// Made with Amplify Shader Editor v1.9.1.5 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Distant Lands/Cozy/URP/Stylized Clouds (Luxury)" { Properties { [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) [ASEEnd]CZY_LuxuryVariationTexture("CZY_LuxuryVariationTexture", 2D) = "white" {} //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 //_TessMin( "Tess Min Distance", Float ) = 10 //_TessMax( "Tess Max Distance", Float ) = 25 //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 [HideInInspector] _QueueOffset("_QueueOffset", Float) = 0 [HideInInspector] _QueueControl("_QueueControl", Float) = -1 [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} } SubShader { LOD 0 Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Unlit" } Cull Front AlphaToMask Off Stencil { Ref 221 Comp Always Pass Zero Fail Keep ZFail Keep } HLSLINCLUDE #pragma target 3.5 #pragma prefer_hlslcc gles // ensure rendering platforms toggle list is visible #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" #ifndef ASE_TESS_FUNCS #define ASE_TESS_FUNCS float4 FixedTess( float tessValue ) { return tessValue; } float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) { float3 wpos = mul(o2w,vertex).xyz; float dist = distance (wpos, cameraPos); float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; return f; } float4 CalcTriEdgeTessFactors (float3 triVertexFactors) { float4 tess; tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; return tess; } float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) { float dist = distance (0.5 * (wpos0+wpos1), cameraPos); float len = distance(wpos0, wpos1); float f = max(len * scParams.y / (edgeLen * dist), 1.0); return f; } float DistanceFromPlane (float3 pos, float4 plane) { float d = dot (float4(pos,1.0f), plane); return d; } bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) { float4 planeTest; planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); return !all (planeTest); } float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) { float3 f; f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); return CalcTriEdgeTessFactors (f); } float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; return tess; } float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) { tess = 0.0f; } else { tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; } return tess; } #endif //ASE_TESS_FUNCS ENDHLSL Pass { Name "Forward" Tags { "LightMode"="UniversalForwardOnly" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZWrite Off ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #pragma multi_compile_instancing #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_SRP_VERSION 120108 #pragma multi_compile _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma shader_feature _ _SAMPLE_GI #pragma multi_compile _ DEBUG_DISPLAY #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_UNLIT #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl" struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 worldPos : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif #ifdef ASE_FOG float fogFactor : TEXCOORD2; #endif float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END float4 CZY_CloudColor; float CZY_FilterSaturation; float CZY_FilterValue; float4 CZY_FilterColor; float4 CZY_CloudFilterColor; sampler2D CZY_CirrostratusTexture; float CZY_CirrostratusMoveSpeed; sampler2D CZY_LuxuryVariationTexture; float CZY_CirrostratusMultiplier; sampler2D CZY_AltocumulusTexture; float CZY_MainCloudScale; float CZY_WindSpeed; float CZY_AltocumulusMultiplier; sampler2D CZY_CirrusTexture; float CZY_CirrusMoveSpeed; float CZY_CirrusMultiplier; sampler2D CZY_ChemtrailsTexture; float CZY_ChemtrailsMoveSpeed; float CZY_ChemtrailsMultiplier; sampler2D CZY_PartlyCloudyTexture; float CZY_CumulusCoverageMultiplier; sampler2D CZY_MostlyCloudyTexture; sampler2D CZY_OvercastTexture; sampler2D CZY_LowNimbusTexture; float CZY_NimbusMultiplier; sampler2D CZY_MidNimbusTexture; sampler2D CZY_HighNimbusTexture; sampler2D CZY_LowBorderTexture; float CZY_BorderHeight; sampler2D CZY_HighBorderTexture; float CZY_CloudThickness; float _UnderwaterRenderingEnabled; float _FullySubmerged; sampler2D _UnderwaterMask; float3 HSVToRGB( float3 c ) { float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); } float3 RGBToHSV(float3 c) { float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); float d = q.x - min( q.w, q.y ); float e = 1.0e-10; return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } float HLSL20_g118( bool enabled, bool submerged, float textureSample ) { if(enabled) { if(submerged) return 1.0; else return textureSample; } else { return 0.0; } } VertexOutput VertexFunction ( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); o.ase_texcoord4 = screenPos; o.ase_texcoord3.xy = v.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord3.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float4 positionCS = TransformWorldToHClip( positionWS ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = positionCS; o.shadowCoord = GetShadowCoord( vertexInput ); #endif #ifdef ASE_FOG o.fogFactor = ComputeFogFactor( positionCS.z ); #endif o.clipPos = positionCS; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.ase_normal = v.ase_normal; o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag ( VertexOutput IN ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float3 hsvTorgb2_g116 = RGBToHSV( CZY_CloudColor.rgb ); float3 hsvTorgb3_g116 = HSVToRGB( float3(hsvTorgb2_g116.x,saturate( ( hsvTorgb2_g116.y + CZY_FilterSaturation ) ),( hsvTorgb2_g116.z + CZY_FilterValue )) ); float4 temp_output_10_0_g116 = ( float4( hsvTorgb3_g116 , 0.0 ) * CZY_FilterColor ); float4 CloudColor13_g115 = ( temp_output_10_0_g116 * CZY_CloudFilterColor ); float2 texCoord5_g115 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 Pos6_g115 = texCoord5_g115; float mulTime104_g115 = _TimeParameters.x * 0.01; float simplePerlin2D116_g115 = snoise( (Pos6_g115*1.0 + mulTime104_g115)*2.0 ); float mulTime102_g115 = _TimeParameters.x * CZY_CirrostratusMoveSpeed; float cos110_g115 = cos( ( mulTime102_g115 * 0.01 ) ); float sin110_g115 = sin( ( mulTime102_g115 * 0.01 ) ); float2 rotator110_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos110_g115 , -sin110_g115 , sin110_g115 , cos110_g115 )) + float2( 0.5,0.5 ); float cos112_g115 = cos( ( mulTime102_g115 * -0.02 ) ); float sin112_g115 = sin( ( mulTime102_g115 * -0.02 ) ); float2 rotator112_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos112_g115 , -sin112_g115 , sin112_g115 , cos112_g115 )) + float2( 0.5,0.5 ); float mulTime118_g115 = _TimeParameters.x * 0.01; float simplePerlin2D115_g115 = snoise( (Pos6_g115*1.0 + mulTime118_g115) ); simplePerlin2D115_g115 = simplePerlin2D115_g115*0.5 + 0.5; float4 CirrostratusPattern134_g115 = ( ( saturate( simplePerlin2D116_g115 ) * tex2D( CZY_CirrostratusTexture, (rotator110_g115*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrostratusTexture, (rotator112_g115*1.0 + 0.0) ) * saturate( simplePerlin2D115_g115 ) ) ); float2 texCoord117_g115 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_123_0_g115 = ( texCoord117_g115 - float2( 0.5,0.5 ) ); float dotResult120_g115 = dot( temp_output_123_0_g115 , temp_output_123_0_g115 ); float2 texCoord23_g121 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g121 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g121 = ( texCoord2_g121 - float2( 0.5,0.5 ) ); float dotResult3_g121 = dot( temp_output_4_0_g121 , temp_output_4_0_g121 ); float temp_output_14_0_g121 = ( CZY_CirrostratusMultiplier * 0.5 ); float3 appendResult131_g115 = (float3(( CirrostratusPattern134_g115 * saturate( (0.0 + (dotResult120_g115 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) * saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g121*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g121*48.2 + (-15.0 + (temp_output_14_0_g121 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g121 ) ) ).rgb)); float temp_output_130_0_g115 = length( appendResult131_g115 ); float CirrostratusColoring135_g115 = temp_output_130_0_g115; float CirrostratusAlpha136_g115 = temp_output_130_0_g115; float lerpResult260_g115 = lerp( 1.0 , CirrostratusColoring135_g115 , CirrostratusAlpha136_g115); float mulTime212_g115 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed ); float TIme213_g115 = mulTime212_g115; float2 cloudPosition211_g115 = (Pos6_g115*( 18.0 / CZY_MainCloudScale ) + ( TIme213_g115 * float2( 0.2,-0.4 ) )); float4 tex2DNode315_g115 = tex2D( CZY_AltocumulusTexture, cloudPosition211_g115 ); float altocumulusColor216_g115 = tex2DNode315_g115.r; float2 texCoord23_g127 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g127 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g127 = ( texCoord2_g127 - float2( 0.5,0.5 ) ); float dotResult3_g127 = dot( temp_output_4_0_g127 , temp_output_4_0_g127 ); float temp_output_14_0_g127 = CZY_AltocumulusMultiplier; float altocumulusAlpha217_g115 = tex2DNode315_g115.a; float temp_output_253_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g127*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g127*48.2 + (-15.0 + (temp_output_14_0_g127 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g127 ) ) * altocumulusAlpha217_g115 ); float lerpResult252_g115 = lerp( 1.0 , altocumulusColor216_g115 , temp_output_253_0_g115); float finalAcColor288_g115 = lerpResult252_g115; float finalAcAlpha286_g115 = temp_output_253_0_g115; float lerpResult284_g115 = lerp( lerpResult260_g115 , finalAcColor288_g115 , finalAcAlpha286_g115); float mulTime64_g115 = _TimeParameters.x * 0.01; float simplePerlin2D76_g115 = snoise( (Pos6_g115*1.0 + mulTime64_g115)*2.0 ); float mulTime62_g115 = _TimeParameters.x * CZY_CirrusMoveSpeed; float cos70_g115 = cos( ( mulTime62_g115 * 0.01 ) ); float sin70_g115 = sin( ( mulTime62_g115 * 0.01 ) ); float2 rotator70_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos70_g115 , -sin70_g115 , sin70_g115 , cos70_g115 )) + float2( 0.5,0.5 ); float cos72_g115 = cos( ( mulTime62_g115 * -0.02 ) ); float sin72_g115 = sin( ( mulTime62_g115 * -0.02 ) ); float2 rotator72_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos72_g115 , -sin72_g115 , sin72_g115 , cos72_g115 )) + float2( 0.5,0.5 ); float mulTime78_g115 = _TimeParameters.x * 0.01; float simplePerlin2D75_g115 = snoise( (Pos6_g115*1.0 + mulTime78_g115) ); simplePerlin2D75_g115 = simplePerlin2D75_g115*0.5 + 0.5; float4 CirrusPattern79_g115 = ( ( saturate( simplePerlin2D76_g115 ) * tex2D( CZY_CirrusTexture, (rotator70_g115*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrusTexture, (rotator72_g115*1.0 + 0.0) ) * saturate( simplePerlin2D75_g115 ) ) ); float2 texCoord77_g115 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_84_0_g115 = ( texCoord77_g115 - float2( 0.5,0.5 ) ); float dotResult81_g115 = dot( temp_output_84_0_g115 , temp_output_84_0_g115 ); float2 texCoord23_g120 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g120 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g120 = ( texCoord2_g120 - float2( 0.5,0.5 ) ); float dotResult3_g120 = dot( temp_output_4_0_g120 , temp_output_4_0_g120 ); float temp_output_14_0_g120 = ( CZY_CirrusMultiplier * 0.5 ); float3 appendResult95_g115 = (float3(( CirrusPattern79_g115 * saturate( (0.0 + (dotResult81_g115 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) * saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g120*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g120*48.2 + (-15.0 + (temp_output_14_0_g120 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g120 ) ) ).rgb)); float temp_output_94_0_g115 = length( appendResult95_g115 ); float CirrusColoring96_g115 = temp_output_94_0_g115; float CirrusAlpha97_g115 = temp_output_94_0_g115; float lerpResult283_g115 = lerp( lerpResult284_g115 , CirrusColoring96_g115 , CirrusAlpha97_g115); float mulTime33_g115 = _TimeParameters.x * 0.01; float simplePerlin2D40_g115 = snoise( (Pos6_g115*1.0 + mulTime33_g115)*2.0 ); float mulTime31_g115 = _TimeParameters.x * CZY_ChemtrailsMoveSpeed; float cos32_g115 = cos( ( mulTime31_g115 * 0.01 ) ); float sin32_g115 = sin( ( mulTime31_g115 * 0.01 ) ); float2 rotator32_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos32_g115 , -sin32_g115 , sin32_g115 , cos32_g115 )) + float2( 0.5,0.5 ); float cos39_g115 = cos( ( mulTime31_g115 * -0.02 ) ); float sin39_g115 = sin( ( mulTime31_g115 * -0.02 ) ); float2 rotator39_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos39_g115 , -sin39_g115 , sin39_g115 , cos39_g115 )) + float2( 0.5,0.5 ); float mulTime29_g115 = _TimeParameters.x * 0.01; float simplePerlin2D41_g115 = snoise( (Pos6_g115*1.0 + mulTime29_g115)*4.0 ); float4 ChemtrailsPattern46_g115 = ( ( saturate( simplePerlin2D40_g115 ) * tex2D( CZY_ChemtrailsTexture, (rotator32_g115*0.5 + 0.0) ) ) + ( tex2D( CZY_ChemtrailsTexture, rotator39_g115 ) * saturate( simplePerlin2D41_g115 ) ) ); float2 texCoord23_g115 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_24_0_g115 = ( texCoord23_g115 - float2( 0.5,0.5 ) ); float dotResult26_g115 = dot( temp_output_24_0_g115 , temp_output_24_0_g115 ); float2 texCoord23_g119 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g119 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g119 = ( texCoord2_g119 - float2( 0.5,0.5 ) ); float dotResult3_g119 = dot( temp_output_4_0_g119 , temp_output_4_0_g119 ); float temp_output_14_0_g119 = ( CZY_ChemtrailsMultiplier * 0.5 ); float3 appendResult58_g115 = (float3(( ChemtrailsPattern46_g115 * saturate( (0.4 + (dotResult26_g115 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) * saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g119*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g119*48.2 + (-15.0 + (temp_output_14_0_g119 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g119 ) ) ).rgb)); float temp_output_59_0_g115 = length( appendResult58_g115 ); float ChemtrailsColoring60_g115 = temp_output_59_0_g115; float ChemtrailsAlpha61_g115 = temp_output_59_0_g115; float lerpResult265_g115 = lerp( lerpResult283_g115 , ChemtrailsColoring60_g115 , ChemtrailsAlpha61_g115); float4 tex2DNode319_g115 = tex2D( CZY_PartlyCloudyTexture, cloudPosition211_g115 ); float PartlyCloudyColor220_g115 = tex2DNode319_g115.r; float2 texCoord23_g126 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g126 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g126 = ( texCoord2_g126 - float2( 0.5,0.5 ) ); float dotResult3_g126 = dot( temp_output_4_0_g126 , temp_output_4_0_g126 ); float temp_output_294_0_g115 = ( CZY_CumulusCoverageMultiplier * 1.0 ); float temp_output_14_0_g126 = saturate( (0.0 + (min( temp_output_294_0_g115 , 0.2 ) - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) ); float PartlyCloudyAlpha219_g115 = tex2DNode319_g115.a; float temp_output_249_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g126*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g126*48.2 + (-15.0 + (temp_output_14_0_g126 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g126 ) ) * PartlyCloudyAlpha219_g115 ); float lerpResult242_g115 = lerp( 1.0 , PartlyCloudyColor220_g115 , temp_output_249_0_g115); float4 tex2DNode308_g115 = tex2D( CZY_MostlyCloudyTexture, cloudPosition211_g115 ); float MostlyCloudyColor222_g115 = tex2DNode308_g115.r; float2 texCoord23_g125 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g125 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g125 = ( texCoord2_g125 - float2( 0.5,0.5 ) ); float dotResult3_g125 = dot( temp_output_4_0_g125 , temp_output_4_0_g125 ); float temp_output_14_0_g125 = saturate( (0.0 + (min( ( temp_output_294_0_g115 - 0.3 ) , 0.2 ) - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) ); float MostlyCloudyAlpha221_g115 = tex2DNode308_g115.a; float temp_output_226_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g125*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g125*48.2 + (-15.0 + (temp_output_14_0_g125 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g125 ) ) * MostlyCloudyAlpha221_g115 ); float lerpResult243_g115 = lerp( lerpResult242_g115 , MostlyCloudyColor222_g115 , temp_output_226_0_g115); float4 tex2DNode309_g115 = tex2D( CZY_OvercastTexture, cloudPosition211_g115 ); float OvercastCloudyColoring223_g115 = tex2DNode309_g115.r; float2 texCoord23_g129 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g129 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g129 = ( texCoord2_g129 - float2( 0.5,0.5 ) ); float dotResult3_g129 = dot( temp_output_4_0_g129 , temp_output_4_0_g129 ); float temp_output_14_0_g129 = saturate( (0.0 + (min( ( temp_output_294_0_g115 - 0.7 ) , 0.35 ) - 0.0) * (1.0 - 0.0) / (0.35 - 0.0)) ); float OvercastCloudyAlpha224_g115 = tex2DNode309_g115.a; float temp_output_231_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g129*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g129*48.2 + (-15.0 + (temp_output_14_0_g129 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g129 ) ) * OvercastCloudyAlpha224_g115 ); float lerpResult239_g115 = lerp( lerpResult243_g115 , OvercastCloudyColoring223_g115 , temp_output_231_0_g115); float cumulusCloudColor237_g115 = saturate( lerpResult239_g115 ); float cumulusAlpha232_g115 = saturate( ( temp_output_249_0_g115 + temp_output_226_0_g115 + temp_output_231_0_g115 ) ); float lerpResult269_g115 = lerp( lerpResult265_g115 , cumulusCloudColor237_g115 , cumulusAlpha232_g115); float mulTime202_g115 = _TimeParameters.x * 0.005; float cos201_g115 = cos( mulTime202_g115 ); float sin201_g115 = sin( mulTime202_g115 ); float2 rotator201_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos201_g115 , -sin201_g115 , sin201_g115 , cos201_g115 )) + float2( 0.5,0.5 ); float4 tex2DNode312_g115 = tex2D( CZY_LowNimbusTexture, rotator201_g115 ); float lowNimbusColor196_g115 = tex2DNode312_g115.r; float2 texCoord23_g124 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g124 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g124 = ( texCoord2_g124 - float2( 0.5,0.5 ) ); float dotResult3_g124 = dot( temp_output_4_0_g124 , temp_output_4_0_g124 ); float temp_output_188_0_g115 = ( CZY_NimbusMultiplier * 0.5 ); float temp_output_14_0_g124 = saturate( (0.0 + (min( temp_output_188_0_g115 , 2.0 ) - 0.0) * (1.0 - 0.0) / (2.0 - 0.0)) ); float lowNimbusAlpha197_g115 = tex2DNode312_g115.a; float temp_output_166_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g124*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g124*48.2 + (-15.0 + (temp_output_14_0_g124 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g124 ) ) * lowNimbusAlpha197_g115 ); float lerpResult173_g115 = lerp( 1.0 , lowNimbusColor196_g115 , temp_output_166_0_g115); float4 tex2DNode313_g115 = tex2D( CZY_MidNimbusTexture, rotator201_g115 ); float mediumNimbusColor198_g115 = tex2DNode313_g115.r; float2 texCoord23_g130 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g130 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g130 = ( texCoord2_g130 - float2( 0.5,0.5 ) ); float dotResult3_g130 = dot( temp_output_4_0_g130 , temp_output_4_0_g130 ); float temp_output_14_0_g130 = saturate( (0.0 + (min( ( temp_output_188_0_g115 - 0.2 ) , 0.3 ) - 0.0) * (1.0 - 0.0) / (0.3 - 0.0)) ); float mediumNimbusAlpha199_g115 = tex2DNode313_g115.a; float temp_output_164_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g130*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g130*48.2 + (-15.0 + (temp_output_14_0_g130 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g130 ) ) * mediumNimbusAlpha199_g115 ); float lerpResult175_g115 = lerp( lerpResult173_g115 , mediumNimbusColor198_g115 , temp_output_164_0_g115); float4 tex2DNode314_g115 = tex2D( CZY_HighNimbusTexture, rotator201_g115 ); float highNimbusColor204_g115 = tex2DNode314_g115.r; float2 texCoord23_g123 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g123 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g123 = ( texCoord2_g123 - float2( 0.5,0.5 ) ); float dotResult3_g123 = dot( temp_output_4_0_g123 , temp_output_4_0_g123 ); float temp_output_14_0_g123 = saturate( (0.0 + (min( ( temp_output_188_0_g115 - 0.7 ) , 0.3 ) - 0.0) * (1.0 - 0.0) / (0.3 - 0.0)) ); float HighNimbusAlpha205_g115 = tex2DNode314_g115.a; float temp_output_162_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g123*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g123*48.2 + (-15.0 + (temp_output_14_0_g123 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g123 ) ) * HighNimbusAlpha205_g115 ); float lerpResult177_g115 = lerp( lerpResult175_g115 , highNimbusColor204_g115 , temp_output_162_0_g115); float nimbusColoring180_g115 = saturate( lerpResult177_g115 ); float nimbusAlpha172_g115 = saturate( ( temp_output_166_0_g115 + temp_output_164_0_g115 + temp_output_162_0_g115 ) ); float lerpResult274_g115 = lerp( lerpResult269_g115 , nimbusColoring180_g115 , nimbusAlpha172_g115); float mulTime195_g115 = _TimeParameters.x * 0.005; float cos194_g115 = cos( mulTime195_g115 ); float sin194_g115 = sin( mulTime195_g115 ); float2 rotator194_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos194_g115 , -sin194_g115 , sin194_g115 , cos194_g115 )) + float2( 0.5,0.5 ); float4 tex2DNode311_g115 = tex2D( CZY_LowBorderTexture, rotator194_g115 ); float MediumBorderColor189_g115 = tex2DNode311_g115.r; float2 texCoord23_g122 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g122 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g122 = ( texCoord2_g122 - float2( 0.5,0.5 ) ); float dotResult3_g122 = dot( temp_output_4_0_g122 , temp_output_4_0_g122 ); float temp_output_14_0_g122 = saturate( (0.0 + (min( CZY_BorderHeight , 0.3 ) - 0.0) * (1.0 - 0.0) / (0.3 - 0.0)) ); float MediumBorderAlpha190_g115 = tex2DNode311_g115.a; float temp_output_140_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g122*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g122*48.2 + (-15.0 + (temp_output_14_0_g122 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g122 ) ) * MediumBorderAlpha190_g115 ); float lerpResult142_g115 = lerp( 1.0 , MediumBorderColor189_g115 , temp_output_140_0_g115); float4 tex2DNode310_g115 = tex2D( CZY_HighBorderTexture, rotator194_g115 ); float HighBorderColoring191_g115 = tex2DNode310_g115.r; float2 texCoord23_g128 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g128 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g128 = ( texCoord2_g128 - float2( 0.5,0.5 ) ); float dotResult3_g128 = dot( temp_output_4_0_g128 , temp_output_4_0_g128 ); float temp_output_14_0_g128 = saturate( (0.0 + (min( ( CZY_BorderHeight - 0.5 ) , 0.2 ) - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) ); float HighBorderAlpha192_g115 = tex2DNode310_g115.a; float temp_output_159_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g128*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g128*48.2 + (-15.0 + (temp_output_14_0_g128 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g128 ) ) * HighBorderAlpha192_g115 ); float lerpResult141_g115 = lerp( lerpResult142_g115 , HighBorderColoring191_g115 , temp_output_159_0_g115); float borderCloudsColor257_g115 = saturate( lerpResult141_g115 ); float borderAlpha169_g115 = saturate( ( temp_output_140_0_g115 + temp_output_159_0_g115 ) ); float lerpResult272_g115 = lerp( lerpResult274_g115 , borderCloudsColor257_g115 , borderAlpha169_g115); float cloudColoring270_g115 = lerpResult272_g115; float4 lerpResult12_g115 = lerp( float4( 0,0,0,0 ) , CloudColor13_g115 , cloudColoring270_g115); float cloudAlpha278_g115 = ( borderAlpha169_g115 + nimbusAlpha172_g115 + cumulusAlpha232_g115 + ChemtrailsAlpha61_g115 + CirrusAlpha97_g115 + finalAcAlpha286_g115 + CirrostratusAlpha136_g115 ); bool enabled20_g118 =(bool)_UnderwaterRenderingEnabled; bool submerged20_g118 =(bool)_FullySubmerged; float4 screenPos = IN.ase_texcoord4; float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float textureSample20_g118 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r; float localHLSL20_g118 = HLSL20_g118( enabled20_g118 , submerged20_g118 , textureSample20_g118 ); float3 BakedAlbedo = 0; float3 BakedEmission = 0; float3 Color = lerpResult12_g115.rgb; float Alpha = ( saturate( ( cloudAlpha278_g115 + ( 0.0 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g118 ) ); float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; #ifdef _ALPHATEST_ON clip( Alpha - AlphaClipThreshold ); #endif #if defined(_DBUFFER) ApplyDecalToBaseColor(IN.clipPos, Color); #endif #if defined(_ALPHAPREMULTIPLY_ON) Color *= Alpha; #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif #ifdef ASE_FOG Color = MixFog( Color, IN.fogFactor ); #endif return half4( Color, Alpha ); } ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask 0 AlphaToMask Off HLSLPROGRAM #pragma multi_compile_instancing #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_SRP_VERSION 120108 #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 worldPos : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D CZY_LuxuryVariationTexture; float CZY_BorderHeight; sampler2D CZY_LowBorderTexture; sampler2D CZY_HighBorderTexture; float CZY_NimbusMultiplier; sampler2D CZY_LowNimbusTexture; sampler2D CZY_MidNimbusTexture; sampler2D CZY_HighNimbusTexture; float CZY_CumulusCoverageMultiplier; sampler2D CZY_PartlyCloudyTexture; float CZY_MainCloudScale; float CZY_WindSpeed; sampler2D CZY_MostlyCloudyTexture; sampler2D CZY_OvercastTexture; sampler2D CZY_ChemtrailsTexture; float CZY_ChemtrailsMoveSpeed; float CZY_ChemtrailsMultiplier; sampler2D CZY_CirrusTexture; float CZY_CirrusMoveSpeed; float CZY_CirrusMultiplier; float CZY_AltocumulusMultiplier; sampler2D CZY_AltocumulusTexture; sampler2D CZY_CirrostratusTexture; float CZY_CirrostratusMoveSpeed; float CZY_CirrostratusMultiplier; float CZY_CloudThickness; float _UnderwaterRenderingEnabled; float _FullySubmerged; sampler2D _UnderwaterMask; float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } float HLSL20_g118( bool enabled, bool submerged, float textureSample ) { if(enabled) { if(submerged) return 1.0; else return textureSample; } else { return 0.0; } } VertexOutput VertexFunction( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); o.ase_texcoord3 = screenPos; o.ase_texcoord2.xy = v.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord2.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif o.clipPos = TransformWorldToHClip( positionWS ); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = o.clipPos; o.shadowCoord = GetShadowCoord( vertexInput ); #endif return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.ase_normal = v.ase_normal; o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag(VertexOutput IN ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float2 texCoord23_g122 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g122 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g122 = ( texCoord2_g122 - float2( 0.5,0.5 ) ); float dotResult3_g122 = dot( temp_output_4_0_g122 , temp_output_4_0_g122 ); float temp_output_14_0_g122 = saturate( (0.0 + (min( CZY_BorderHeight , 0.3 ) - 0.0) * (1.0 - 0.0) / (0.3 - 0.0)) ); float2 texCoord5_g115 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 Pos6_g115 = texCoord5_g115; float mulTime195_g115 = _TimeParameters.x * 0.005; float cos194_g115 = cos( mulTime195_g115 ); float sin194_g115 = sin( mulTime195_g115 ); float2 rotator194_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos194_g115 , -sin194_g115 , sin194_g115 , cos194_g115 )) + float2( 0.5,0.5 ); float4 tex2DNode311_g115 = tex2D( CZY_LowBorderTexture, rotator194_g115 ); float MediumBorderAlpha190_g115 = tex2DNode311_g115.a; float temp_output_140_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g122*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g122*48.2 + (-15.0 + (temp_output_14_0_g122 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g122 ) ) * MediumBorderAlpha190_g115 ); float2 texCoord23_g128 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g128 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g128 = ( texCoord2_g128 - float2( 0.5,0.5 ) ); float dotResult3_g128 = dot( temp_output_4_0_g128 , temp_output_4_0_g128 ); float temp_output_14_0_g128 = saturate( (0.0 + (min( ( CZY_BorderHeight - 0.5 ) , 0.2 ) - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) ); float4 tex2DNode310_g115 = tex2D( CZY_HighBorderTexture, rotator194_g115 ); float HighBorderAlpha192_g115 = tex2DNode310_g115.a; float temp_output_159_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g128*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g128*48.2 + (-15.0 + (temp_output_14_0_g128 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g128 ) ) * HighBorderAlpha192_g115 ); float borderAlpha169_g115 = saturate( ( temp_output_140_0_g115 + temp_output_159_0_g115 ) ); float2 texCoord23_g124 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g124 