// 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 (Soft)" { 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) = "" {} } 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"="UniversalForward" } 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" #define ASE_NEEDS_FRAG_WORLD_POSITION 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; float4 CZY_CloudHighlightColor; float4 CZY_SunFilterColor; float CZY_WindSpeed; float CZY_MainCloudScale; float CZY_CumulusCoverageMultiplier; float3 CZY_SunDirection; half CZY_SunFlareFalloff; float3 CZY_MoonDirection; half CZY_MoonFlareFalloff; float4 CZY_CloudMoonColor; float CZY_DetailScale; float CZY_DetailAmount; float CZY_BorderHeight; float CZY_BorderVariation; float CZY_BorderEffect; float3 CZY_StormDirection; float CZY_NimbusHeight; float CZY_NimbusMultiplier; float CZY_NimbusVariation; sampler2D CZY_ChemtrailsTexture; float CZY_ChemtrailsMoveSpeed; float CZY_ChemtrailsMultiplier; sampler2D CZY_CirrusTexture; float CZY_CirrusMoveSpeed; float CZY_CirrusMultiplier; float CZY_ClippingThreshold; half CZY_CloudFlareFalloff; float4 CZY_AltoCloudColor; float CZY_AltocumulusScale; float2 CZY_AltocumulusWindSpeed; float CZY_AltocumulusMultiplier; sampler2D CZY_CirrostratusTexture; float CZY_CirrostratusMoveSpeed; float CZY_CirrostratusMultiplier; 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 ); } float2 voronoihash84_g66( 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 voronoi84_g66( 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 = voronoihash84_g66( 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.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_g68 = RGBToHSV( CZY_CloudColor.rgb ); float3 hsvTorgb3_g68 = HSVToRGB( float3(hsvTorgb2_g68.x,saturate( ( hsvTorgb2_g68.y + CZY_FilterSaturation ) ),( hsvTorgb2_g68.z + CZY_FilterValue )) ); float4 temp_output_10_0_g68 = ( float4( hsvTorgb3_g68 , 0.0 ) * CZY_FilterColor ); float4 CloudColor41_g66 = ( temp_output_10_0_g68 * CZY_CloudFilterColor ); float3 hsvTorgb2_g67 = RGBToHSV( CZY_CloudHighlightColor.rgb ); float3 hsvTorgb3_g67 = HSVToRGB( float3(hsvTorgb2_g67.x,saturate( ( hsvTorgb2_g67.y + CZY_FilterSaturation ) ),( hsvTorgb2_g67.z + CZY_FilterValue )) ); float4 temp_output_10_0_g67 = ( float4( hsvTorgb3_g67 , 0.0 ) * CZY_FilterColor ); float4 CloudHighlightColor56_g66 = ( temp_output_10_0_g67 * CZY_SunFilterColor ); float2 texCoord31_g66 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 Pos33_g66 = texCoord31_g66; float mulTime29_g66 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed ); float TIme30_g66 = mulTime29_g66; float simplePerlin2D123_g66 = snoise( ( Pos33_g66 + ( TIme30_g66 * float2( 0.2,-0.4 ) ) )*( 100.0 / CZY_MainCloudScale ) ); simplePerlin2D123_g66 = simplePerlin2D123_g66*0.5 + 0.5; float SimpleCloudDensity155_g66 = simplePerlin2D123_g66; float time84_g66 = 0.0; float2 voronoiSmoothId84_g66 = 0; float2 temp_output_97_0_g66 = ( Pos33_g66 + ( TIme30_g66 * float2( 0.3,0.2 ) ) ); float2 coords84_g66 = temp_output_97_0_g66 * ( 140.0 / CZY_MainCloudScale ); float2 id84_g66 = 0; float2 uv84_g66 = 0; float voroi84_g66 = voronoi84_g66( coords84_g66, time84_g66, id84_g66, uv84_g66, 0, voronoiSmoothId84_g66 ); float time91_g66 = 0.0; float2 voronoiSmoothId91_g66 = 0; float2 coords91_g66 = temp_output_97_0_g66 * ( 500.0 / CZY_MainCloudScale ); float2 id91_g66 = 0; float2 uv91_g66 = 0; float voroi91_g66 = voronoi91_g66( coords91_g66, time91_g66, id91_g66, uv91_g66, 0, voronoiSmoothId91_g66 ); float2 appendResult98_g66 = (float2(voroi84_g66 , voroi91_g66)); float2 VoroDetails112_g66 = appendResult98_g66; float CumulusCoverage34_g66 = CZY_CumulusCoverageMultiplier; float ComplexCloudDensity144_g66 = (0.0 + (min( SimpleCloudDensity155_g66 , ( 1.0 - VoroDetails112_g66.x ) ) - ( 1.0 - CumulusCoverage34_g66 )) * (1.0 - 0.0) / (1.0 - ( 1.0 - CumulusCoverage34_g66 ))); float4 lerpResult334_g66 = lerp( CloudHighlightColor56_g66 , CloudColor41_g66 , saturate( (2.0 + (ComplexCloudDensity144_g66 - 0.0) * (0.7 - 2.0) / (1.0 - 0.0)) )); float3 normalizeResult40_g66 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) ); float dotResult42_g66 = dot( normalizeResult40_g66 , CZY_SunDirection ); float temp_output_50_0_g66 = abs( (dotResult42_g66*0.5 + 0.5) ); half LightMask57_g66 = saturate( pow( temp_output_50_0_g66 , CZY_SunFlareFalloff ) ); float CloudThicknessDetails301_g66 = ( VoroDetails112_g66.y * saturate( ( CumulusCoverage34_g66 - 0.8 ) ) ); float3 normalizeResult43_g66 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) ); float dotResult47_g66 = dot( normalizeResult43_g66 , CZY_MoonDirection ); half MoonlightMask58_g66 = saturate( pow( abs( (dotResult47_g66*0.5 + 0.5) ) , CZY_MoonFlareFalloff ) ); float3 hsvTorgb2_g69 = RGBToHSV( CZY_CloudMoonColor.rgb ); float3 hsvTorgb3_g69 = HSVToRGB( float3(hsvTorgb2_g69.x,saturate( ( hsvTorgb2_g69.y + CZY_FilterSaturation ) ),( hsvTorgb2_g69.z + CZY_FilterValue )) ); float4 temp_output_10_0_g69 = ( float4( hsvTorgb3_g69 , 0.0 ) * CZY_FilterColor ); float4 MoonlightColor61_g66 = ( temp_output_10_0_g69 * CZY_CloudFilterColor ); float4 lerpResult357_g66 = lerp( ( lerpResult334_g66 + ( LightMask57_g66 * CloudHighlightColor56_g66 * ( 1.0 - CloudThicknessDetails301_g66 ) ) + ( MoonlightMask58_g66 * MoonlightColor61_g66 * ( 1.0 - CloudThicknessDetails301_g66 ) ) ) , ( CloudColor41_g66 * float4( 0.5660378,0.5660378,0.5660378,0 ) ) , CloudThicknessDetails301_g66); float time87_g66 = 0.0; float2 voronoiSmoothId87_g66 = 0; float2 coords87_g66 = ( Pos33_g66 + ( TIme30_g66 * float2( 0.3,0.2 ) ) ) * ( 100.0 / CZY_DetailScale ); float2 id87_g66 = 0; float2 uv87_g66 = 0; float fade87_g66 = 0.5; float voroi87_g66 = 0; float rest87_g66 = 0; for( int it87_g66 = 0; it87_g66 <3; it87_g66++ ){ voroi87_g66 += fade87_g66 * voronoi87_g66( coords87_g66, time87_g66, id87_g66, uv87_g66, 0,voronoiSmoothId87_g66 ); rest87_g66 += fade87_g66; coords87_g66 *= 2; fade87_g66 *= 0.5; }//Voronoi87_g66 voroi87_g66 /= rest87_g66; float