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;101;-682.1051,940.8219;Float;False;Property;_WindFoliageAmplitude;Wind Foliage Amplitude;3;0;Create;True;0;0;0;False;0;False;0;0.15;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;10;-481.8654,267.2412;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;100;-342.4013,773.8088;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;45;-916.9147,-334.4103;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;41;378.954,71.81963;Inherit;False;Constant;_Float0;Float 0;1;0;Create;True;0;0;0;False;0;False;0.5;0;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;49;-419.3165,-521.2372;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.LightAttenuation, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;44;-1180.699,-265.3662;Inherit;False;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.IndirectDiffuseLighting, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;43;-1193.092,-362.7361;Inherit;False;Tangent;1;0;FLOAT3;0,0,1;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.LightColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;46;-1185.925,-506.135;Inherit;False;0;3;COLOR;0;FLOAT3;1;FLOAT;2
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;85;229.6855,738.1865;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;50;-777.9274,-882.6283;Inherit;False;Property;_Tint;Tint;1;0;Create;True;0;0;0;False;0;False;0.8679245,0.8679245,0.8679245,0;0.8207547,0.8207547,0.8207547,0;True;True;0;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;51;-341.4324,-669.8114;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;48;-809.7653,-501.6664;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT3;0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;8;-1059.816,-706.8337;Inherit;True;Property;_Texture;Texture;0;0;Create;True;0;0;0;False;0;False;-1;None;0d383f0cd0395064eb4b64619b2840f3;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.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;29;249.0564,-26.68461;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;3;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;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;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;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;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;26;894.6434,42.93751;Float;False;True;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;13;AwaiiStudio/URP_BillBoardGrass;2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;9;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;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;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;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForward;False;False;0;Hidden/InternalErrorShader;0;0;Standard;30;Surface;0;0; Keep Alpha;0;0; Blend;0;0;Two Sided;0;638002954729808732;Alpha Clipping;1;0; Use Shadow Threshold;0;0;Forward Only;0;0;Cast Shadows;1;0;Receive Shadows;1;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;0;0;Built-in Fog;0;0;Meta Pass;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;0;13;False;True;True;True;False;False;True;True;True;False;True;False;True;False;;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;27;249.0564,-26.68461;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;3;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;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;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;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;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;25;249.0564,-26.68461;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;3;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ExtraPrePass;0;0;ExtraPrePass;5;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;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;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;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;0;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;28;249.0564,-26.68461;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;3;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;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;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;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;;False;False;True;1;LightMode=DepthOnly;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;103;894.6434,92.93752;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;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;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;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;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=Universal2D;False;False;0;;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;104;894.6434,92.93752;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;SceneSelectionPass;0;6;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;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;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;105;894.6434,92.93752;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ScenePickingPass;0;7;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;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;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;106;894.6434,92.93752;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormals;0;8;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;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;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;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;False;0;;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;107;894.6434,92.93752;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormalsOnly;0;9;DepthNormalsOnly;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;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;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;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;True;9;d3d11;metal;vulkan;xboxone;xboxseries;playstation;ps4;ps5;switch;0;;0;0;Standard;0;False;0
|
|
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;109;894.6434,92.93752;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;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;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;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
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WireConnection;91;1;90;0
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WireConnection;92;0;88;1
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WireConnection;92;1;91;0
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WireConnection;96;0;92;0
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WireConnection;96;1;93;0
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WireConnection;95;0;96;0
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WireConnection;98;0;97;2
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WireConnection;98;1;95;0
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WireConnection;99;1;98;0
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WireConnection;9;0;6;0
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WireConnection;10;0;5;0
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WireConnection;10;1;9;0
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WireConnection;100;0;99;0
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WireConnection;100;1;101;0
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WireConnection;45;0;43;0
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WireConnection;45;1;44;0
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WireConnection;49;0;8;0
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WireConnection;49;1;48;0
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WireConnection;85;0;10;0
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WireConnection;85;1;100;0
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WireConnection;51;0;50;0
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WireConnection;51;1;49;0
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WireConnection;48;0;46;0
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WireConnection;48;1;45;0
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WireConnection;26;2;51;0
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WireConnection;26;3;8;4
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WireConnection;26;4;41;0
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WireConnection;26;5;85;0
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ASEEND*/
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//CHKSM=2D63BC61D6DC5BF0C6E395E0FA66F2B590A780B0 |