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g124 = ( texCoord2_g124 - float2( 0.5,0.5 ) ); float dotResult3_g124 = dot( temp_output_4_0_g124 , temp_output_4_0_g124 ); float temp_output_188_0_g115 = ( CZY_NimbusMultiplier * 0.5 ); float temp_output_14_0_g124 = saturate( (0.0 + (min( temp_output_188_0_g115 , 2.0 ) - 0.0) * (1.0 - 0.0) / (2.0 - 0.0)) ); float mulTime202_g115 = _TimeParameters.x * 0.005; float cos201_g115 = cos( mulTime202_g115 ); float sin201_g115 = sin( mulTime202_g115 ); float2 rotator201_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos201_g115 , -sin201_g115 , sin201_g115 , cos201_g115 )) + float2( 0.5,0.5 ); float4 tex2DNode312_g115 = tex2D( CZY_LowNimbusTexture, rotator201_g115 ); float lowNimbusAlpha197_g115 = tex2DNode312_g115.a; float temp_output_166_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g124*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g124*48.2 + (-15.0 + (temp_output_14_0_g124 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g124 ) ) * lowNimbusAlpha197_g115 ); float2 texCoord23_g130 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g130 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g130 = ( texCoord2_g130 - float2( 0.5,0.5 ) ); float dotResult3_g130 = dot( temp_output_4_0_g130 , temp_output_4_0_g130 ); float temp_output_14_0_g130 = saturate( (0.0 + (min( ( temp_output_188_0_g115 - 0.2 ) , 0.3 ) - 0.0) * (1.0 - 0.0) / (0.3 - 0.0)) ); float4 tex2DNode313_g115 = tex2D( CZY_MidNimbusTexture, rotator201_g115 ); float mediumNimbusAlpha199_g115 = tex2DNode313_g115.a; float temp_output_164_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g130*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g130*48.2 + (-15.0 + (temp_output_14_0_g130 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g130 ) ) * mediumNimbusAlpha199_g115 ); float2 texCoord23_g123 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g123 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g123 = ( texCoord2_g123 - float2( 0.5,0.5 ) ); float dotResult3_g123 = dot( temp_output_4_0_g123 , temp_output_4_0_g123 ); float temp_output_14_0_g123 = saturate( (0.0 + (min( ( temp_output_188_0_g115 - 0.7 ) , 0.3 ) - 0.0) * (1.0 - 0.0) / (0.3 - 0.0)) ); float4 tex2DNode314_g115 = tex2D( CZY_HighNimbusTexture, rotator201_g115 ); float HighNimbusAlpha205_g115 = tex2DNode314_g115.a; float temp_output_162_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g123*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g123*48.2 + (-15.0 + (temp_output_14_0_g123 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g123 ) ) * HighNimbusAlpha205_g115 ); float nimbusAlpha172_g115 = saturate( ( temp_output_166_0_g115 + temp_output_164_0_g115 + temp_output_162_0_g115 ) ); float2 texCoord23_g126 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g126 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g126 = ( texCoord2_g126 - float2( 0.5,0.5 ) ); float dotResult3_g126 = dot( temp_output_4_0_g126 , temp_output_4_0_g126 ); float temp_output_294_0_g115 = ( CZY_CumulusCoverageMultiplier * 1.0 ); float temp_output_14_0_g126 = saturate( (0.0 + (min( temp_output_294_0_g115 , 0.2 ) - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) ); float mulTime212_g115 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed ); float TIme213_g115 = mulTime212_g115; float2 cloudPosition211_g115 = (Pos6_g115*( 18.0 / CZY_MainCloudScale ) + ( TIme213_g115 * float2( 0.2,-0.4 ) )); float4 tex2DNode319_g115 = tex2D( CZY_PartlyCloudyTexture, cloudPosition211_g115 ); float PartlyCloudyAlpha219_g115 = tex2DNode319_g115.a; float temp_output_249_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g126*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g126*48.2 + (-15.0 + (temp_output_14_0_g126 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g126 ) ) * PartlyCloudyAlpha219_g115 ); float2 texCoord23_g125 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g125 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g125 = ( texCoord2_g125 - float2( 0.5,0.5 ) ); float dotResult3_g125 = dot( temp_output_4_0_g125 , temp_output_4_0_g125 ); float temp_output_14_0_g125 = saturate( (0.0 + (min( ( temp_output_294_0_g115 - 0.3 ) , 0.2 ) - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) ); float4 tex2DNode308_g115 = tex2D( CZY_MostlyCloudyTexture, cloudPosition211_g115 ); float MostlyCloudyAlpha221_g115 = tex2DNode308_g115.a; float temp_output_226_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g125*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g125*48.2 + (-15.0 + (temp_output_14_0_g125 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g125 ) ) * MostlyCloudyAlpha221_g115 ); float2 texCoord23_g129 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g129 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g129 = ( texCoord2_g129 - float2( 0.5,0.5 ) ); float dotResult3_g129 = dot( temp_output_4_0_g129 , temp_output_4_0_g129 ); float temp_output_14_0_g129 = saturate( (0.0 + (min( ( temp_output_294_0_g115 - 0.7 ) , 0.35 ) - 0.0) * (1.0 - 0.0) / (0.35 - 0.0)) ); float4 tex2DNode309_g115 = tex2D( CZY_OvercastTexture, cloudPosition211_g115 ); float OvercastCloudyAlpha224_g115 = tex2DNode309_g115.a; float temp_output_231_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g129*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g129*48.2 + (-15.0 + (temp_output_14_0_g129 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g129 ) ) * OvercastCloudyAlpha224_g115 ); float cumulusAlpha232_g115 = saturate( ( temp_output_249_0_g115 + temp_output_226_0_g115 + temp_output_231_0_g115 ) ); float mulTime33_g115 = _TimeParameters.x * 0.01; float simplePerlin2D40_g115 = snoise( (Pos6_g115*1.0 + mulTime33_g115)*2.0 ); float mulTime31_g115 = _TimeParameters.x * CZY_ChemtrailsMoveSpeed; float cos32_g115 = cos( ( mulTime31_g115 * 0.01 ) ); float sin32_g115 = sin( ( mulTime31_g115 * 0.01 ) ); float2 rotator32_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos32_g115 , -sin32_g115 , sin32_g115 , cos32_g115 )) + float2( 0.5,0.5 ); float cos39_g115 = cos( ( mulTime31_g115 * -0.02 ) ); float sin39_g115 = sin( ( mulTime31_g115 * -0.02 ) ); float2 rotator39_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos39_g115 , -sin39_g115 , sin39_g115 , cos39_g115 )) + float2( 0.5,0.5 ); float mulTime29_g115 = _TimeParameters.x * 0.01; float simplePerlin2D41_g115 = snoise( (Pos6_g115*1.0 + mulTime29_g115)*4.0 ); float4 ChemtrailsPattern46_g115 = ( ( saturate( simplePerlin2D40_g115 ) * tex2D( CZY_ChemtrailsTexture, (rotator32_g115*0.5 + 0.0) ) ) + ( tex2D( CZY_ChemtrailsTexture, rotator39_g115 ) * saturate( simplePerlin2D41_g115 ) ) ); float2 texCoord23_g115 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_24_0_g115 = ( texCoord23_g115 - float2( 0.5,0.5 ) ); float dotResult26_g115 = dot( temp_output_24_0_g115 , temp_output_24_0_g115 ); float2 texCoord23_g119 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g119 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g119 = ( texCoord2_g119 - float2( 0.5,0.5 ) ); float dotResult3_g119 = dot( temp_output_4_0_g119 , temp_output_4_0_g119 ); float temp_output_14_0_g119 = ( CZY_ChemtrailsMultiplier * 0.5 ); float3 appendResult58_g115 = (float3(( ChemtrailsPattern46_g115 * saturate( (0.4 + (dotResult26_g115 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) * saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g119*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g119*48.2 + (-15.0 + (temp_output_14_0_g119 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g119 ) ) ).rgb)); float temp_output_59_0_g115 = length( appendResult58_g115 ); float ChemtrailsAlpha61_g115 = temp_output_59_0_g115; float mulTime64_g115 = _TimeParameters.x * 0.01; float simplePerlin2D76_g115 = snoise( (Pos6_g115*1.0 + mulTime64_g115)*2.0 ); float mulTime62_g115 = _TimeParameters.x * CZY_CirrusMoveSpeed; float cos70_g115 = cos( ( mulTime62_g115 * 0.01 ) ); float sin70_g115 = sin( ( mulTime62_g115 * 0.01 ) ); float2 rotator70_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos70_g115 , -sin70_g115 , sin70_g115 , cos70_g115 )) + float2( 0.5,0.5 ); float cos72_g115 = cos( ( mulTime62_g115 * -0.02 ) ); float sin72_g115 = sin( ( mulTime62_g115 * -0.02 ) ); float2 rotator72_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos72_g115 , -sin72_g115 , sin72_g115 , cos72_g115 )) + float2( 0.5,0.5 ); float mulTime78_g115 = _TimeParameters.x * 0.01; float simplePerlin2D75_g115 = snoise( (Pos6_g115*1.0 + mulTime78_g115) ); simplePerlin2D75_g115 = simplePerlin2D75_g115*0.5 + 0.5; float4 CirrusPattern79_g115 = ( ( saturate( simplePerlin2D76_g115 ) * tex2D( CZY_CirrusTexture, (rotator70_g115*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrusTexture, (rotator72_g115*1.0 + 0.0) ) * saturate( simplePerlin2D75_g115 ) ) ); float2 texCoord77_g115 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_84_0_g115 = ( texCoord77_g115 - float2( 0.5,0.5 ) ); float dotResult81_g115 = dot( temp_output_84_0_g115 , temp_output_84_0_g115 ); float2 texCoord23_g120 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g120 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g120 = ( texCoord2_g120 - float2( 0.5,0.5 ) ); float dotResult3_g120 = dot( temp_output_4_0_g120 , temp_output_4_0_g120 ); float temp_output_14_0_g120 = ( CZY_CirrusMultiplier * 0.5 ); float3 appendResult95_g115 = (float3(( CirrusPattern79_g115 * saturate( (0.0 + (dotResult81_g115 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) * saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g120*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g120*48.2 + (-15.0 + (temp_output_14_0_g120 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g120 ) ) ).rgb)); float temp_output_94_0_g115 = length( appendResult95_g115 ); float CirrusAlpha97_g115 = temp_output_94_0_g115; float2 texCoord23_g127 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g127 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g127 = ( texCoord2_g127 - float2( 0.5,0.5 ) ); float dotResult3_g127 = dot( temp_output_4_0_g127 , temp_output_4_0_g127 ); float temp_output_14_0_g127 = CZY_AltocumulusMultiplier; float4 tex2DNode315_g115 = tex2D( CZY_AltocumulusTexture, cloudPosition211_g115 ); float altocumulusAlpha217_g115 = tex2DNode315_g115.a; float temp_output_253_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g127*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g127*48.2 + (-15.0 + (temp_output_14_0_g127 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g127 ) ) * altocumulusAlpha217_g115 ); float finalAcAlpha286_g115 = temp_output_253_0_g115; float mulTime104_g115 = _TimeParameters.x * 0.01; float simplePerlin2D116_g115 = snoise( (Pos6_g115*1.0 + mulTime104_g115)*2.0 ); float mulTime102_g115 = _TimeParameters.x * CZY_CirrostratusMoveSpeed; float cos110_g115 = cos( ( mulTime102_g115 * 0.01 ) ); float sin110_g115 = sin( ( mulTime102_g115 * 0.01 ) ); float2 rotator110_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos110_g115 , -sin110_g115 , sin110_g115 , cos110_g115 )) + float2( 0.5,0.5 ); float cos112_g115 = cos( ( mulTime102_g115 * -0.02 ) ); float sin112_g115 = sin( ( mulTime102_g115 * -0.02 ) ); float2 rotator112_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos112_g115 , -sin112_g115 , sin112_g115 , cos112_g115 )) + float2( 0.5,0.5 ); float mulTime118_g115 = _TimeParameters.x * 0.01; float simplePerlin2D115_g115 = snoise( (Pos6_g115*1.0 + mulTime118_g115) ); simplePerlin2D115_g115 = simplePerlin2D115_g115*0.5 + 0.5; float4 CirrostratusPattern134_g115 = ( ( saturate( simplePerlin2D116_g115 ) * tex2D( CZY_CirrostratusTexture, (rotator110_g115*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrostratusTexture, (rotator112_g115*1.0 + 0.0) ) * saturate( simplePerlin2D115_g115 ) ) ); float2 texCoord117_g115 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_123_0_g115 = ( texCoord117_g115 - float2( 0.5,0.5 ) ); float dotResult120_g115 = dot( temp_output_123_0_g115 , temp_output_123_0_g115 ); float2 texCoord23_g121 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g121 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g121 = ( texCoord2_g121 - float2( 0.5,0.5 ) ); float dotResult3_g121 = dot( temp_output_4_0_g121 , temp_output_4_0_g121 ); float temp_output_14_0_g121 = ( CZY_CirrostratusMultiplier * 0.5 ); float3 appendResult131_g115 = (float3(( CirrostratusPattern134_g115 * saturate( (0.0 + (dotResult120_g115 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) * saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g121*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g121*48.2 + (-15.0 + (temp_output_14_0_g121 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g121 ) ) ).rgb)); float temp_output_130_0_g115 = length( appendResult131_g115 ); float CirrostratusAlpha136_g115 = temp_output_130_0_g115; float cloudAlpha278_g115 = ( borderAlpha169_g115 + nimbusAlpha172_g115 + cumulusAlpha232_g115 + ChemtrailsAlpha61_g115 + CirrusAlpha97_g115 + finalAcAlpha286_g115 + CirrostratusAlpha136_g115 ); bool enabled20_g118 =(bool)_UnderwaterRenderingEnabled; bool submerged20_g118 =(bool)_FullySubmerged; float4 screenPos = IN.ase_texcoord3; float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float textureSample20_g118 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r; float localHLSL20_g118 = HLSL20_g118( enabled20_g118 , submerged20_g118 , textureSample20_g118 ); float Alpha = ( saturate( ( cloudAlpha278_g115 + ( 0.0 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g118 ) ); float AlphaClipThreshold = 0.5; #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif return 0; } ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode"="SceneSelectionPass" } Cull Off HLSLPROGRAM #pragma multi_compile_instancing #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_SRP_VERSION 120108 #pragma vertex vert #pragma fragment frag #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define SHADERPASS SHADERPASS_DEPTHONLY #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D CZY_LuxuryVariationTexture; float CZY_BorderHeight; sampler2D CZY_LowBorderTexture; sampler2D CZY_HighBorderTexture; float CZY_NimbusMultiplier; sampler2D CZY_LowNimbusTexture; sampler2D CZY_MidNimbusTexture; sampler2D CZY_HighNimbusTexture; float CZY_CumulusCoverageMultiplier; sampler2D CZY_PartlyCloudyTexture; float CZY_MainCloudScale; float CZY_WindSpeed; sampler2D CZY_MostlyCloudyTexture; sampler2D CZY_OvercastTexture; sampler2D CZY_ChemtrailsTexture; float CZY_ChemtrailsMoveSpeed; float CZY_ChemtrailsMultiplier; sampler2D CZY_CirrusTexture; float CZY_CirrusMoveSpeed; float CZY_CirrusMultiplier; float CZY_AltocumulusMultiplier; sampler2D CZY_AltocumulusTexture; sampler2D CZY_CirrostratusTexture; float CZY_CirrostratusMoveSpeed; float CZY_CirrostratusMultiplier; float CZY_CloudThickness; float _UnderwaterRenderingEnabled; float _FullySubmerged; sampler2D _UnderwaterMask; float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } float HLSL20_g118( bool enabled, bool submerged, float textureSample ) { if(enabled) { if(submerged) return 1.0; else return textureSample; } else { return 0.0; } } int _ObjectId; int _PassValue; struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; VertexOutput VertexFunction(VertexInput v ) { VertexOutput o; ZERO_INITIALIZE(VertexOutput, o); UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); o.ase_texcoord1 = screenPos; o.ase_texcoord.xy = v.