temp_output_174_0_g66 = ( (0.0 + (( 1.0 - voroi87_g66 ) - 0.3) * (0.5 - 0.0) / (1.0 - 0.3)) * 0.1 * CZY_DetailAmount ); float DetailedClouds258_g66 = saturate( ( ComplexCloudDensity144_g66 + temp_output_174_0_g66 ) ); float CloudDetail180_g66 = temp_output_174_0_g66; float2 texCoord82_g66 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_163_0_g66 = ( texCoord82_g66 - float2( 0.5,0.5 ) ); float dotResult214_g66 = dot( temp_output_163_0_g66 , temp_output_163_0_g66 ); float BorderHeight156_g66 = ( 1.0 - CZY_BorderHeight ); float temp_output_153_0_g66 = ( -2.0 * ( 1.0 - CZY_BorderVariation ) ); float clampResult253_g66 = clamp( ( ( ( CloudDetail180_g66 + SimpleCloudDensity155_g66 ) * saturate( (( BorderHeight156_g66 * temp_output_153_0_g66 ) + (dotResult214_g66 - 0.0) * (( temp_output_153_0_g66 * -4.0 ) - ( BorderHeight156_g66 * temp_output_153_0_g66 )) / (1.0 - 0.0)) ) ) * 10.0 * CZY_BorderEffect ) , -1.0 , 1.0 ); float BorderLightTransport403_g66 = clampResult253_g66; float3 normalizeResult119_g66 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) ); float3 normalizeResult149_g66 = normalize( CZY_StormDirection ); float dotResult152_g66 = dot( normalizeResult119_g66 , normalizeResult149_g66 ); float2 texCoord101_g66 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_127_0_g66 = ( texCoord101_g66 - float2( 0.5,0.5 ) ); float dotResult128_g66 = dot( temp_output_127_0_g66 , temp_output_127_0_g66 ); float temp_output_143_0_g66 = ( -2.0 * ( 1.0 - ( CZY_NimbusVariation * 0.9 ) ) ); float NimbusLightTransport280_g66 = saturate( ( ( ( CloudDetail180_g66 + SimpleCloudDensity155_g66 ) * saturate( (( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_143_0_g66 ) + (( dotResult152_g66 + ( CZY_NimbusHeight * 4.0 * dotResult128_g66 ) ) - 0.5) * (( temp_output_143_0_g66 * -4.0 ) - ( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_143_0_g66 )) / (7.0 - 0.5)) ) ) * 10.0 ) ); float mulTime107_g66 = _TimeParameters.x * 0.01; float simplePerlin2D146_g66 = snoise( (Pos33_g66*1.0 + mulTime107_g66)*2.0 ); float mulTime96_g66 = _TimeParameters.x * CZY_ChemtrailsMoveSpeed; float cos100_g66 = cos( ( mulTime96_g66 * 0.01 ) ); float sin100_g66 = sin( ( mulTime96_g66 * 0.01 ) ); float2 rotator100_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos100_g66 , -sin100_g66 , sin100_g66 , cos100_g66 )) + float2( 0.5,0.5 ); float cos134_g66 = cos( ( mulTime96_g66 * -0.02 ) ); float sin134_g66 = sin( ( mulTime96_g66 * -0.02 ) ); float2 rotator134_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos134_g66 , -sin134_g66 , sin134_g66 , cos134_g66 )) + float2( 0.5,0.5 ); float mulTime110_g66 = _TimeParameters.x * 0.01; float simplePerlin2D150_g66 = snoise( (Pos33_g66*1.0 + mulTime110_g66)*4.0 ); float4 ChemtrailsPattern212_g66 = ( ( saturate( simplePerlin2D146_g66 ) * tex2D( CZY_ChemtrailsTexture, (rotator100_g66*0.5 + 0.0) ) ) + ( tex2D( CZY_ChemtrailsTexture, rotator134_g66 ) * saturate( simplePerlin2D150_g66 ) ) ); float2 texCoord142_g66 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_164_0_g66 = ( texCoord142_g66 - float2( 0.5,0.5 ) ); float dotResult209_g66 = dot( temp_output_164_0_g66 , temp_output_164_0_g66 ); float ChemtrailsFinal254_g66 = ( ( ChemtrailsPattern212_g66 * saturate( (0.4 + (dotResult209_g66 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) ).r > ( 1.0 - ( CZY_ChemtrailsMultiplier * 0.5 ) ) ? 