// Made with Amplify Shader Editor v1.9.3.3 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Distant Lands/Cozy/URP/Stylized Clouds (COZY Mobile)" { Properties { [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 //_TessMin( "Tess Min Distance", Float ) = 10 //_TessMax( "Tess Max Distance", Float ) = 25 //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 [HideInInspector] _QueueOffset("_QueueOffset", Float) = 0 [HideInInspector] _QueueControl("_QueueControl", Float) = -1 [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} [HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0 } SubShader { LOD 0 Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="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"="UniversalForward" } Blend One Zero, One Zero ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #pragma multi_compile_instancing #pragma instancing_options renderinglayer #define _ALPHATEST_ON 1 #define ASE_SRP_VERSION 120108 #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_fragment _ DEBUG_DISPLAY #pragma multi_compile _ DOTS_INSTANCING_ON #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.universal/ShaderLibrary/Input.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/SurfaceData.hlsl" #define ASE_NEEDS_FRAG_WORLD_POSITION struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 positionWS : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif #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; float4 CZY_CloudHighlightColor; float4 CZY_SunFilterColor; float CZY_WindSpeed; float CZY_MainCloudScale; float CZY_CumulusCoverageMultiplier; float3 CZY_SunDirection; half CZY_SunFlareFalloff; float CZY_DetailScale; float CZY_DetailAmount; half CZY_CloudFlareFalloff; float _UnderwaterRenderingEnabled; float _FullySubmerged; sampler2D _UnderwaterMask; float CZY_ClippingThreshold; 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 ); } float2 voronoihash22_g70( float2 p ) { p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) ); return frac( sin( p ) *43758.5453); } float voronoi22_g70( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId ) { float2 n = floor( v ); float2 f = frac( v ); float F1 = 8.0; float F2 = 8.0; float2 mg = 0; for ( int j = -1; j <= 1; j++ ) { for ( int i = -1; i <= 1; i++ ) { float2 g = float2( i, j ); float2 o = voronoihash22_g70( n + g ); o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o; float d = 0.5 * dot( r, r ); if( d v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag ( VertexOutput IN ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.positionWS; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float3 hsvTorgb2_g71 = RGBToHSV( CZY_CloudColor.rgb ); float3 hsvTorgb3_g71 = HSVToRGB( float3(hsvTorgb2_g71.x,saturate( ( hsvTorgb2_g71.y + CZY_FilterSaturation ) ),( hsvTorgb2_g71.z + CZY_FilterValue )) ); float4 temp_output_10_0_g71 = ( float4( hsvTorgb3_g71 , 0.0 ) * CZY_FilterColor ); float4 temp_output_85_0_g70 = ( temp_output_10_0_g71 * CZY_CloudFilterColor ); float3 hsvTorgb2_g72 = RGBToHSV( CZY_CloudHighlightColor.rgb ); float3 hsvTorgb3_g72 = HSVToRGB( float3(hsvTorgb2_g72.x,saturate( ( hsvTorgb2_g72.y + CZY_FilterSaturation ) ),( hsvTorgb2_g72.z + CZY_FilterValue )) ); float4 temp_output_10_0_g72 = ( float4( hsvTorgb3_g72 , 0.0 ) * CZY_FilterColor ); float4 temp_output_86_0_g70 = ( temp_output_10_0_g72 * CZY_SunFilterColor ); float2 texCoord4_g70 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 Pos13_g70 = texCoord4_g70; float mulTime2_g70 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed ); float TIme5_g70 = mulTime2_g70; float