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); o.clipPos = TransformWorldToHClip(positionWS); return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.ase_normal = v.ase_normal; o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag(VertexOutput IN ) : SV_TARGET { SurfaceDescription surfaceDescription = (SurfaceDescription)0; float2 texCoord23_g122 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g122 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g122 = ( texCoord2_g122 - float2( 0.5,0.5 ) ); float dotResult3_g122 = dot( temp_output_4_0_g122 , temp_output_4_0_g122 ); float temp_output_14_0_g122 = saturate( (0.0 + (min( CZY_BorderHeight , 0.3 ) - 0.0) * (1.0 - 0.0) / (0.3 - 0.0)) ); float2 texCoord5_g115 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 Pos6_g115 = texCoord5_g115; float mulTime195_g115 = _TimeParameters.x * 0.005; float cos194_g115 = cos( mulTime195_g115 ); float sin194_g115 = sin( mulTime195_g115 ); float2 rotator194_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos194_g115 , -sin194_g115 , sin194_g115 , cos194_g115 )) + float2( 0.5,0.5 ); float4 tex2DNode311_g115 = tex2D( CZY_LowBorderTexture, rotator194_g115 ); float MediumBorderAlpha190_g115 = tex2DNode311_g115.a; float temp_output_140_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g122*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g122*48.2 + (-15.0 + (temp_output_14_0_g122 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g122 ) ) * MediumBorderAlpha190_g115 ); float2 texCoord23_g128 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g128 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g128 = ( texCoord2_g128 - float2( 0.5,0.5 ) ); float dotResult3_g128 = dot( temp_output_4_0_g128 , temp_output_4_0_g128 ); float temp_output_14_0_g128 = saturate( (0.0 + (min( ( CZY_BorderHeight - 0.5 ) , 0.2 ) - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) ); float4 tex2DNode310_g115 = tex2D( CZY_HighBorderTexture, rotator194_g115 ); float HighBorderAlpha192_g115 = tex2DNode310_g115.a; float temp_output_159_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g128*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g128*48.2 + (-15.0 + (temp_output_14_0_g128 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g128 ) ) * HighBorderAlpha192_g115 ); float borderAlpha169_g115 = saturate( ( temp_output_140_0_g115 + temp_output_159_0_g115 ) ); float2 texCoord23_g124 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g124 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g124 = ( texCoord2_g124 - float2( 0.5,0.5 ) ); float dotResult3_g124 = dot( temp_output_4_0_g124 , temp_output_4_0_g124 ); float temp_output_188_0_g115 = ( CZY_NimbusMultiplier * 0.5 ); float temp_output_14_0_g124 = saturate( (0.0 + (min( temp_output_188_0_g115 , 2.0 ) - 0.0) * (1.0 - 0.0) / (2.0 - 0.0)) ); float mulTime202_g115 = _TimeParameters.x * 0.005; float cos201_g115 = cos( mulTime202_g115 ); float sin201_g115 = sin( mulTime202_g115 ); float2 rotator201_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos201_g115 , -sin201_g115 , sin201_g115 , cos201_g115 )) + float2( 0.5,0.5 ); float4 tex2DNode312_g115 = tex2D( CZY_LowNimbusTexture, rotator201_g115 ); float lowNimbusAlpha197_g115 = tex2DNode312_g115.a; float temp_output_166_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g124*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g124*48.2 + (-15.0 + (temp_output_14_0_g124 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g124 ) ) * lowNimbusAlpha197_g115 ); float2 texCoord23_g130 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g130 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g130 = ( texCoord2_g130 - float2( 0.5,0.5 ) ); float dotResult3_g130 = dot( temp_output_4_0_g130 , temp_output_4_0_g130 ); float temp_output_14_0_g130 = saturate( (0.0 + (min( ( temp_output_188_0_g115 - 0.2 ) , 0.3 ) - 0.0) * (1.0 - 0.0) / (0.3 - 0.0)) ); float4 tex2DNode313_g115 = tex2D( CZY_MidNimbusTexture, rotator201_g115 ); float mediumNimbusAlpha199_g115 = tex2DNode313_g115.a; float temp_output_164_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g130*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g130*48.2 + (-15.0 + (temp_output_14_0_g130 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g130 ) ) * mediumNimbusAlpha199_g115 ); float2 texCoord23_g123 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g123 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g123 = ( texCoord2_g123 - float2( 0.5,0.5 ) ); float dotResult3_g123 = dot( temp_output_4_0_g123 , temp_output_4_0_g123 ); float temp_output_14_0_g123 = saturate( (0.0 + (min( ( temp_output_188_0_g115 - 0.7 ) , 0.3 ) - 0.0) * (1.0 - 0.0) / (0.3 - 0.0)) ); float4 tex2DNode314_g115 = tex2D( CZY_HighNimbusTexture, rotator201_g115 ); float HighNimbusAlpha205_g115 = tex2DNode314_g115.a; float temp_output_162_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g123*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g123*48.2 + (-15.0 + (temp_output_14_0_g123 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g123 ) ) * HighNimbusAlpha205_g115 ); float nimbusAlpha172_g115 = saturate( ( temp_output_166_0_g115 + temp_output_164_0_g115 + temp_output_162_0_g115 ) ); float2 texCoord23_g126 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g126 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g126 = ( texCoord2_g126 - float2( 0.5,0.5 ) ); float dotResult3_g126 = dot( temp_output_4_0_g126 , temp_output_4_0_g126 ); float temp_output_294_0_g115 = ( CZY_CumulusCoverageMultiplier * 1.0 ); float temp_output_14_0_g126 = saturate( (0.0 + (min( temp_output_294_0_g115 , 0.2 ) - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) ); float mulTime212_g115 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed ); float TIme213_g115 = mulTime212_g115; float2 cloudPosition211_g115 = (Pos6_g115*( 18.0 / CZY_MainCloudScale ) + ( TIme213_g115 * float2( 0.2,-0.4 ) )); float4 tex2DNode319_g115 = tex2D( CZY_PartlyCloudyTexture, cloudPosition211_g115 ); float PartlyCloudyAlpha219_g115 = tex2DNode319_g115.a; float temp_output_249_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g126*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g126*48.2 + (-15.0 + (temp_output_14_0_g126 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g126 ) ) * PartlyCloudyAlpha219_g115 ); float2 texCoord23_g125 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g125 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g125 = ( texCoord2_g125 - float2( 0.5,0.5 ) ); float dotResult3_g125 = dot( temp_output_4_0_g125 , temp_output_4_0_g125 ); float temp_output_14_0_g125 = saturate( (0.0 + (min( ( temp_output_294_0_g115 - 0.3 ) , 0.2 ) - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) ); float4 tex2DNode308_g115 = tex2D( CZY_MostlyCloudyTexture, cloudPosition211_g115 ); float MostlyCloudyAlpha221_g115 = tex2DNode308_g115.a; float temp_output_226_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g125*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g125*48.2 + (-15.0 + (temp_output_14_0_g125 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g125 ) ) * MostlyCloudyAlpha221_g115 ); float2 texCoord23_g129 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g129 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g129 = ( texCoord2_g129 - float2( 0.5,0.5 ) ); float dotResult3_g129 = dot( temp_output_4_0_g129 , temp_output_4_0_g129 ); float temp_output_14_0_g129 = saturate( (0.0 + (min( ( temp_output_294_0_g115 - 0.7 ) , 0.35 ) - 0.0) * (1.0 - 0.0) / (0.35 - 0.0)) ); float4 tex2DNode309_g115 = tex2D( CZY_OvercastTexture, cloudPosition211_g115 ); float OvercastCloudyAlpha224_g115 = tex2DNode309_g115.a; float temp_output_231_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g129*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g129*48.2 + (-15.0 + (temp_output_14_0_g129 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g129 ) ) * OvercastCloudyAlpha224_g115 ); float cumulusAlpha232_g115 = saturate( ( temp_output_249_0_g115 + temp_output_226_0_g115 + temp_output_231_0_g115 ) ); float mulTime33_g115 = _TimeParameters.x * 0.01; float simplePerlin2D40_g115 = snoise( (Pos6_g115*1.0 + mulTime33_g115)*2.0 ); float mulTime31_g115 = _TimeParameters.x * CZY_ChemtrailsMoveSpeed; float cos32_g115 = cos( ( mulTime31_g115 * 0.01 ) ); float sin32_g115 = sin( ( mulTime31_g115 * 0.01 ) ); float2 rotator32_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos32_g115 , -sin32_g115 , sin32_g115 , cos32_g115 )) + float2( 0.5,0.5 ); float cos39_g115 = cos( ( mulTime31_g115 * -0.02 ) ); float sin39_g115 = sin( ( mulTime31_g115 * -0.02 ) ); float2 rotator39_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos39_g115 , -sin39_g115 , sin39_g115 , cos39_g115 )) + float2( 0.5,0.5 ); float mulTime29_g115 = _TimeParameters.x * 0.01; float simplePerlin2D41_g115 = snoise( (Pos6_g115*1.0 + mulTime29_g115)*4.0 ); float4 ChemtrailsPattern46_g115 = ( ( saturate( simplePerlin2D40_g115 ) * tex2D( CZY_ChemtrailsTexture, (rotator32_g115*0.5 + 0.0) ) ) + ( tex2D( CZY_ChemtrailsTexture, rotator39_g115 ) * saturate( simplePerlin2D41_g115 ) ) ); float2 texCoord23_g115 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_24_0_g115 = ( texCoord23_g115 - float2( 0.5,0.5 ) ); float dotResult26_g115 = dot( temp_output_24_0_g115 , temp_output_24_0_g115 ); float2 texCoord23_g119 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g119 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g119 = ( texCoord2_g119 - float2( 0.5,0.5 ) ); float dotResult3_g119 = dot( temp_output_4_0_g119 , temp_output_4_0_g119 ); float temp_output_14_0_g119 = ( CZY_ChemtrailsMultiplier * 0.5 ); float3 appendResult58_g115 = (float3(( ChemtrailsPattern46_g115 * saturate( (0.4 + (dotResult26_g115 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) * saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g119*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g119*48.2 + (-15.0 + (temp_output_14_0_g119 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g119 ) ) ).rgb)); float temp_output_59_0_g115 = length( appendResult58_g115 ); float ChemtrailsAlpha61_g115 = temp_output_59_0_g115; float mulTime64_g115 = _TimeParameters.x * 0.01; float simplePerlin2D76_g115 = snoise( (Pos6_g115*1.0 + mulTime64_g115)*2.0 ); float mulTime62_g115 = _TimeParameters.x * CZY_CirrusMoveSpeed; float cos70_g115 = cos( ( mulTime62_g115 * 0.01 ) ); float sin70_g115 = sin( ( mulTime62_g115 * 0.01 ) ); float2 rotator70_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos70_g115 , -sin70_g115 , sin70_g115 , cos70_g115 )) + float2( 0.5,0.5 ); float cos72_g115 = cos( ( mulTime62_g115 * -0.02 ) ); float sin72_g115 = sin( ( mulTime62_g115 * -0.02 ) ); float2 rotator72_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos72_g115 , -sin72_g115 , sin72_g115 , cos72_g115 )) + float2( 0.5,0.5 ); float mulTime78_g115 = _TimeParameters.x * 0.01; float simplePerlin2D75_g115 = snoise( (Pos6_g115*1.0 + mulTime78_g115) ); simplePerlin2D75_g115 = simplePerlin2D75_g115*0.5 + 0.5; float4 CirrusPattern79_g115 = ( ( saturate( simplePerlin2D76_g115 ) * tex2D( CZY_CirrusTexture, (rotator70_g115*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrusTexture, (rotator72_g115*1.0 + 0.0) ) * saturate( simplePerlin2D75_g115 ) ) ); float2 texCoord77_g115 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_84_0_g115 = ( texCoord77_g115 - float2( 0.5,0.5 ) ); float dotResult81_g115 = dot( temp_output_84_0_g115 , temp_output_84_0_g115 ); float2 texCoord23_g120 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g120 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g120 = ( texCoord2_g120 - float2( 0.5,0.5 ) ); float dotResult3_g120 = dot( temp_output_4_0_g120 , temp_output_4_0_g120 ); float temp_output_14_0_g120 = ( CZY_CirrusMultiplier * 0.5 ); float3 appendResult95_g115 = (float3(( CirrusPattern79_g115 * saturate( (0.0 + (dotResult81_g115 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) * saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g120*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g120*48.2 + (-15.0 + (temp_output_14_0_g120 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g120 ) ) ).rgb)); float temp_output_94_0_g115 = length( appendResult95_g115 ); float CirrusAlpha97_g115 = temp_output_94_0_g115; float2 texCoord23_g127 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g127 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g127 = ( texCoord2_g127 - float2( 0.5,0.5 ) ); float dotResult3_g127 = dot( temp_output_4_0_g127 , temp_output_4_0_g127 ); float temp_output_14_0_g127 = CZY_AltocumulusMultiplier; float4 tex2DNode315_g115 = tex2D( CZY_AltocumulusTexture, cloudPosition211_g115 ); float altocumulusAlpha217_g115 = tex2DNode315_g115.a; float temp_output_253_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g127*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g127*48.2 + (-15.0 + (temp_output_14_0_g127 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g127 ) ) * altocumulusAlpha217_g115 ); float finalAcAlpha286_g115 = temp_output_253_0_g115; float mulTime104_g115 = _TimeParameters.x * 0.01; float simplePerlin2D116_g115 = snoise( (Pos6_g115*1.0 + mulTime104_g115)*2.0 ); float mulTime102_g115 = _TimeParameters.x * CZY_CirrostratusMoveSpeed; float cos110_g115 = cos( ( mulTime102_g115 * 0.01 ) ); float sin110_g115 = sin( ( mulTime102_g115 * 0.01 ) ); float2 rotator110_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos110_g115 , -sin110_g115 , sin110_g115 , cos110_g115 )) + float2( 0.5,0.5 ); float cos112_g115 = cos( ( mulTime102_g115 * -0.02 ) ); float sin112_g115 = sin( ( mulTime102_g115 * -0.02 ) ); float2 rotator112_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos112_g115 , -sin112_g115 , sin112_g115 , cos112_g115 )) + float2( 0.5,0.5 ); float mulTime118_g115 = _TimeParameters.x * 0.01; float simplePerlin2D115_g115 = snoise( (Pos6_g115*1.0 + mulTime118_g115) ); simplePerlin2D115_g115 = simplePerlin2D115_g115*0.5 + 0.5; float4 CirrostratusPattern134_g115 = ( ( saturate( simplePerlin2D116_g115 ) * tex2D( CZY_CirrostratusTexture, (rotator110_g115*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrostratusTexture, (rotator112_g115*1.0 + 0.0) ) * saturate( simplePerlin2D115_g115 ) ) ); float2 texCoord117_g115 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_123_0_g115 = ( texCoord117_g115 - float2( 0.5,0.5 ) ); float dotResult120_g115 = dot( temp_output_123_0_g115 , temp_output_123_0_g115 ); float2 texCoord23_g121 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g121 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g121 = ( texCoord2_g121 - float2( 0.5,0.5 ) ); float dotResult3_g121 = dot( temp_output_4_0_g121 , temp_output_4_0_g121 ); float temp_output_14_0_g121 = ( CZY_CirrostratusMultiplier * 0.5 ); float3 appendResult131_g115 = (float3(( CirrostratusPattern134_g115 * saturate( (0.0 + (dotResult120_g115 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) * saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g121*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g121*48.2 + (-15.0 + (temp_output_14_0_g121 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g121 ) ) ).rgb)); float temp_output_130_0_g115 = length( appendResult131_g115 ); float CirrostratusAlpha136_g115 = temp_output_130_0_g115; float cloudAlpha278_g115 = ( borderAlpha169_g115 + nimbusAlpha172_g115 + cumulusAlpha232_g115 + ChemtrailsAlpha61_g115 + CirrusAlpha97_g115 + finalAcAlpha286_g115 + CirrostratusAlpha136_g115 ); bool enabled20_g118 =(bool)_UnderwaterRenderingEnabled; bool submerged20_g118 =(bool)_FullySubmerged; float4 screenPos = IN.ase_texcoord1; float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float textureSample20_g118 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r; float localHLSL20_g118 = HLSL20_g118( enabled20_g118 , submerged20_g118 , textureSample20_g118 ); surfaceDescription.Alpha = ( saturate( ( cloudAlpha278_g115 + ( 0.0 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g118 ) ); surfaceDescription.AlphaClipThreshold = 0.5; #if _ALPHATEST_ON float alphaClipThreshold = 0.01f; #if ALPHA_CLIP_THRESHOLD alphaClipThreshold = surfaceDescription.AlphaClipThreshold; #endif clip(surfaceDescription.Alpha - alphaClipThreshold); #endif half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); return outColor; } ENDHLSL } Pass { Name "ScenePickingPass" Tags { "LightMode"="Picking" } HLSLPROGRAM #pragma multi_compile_instancing #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_SRP_VERSION 120108 #pragma vertex vert #pragma fragment frag #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define SHADERPASS SHADERPASS_DEPTHONLY #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D CZY_LuxuryVariationTexture; float CZY_BorderHeight; sampler2D CZY_LowBorderTexture; sampler2D CZY_HighBorderTexture; float CZY_NimbusMultiplier; sampler2D CZY_LowNimbusTexture; sampler2D CZY_MidNimbusTexture; sampler2D CZY_HighNimbusTexture; float CZY_CumulusCoverageMultiplier; sampler2D CZY_PartlyCloudyTexture; float CZY_MainCloudScale; float CZY_WindSpeed; sampler2D CZY_MostlyCloudyTexture; sampler2D CZY_OvercastTexture; sampler2D CZY_ChemtrailsTexture; float CZY_ChemtrailsMoveSpeed; float CZY_ChemtrailsMultiplier; sampler2D CZY_CirrusTexture; float CZY_CirrusMoveSpeed; float CZY_CirrusMultiplier; float CZY_AltocumulusMultiplier; sampler2D CZY_AltocumulusTexture; sampler2D CZY_CirrostratusTexture; float CZY_CirrostratusMoveSpeed; float CZY_CirrostratusMultiplier; float CZY_CloudThickness; float _UnderwaterRenderingEnabled; float _FullySubmerged; sampler2D _UnderwaterMask; float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } float HLSL20_g118( bool enabled, bool submerged, float textureSample ) { if(enabled) { if(submerged) return 1.0; else return textureSample; } else { return 0.0; } } float4 _SelectionID; struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; VertexOutput VertexFunction(VertexInput v ) { VertexOutput o; ZERO_INITIALIZE(VertexOutput, o); UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); o.ase_texcoord1 = screenPos; o.ase_texcoord.xy = v.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); o.clipPos = TransformWorldToHClip(positionWS); return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.ase_normal = v.ase_normal; o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag(VertexOutput IN ) : SV_TARGET { SurfaceDescription surfaceDescription = (SurfaceDescription)0; float2 texCoord23_g122 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g122 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g122 = ( texCoord2_g122 - float2( 0.5,0.5 ) ); float dotResult3_g122 = dot( temp_output_4_0_g122 , temp_output_4_0_g122 ); float temp_output_14_0_g122 = saturate( (0.0 + (min( CZY_BorderHeight , 0.3 ) - 0.0) * (1.0 - 0.0) / (0.3 - 0.0)) ); float2 texCoord5_g115 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 Pos6_g115 = texCoord5_g115; float mulTime195_g115 = _TimeParameters.x * 0.005; float cos194_g115 = cos( mulTime195_g115 ); float sin194_g115 = sin( mulTime195_g115 ); float2 rotator194_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos194_g115 , -sin194_g115 , sin194_g115 , cos194_g115 )) + float2( 0.5,0.5 ); float4 tex2DNode311_g115 = tex2D( CZY_LowBorderTexture, rotator194_g115 ); float MediumBorderAlpha190_g115 = tex2DNode311_g115.a; float temp_output_140_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g122*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g122*48.2 + (-15.0 + (temp_output_14_0_g122 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g122 ) ) * MediumBorderAlpha190_g115 ); float2 texCoord23_g128 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g128 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g128 = ( texCoord2_g128 - float2( 0.5,0.5 ) ); float dotResult3_g128 = dot( temp_output_4_0_g128 , temp_output_4_0_g128 ); float temp_output_14_0_g128 = saturate( (0.0 + (min( ( CZY_BorderHeight - 0.5 ) , 0.2 ) - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) ); float4 tex2DNode310_g115 = tex2D( CZY_HighBorderTexture, rotator194_g115 ); float HighBorderAlpha192_g115 = tex2DNode310_g115.a; float temp_output_159_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g128*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g128*48.2 + (-15.0 + (temp_output_14_0_g128 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g128 ) ) * HighBorderAlpha192_g115 ); float borderAlpha169_g115 = saturate( ( temp_output_140_0_g115 + temp_output_159_0_g115 ) ); float2 texCoord23_g124 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g124 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g124 = ( texCoord2_g124 - float2( 0.5,0.5 ) ); float dotResult3_g124 = dot( temp_output_4_0_g124 , temp_output_4_0_g124 ); float temp_output_188_0_g115 = ( CZY_NimbusMultiplier * 0.5 ); float temp_output_14_0_g124 = saturate( (0.0 + (min( temp_output_188_0_g115 , 2.0 ) - 0.0) * (1.0 - 0.0) / (2.0 - 0.0)) ); float mulTime202_g115 = _TimeParameters.x * 0.005; float cos201_g115 = cos( mulTime202_g115 ); float sin201_g115 = sin( mulTime202_g115 ); float2 rotator201_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos201_g115 , -sin201_g115 , sin201_g115 , cos201_g115 )) + float2( 0.5,0.5 ); float4 tex2DNode312_g115 = tex2D( CZY_LowNimbusTexture, rotator201_g115 ); float lowNimbusAlpha197_g115 = tex2DNode312_g115.a; float temp_output_166_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g124*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g124*48.2 + (-15.0 + (temp_output_14_0_g124 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g124 ) ) * lowNimbusAlpha197_g115 ); float2 texCoord23_g130 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g130 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g130 = ( texCoord2_g130 - float2( 0.5,0.5 ) ); float dotResult3_g130 = dot( temp_output_4_0_g130 , temp_output_4_0_g130 ); float temp_output_14_0_g130 = saturate( (0.0 + (min( ( temp_output_188_0_g115 - 0.2 ) , 0.3 ) - 0.0) * (1.0 - 0.0) / (0.3 - 0.0)) ); float4 tex2DNode313_g115 = tex2D( CZY_MidNimbusTexture, rotator201_g115 ); float mediumNimbusAlpha199_g115 = tex2DNode313_g115.a; float temp_output_164_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g130*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g130*48.2 + (-15.0 + (temp_output_14_0_g130 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g130 ) ) * mediumNimbusAlpha199_g115 ); float2 texCoord23_g123 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g123 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g123 = ( texCoord2_g123 - float2( 0.5,0.5 ) ); float dotResult3_g123 = dot( temp_output_4_0_g123 , temp_output_4_0_g123 ); float temp_output_14_0_g123 = saturate( (0.0 + (min( ( temp_output_188_0_g115 - 0.7 ) , 0.3 ) - 0.0) * (1.0 - 0.0) / (0.3 - 0.0)) ); float4 tex2DNode314_g115 = tex2D( CZY_HighNimbusTexture, rotator201_g115 ); float HighNimbusAlpha205_g115 = tex2DNode314_g115.a; float temp_output_162_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g123*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g123*48.2 + (-15.0 + (temp_output_14_0_g123 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g123 ) ) * HighNimbusAlpha205_g115 ); float nimbusAlpha172_g115 = saturate( ( temp_output_166_0_g115 + temp_output_164_0_g115 + temp_output_162_0_g115 ) ); float2 texCoord23_g126 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g126 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g126 = ( texCoord2_g126 - float2( 0.5,0.5 ) ); float dotResult3_g126 = dot( temp_output_4_0_g126 , temp_output_4_0_g126 ); float temp_output_294_0_g115 = ( CZY_CumulusCoverageMultiplier * 1.0 ); float temp_output_14_0_g126 = saturate( (0.0 + (min( temp_output_294_0_g115 , 0.2 ) - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) ); float mulTime212_g115 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed ); float TIme213_g115 = mulTime212_g115; float2 cloudPosition211_g115 = (Pos6_g115*( 18.0 / CZY_MainCloudScale ) + ( TIme213_g115 * float2( 0.2,-0.4 ) )); float4 tex2DNode319_g115 = tex2D( CZY_PartlyCloudyTexture, cloudPosition211_g115 ); float PartlyCloudyAlpha219_g115 = tex2DNode319_g115.a; float temp_output_249_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g126*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g126*48.2 + (-15.0 + (temp_output_14_0_g126 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g126 ) ) * PartlyCloudyAlpha219_g115 ); float2 texCoord23_g125 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g125 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g125 = ( texCoord2_g125 - float2( 0.5,0.5 ) ); float dotResult3_g125 = dot( temp_output_4_0_g125 , temp_output_4_0_g125 ); float temp_output_14_0_g125 = saturate( (0.0 + (min( ( temp_output_294_0_g115 - 0.3 ) , 0.2 ) - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) ); float4 tex2DNode308_g115 = tex2D( CZY_MostlyCloudyTexture, cloudPosition211_g115 ); float MostlyCloudyAlpha221_g115 = tex2DNode308_g115.a; float temp_output_226_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g125*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g125*48.2 + (-15.0 + (temp_output_14_0_g125 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g125 ) ) * MostlyCloudyAlpha221_g115 ); float2 texCoord23_g129 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g129 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g129 = ( texCoord2_g129 - float2( 0.5,0.5 ) ); float dotResult3_g129 = dot( temp_output_4_0_g129 , temp_output_4_0_g129 ); float temp_output_14_0_g129 = saturate( (0.0 + (min( ( temp_output_294_0_g115 - 0.7 ) , 0.35 ) - 0.0) * (1.0 - 0.0) / (0.35 - 0.0)) ); float4 tex2DNode309_g115 = tex2D( CZY_OvercastTexture, cloudPosition211_g115 ); float OvercastCloudyAlpha224_g115 = tex2DNode309_g115.a; float temp_output_231_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g129*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g129*48.2 + (-15.0 + (temp_output_14_0_g129 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g129 ) ) * OvercastCloudyAlpha224_g115 ); float cumulusAlpha232_g115 = saturate( ( temp_output_249_0_g115 + temp_output_226_0_g115 + temp_output_231_0_g115 ) ); float mulTime33_g115 = _TimeParameters.x * 0.01; float simplePerlin2D40_g115 = snoise( (Pos6_g115*1.0 + mulTime33_g115)*2.0 ); float mulTime31_g115 = _TimeParameters.x * CZY_ChemtrailsMoveSpeed; float cos32_g115 = cos( ( mulTime31_g115 * 0.01 ) ); float sin32_g115 = sin( ( mulTime31_g115 * 0.01 ) ); float2 rotator32_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos32_g115 , -sin32_g115 , sin32_g115 , cos32_g115 )) + float2( 0.5,0.5 ); float cos39_g115 = cos( ( mulTime31_g115 * -0.02 ) ); float sin39_g115 = sin( ( mulTime31_g115 * -0.02 ) ); float2 rotator39_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos39_g115 , -sin39_g115 , sin39_g115 , cos39_g115 )) + float2( 0.5,0.5 ); float mulTime29_g115 = _TimeParameters.x * 0.01; float simplePerlin2D41_g115 = snoise( (Pos6_g115*1.0 + mulTime29_g115)*4.0 ); float4 ChemtrailsPattern46_g115 = ( ( saturate( simplePerlin2D40_g115 ) * tex2D( CZY_ChemtrailsTexture, (rotator32_g115*0.5 + 0.0) ) ) + ( tex2D( CZY_ChemtrailsTexture, rotator39_g115 ) * saturate( simplePerlin2D41_g115 ) ) ); float2 texCoord23_g115 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_24_0_g115 = ( texCoord23_g115 - float2( 0.5,0.5 ) ); float dotResult26_g115 = dot( temp_output_24_0_g115 , temp_output_24_0_g115 ); float2 texCoord23_g119 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g119 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g119 = ( texCoord2_g119 - float2( 0.5,0.5 ) ); float dotResult3_g119 = dot( temp_output_4_0_g119 , temp_output_4_0_g119 ); float temp_output_14_0_g119 = ( CZY_ChemtrailsMultiplier * 0.5 ); float3 appendResult58_g115 = (float3(( ChemtrailsPattern46_g115 * saturate( (0.4 + (dotResult26_g115 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) * saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g119*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g119*48.2 + (-15.0 + (temp_output_14_0_g119 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g119 ) ) ).rgb)); float temp_output_59_0_g115 = length( appendResult58_g115 ); float ChemtrailsAlpha61_g115 = temp_output_59_0_g115; float mulTime64_g115 = _TimeParameters.x * 0.01; float simplePerlin2D76_g115 = snoise( (Pos6_g115*1.0 + mulTime64_g115)*2.0 ); float mulTime62_g115 = _TimeParameters.x * CZY_CirrusMoveSpeed; float cos70_g115 = cos( ( mulTime62_g115 * 0.01 ) ); float sin70_g115 = sin( ( mulTime62_g115 * 0.01 ) ); float2 rotator70_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos70_g115 , -sin70_g115 , sin70_g115 , cos70_g115 )) + float2( 0.5,0.5 ); float cos72_g115 = cos( ( mulTime62_g115 * -0.02 ) ); float sin72_g115 = sin( ( mulTime62_g115 * -0.02 ) ); float2 rotator72_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos72_g115 , -sin72_g115 , sin72_g115 , cos72_g115 )) + float2( 0.5,0.5 ); float mulTime78_g115 = _TimeParameters.x * 0.01; float simplePerlin2D75_g115 = snoise( (Pos6_g115*1.0 + mulTime78_g115) ); simplePerlin2D75_g115 = simplePerlin2D75_g115*0.5 + 0.5; float4 CirrusPattern79_g115 = ( ( saturate( simplePerlin2D76_g115 ) * tex2D( CZY_CirrusTexture, (rotator70_g115*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrusTexture, (rotator72_g115*1.0 + 0.0) ) * saturate( simplePerlin2D75_g115 ) ) ); float2 texCoord77_g115 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_84_0_g115 = ( texCoord77_g115 - float2( 0.5,0.5 ) ); float dotResult81_g115 = dot( temp_output_84_0_g115 , temp_output_84_0_g115 ); float2 texCoord23_g120 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g120 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g120 = ( texCoord2_g120 - float2( 0.5,0.5 ) ); float dotResult3_g120 = dot( temp_output_4_0_g120 , temp_output_4_0_g120 ); float temp_output_14_0_g120 = ( CZY_CirrusMultiplier * 0.5 ); float3 appendResult95_g115 = (float3(( CirrusPattern79_g115 * saturate( (0.0 + (dotResult81_g115 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) * saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g120*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g120*48.2 + (-15.0 + (temp_output_14_0_g120 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g120 ) ) ).rgb)); float temp_output_94_0_g115 = length( appendResult95_g115 ); float CirrusAlpha97_g115 = temp_output_94_0_g115; float2 texCoord23_g127 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g127 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g127 = ( texCoord2_g127 - float2( 0.5,0.5 ) ); float dotResult3_g127 = dot( temp_output_4_0_g127 , temp_output_4_0_g127 ); float temp_output_14_0_g127 = CZY_AltocumulusMultiplier; float4 tex2DNode315_g115 = tex2D( CZY_AltocumulusTexture, cloudPosition211_g115 ); float altocumulusAlpha217_g115 = tex2DNode315_g115.a; float temp_output_253_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g127*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g127*48.2 + (-15.0 + (temp_output_14_0_g127 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g127 ) ) * altocumulusAlpha217_g115 ); float finalAcAlpha286_g115 = temp_output_253_0_g115; float mulTime104_g115 = _TimeParameters.x * 0.01; float simplePerlin2D116_g115 = snoise( (Pos6_g115*1.0 + mulTime104_g115)*2.0 ); float mulTime102_g115 = _TimeParameters.x * CZY_CirrostratusMoveSpeed; float cos110_g115 = cos( ( mulTime102_g115 * 0.01 ) ); float sin110_g115 = sin( ( mulTime102_g115 * 0.01 ) ); float2 rotator110_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos110_g115 , -sin110_g115 , sin110_g115 , cos110_g115 )) + float2( 0.5,0.5 ); float cos112_g115 = cos( ( mulTime102_g115 * -0.02 ) ); float sin112_g115 = sin( ( mulTime102_g115 * -0.02 ) ); float2 rotator112_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos112_g115 , -sin112_g115 , sin112_g115 , cos112_g115 )) + float2( 0.5,0.5 ); float mulTime118_g115 = _TimeParameters.x * 0.01; float simplePerlin2D115_g115 = snoise( (Pos6_g115*1.0 + mulTime118_g115) ); simplePerlin2D115_g115 = simplePerlin2D115_g115*0.5 + 0.5; float4 CirrostratusPattern134_g115 = ( ( saturate( simplePerlin2D116_g115 ) * tex2D( CZY_CirrostratusTexture, (rotator110_g115*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrostratusTexture, (rotator112_g115*1.0 + 0.0) ) * saturate( simplePerlin2D115_g115 ) ) ); float2 texCoord117_g115 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_123_0_g115 = ( texCoord117_g115 - float2( 0.5,0.5 ) ); float dotResult120_g115 = dot( temp_output_123_0_g115 , temp_output_123_0_g115 ); float2 texCoord23_g121 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g121 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g121 = ( texCoord2_g121 - float2( 0.5,0.5 ) ); float dotResult3_g121 = dot( temp_output_4_0_g121 , temp_output_4_0_g121 ); float temp_output_14_0_g121 = ( CZY_CirrostratusMultiplier * 0.5 ); float3 appendResult131_g115 = (float3(( CirrostratusPattern134_g115 * saturate( (0.0 + (dotResult120_g115 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) * saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g121*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g121*48.2 + (-15.0 + (temp_output_14_0_g121 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g121 ) ) ).rgb)); float temp_output_130_0_g115 = length( appendResult131_g115 ); float CirrostratusAlpha136_g115 = temp_output_130_0_g115; float cloudAlpha278_g115 = ( borderAlpha169_g115 + nimbusAlpha172_g115 + cumulusAlpha232_g115 + ChemtrailsAlpha61_g115 + CirrusAlpha97_g115 + finalAcAlpha286_g115 + CirrostratusAlpha136_g115 ); bool enabled20_g118 =(bool)_UnderwaterRenderingEnabled; bool submerged20_g118 =(bool)_FullySubmerged; float4 screenPos = IN.ase_texcoord1; float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float textureSample20_g118 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r; float localHLSL20_g118 = HLSL20_g118( enabled20_g118 , submerged20_g118 , textureSample20_g118 ); surfaceDescription.Alpha = ( saturate( ( cloudAlpha278_g115 + ( 0.0 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g118 ) ); surfaceDescription.AlphaClipThreshold = 0.5; #if _ALPHATEST_ON float alphaClipThreshold = 0.01f; #if ALPHA_CLIP_THRESHOLD alphaClipThreshold = surfaceDescription.AlphaClipThreshold; #endif clip(surfaceDescription.Alpha - alphaClipThreshold); #endif half4 outColor = 0; outColor = _SelectionID; return outColor; } ENDHLSL } Pass { Name "DepthNormals" Tags { "LightMode"="DepthNormalsOnly" } ZTest LEqual ZWrite On HLSLPROGRAM #pragma multi_compile_instancing #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_SRP_VERSION 120108 #pragma vertex vert #pragma fragment frag #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define VARYINGS_NEED_NORMAL_WS #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float3 normalWS : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D CZY_LuxuryVariationTexture; float CZY_BorderHeight; sampler2D CZY_LowBorderTexture; sampler2D CZY_HighBorderTexture; float CZY_NimbusMultiplier; sampler2D CZY_LowNimbusTexture; sampler2D CZY_MidNimbusTexture; sampler2D CZY_HighNimbusTexture; float CZY_CumulusCoverageMultiplier; sampler2D CZY_PartlyCloudyTexture; float CZY_MainCloudScale; float CZY_WindSpeed; sampler2D CZY_MostlyCloudyTexture; sampler2D CZY_OvercastTexture; sampler2D CZY_ChemtrailsTexture; float CZY_ChemtrailsMoveSpeed; float CZY_ChemtrailsMultiplier; sampler2D CZY_CirrusTexture; float CZY_CirrusMoveSpeed; float CZY_CirrusMultiplier; float CZY_AltocumulusMultiplier; sampler2D CZY_AltocumulusTexture; sampler2D CZY_CirrostratusTexture; float CZY_CirrostratusMoveSpeed; float CZY_CirrostratusMultiplier; float CZY_CloudThickness; float _UnderwaterRenderingEnabled; float _FullySubmerged; sampler2D _UnderwaterMask; float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } float HLSL20_g118( bool enabled, bool submerged, float textureSample ) { if(enabled) { if(submerged) return 1.0; else return textureSample; } else { return 0.0; } } struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; VertexOutput VertexFunction(VertexInput v ) { VertexOutput o; ZERO_INITIALIZE(VertexOutput, o); UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); o.ase_texcoord2 = screenPos; o.ase_texcoord1.xy = v.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord1.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float3 normalWS = TransformObjectToWorldNormal(v.ase_normal); o.clipPos = TransformWorldToHClip(positionWS); o.normalWS.xyz = normalWS; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.ase_normal = v.ase_normal; o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag(VertexOutput IN ) : SV_TARGET { SurfaceDescription surfaceDescription = (SurfaceDescription)0; float2 texCoord23_g122 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g122 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g122 = ( texCoord2_g122 - float2( 0.5,0.5 ) ); float dotResult3_g122 = dot( temp_output_4_0_g122 , temp_output_4_0_g122 ); float temp_output_14_0_g122 = saturate( (0.0 + (min( CZY_BorderHeight , 0.3 ) - 0.0) * (1.0 - 0.0) / (0.3 - 0.0)) ); float2 texCoord5_g115 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 Pos6_g115 = texCoord5_g115; float mulTime195_g115 = _TimeParameters.x * 0.005; float cos194_g115 = cos( mulTime195_g115 ); float sin194_g115 = sin( mulTime195_g115 ); float2 rotator194_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos194_g115 , -sin194_g115 , sin194_g115 , cos194_g115 )) + float2( 0.5,0.5 ); float4 tex2DNode311_g115 = tex2D( CZY_LowBorderTexture, rotator194_g115 ); float MediumBorderAlpha190_g115 = tex2DNode311_g115.a; float temp_output_140_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g122*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g122*48.2 + (-15.0 + (temp_output_14_0_g122 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g122 ) ) * MediumBorderAlpha190_g115 ); float2 texCoord23_g128 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g128 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g128 = ( texCoord2_g128 - float2( 0.5,0.5 ) ); float dotResult3_g128 = dot( temp_output_4_0_g128 , temp_output_4_0_g128 ); float temp_output_14_0_g128 = saturate( (0.0 + (min( ( CZY_BorderHeight - 0.5 ) , 0.2 ) - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) ); float4 tex2DNode310_g115 = tex2D( CZY_HighBorderTexture, rotator194_g115 ); float HighBorderAlpha192_g115 = tex2DNode310_g115.a; float temp_output_159_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g128*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g128*48.2 + (-15.0 + (temp_output_14_0_g128 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g128 ) ) * HighBorderAlpha192_g115 ); float borderAlpha169_g115 = saturate( ( temp_output_140_0_g115 + temp_output_159_0_g115 ) ); float2 texCoord23_g124 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g124 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g124 = ( texCoord2_g124 - float2( 0.5,0.5 ) ); float dotResult3_g124 = dot( temp_output_4_0_g124 , temp_output_4_0_g124 ); float temp_output_188_0_g115 = ( CZY_NimbusMultiplier * 0.5 ); float temp_output_14_0_g124 = saturate( (0.0 + (min( temp_output_188_0_g115 , 2.0 ) - 0.0) * (1.0 - 0.0) / (2.0 - 0.0)) ); float mulTime202_g115 = _TimeParameters.x * 0.005; float cos201_g115 = cos( mulTime202_g115 ); float sin201_g115 = sin( mulTime202_g115 ); float2 rotator201_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos201_g115 , -sin201_g115 , sin201_g115 , cos201_g115 )) + float2( 0.5,0.5 ); float4 tex2DNode312_g115 = tex2D( CZY_LowNimbusTexture, rotator201_g115 ); float lowNimbusAlpha197_g115 = tex2DNode312_g115.a; float temp_output_166_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g124*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g124*48.2 + (-15.0 + (temp_output_14_0_g124 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g124 ) ) * lowNimbusAlpha197_g115 ); float2 texCoord23_g130 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g130 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g130 = ( texCoord2_g130 - float2( 0.5,0.5 ) ); float dotResult3_g130 = dot( temp_output_4_0_g130 , temp_output_4_0_g130 ); float temp_output_14_0_g130 = saturate( (0.0 + (min( ( temp_output_188_0_g115 - 0.2 ) , 0.3 ) - 0.0) * (1.0 - 0.0) / (0.3 - 0.0)) ); float4 tex2DNode313_g115 = tex2D( CZY_MidNimbusTexture, rotator201_g115 ); float mediumNimbusAlpha199_g115 = tex2DNode313_g115.a; float temp_output_164_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g130*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g130*48.2 + (-15.0 + (temp_output_14_0_g130 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g130 ) ) * mediumNimbusAlpha199_g115 ); float2 texCoord23_g123 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g123 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g123 = ( texCoord2_g123 - float2( 0.5,0.5 ) ); float dotResult3_g123 = dot( temp_output_4_0_g123 , temp_output_4_0_g123 ); float temp_output_14_0_g123 = saturate( (0.0 + (min( ( temp_output_188_0_g115 - 0.7 ) , 0.3 ) - 0.0) * (1.0 - 0.0) / (0.3 - 0.0)) ); float4 tex2DNode314_g115 = tex2D( CZY_HighNimbusTexture, rotator201_g115 ); float HighNimbusAlpha205_g115 = tex2DNode314_g115.a; float temp_output_162_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g123*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g123*48.2 + (-15.0 + (temp_output_14_0_g123 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g123 ) ) * HighNimbusAlpha205_g115 ); float nimbusAlpha172_g115 = saturate( ( temp_output_166_0_g115 + temp_output_164_0_g115 + temp_output_162_0_g115 ) ); float2 texCoord23_g126 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g126 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g126 = ( texCoord2_g126 - float2( 0.5,0.5 ) ); float dotResult3_g126 = dot( temp_output_4_0_g126 , temp_output_4_0_g126 ); float temp_output_294_0_g115 = ( CZY_CumulusCoverageMultiplier * 1.0 ); float temp_output_14_0_g126 = saturate( (0.0 + (min( temp_output_294_0_g115 , 0.2 ) - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) ); float