1.0 : 0.0 ); float mulTime83_g66 = _TimeParameters.x * 0.01; float simplePerlin2D129_g66 = snoise( (Pos33_g66*1.0 + mulTime83_g66)*2.0 ); float mulTime78_g66 = _TimeParameters.x * CZY_CirrusMoveSpeed; float cos104_g66 = cos( ( mulTime78_g66 * 0.01 ) ); float sin104_g66 = sin( ( mulTime78_g66 * 0.01 ) ); float2 rotator104_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos104_g66 , -sin104_g66 , sin104_g66 , cos104_g66 )) + float2( 0.5,0.5 ); float cos115_g66 = cos( ( mulTime78_g66 * -0.02 ) ); float sin115_g66 = sin( ( mulTime78_g66 * -0.02 ) ); float2 rotator115_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos115_g66 , -sin115_g66 , sin115_g66 , cos115_g66 )) + float2( 0.5,0.5 ); float mulTime138_g66 = _TimeParameters.x * 0.01; float simplePerlin2D125_g66 = snoise( (Pos33_g66*1.0 + mulTime138_g66) ); simplePerlin2D125_g66 = simplePerlin2D125_g66*0.5 + 0.5; float4 CirrusPattern140_g66 = ( ( saturate( simplePerlin2D129_g66 ) * tex2D( CZY_CirrusTexture, (rotator104_g66*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrusTexture, (rotator115_g66*1.0 + 0.0) ) * saturate( simplePerlin2D125_g66 ) ) ); float2 texCoord137_g66 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_166_0_g66 = ( texCoord137_g66 - float2( 0.5,0.5 ) ); float dotResult159_g66 = dot( temp_output_166_0_g66 , temp_output_166_0_g66 ); float4 temp_output_219_0_g66 = ( CirrusPattern140_g66 * saturate( (0.0 + (dotResult159_g66 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) ); float Clipping210_g66 = CZY_ClippingThreshold; float CirrusAlpha256_g66 = ( ( temp_output_219_0_g66 * ( CZY_CirrusMultiplier * 10.0 ) ).r > Clipping210_g66 ? 1.0 : 0.0 ); float SimpleRadiance279_g66 = saturate( ( DetailedClouds258_g66 + BorderLightTransport403_g66 + NimbusLightTransport280_g66 + ChemtrailsFinal254_g66 + CirrusAlpha256_g66 ) ); float4 lerpResult361_g66 = lerp( CloudColor41_g66 , lerpResult357_g66 , ( 1.0 - SimpleRadiance279_g66 )); float CloudLight53_g66 = saturate( pow( temp_output_50_0_g66 , CZY_CloudFlareFalloff ) ); float4 lerpResult335_g66 = lerp( float4( 0,0,0,0 ) , CloudHighlightColor56_g66 , ( saturate( ( CumulusCoverage34_g66 - 1.0 ) ) * CloudDetail180_g66 * CloudLight53_g66 )); float4 SunThroughClouds326_g66 = ( lerpResult335_g66 * 1.3 ); float3 hsvTorgb2_g70 = RGBToHSV( CZY_AltoCloudColor.rgb ); float3 hsvTorgb3_g70 = HSVToRGB( float3(hsvTorgb2_g70.x,saturate( ( hsvTorgb2_g70.y + CZY_FilterSaturation ) ),( hsvTorgb2_g70.z + CZY_FilterValue )) ); float4 temp_output_10_0_g70 = ( float4( hsvTorgb3_g70 , 0.0 ) * CZY_FilterColor ); float4 CirrusCustomLightColor369_g66 = ( CloudColor41_g66 * ( temp_output_10_0_g70 * CZY_CloudFilterColor ) ); float time201_g66 = 0.0; float2 voronoiSmoothId201_g66 = 0; float mulTime165_g66 = _TimeParameters.x * 0.003; float2 coords201_g66 = (Pos33_g66*1.0 + ( float2( 1,-2 ) * mulTime165_g66 )) * 10.0; float2 id201_g66 = 0; float2 uv201_g66 = 0; float voroi201_g66 = voronoi201_g66( coords201_g66, time201_g66, id201_g66, uv201_g66, 0, voronoiSmoothId201_g66 ); float time234_g66 = ( 10.0 * mulTime165_g66 ); float2 voronoiSmoothId234_g66 = 0; float2 coords234_g66 = IN.ase_texcoord3.xy * 10.0; float2 id234_g66 = 0; float2 uv234_g66 = 0; float voroi234_g66 = voronoi234_g66( coords234_g66, time234_g66, id234_g66, uv234_g66, 0, voronoiSmoothId234_g66 ); float AltoCumulusPlacement271_g66 = saturate( ( ( ( 1.0 - 0.0 ) - (1.0 + (voroi201_g66 - 0.0) * (-0.5 - 1.0) / (1.0 - 0.0)) ) - voroi234_g66 ) ); float time287_g66 = 51.2; float2 voronoiSmoothId287_g66 = 0; float2 coords287_g66 = (Pos33_g66*1.0 + ( CZY_AltocumulusWindSpeed * TIme30_g66 )) * ( 100.0 / CZY_AltocumulusScale ); float2 id287_g66 = 0; float2 uv287_g66 = 0; float fade287_g66 = 0.5; float voroi287_g66 = 0; float rest287_g66 = 0; for( int it287_g66 = 0; it287_g66 <2; it287_g66++ ){ voroi287_g66 += fade287_g66 * voronoi287_g66( coords287_g66, time287_g66, id287_g66, uv287_g66, 0,voronoiSmoothId287_g66 ); rest287_g66 += fade287_g66; coords287_g66 *= 2; fade287_g66 *= 0.5; }//Voronoi287_g66 voroi287_g66 /= rest287_g66; float AltoCumulusLightTransport300_g66 = ( ( AltoCumulusPlacement271_g66 * ( 0.1 > voroi287_g66 ? (0.5 + (voroi287_g66 - 0.0) * (0.0 - 0.5) / (0.15 - 0.0)) : 0.0 ) * CZY_AltocumulusMultiplier ) > 0.2 ? 1.0 : 0.0 ); float ACCustomLightsClipping343_g66 = ( AltoCumulusLightTransport300_g66 * ( SimpleRadiance279_g66 > Clipping210_g66 ? 0.0 : 1.0 ) ); float mulTime194_g66 = _TimeParameters.x * 0.01; float simplePerlin2D226_g66 = snoise( (Pos33_g66*1.0 + mulTime194_g66)*2.0 ); float mulTime179_g66 = _TimeParameters.x * CZY_CirrostratusMoveSpeed; float cos141_g66 = cos( ( mulTime179_g66 * 0.01 ) ); float sin141_g66 = sin( ( mulTime179_g66 * 0.01 ) ); float2 rotator141_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos141_g66 , -sin141_g66 , sin141_g66 , cos141_g66 )) + float2( 0.5,0.5 ); float cos199_g66 = cos( ( mulTime179_g66 * -0.02 ) ); float sin199_g66 = sin( ( mulTime179_g66 * -0.02 ) ); float2 rotator199_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos199_g66 , -sin199_g66 , sin199_g66 , cos199_g66 )) + float2( 0.5,0.5 ); float mulTime185_g66 = _TimeParameters.x * 0.01; float simplePerlin2D218_g66 = snoise( (Pos33_g66*10.0 + mulTime185_g66)*4.0 ); float4 CirrostratPattern270_g66 = ( ( saturate( simplePerlin2D226_g66 ) * tex2D( CZY_CirrostratusTexture, (rotator141_g66*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrostratusTexture, (rotator199_g66*1.5 + 0.75) ) * saturate( simplePerlin2D218_g66 ) ) ); float2 texCoord238_g66 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_249_0_g66 = ( texCoord238_g66 - float2( 0.5,0.5 ) ); float dotResult243_g66 = dot( temp_output_249_0_g66 , temp_output_249_0_g66 ); float clampResult274_g66 = clamp( ( CZY_CirrostratusMultiplier * 0.5 ) , 0.0 , 0.98 ); float CirrostratLightTransport295_g66 = ( ( CirrostratPattern270_g66 * saturate( (0.4 + (dotResult243_g66 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) ).r > ( 1.0 - clampResult274_g66 ) ? 