simplePerlin2D28_g70 = snoise( ( Pos13_g70 + ( TIme5_g70 * float2( 0.2,-0.4 ) ) )*( 100.0 / CZY_MainCloudScale ) ); simplePerlin2D28_g70 = simplePerlin2D28_g70*0.5 + 0.5; float2 texCoord27_g70 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_24_0_g70 = ( texCoord27_g70 - float2( 0.5,0.5 ) ); float dotResult19_g70 = dot( temp_output_24_0_g70 , temp_output_24_0_g70 ); float CurrentCloudCover31_g70 = CZY_CumulusCoverageMultiplier; float temp_output_38_0_g70 = (0.0 + (dotResult19_g70 - 0.0) * (CurrentCloudCover31_g70 - 0.0) / (0.27 - 0.0)); float time22_g70 = 0.0; float2 voronoiSmoothId22_g70 = 0; float2 coords22_g70 = ( Pos13_g70 + ( TIme5_g70 * float2( 0.3,0.2 ) ) ) * ( 140.0 / CZY_MainCloudScale ); float2 id22_g70 = 0; float2 uv22_g70 = 0; float voroi22_g70 = voronoi22_g70( coords22_g70, time22_g70, id22_g70, uv22_g70, 0, voronoiSmoothId22_g70 ); float temp_output_56_0_g70 = (0.0 + (min( ( simplePerlin2D28_g70 + temp_output_38_0_g70 ) , ( ( 1.0 - voroi22_g70 ) + temp_output_38_0_g70 ) ) - ( 1.0 - CurrentCloudCover31_g70 )) * (1.0 - 0.0) / (1.0 - ( 1.0 - CurrentCloudCover31_g70 ))); float4 lerpResult69_g70 = lerp( temp_output_86_0_g70 , temp_output_85_0_g70 , saturate( (2.0 + (temp_output_56_0_g70 - 0.0) * (0.7 - 2.0) / (1.0 - 0.0)) )); float3 normalizeResult9_g70 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) ); float dotResult16_g70 = dot( normalizeResult9_g70 , CZY_SunDirection ); float temp_output_37_0_g70 = abs( (dotResult16_g70*0.5 + 0.5) ); half LightMask57_g70 = saturate( pow( temp_output_37_0_g70 , CZY_SunFlareFalloff ) ); float temp_output_63_0_g70 = ( voroi22_g70 * saturate( ( CurrentCloudCover31_g70 - 0.8 ) ) ); float4 lerpResult82_g70 = lerp( ( lerpResult69_g70 + ( LightMask57_g70 * temp_output_86_0_g70 * ( 1.0 - temp_output_63_0_g70 ) ) ) , ( temp_output_85_0_g70 * float4( 0.5660378,0.5660378,0.5660378,0 ) ) , temp_output_63_0_g70); float time32_g70 = 0.0; float2 voronoiSmoothId32_g70 = 0; float2 coords32_g70 = ( Pos13_g70 + ( TIme5_g70 * float2( 0.3,0.2 ) ) ) * ( 100.0 / CZY_DetailScale ); float2 id32_g70 = 0; float2 uv32_g70 = 0; float fade32_g70 = 0.5; float voroi32_g70 = 0; float rest32_g70 = 0; for( int it32_g70 = 0; it32_g70 <3; it32_g70++ ){ voroi32_g70 += fade32_g70 * voronoi32_g70( coords32_g70, time32_g70, id32_g70, uv32_g70, 0,voronoiSmoothId32_g70 ); rest32_g70 += fade32_g70; coords32_g70 *= 2; fade32_g70 *= 0.5; }//Voronoi32_g70 voroi32_g70 /= rest32_g70; float temp_output_50_0_g70 = ( (0.0 + (( 1.0 - voroi32_g70 ) - 0.3) * (0.5 - 0.0) / (1.0 - 0.3)) * 0.1 * CZY_DetailAmount ); float temp_output_80_0_g70 = saturate( ( temp_output_56_0_g70 + temp_output_50_0_g70 ) ); float4 lerpResult78_g70 = lerp( temp_output_85_0_g70 , lerpResult82_g70 , (1.0 + (temp_output_80_0_g70 - 0.0) * (0.0 - 1.0) / (1.0 - 0.0))); float CloudDetail51_g70 = temp_output_50_0_g70; float CloudLight54_g70 = saturate( pow( temp_output_37_0_g70 , CZY_CloudFlareFalloff ) ); float4 lerpResult75_g70 = lerp( float4( 0,0,0,0 ) , temp_output_86_0_g70 , ( saturate( ( CurrentCloudCover31_g70 - 1.0 ) ) * CloudDetail51_g70 * CloudLight54_g70 )); float4 SunThroughCLouds81_g70 = ( lerpResult75_g70 * 1.3 ); bool enabled20_g73 =(bool)_UnderwaterRenderingEnabled; bool submerged20_g73 =(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_g73 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r; float localHLSL20_g73 = HLSL20_g73( enabled20_g73 , submerged20_g73 , textureSample20_g73 ); float3 BakedAlbedo = 0; float3 BakedEmission = 0; float3 Color = ( lerpResult78_g70 + SunThroughCLouds81_g70 ).rgb; float Alpha = ( ( 1.0 - localHLSL20_g73 ) * temp_output_80_0_g70 ); float AlphaClipThreshold = CZY_ClippingThreshold; float AlphaClipThresholdShadow = 0.5; #ifdef _ALPHATEST_ON clip( Alpha - AlphaClipThreshold ); #endif #if defined(_DBUFFER) ApplyDecalToBaseColor(IN.positionCS, Color); #endif #if defined(_ALPHAPREMULTIPLY_ON) Color *= Alpha; #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x ); #endif #ifdef ASE_FOG Color = MixFog( Color, IN.fogFactor ); #endif return half4( Color, Alpha ); } ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } ZWrite On ZTest LEqual AlphaToMask Off ColorMask 0 HLSLPROGRAM #pragma multi_compile_instancing #define _ALPHATEST_ON 1 #define ASE_SRP_VERSION 120108 #pragma vertex vert #pragma fragment frag #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW #pragma multi_compile _ DOTS_INSTANCING_ON #define SHADERPASS SHADERPASS_SHADOWCASTER #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 positionWS : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif 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 float _UnderwaterRenderingEnabled; float _FullySubmerged; sampler2D _UnderwaterMask; float CZY_WindSpeed; float CZY_MainCloudScale; float CZY_CumulusCoverageMultiplier; float CZY_DetailScale; float CZY_DetailAmount; float CZY_ClippingThreshold; float HLSL20_g73( bool enabled, bool submerged, float textureSample ) { if(enabled) { if(submerged) return 1.0; else return textureSample; } else { return 0.0; } } 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 ); } float2 voronoihash22_g70( float2 p ) { p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) ); return frac( sin( p ) *43758.5453); } float voronoi22_g70( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId ) { float2 n = floor( v ); float2 f = frac( v ); float F1 = 8.0; float F2 = 8.0; float2 mg = 0; for ( int j = -1; j <= 1; j++ ) { for ( int i = -1; i <= 1; i++ ) { float2 g = float2( i, j ); float2 o = voronoihash22_g70( n + g ); o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o; float d = 0.5 * dot( r, r ); if( d v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag(VertexOutput IN ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID( IN ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.positionWS; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif bool enabled20_g73 =(bool)_UnderwaterRenderingEnabled; bool submerged20_g73 =(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_g73 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r; float localHLSL20_g73 = HLSL20_g73( enabled20_g73 , submerged20_g73 , textureSample20_g73 ); float2 texCoord4_g70 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 Pos13_g70 = texCoord4_g70; float mulTime2_g70 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed ); float TIme5_g70 = mulTime2_g70; float simplePerlin2D28_g70 = snoise( ( Pos13_g70 + ( TIme5_g70 * float2( 0.2,-0.4 ) ) )*( 100.0 / CZY_MainCloudScale ) ); simplePerlin2D28_g70 = simplePerlin2D28_g70*0.5 + 0.5; float2 texCoord27_g70 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_24_0_g70 = ( texCoord27_g70 - float2( 0.5,0.5 ) ); float dotResult19_g70 = dot( temp_output_24_0_g70 , temp_output_24_0_g70 ); float CurrentCloudCover31_g70 = CZY_CumulusCoverageMultiplier; float temp_output_38_0_g70 = (0.0 + (dotResult19_g70 - 0.0) * (CurrentCloudCover31_g70 - 0.0) / (0.27 - 0.0)); float time22_g70 = 0.0; float2 voronoiSmoothId22_g70 = 0; float2 coords22_g70 = ( Pos13_g70 + ( TIme5_g70 * float2( 0.3,0.2 ) ) ) * ( 140.0 / CZY_MainCloudScale ); float2 id22_g70 = 0; float2 uv22_g70 = 0; float voroi22_g70 = voronoi22_g70( coords22_g70, time22_g70, id22_g70, uv22_g70, 