mulTime212_g115 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed ); float TIme213_g115 = mulTime212_g115; float2 cloudPosition211_g115 = (Pos6_g115*( 18.0 / CZY_MainCloudScale ) + ( TIme213_g115 * float2( 0.2,-0.4 ) )); float4 tex2DNode319_g115 = tex2D( CZY_PartlyCloudyTexture, cloudPosition211_g115 ); float PartlyCloudyAlpha219_g115 = tex2DNode319_g115.a; float temp_output_249_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g126*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g126*48.2 + (-15.0 + (temp_output_14_0_g126 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g126 ) ) * PartlyCloudyAlpha219_g115 ); float2 texCoord23_g125 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g125 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g125 = ( texCoord2_g125 - float2( 0.5,0.5 ) ); float dotResult3_g125 = dot( temp_output_4_0_g125 , temp_output_4_0_g125 ); float temp_output_14_0_g125 = saturate( (0.0 + (min( ( temp_output_294_0_g115 - 0.3 ) , 0.2 ) - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) ); float4 tex2DNode308_g115 = tex2D( CZY_MostlyCloudyTexture, cloudPosition211_g115 ); float MostlyCloudyAlpha221_g115 = tex2DNode308_g115.a; float temp_output_226_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g125*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g125*48.2 + (-15.0 + (temp_output_14_0_g125 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g125 ) ) * MostlyCloudyAlpha221_g115 ); float2 texCoord23_g129 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g129 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g129 = ( texCoord2_g129 - float2( 0.5,0.5 ) ); float dotResult3_g129 = dot( temp_output_4_0_g129 , temp_output_4_0_g129 ); float temp_output_14_0_g129 = saturate( (0.0 + (min( ( temp_output_294_0_g115 - 0.7 ) , 0.35 ) - 0.0) * (1.0 - 0.0) / (0.35 - 0.0)) ); float4 tex2DNode309_g115 = tex2D( CZY_OvercastTexture, cloudPosition211_g115 ); float OvercastCloudyAlpha224_g115 = tex2DNode309_g115.a; float temp_output_231_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g129*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g129*48.2 + (-15.0 + (temp_output_14_0_g129 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g129 ) ) * OvercastCloudyAlpha224_g115 ); float cumulusAlpha232_g115 = saturate( ( temp_output_249_0_g115 + temp_output_226_0_g115 + temp_output_231_0_g115 ) ); float mulTime33_g115 = _TimeParameters.x * 0.01; float simplePerlin2D40_g115 = snoise( (Pos6_g115*1.0 + mulTime33_g115)*2.0 ); float mulTime31_g115 = _TimeParameters.x * CZY_ChemtrailsMoveSpeed; float cos32_g115 = cos( ( mulTime31_g115 * 0.01 ) ); float sin32_g115 = sin( ( mulTime31_g115 * 0.01 ) ); float2 rotator32_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos32_g115 , -sin32_g115 , sin32_g115 , cos32_g115 )) + float2( 0.5,0.5 ); float cos39_g115 = cos( ( mulTime31_g115 * -0.02 ) ); float sin39_g115 = sin( ( mulTime31_g115 * -0.02 ) ); float2 rotator39_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos39_g115 , -sin39_g115 , sin39_g115 , cos39_g115 )) + float2( 0.5,0.5 ); float mulTime29_g115 = _TimeParameters.x * 0.01; float simplePerlin2D41_g115 = snoise( (Pos6_g115*1.0 + mulTime29_g115)*4.0 ); float4 ChemtrailsPattern46_g115 = ( ( saturate( simplePerlin2D40_g115 ) * tex2D( CZY_ChemtrailsTexture, (rotator32_g115*0.5 + 0.0) ) ) + ( tex2D( CZY_ChemtrailsTexture, rotator39_g115 ) * saturate( simplePerlin2D41_g115 ) ) ); float2 texCoord23_g115 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_24_0_g115 = ( texCoord23_g115 - float2( 0.5,0.5 ) ); float dotResult26_g115 = dot( temp_output_24_0_g115 , temp_output_24_0_g115 ); float2 texCoord23_g119 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g119 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g119 = ( texCoord2_g119 - float2( 0.5,0.5 ) ); float dotResult3_g119 = dot( temp_output_4_0_g119 , temp_output_4_0_g119 ); float temp_output_14_0_g119 = ( CZY_ChemtrailsMultiplier * 0.5 ); float3 appendResult58_g115 = (float3(( ChemtrailsPattern46_g115 * saturate( (0.4 + (dotResult26_g115 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) * saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g119*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g119*48.2 + (-15.0 + (temp_output_14_0_g119 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g119 ) ) ).rgb)); float temp_output_59_0_g115 = length( appendResult58_g115 ); float ChemtrailsAlpha61_g115 = temp_output_59_0_g115; float mulTime64_g115 = _TimeParameters.x * 0.01; float simplePerlin2D76_g115 = snoise( (Pos6_g115*1.0 + mulTime64_g115)*2.0 ); float mulTime62_g115 = _TimeParameters.x * CZY_CirrusMoveSpeed; float cos70_g115 = cos( ( mulTime62_g115 * 0.01 ) ); float sin70_g115 = sin( ( mulTime62_g115 * 0.01 ) ); float2 rotator70_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos70_g115 , -sin70_g115 , sin70_g115 , cos70_g115 )) + float2( 0.5,0.5 ); float cos72_g115 = cos( ( mulTime62_g115 * -0.02 ) ); float sin72_g115 = sin( ( mulTime62_g115 * -0.02 ) ); float2 rotator72_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos72_g115 , -sin72_g115 , sin72_g115 , cos72_g115 )) + float2( 0.5,0.5 ); float mulTime78_g115 = _TimeParameters.x * 0.01; float simplePerlin2D75_g115 = snoise( (Pos6_g115*1.0 + mulTime78_g115) ); simplePerlin2D75_g115 = simplePerlin2D75_g115*0.5 + 0.5; float4 CirrusPattern79_g115 = ( ( saturate( simplePerlin2D76_g115 ) * tex2D( CZY_CirrusTexture, (rotator70_g115*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrusTexture, (rotator72_g115*1.0 + 0.0) ) * saturate( simplePerlin2D75_g115 ) ) ); float2 texCoord77_g115 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_84_0_g115 = ( texCoord77_g115 - float2( 0.5,0.5 ) ); float dotResult81_g115 = dot( temp_output_84_0_g115 , temp_output_84_0_g115 ); float2 texCoord23_g120 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g120 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g120 = ( texCoord2_g120 - float2( 0.5,0.5 ) ); float dotResult3_g120 = dot( temp_output_4_0_g120 , temp_output_4_0_g120 ); float temp_output_14_0_g120 = ( CZY_CirrusMultiplier * 0.5 ); float3 appendResult95_g115 = (float3(( CirrusPattern79_g115 * saturate( (0.0 + (dotResult81_g115 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) * saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g120*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g120*48.2 + (-15.0 + (temp_output_14_0_g120 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g120 ) ) ).rgb)); float temp_output_94_0_g115 = length( appendResult95_g115 ); float CirrusAlpha97_g115 = temp_output_94_0_g115; float2 texCoord23_g127 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g127 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g127 = ( texCoord2_g127 - float2( 0.5,0.5 ) ); float dotResult3_g127 = dot( temp_output_4_0_g127 , temp_output_4_0_g127 ); float temp_output_14_0_g127 = CZY_AltocumulusMultiplier; float4 tex2DNode315_g115 = tex2D( CZY_AltocumulusTexture, cloudPosition211_g115 ); float altocumulusAlpha217_g115 = tex2DNode315_g115.a; float temp_output_253_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g127*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g127*48.2 + (-15.0 + (temp_output_14_0_g127 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g127 ) ) * altocumulusAlpha217_g115 ); float finalAcAlpha286_g115 = temp_output_253_0_g115; float mulTime104_g115 = _TimeParameters.x * 0.01; float simplePerlin2D116_g115 = snoise( (Pos6_g115*1.0 + mulTime104_g115)*2.0 ); float mulTime102_g115 = _TimeParameters.x * CZY_CirrostratusMoveSpeed; float cos110_g115 = cos( ( mulTime102_g115 * 0.01 ) ); float sin110_g115 = sin( ( mulTime102_g115 * 0.01 ) ); float2 rotator110_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos110_g115 , -sin110_g115 , sin110_g115 , cos110_g115 )) + float2( 0.5,0.5 ); float cos112_g115 = cos( ( mulTime102_g115 * -0.02 ) ); float sin112_g115 = sin( ( mulTime102_g115 * -0.02 ) ); float2 rotator112_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos112_g115 , -sin112_g115 , sin112_g115 , cos112_g115 )) + float2( 0.5,0.5 ); float mulTime118_g115 = _TimeParameters.x * 0.01; float simplePerlin2D115_g115 = snoise( (Pos6_g115*1.0 + mulTime118_g115) ); simplePerlin2D115_g115 = simplePerlin2D115_g115*0.5 + 0.5; float4 CirrostratusPattern134_g115 = ( ( saturate( simplePerlin2D116_g115 ) * tex2D( CZY_CirrostratusTexture, (rotator110_g115*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrostratusTexture, (rotator112_g115*1.0 + 0.0) ) * saturate( simplePerlin2D115_g115 ) ) ); float2 texCoord117_g115 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_123_0_g115 = ( texCoord117_g115 - float2( 0.5,0.5 ) ); float dotResult120_g115 = dot( temp_output_123_0_g115 , temp_output_123_0_g115 ); float2 texCoord23_g121 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g121 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g121 = ( texCoord2_g121 - float2( 0.5,0.5 ) ); float dotResult3_g121 = dot( temp_output_4_0_g121 , temp_output_4_0_g121 ); float temp_output_14_0_g121 = ( CZY_CirrostratusMultiplier * 0.5 ); float3 appendResult131_g115 = (float3(( CirrostratusPattern134_g115 * saturate( (0.0 + (dotResult120_g115 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) * saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g121*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g121*48.2 + (-15.0 + (temp_output_14_0_g121 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g121 ) ) ).rgb)); float temp_output_130_0_g115 = length( appendResult131_g115 ); float CirrostratusAlpha136_g115 = temp_output_130_0_g115; float cloudAlpha278_g115 = ( borderAlpha169_g115 + nimbusAlpha172_g115 + cumulusAlpha232_g115 + ChemtrailsAlpha61_g115 + CirrusAlpha97_g115 + finalAcAlpha286_g115 + CirrostratusAlpha136_g115 ); bool enabled20_g118 =(bool)_UnderwaterRenderingEnabled; bool submerged20_g118 =(bool)_FullySubmerged; float4 screenPos = IN.ase_texcoord2; float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float textureSample20_g118 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r; float localHLSL20_g118 = HLSL20_g118( enabled20_g118 , submerged20_g118 , textureSample20_g118 ); surfaceDescription.Alpha = ( saturate( ( cloudAlpha278_g115 + ( 0.0 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g118 ) ); surfaceDescription.AlphaClipThreshold = 0.5; #if _ALPHATEST_ON clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif float3 normalWS = IN.normalWS; return half4(NormalizeNormalPerPixel(normalWS), 0.0); } ENDHLSL } Pass { Name "DepthNormalsOnly" Tags { "LightMode"="DepthNormalsOnly" } ZTest LEqual ZWrite On HLSLPROGRAM #pragma multi_compile_instancing #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_SRP_VERSION 120108 #pragma exclude_renderers glcore gles gles3 #pragma vertex vert #pragma fragment frag #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD1 #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TANGENT_WS #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float3 normalWS : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D CZY_LuxuryVariationTexture; float CZY_BorderHeight; sampler2D CZY_LowBorderTexture; sampler2D CZY_HighBorderTexture; float CZY_NimbusMultiplier; sampler2D CZY_LowNimbusTexture; sampler2D CZY_MidNimbusTexture; sampler2D CZY_HighNimbusTexture; float CZY_CumulusCoverageMultiplier; sampler2D CZY_PartlyCloudyTexture; float CZY_MainCloudScale; float CZY_WindSpeed; sampler2D CZY_MostlyCloudyTexture; sampler2D CZY_OvercastTexture; sampler2D CZY_ChemtrailsTexture; float CZY_ChemtrailsMoveSpeed; float CZY_ChemtrailsMultiplier; sampler2D CZY_CirrusTexture; float CZY_CirrusMoveSpeed; float CZY_CirrusMultiplier; float CZY_AltocumulusMultiplier; sampler2D CZY_AltocumulusTexture; sampler2D CZY_CirrostratusTexture; float CZY_CirrostratusMoveSpeed; float CZY_CirrostratusMultiplier; float CZY_CloudThickness; float _UnderwaterRenderingEnabled; float _FullySubmerged; sampler2D _UnderwaterMask; float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } float HLSL20_g118( bool enabled, bool submerged, float textureSample ) { if(enabled) { if(submerged) return 1.0; else return textureSample; } else { return 0.0; } } struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; VertexOutput VertexFunction(VertexInput v ) { VertexOutput o; ZERO_INITIALIZE(VertexOutput, o); UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); o.ase_texcoord2 = screenPos; o.ase_texcoord1.xy = v.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord1.