1.0 : 0.0 ); float CSCustomLightsClipping328_g66 = ( CirrostratLightTransport295_g66 * ( SimpleRadiance279_g66 > Clipping210_g66 ? 0.0 : 1.0 ) ); float CustomRadiance359_g66 = saturate( ( ACCustomLightsClipping343_g66 + CSCustomLightsClipping328_g66 ) ); float4 lerpResult350_g66 = lerp( ( lerpResult361_g66 + SunThroughClouds326_g66 ) , CirrusCustomLightColor369_g66 , CustomRadiance359_g66); float4 FinalCloudColor402_g66 = lerpResult350_g66; float FinalAlpha399_g66 = saturate( ( DetailedClouds258_g66 + BorderLightTransport403_g66 + AltoCumulusLightTransport300_g66 + ChemtrailsFinal254_g66 + CirrostratLightTransport295_g66 + CirrusAlpha256_g66 + NimbusLightTransport280_g66 ) ); bool enabled20_g71 =(bool)_UnderwaterRenderingEnabled; bool submerged20_g71 =(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_g71 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r; float localHLSL20_g71 = HLSL20_g71( enabled20_g71 , submerged20_g71 , textureSample20_g71 ); float3 BakedAlbedo = 0; float3 BakedEmission = 0; float3 Color = FinalCloudColor402_g66.rgb; float Alpha = ( saturate( ( ( CZY_CloudThickness * 2.0 * FinalAlpha399_g66 ) + FinalAlpha399_g66 ) ) * ( 1.0 - localHLSL20_g71 ) ); 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 "ShadowCaster" Tags { "LightMode"="ShadowCaster" } ZWrite On ZTest LEqual AlphaToMask Off ColorMask 0 HLSLPROGRAM #pragma multi_compile_instancing #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_SRP_VERSION 120108 #pragma vertex vert #pragma fragment frag #pragma multi_compile _ _CASTING_PUNCTUAL_LIGHT_SHADOW #define SHADERPASS SHADERPASS_SHADOWCASTER #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #define ASE_NEEDS_FRAG_WORLD_POSITION 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 float CZY_CloudThickness; float CZY_WindSpeed; float CZY_MainCloudScale; float CZY_CumulusCoverageMultiplier; float CZY_DetailScale; float CZY_DetailAmount; float CZY_BorderHeight; float CZY_BorderVariation; float CZY_BorderEffect; float CZY_AltocumulusScale; float2 CZY_AltocumulusWindSpeed; float CZY_AltocumulusMultiplier; sampler2D CZY_ChemtrailsTexture; float CZY_ChemtrailsMoveSpeed; float CZY_ChemtrailsMultiplier; sampler2D CZY_CirrostratusTexture; float CZY_CirrostratusMoveSpeed; float CZY_CirrostratusMultiplier; sampler2D CZY_CirrusTexture; float CZY_CirrusMoveSpeed; float CZY_CirrusMultiplier; float CZY_ClippingThreshold; float3 CZY_StormDirection; float CZY_NimbusHeight; float CZY_NimbusMultiplier; float CZY_NimbusVariation; 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 ); } float2 voronoihash84_g66( 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 voronoi84_g66( 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 = voronoihash84_g66( 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.