0, voronoiSmoothId22_g70 ); float temp_output_56_0_g70 = (0.0 + (min( ( simplePerlin2D28_g70 + temp_output_38_0_g70 ) , ( ( 1.0 - voroi22_g70 ) + temp_output_38_0_g70 ) ) - ( 1.0 - CurrentCloudCover31_g70 )) * (1.0 - 0.0) / (1.0 - ( 1.0 - CurrentCloudCover31_g70 ))); float time32_g70 = 0.0; float2 voronoiSmoothId32_g70 = 0; float2 coords32_g70 = ( Pos13_g70 + ( TIme5_g70 * float2( 0.3,0.2 ) ) ) * ( 100.0 / CZY_DetailScale ); float2 id32_g70 = 0; float2 uv32_g70 = 0; float fade32_g70 = 0.5; float voroi32_g70 = 0; float rest32_g70 = 0; for( int it32_g70 = 0; it32_g70 <3; it32_g70++ ){ voroi32_g70 += fade32_g70 * voronoi32_g70( coords32_g70, time32_g70, id32_g70, uv32_g70, 0,voronoiSmoothId32_g70 ); rest32_g70 += fade32_g70; coords32_g70 *= 2; fade32_g70 *= 0.5; }//Voronoi32_g70 voroi32_g70 /= rest32_g70; float temp_output_50_0_g70 = ( (0.0 + (( 1.0 - voroi32_g70 ) - 0.3) * (0.5 - 0.0) / (1.0 - 0.3)) * 0.1 * CZY_DetailAmount ); float temp_output_80_0_g70 = saturate( ( temp_output_56_0_g70 + temp_output_50_0_g70 ) ); float Alpha = ( ( 1.0 - localHLSL20_g73 ) * temp_output_80_0_g70 ); float AlphaClipThreshold = CZY_ClippingThreshold; float AlphaClipThresholdShadow = 0.5; #ifdef _ALPHATEST_ON #ifdef _ALPHATEST_SHADOW_ON clip(Alpha - AlphaClipThresholdShadow); #else clip(Alpha - AlphaClipThreshold); #endif #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x ); #endif return 0; } ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask 0 AlphaToMask Off HLSLPROGRAM #pragma multi_compile_instancing #define _ALPHATEST_ON 1 #define ASE_SRP_VERSION 120108 #pragma multi_compile _ DOTS_INSTANCING_ON #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 positionWS : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif 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 float _UnderwaterRenderingEnabled; float _FullySubmerged; sampler2D _UnderwaterMask; float CZY_WindSpeed; float CZY_MainCloudScale; float CZY_CumulusCoverageMultiplier; float CZY_DetailScale; float CZY_DetailAmount; float CZY_ClippingThreshold; float HLSL20_g73( bool enabled, bool submerged, float textureSample ) { if(enabled) { if(submerged) return 1.0; else return textureSample; } else { return 0.0; } } 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 ); } float2 voronoihash22_g70( float2 p ) { p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) ); return frac( sin( p ) *43758.5453); } float voronoi22_g70( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId ) { float2 n = floor( v ); float2 f = frac( v ); float F1 = 8.0; float F2 = 8.0; float2 mg = 0; for ( int j = -1; j <= 1; j++ ) { for ( int i = -1; i <= 1; i++ ) { float2 g = float2( i, j ); float2 o = voronoihash22_g70( n + g ); o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o; float d = 0.5 * dot( r, r ); if( d v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag(VertexOutput IN ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.positionWS; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif bool enabled20_g73 =(bool)_UnderwaterRenderingEnabled; bool submerged20_g73 =(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_g73 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r; float localHLSL20_g73 = HLSL20_g73( enabled20_g73 , submerged20_g73 , textureSample20_g73 ); float2 texCoord4_g70 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 Pos13_g70 = texCoord4_g70; float mulTime2_g70 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed ); float TIme5_g70 = mulTime2_g70; float simplePerlin2D28_g70 = snoise( ( Pos13_g70 + ( TIme5_g70 * float2( 0.2,-0.4 ) ) )*( 100.0 / CZY_MainCloudScale ) ); simplePerlin2D28_g70 = simplePerlin2D28_g70*0.5 + 0.5; float2 texCoord27_g70 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_24_0_g70 = ( texCoord27_g70 - float2( 0.5,0.5 ) ); float dotResult19_g70 = dot( temp_output_24_0_g70 , temp_output_24_0_g70 ); float CurrentCloudCover31_g70 = CZY_CumulusCoverageMultiplier; float temp_output_38_0_g70 = (0.0 + (dotResult19_g70 - 0.0) * (CurrentCloudCover31_g70 - 0.0) / (0.27 - 0.0)); float time22_g70 = 0.0; float2 voronoiSmoothId22_g70 = 0; float2 coords22_g70 = ( Pos13_g70 + ( TIme5_g70 * float2( 0.3,0.2 ) ) ) * ( 140.0 / CZY_MainCloudScale ); float2 id22_g70 = 0; float2 uv22_g70 = 0; float voroi22_g70 = voronoi22_g70( coords22_g70, time22_g70, id22_g70, uv22_g70, 0, voronoiSmoothId22_g70 ); float temp_output_56_0_g70 = (0.0 + (min( ( simplePerlin2D28_g70 + temp_output_38_0_g70 ) , ( ( 1.0 - voroi22_g70 ) + temp_output_38_0_g70 ) ) - ( 1.0 - CurrentCloudCover31_g70 )) * (1.0 - 0.0) / (1.0 - ( 1.0 - CurrentCloudCover31_g70 ))); float time32_g70 = 0.0; float2 voronoiSmoothId32_g70 = 0; float2 coords32_g70 = ( Pos13_g70 + ( TIme5_g70 * float2( 0.3,0.2 ) ) ) * ( 100.0 / CZY_DetailScale ); float2 id32_g70 = 0; float2 uv32_g70 = 0; float fade32_g70 = 0.5; float voroi32_g70 = 0; float rest32_g70 = 0; for( int it32_g70 = 0; it32_g70 <3; it32_g70++ ){ voroi32_g70 += fade32_g70 * voronoi32_g70( coords32_g70, time32_g70, id32_g70, uv32_g70, 0,voronoiSmoothId32_g70 ); rest32_g70 += fade32_g70; coords32_g70 *= 2; fade32_g70 *= 0.5; }//Voronoi32_g70 voroi32_g70 /= rest32_g70; float temp_output_50_0_g70 = ( (0.0 + (( 1.0 - voroi32_g70 ) - 0.3) * (0.5 - 0.0) / (1.0 - 0.3)) * 0.1 * CZY_DetailAmount ); float temp_output_80_0_g70 = saturate( ( temp_output_56_0_g70 + temp_output_50_0_g70 ) ); float Alpha = ( ( 1.0 - localHLSL20_g73 ) * temp_output_80_0_g70 ); float AlphaClipThreshold = CZY_ClippingThreshold; #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x ); #endif return 0; } ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode"="SceneSelectionPass" } Cull Off AlphaToMask Off HLSLPROGRAM #define _ALPHATEST_ON 1 #define ASE_SRP_VERSION 120108 #pragma multi_compile _ DOTS_INSTANCING_ON #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 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : 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 float _UnderwaterRenderingEnabled; float _FullySubmerged; sampler2D _UnderwaterMask; float CZY_WindSpeed; float CZY_MainCloudScale; float CZY_CumulusCoverageMultiplier; float CZY_DetailScale; float CZY_DetailAmount; float CZY_ClippingThreshold; float HLSL20_g73( bool enabled, bool submerged, float textureSample ) { if(enabled) { if(submerged) return 1.0; else return textureSample; } else { return 0.0; } } 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 ); } float2 voronoihash22_g70( float2 p ) { p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) ); return frac( sin( p ) *43758.5453); } float voronoi22_g70( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId ) { float2 n = floor( v ); float2 f = frac( v ); float F1 = 8.0; float F2 = 8.0; float2 mg = 0; for ( int j = -1; j <= 1; j++ ) { for ( int i = -1; i <= 1; i++ ) { float2 g = float2( i, j ); float2 o = voronoihash22_g70( n + g ); o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o; float d = 0.5 * dot( r, r ); if( d v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag(VertexOutput IN ) : SV_TARGET { SurfaceDescription surfaceDescription = (SurfaceDescription)0; bool enabled20_g73 =(bool)_UnderwaterRenderingEnabled; bool submerged20_g73 =(bool)_FullySubmerged; float4 