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float3 normalWS = TransformObjectToWorldNormal(v.ase_normal); o.clipPos = TransformWorldToHClip(positionWS); o.normalWS.xyz = normalWS; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.ase_normal = v.ase_normal; o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag(VertexOutput IN ) : SV_TARGET { SurfaceDescription surfaceDescription = (SurfaceDescription)0; float2 texCoord23_g122 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g122 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g122 = ( texCoord2_g122 - float2( 0.5,0.5 ) ); float dotResult3_g122 = dot( temp_output_4_0_g122 , temp_output_4_0_g122 ); float temp_output_14_0_g122 = saturate( (0.0 + (min( CZY_BorderHeight , 0.3 ) - 0.0) * (1.0 - 0.0) / (0.3 - 0.0)) ); float2 texCoord5_g115 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 Pos6_g115 = texCoord5_g115; float mulTime195_g115 = _TimeParameters.x * 0.005; float cos194_g115 = cos( mulTime195_g115 ); float sin194_g115 = sin( mulTime195_g115 ); float2 rotator194_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos194_g115 , -sin194_g115 , sin194_g115 , cos194_g115 )) + float2( 0.5,0.5 ); float4 tex2DNode311_g115 = tex2D( CZY_LowBorderTexture, rotator194_g115 ); float MediumBorderAlpha190_g115 = tex2DNode311_g115.a; float temp_output_140_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g122*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g122*48.2 + (-15.0 + (temp_output_14_0_g122 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g122 ) ) * MediumBorderAlpha190_g115 ); float2 texCoord23_g128 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g128 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g128 = ( texCoord2_g128 - float2( 0.5,0.5 ) ); float dotResult3_g128 = dot( temp_output_4_0_g128 , temp_output_4_0_g128 ); float temp_output_14_0_g128 = saturate( (0.0 + (min( ( CZY_BorderHeight - 0.5 ) , 0.2 ) - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) ); float4 tex2DNode310_g115 = tex2D( CZY_HighBorderTexture, rotator194_g115 ); float HighBorderAlpha192_g115 = tex2DNode310_g115.a; float temp_output_159_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g128*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g128*48.2 + (-15.0 + (temp_output_14_0_g128 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g128 ) ) * HighBorderAlpha192_g115 ); float borderAlpha169_g115 = saturate( ( temp_output_140_0_g115 + temp_output_159_0_g115 ) ); float2 texCoord23_g124 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g124 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g124 = ( texCoord2_g124 - float2( 0.5,0.5 ) ); float dotResult3_g124 = dot( temp_output_4_0_g124 , temp_output_4_0_g124 ); float temp_output_188_0_g115 = ( CZY_NimbusMultiplier * 0.5 ); float temp_output_14_0_g124 = saturate( (0.0 + (min( temp_output_188_0_g115 , 2.0 ) - 0.0) * (1.0 - 0.0) / (2.0 - 0.0)) ); float mulTime202_g115 = _TimeParameters.x * 0.005; float cos201_g115 = cos( mulTime202_g115 ); float sin201_g115 = sin( mulTime202_g115 ); float2 rotator201_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos201_g115 , -sin201_g115 , sin201_g115 , cos201_g115 )) + float2( 0.5,0.5 ); float4 tex2DNode312_g115 = tex2D( CZY_LowNimbusTexture, rotator201_g115 ); float lowNimbusAlpha197_g115 = tex2DNode312_g115.a; float temp_output_166_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g124*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g124*48.2 + (-15.0 + (temp_output_14_0_g124 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g124 ) ) * lowNimbusAlpha197_g115 ); float2 texCoord23_g130 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g130 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g130 = ( texCoord2_g130 - float2( 0.5,0.5 ) ); float dotResult3_g130 = dot( temp_output_4_0_g130 , temp_output_4_0_g130 ); float temp_output_14_0_g130 = saturate( (0.0 + (min( ( temp_output_188_0_g115 - 0.2 ) , 0.3 ) - 0.0) * (1.0 - 0.0) / (0.3 - 0.0)) ); float4 tex2DNode313_g115 = tex2D( CZY_MidNimbusTexture, rotator201_g115 ); float mediumNimbusAlpha199_g115 = tex2DNode313_g115.a; float temp_output_164_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g130*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g130*48.2 + (-15.0 + (temp_output_14_0_g130 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g130 ) ) * mediumNimbusAlpha199_g115 ); float2 texCoord23_g123 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g123 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g123 = ( texCoord2_g123 - float2( 0.5,0.5 ) ); float dotResult3_g123 = dot( temp_output_4_0_g123 , temp_output_4_0_g123 ); float temp_output_14_0_g123 = saturate( (0.0 + (min( ( temp_output_188_0_g115 - 0.7 ) , 0.3 ) - 0.0) * (1.0 - 0.0) / (0.3 - 0.0)) ); float4 tex2DNode314_g115 = tex2D( CZY_HighNimbusTexture, rotator201_g115 ); float HighNimbusAlpha205_g115 = tex2DNode314_g115.a; float temp_output_162_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g123*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g123*48.2 + (-15.0 + (temp_output_14_0_g123 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g123 ) ) * HighNimbusAlpha205_g115 ); float nimbusAlpha172_g115 = saturate( ( temp_output_166_0_g115 + temp_output_164_0_g115 + temp_output_162_0_g115 ) ); float2 texCoord23_g126 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g126 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g126 = ( texCoord2_g126 - float2( 0.5,0.5 ) ); float dotResult3_g126 = dot( temp_output_4_0_g126 , temp_output_4_0_g126 ); float temp_output_294_0_g115 = ( CZY_CumulusCoverageMultiplier * 1.0 ); float temp_output_14_0_g126 = saturate( (0.0 + (min( temp_output_294_0_g115 , 0.2 ) - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) ); float mulTime212_g115 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed ); float TIme213_g115 = mulTime212_g115; float2 cloudPosition211_g115 = (Pos6_g115*( 18.0 / CZY_MainCloudScale ) + ( TIme213_g115 * float2( 0.2,-0.4 ) )); float4 tex2DNode319_g115 = tex2D( CZY_PartlyCloudyTexture, cloudPosition211_g115 ); float PartlyCloudyAlpha219_g115 = tex2DNode319_g115.a; float temp_output_249_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g126*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g126*48.2 + (-15.0 + (temp_output_14_0_g126 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g126 ) ) * PartlyCloudyAlpha219_g115 ); float2 texCoord23_g125 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g125 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g125 = ( texCoord2_g125 - float2( 0.5,0.5 ) ); float dotResult3_g125 = dot( temp_output_4_0_g125 , temp_output_4_0_g125 ); float temp_output_14_0_g125 = saturate( (0.0 + (min( ( temp_output_294_0_g115 - 0.3 ) , 0.2 ) - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) ); float4 tex2DNode308_g115 = tex2D( CZY_MostlyCloudyTexture, cloudPosition211_g115 ); float MostlyCloudyAlpha221_g115 = tex2DNode308_g115.a; float temp_output_226_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g125*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g125*48.2 + (-15.0 + (temp_output_14_0_g125 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g125 ) ) * MostlyCloudyAlpha221_g115 ); float2 texCoord23_g129 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g129 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g129 = ( texCoord2_g129 - float2( 0.5,0.5 ) ); float dotResult3_g129 = dot( temp_output_4_0_g129 , temp_output_4_0_g129 ); float temp_output_14_0_g129 = saturate( (0.0 + (min( ( temp_output_294_0_g115 - 0.7 ) , 0.35 ) - 0.0) * (1.0 - 0.0) / (0.35 - 0.0)) ); float4 tex2DNode309_g115 = tex2D( CZY_OvercastTexture, cloudPosition211_g115 ); float OvercastCloudyAlpha224_g115 = tex2DNode309_g115.a; float temp_output_231_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g129*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g129*48.2 + (-15.0 + (temp_output_14_0_g129 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g129 ) ) * OvercastCloudyAlpha224_g115 ); float cumulusAlpha232_g115 = saturate( ( temp_output_249_0_g115 + temp_output_226_0_g115 + temp_output_231_0_g115 ) ); float mulTime33_g115 = _TimeParameters.x * 0.01; float simplePerlin2D40_g115 = snoise( (Pos6_g115*1.0 + mulTime33_g115)*2.0 ); float mulTime31_g115 = _TimeParameters.x * CZY_ChemtrailsMoveSpeed; float cos32_g115 = cos( ( mulTime31_g115 * 0.01 ) ); float sin32_g115 = sin( ( mulTime31_g115 * 0.01 ) ); float2 rotator32_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos32_g115 , -sin32_g115 , sin32_g115 , cos32_g115 )) + float2( 0.5,0.5 ); float cos39_g115 = cos( ( mulTime31_g115 * -0.02 ) ); float sin39_g115 = sin( ( mulTime31_g115 * -0.02 ) ); float2 rotator39_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos39_g115 , -sin39_g115 , sin39_g115 , cos39_g115 )) + float2( 0.5,0.5 ); float mulTime29_g115 = _TimeParameters.x * 0.01; float simplePerlin2D41_g115 = snoise( (Pos6_g115*1.0 + mulTime29_g115)*4.0 ); float4 ChemtrailsPattern46_g115 = ( ( saturate( simplePerlin2D40_g115 ) * tex2D( CZY_ChemtrailsTexture, (rotator32_g115*0.5 + 0.0) ) ) + ( tex2D( CZY_ChemtrailsTexture, rotator39_g115 ) * saturate( simplePerlin2D41_g115 ) ) ); float2 texCoord23_g115 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_24_0_g115 = ( texCoord23_g115 - float2( 0.5,0.5 ) ); float dotResult26_g115 = dot( temp_output_24_0_g115 , temp_output_24_0_g115 ); float2 texCoord23_g119 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g119 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g119 = ( texCoord2_g119 - float2( 0.5,0.5 ) ); float dotResult3_g119 = dot( temp_output_4_0_g119 , temp_output_4_0_g119 ); float temp_output_14_0_g119 = ( CZY_ChemtrailsMultiplier * 0.5 ); float3 appendResult58_g115 = (float3(( ChemtrailsPattern46_g115 * saturate( (0.4 + (dotResult26_g115 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) * saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g119*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g119*48.2 + (-15.0 + (temp_output_14_0_g119 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g119 ) ) ).rgb)); float temp_output_59_0_g115 = length( appendResult58_g115 ); float ChemtrailsAlpha61_g115 = temp_output_59_0_g115; float mulTime64_g115 = _TimeParameters.x * 0.01; float simplePerlin2D76_g115 = snoise( (Pos6_g115*1.0 + mulTime64_g115)*2.0 ); float mulTime62_g115 = _TimeParameters.x * CZY_CirrusMoveSpeed; float cos70_g115 = cos( ( mulTime62_g115 * 0.01 ) ); float sin70_g115 = sin( ( mulTime62_g115 * 0.01 ) ); float2 rotator70_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos70_g115 , -sin70_g115 , sin70_g115 , cos70_g115 )) + float2( 0.5,0.5 ); float cos72_g115 = cos( ( mulTime62_g115 * -0.02 ) ); float sin72_g115 = sin( ( mulTime62_g115 * -0.02 ) ); float2 rotator72_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos72_g115 , -sin72_g115 , sin72_g115 , cos72_g115 )) + float2( 0.5,0.5 ); float mulTime78_g115 = _TimeParameters.x * 0.01; float simplePerlin2D75_g115 = snoise( (Pos6_g115*1.0 + mulTime78_g115) ); simplePerlin2D75_g115 = simplePerlin2D75_g115*0.5 + 0.5; float4 CirrusPattern79_g115 = ( ( saturate( simplePerlin2D76_g115 ) * tex2D( CZY_CirrusTexture, (rotator70_g115*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrusTexture, (rotator72_g115*1.0 + 0.0) ) * saturate( simplePerlin2D75_g115 ) ) ); float2 texCoord77_g115 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_84_0_g115 = ( texCoord77_g115 - float2( 0.5,0.5 ) ); float dotResult81_g115 = dot( temp_output_84_0_g115 , temp_output_84_0_g115 ); float2 texCoord23_g120 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g120 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g120 = ( texCoord2_g120 - float2( 0.5,0.5 ) ); float dotResult3_g120 = dot( temp_output_4_0_g120 , temp_output_4_0_g120 ); float temp_output_14_0_g120 = ( CZY_CirrusMultiplier * 0.5 ); float3 appendResult95_g115 = (float3(( CirrusPattern79_g115 * saturate( (0.0 + (dotResult81_g115 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) * saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g120*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g120*48.2 + (-15.0 + (temp_output_14_0_g120 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g120 ) ) ).rgb)); float temp_output_94_0_g115 = length( appendResult95_g115 ); float CirrusAlpha97_g115 = temp_output_94_0_g115; float2 texCoord23_g127 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g127 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g127 = ( texCoord2_g127 - float2( 0.5,0.5 ) ); float dotResult3_g127 = dot( temp_output_4_0_g127 , temp_output_4_0_g127 ); float temp_output_14_0_g127 = CZY_AltocumulusMultiplier; float4 tex2DNode315_g115 = tex2D( CZY_AltocumulusTexture, cloudPosition211_g115 ); float altocumulusAlpha217_g115 = tex2DNode315_g115.a; float temp_output_253_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g127*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g127*48.2 + (-15.0 + (temp_output_14_0_g127 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g127 ) ) * altocumulusAlpha217_g115 ); float finalAcAlpha286_g115 = temp_output_253_0_g115; float mulTime104_g115 = _TimeParameters.x * 0.01; float simplePerlin2D116_g115 = snoise( (Pos6_g115*1.0 + mulTime104_g115)*2.0 ); float mulTime102_g115 = _TimeParameters.x * CZY_CirrostratusMoveSpeed; float cos110_g115 = cos( ( mulTime102_g115 * 0.01 ) ); float sin110_g115 = sin( ( mulTime102_g115 * 0.01 ) ); float2 rotator110_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos110_g115 , -sin110_g115 , sin110_g115 , cos110_g115 )) + float2( 0.5,0.5 ); float cos112_g115 = cos( ( mulTime102_g115 * -0.02 ) ); float sin112_g115 = sin( ( mulTime102_g115 * -0.02 ) ); float2 rotator112_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos112_g115 , -sin112_g115 , sin112_g115 , cos112_g115 )) + float2( 0.5,0.5 ); float mulTime118_g115 = _TimeParameters.x * 0.01; float simplePerlin2D115_g115 = snoise( (Pos6_g115*1.0 + mulTime118_g115) ); simplePerlin2D115_g115 = simplePerlin2D115_g115*0.5 + 0.5; float4 CirrostratusPattern134_g115 = ( ( saturate( simplePerlin2D116_g115 ) * tex2D( CZY_CirrostratusTexture, (rotator110_g115*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrostratusTexture, (rotator112_g115*1.0 + 0.0) ) * saturate( simplePerlin2D115_g115 ) ) ); float2 texCoord117_g115 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_123_0_g115 = ( texCoord117_g115 - float2( 0.5,0.5 ) ); float dotResult120_g115 = dot( temp_output_123_0_g115 , temp_output_123_0_g115 ); float2 texCoord23_g121 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g121 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g121 = ( texCoord2_g121 - float2( 0.5,0.5 ) ); float dotResult3_g121 = dot( temp_output_4_0_g121 , temp_output_4_0_g121 ); float temp_output_14_0_g121 = ( CZY_CirrostratusMultiplier * 0.5 ); float3 appendResult131_g115 = (float3(( CirrostratusPattern134_g115 * saturate( (0.0 + (dotResult120_g115 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) * saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g121*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g121*48.2 + (-15.0 + (temp_output_14_0_g121 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g121 ) ) ).rgb)); float temp_output_130_0_g115 = length( appendResult131_g115 ); float CirrostratusAlpha136_g115 = temp_output_130_0_g115; float cloudAlpha278_g115 = ( borderAlpha169_g115 + nimbusAlpha172_g115 + cumulusAlpha232_g115 + ChemtrailsAlpha61_g115 + CirrusAlpha97_g115 + finalAcAlpha286_g115 + CirrostratusAlpha136_g115 ); bool enabled20_g118 =(bool)_UnderwaterRenderingEnabled; bool submerged20_g118 =(bool)_FullySubmerged; float4 screenPos = IN.ase_texcoord2; float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float textureSample20_g118 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r; float localHLSL20_g118 = HLSL20_g118( enabled20_g118 , submerged20_g118 , textureSample20_g118 ); surfaceDescription.Alpha = ( saturate( ( cloudAlpha278_g115 + ( 0.0 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g118 ) ); surfaceDescription.AlphaClipThreshold = 0.5; #if _ALPHATEST_ON clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif float3 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