screenPos = IN.ase_texcoord; 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_g73 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r; float localHLSL20_g73 = HLSL20_g73( enabled20_g73 , submerged20_g73 , textureSample20_g73 ); float2 texCoord4_g70 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 Pos13_g70 = texCoord4_g70; float mulTime2_g70 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed ); float TIme5_g70 = mulTime2_g70; float simplePerlin2D28_g70 = snoise( ( Pos13_g70 + ( TIme5_g70 * float2( 0.2,-0.4 ) ) )*( 100.0 / CZY_MainCloudScale ) ); simplePerlin2D28_g70 = simplePerlin2D28_g70*0.5 + 0.5; float2 texCoord27_g70 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_24_0_g70 = ( texCoord27_g70 - float2( 0.5,0.5 ) ); float dotResult19_g70 = dot( temp_output_24_0_g70 , temp_output_24_0_g70 ); float CurrentCloudCover31_g70 = CZY_CumulusCoverageMultiplier; float temp_output_38_0_g70 = (0.0 + (dotResult19_g70 - 0.0) * (CurrentCloudCover31_g70 - 0.0) / (0.27 - 0.0)); float time22_g70 = 0.0; float2 voronoiSmoothId22_g70 = 0; float2 coords22_g70 = ( Pos13_g70 + ( TIme5_g70 * float2( 0.3,0.2 ) ) ) * ( 140.0 / CZY_MainCloudScale ); float2 id22_g70 = 0; float2 uv22_g70 = 0; float voroi22_g70 = voronoi22_g70( coords22_g70, time22_g70, id22_g70, uv22_g70, 0, voronoiSmoothId22_g70 ); float temp_output_56_0_g70 = (0.0 + (min( ( simplePerlin2D28_g70 + temp_output_38_0_g70 ) , ( ( 1.0 - voroi22_g70 ) + temp_output_38_0_g70 ) ) - ( 1.0 - CurrentCloudCover31_g70 )) * (1.0 - 0.0) / (1.0 - ( 1.0 - CurrentCloudCover31_g70 ))); float time32_g70 = 0.0; float2 voronoiSmoothId32_g70 = 0; float2 coords32_g70 = ( Pos13_g70 + ( TIme5_g70 * float2( 0.3,0.2 ) ) ) * ( 100.0 / CZY_DetailScale ); float2 id32_g70 = 0; float2 uv32_g70 = 0; float fade32_g70 = 0.5; float voroi32_g70 = 0; float rest32_g70 = 0; for( int it32_g70 = 0; it32_g70 <3; it32_g70++ ){ voroi32_g70 += fade32_g70 * voronoi32_g70( coords32_g70, time32_g70, id32_g70, uv32_g70, 0,voronoiSmoothId32_g70 ); rest32_g70 += fade32_g70; coords32_g70 *= 2; fade32_g70 *= 0.5; }//Voronoi32_g70 voroi32_g70 /= rest32_g70; float temp_output_50_0_g70 = ( (0.0 + (( 1.0 - voroi32_g70 ) - 0.3) * (0.5 - 0.0) / (1.0 - 0.3)) * 0.1 * CZY_DetailAmount ); float temp_output_80_0_g70 = saturate( ( temp_output_56_0_g70 + temp_output_50_0_g70 ) ); surfaceDescription.Alpha = ( ( 1.0 - localHLSL20_g73 ) * temp_output_80_0_g70 ); surfaceDescription.AlphaClipThreshold = CZY_ClippingThreshold; #if _ALPHATEST_ON float alphaClipThreshold = 0.01f; #if ALPHA_CLIP_THRESHOLD alphaClipThreshold = surfaceDescription.AlphaClipThreshold; #endif clip(surfaceDescription.Alpha - alphaClipThreshold); #endif half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); return outColor; } ENDHLSL } Pass { Name "ScenePickingPass" Tags { "LightMode"="Picking" } AlphaToMask Off HLSLPROGRAM #define _ALPHATEST_ON 1 #define ASE_SRP_VERSION 120108 #pragma multi_compile _ DOTS_INSTANCING_ON #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 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : 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 float _UnderwaterRenderingEnabled; float _FullySubmerged; sampler2D _UnderwaterMask; float CZY_WindSpeed; float CZY_MainCloudScale; float CZY_CumulusCoverageMultiplier; float CZY_DetailScale; float CZY_DetailAmount; float CZY_ClippingThreshold; float HLSL20_g73( bool enabled, bool submerged, float textureSample ) { if(enabled) { if(submerged) return 1.0; else return textureSample; } else { return 0.0; } } 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 ); } float2 voronoihash22_g70( float2 p ) { p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) ); return frac( sin( p ) *43758.5453); } float voronoi22_g70( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId ) { float2 n = floor( v ); float2 f = frac( v ); float F1 = 8.0; float F2 = 8.0; float2 mg = 0; for ( int j = -1; j <= 1; j++ ) { for ( int i = -1; i <= 1; i++ ) { float2 g = float2( i, j ); float2 o = voronoihash22_g70( n + g ); o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o; float d = 0.5 * dot( r, r ); if( d v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag(VertexOutput IN ) : SV_TARGET { SurfaceDescription surfaceDescription = (SurfaceDescription)0; bool enabled20_g73 =(bool)_UnderwaterRenderingEnabled; bool submerged20_g73 =(bool)_FullySubmerged; float4 screenPos = IN.ase_texcoord; 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_g73 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r; float localHLSL20_g73 = HLSL20_g73( enabled20_g73 , submerged20_g73 , textureSample20_g73 ); float2 texCoord4_g70 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 Pos13_g70 = texCoord4_g70; float mulTime2_g70 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed ); float TIme5_g70 = mulTime2_g70; float simplePerlin2D28_g70 = snoise( ( Pos13_g70 + ( TIme5_g70 * float2( 0.2,-0.4 ) ) )*( 100.0 / CZY_MainCloudScale ) ); simplePerlin2D28_g70 = simplePerlin2D28_g70*0.5 + 0.5; float2 texCoord27_g70 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_24_0_g70 = ( texCoord27_g70 - float2( 0.5,0.5 ) ); float dotResult19_g70 = dot( temp_output_24_0_g70 , temp_output_24_0_g70 ); float CurrentCloudCover31_g70 = CZY_CumulusCoverageMultiplier; float temp_output_38_0_g70 = (0.0 + (dotResult19_g70 - 0.0) * (CurrentCloudCover31_g70 - 0.0) / (0.27 - 0.0)); float time22_g70 = 0.0; float2 voronoiSmoothId22_g70 = 0; float2 coords22_g70 = ( Pos13_g70 + ( TIme5_g70 * float2( 0.3,0.2 ) ) ) * ( 140.0 / CZY_MainCloudScale ); float2 id22_g70 = 0; float2 uv22_g70 = 0; float voroi22_g70 = voronoi22_g70( coords22_g70, time22_g70, id22_g70, uv22_g70, 0, voronoiSmoothId22_g70 ); float temp_output_56_0_g70 = (0.0 + (min( ( simplePerlin2D28_g70 + temp_output_38_0_g70 ) , ( ( 1.0 - voroi22_g70 ) + temp_output_38_0_g70 ) ) - ( 1.0 - CurrentCloudCover31_g70 )) * (1.0 - 0.0) / (1.0 - ( 1.0 - CurrentCloudCover31_g70 ))); float time32_g70 = 0.0; float2 voronoiSmoothId32_g70 = 0; float2 coords32_g70 = ( Pos13_g70 + ( TIme5_g70 * float2( 0.3,0.2 ) ) ) * ( 100.0 / CZY_DetailScale ); float2 id32_g70 = 0; float2 uv32_g70 = 0; float fade32_g70 = 0.5; float voroi32_g70 = 0; float rest32_g70 = 0; for( int it32_g70 = 0; it32_g70 <3; it32_g70++ ){ voroi32_g70 += fade32_g70 * voronoi32_g70( coords32_g70, time32_g70, id32_g70, uv32_g70, 0,voronoiSmoothId32_g70 ); rest32_g70 += fade32_g70; coords32_g70 *= 2; fade32_g70 *= 0.5; }//Voronoi32_g70 voroi32_g70 /= rest32_g70; float temp_output_50_0_g70 = ( (0.0 + (( 1.0 - voroi32_g70 ) - 0.3) * (0.5 - 0.0) / (1.0 - 0.3)) * 0.1 * CZY_DetailAmount ); float temp_output_80_0_g70 = saturate( ( temp_output_56_0_g70 + temp_output_50_0_g70 ) ); surfaceDescription.Alpha = ( ( 1.0 - localHLSL20_g73 ) * temp_output_80_0_g70 ); surfaceDescription.AlphaClipThreshold = CZY_ClippingThreshold; #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 _ALPHATEST_ON 1 #define ASE_SRP_VERSION 120108 #pragma multi_compile _ DOTS_INSTANCING_ON #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 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : 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 float _UnderwaterRenderingEnabled; float _FullySubmerged; sampler2D _UnderwaterMask; float CZY_WindSpeed; float CZY_MainCloudScale; float CZY_CumulusCoverageMultiplier; float CZY_DetailScale; float CZY_DetailAmount; float CZY_ClippingThreshold; float HLSL20_g73( bool enabled, bool submerged, float textureSample ) { if(enabled) { if(submerged) return 1.0; else return textureSample; } else { return 0.0; } } 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 ); } float2 voronoihash22_g70( float2 p ) { p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) ); return frac( sin( p ) *43758.5453); } float voronoi22_g70( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId ) { float2 n = floor( v ); float2 f = frac( v ); float F1 = 8.0; float F2 = 8.0; float2 mg = 0; for ( int j = -1; j <= 1; j++ ) { for ( int i = -1; i <= 1; i++ ) { float2 g = float2( i, j ); float2 o = voronoihash22_g70( n + g ); o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o; float d = 0.5 * dot( r, r ); if( d v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag(VertexOutput IN ) : SV_TARGET { SurfaceDescription surfaceDescription = (SurfaceDescription)0; bool enabled20_g73 =(bool)_UnderwaterRenderingEnabled; bool submerged20_g73 =(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_g73 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r; float localHLSL20_g73 = HLSL20_g73( enabled20_g73 , submerged20_g73 , textureSample20_g73 ); float2 texCoord4_g70 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 Pos13_g70 = texCoord4_g70; float mulTime2_g70 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed ); float TIme5_g70 = mulTime2_g70; float simplePerlin2D28_g70 = snoise( ( Pos13_g70 + ( TIme5_g70 * float2( 0.2,-0.4 ) ) )*( 100.0 / CZY_MainCloudScale ) ); simplePerlin2D28_g70 = simplePerlin2D28_g70*0.5 + 0.5; float2 texCoord27_g70 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_24_0_g70 = ( texCoord27_g70 - float2( 0.5,0.5 ) ); float dotResult19_g70 = dot( temp_output_24_0_g70 , temp_output_24_0_g70 ); float CurrentCloudCover31_g70 = CZY_CumulusCoverageMultiplier; float temp_output_38_0_g70 = (0.0 + (dotResult19_g70 - 0.0) * (CurrentCloudCover31_g70 - 0.0) / (0.27 - 0.0)); float time22_g70 = 0.0; float2 voronoiSmoothId22_g70 = 0; float2 coords22_g70 = ( Pos13_g70 + ( TIme5_g70 * float2( 0.3,0.2 ) ) ) * ( 140.0 / CZY_MainCloudScale ); float2 id22_g70 = 0; float2 uv22_g70 = 0; float voroi22_g70 = voronoi22_g70( coords22_g70, time22_g70, id22_g70, uv22_g70, 0, voronoiSmoothId22_g70 ); float temp_output_56_0_g70 = (0.0 + (min( ( simplePerlin2D28_g70 + temp_output_38_0_g70 ) , ( ( 1.0 - voroi22_g70 ) + temp_output_38_0_g70 ) ) - ( 1.0 - CurrentCloudCover31_g70 )) * (1.0 - 0.0) / (1.0 - ( 1.0 - CurrentCloudCover31_g70 ))); float time32_g70 = 0.0; float2 voronoiSmoothId32_g70 = 0; float2 coords32_g70 = ( Pos13_g70 + ( TIme5_g70 * float2( 0.3,0.2 ) ) ) * ( 100.0 / CZY_DetailScale ); float2 id32_g70 = 0; float2 uv32_g70 = 0; float fade32_g70 = 0.5; float voroi32_g70 = 0; float rest32_g70 = 0; for( int it32_g70 = 0; it32_g70 <3; it32_g70++ ){ voroi32_g70 += fade32_g70 * voronoi32_g70( coords32_g70, time32_g70, id32_g70, uv32_g70, 0,voronoiSmoothId32_g70 ); rest32_g70 += fade32_g70; coords32_g70 *= 2; fade32_g70 *= 0.5; }//Voronoi32_g70 voroi32_g70 /= rest32_g70; float temp_output_50_0_g70 = ( (0.0 + (( 1.0 - voroi32_g70 ) - 0.3) * (0.5 - 0.0) / (1.0 - 0.3)) * 0.1 * CZY_DetailAmount ); float temp_output_80_0_g70 = saturate( ( temp_output_56_0_g70 + temp_output_50_0_g70 ) ); surfaceDescription.Alpha = ( ( 1.0 - localHLSL20_g73 ) * temp_output_80_0_g70 ); 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