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 texCoord31_g66 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 Pos33_g66 = texCoord31_g66; float mulTime29_g66 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed ); float TIme30_g66 = mulTime29_g66; float simplePerlin2D123_g66 = snoise( ( Pos33_g66 + ( TIme30_g66 * float2( 0.2,-0.4 ) ) )*( 100.0 / CZY_MainCloudScale ) ); simplePerlin2D123_g66 = simplePerlin2D123_g66*0.5 + 0.5; float SimpleCloudDensity155_g66 = simplePerlin2D123_g66; float time84_g66 = 0.0; float2 voronoiSmoothId84_g66 = 0; float2 temp_output_97_0_g66 = ( Pos33_g66 + ( TIme30_g66 * float2( 0.3,0.2 ) ) ); float2 coords84_g66 = temp_output_97_0_g66 * ( 140.0 / CZY_MainCloudScale ); float2 id84_g66 = 0; float2 uv84_g66 = 0; float voroi84_g66 = voronoi84_g66( coords84_g66, time84_g66, id84_g66, uv84_g66, 0, voronoiSmoothId84_g66 ); float time91_g66 = 0.0; float2 voronoiSmoothId91_g66 = 0; float2 coords91_g66 = temp_output_97_0_g66 * ( 500.0 / CZY_MainCloudScale ); float2 id91_g66 = 0; float2 uv91_g66 = 0; float voroi91_g66 = voronoi91_g66( coords91_g66, time91_g66, id91_g66, uv91_g66, 0, voronoiSmoothId91_g66 ); float2 appendResult98_g66 = (float2(voroi84_g66 , voroi91_g66)); float2 VoroDetails112_g66 = appendResult98_g66; float CumulusCoverage34_g66 = CZY_CumulusCoverageMultiplier; float ComplexCloudDensity144_g66 = (0.0 + (min( SimpleCloudDensity155_g66 , ( 1.0 - VoroDetails112_g66.x ) ) - ( 1.0 - CumulusCoverage34_g66 )) * (1.0 - 0.0) / (1.0 - ( 1.0 - CumulusCoverage34_g66 ))); float time87_g66 = 0.0; float2 voronoiSmoothId87_g66 = 0; float2 coords87_g66 = ( Pos33_g66 + ( TIme30_g66 * float2( 0.3,0.2 ) ) ) * ( 100.0 / CZY_DetailScale ); float2 id87_g66 = 0; float2 uv87_g66 = 0; float fade87_g66 = 0.5; float voroi87_g66 = 0; float rest87_g66 = 0; for( int it87_g66 = 0; it87_g66 <3; it87_g66++ ){ voroi87_g66 += fade87_g66 * voronoi87_g66( coords87_g66, time87_g66, id87_g66, uv87_g66, 0,voronoiSmoothId87_g66 ); rest87_g66 += fade87_g66; coords87_g66 *= 2; fade87_g66 *= 0.5; }//Voronoi87_g66 voroi87_g66 /= rest87_g66; float temp_output_174_0_g66 = ( (0.0 + (( 1.0 - voroi87_g66 ) - 0.3) * (0.5 - 0.0) / (1.0 - 0.3)) * 0.1 * CZY_DetailAmount ); float DetailedClouds258_g66 = saturate( ( ComplexCloudDensity144_g66 + temp_output_174_0_g66 ) ); float CloudDetail180_g66 = temp_output_174_0_g66; float2 texCoord82_g66 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_163_0_g66 = ( texCoord82_g66 - float2( 0.5,0.5 ) ); float dotResult214_g66 = dot( temp_output_163_0_g66 , temp_output_163_0_g66 ); float BorderHeight156_g66 = ( 1.0 - CZY_BorderHeight ); float temp_output_153_0_g66 = ( -2.0 * ( 1.0 - CZY_BorderVariation ) ); float clampResult253_g66 = clamp( ( ( ( CloudDetail180_g66 + SimpleCloudDensity155_g66 ) * saturate( (( BorderHeight156_g66 * temp_output_153_0_g66 ) + (dotResult214_g66 - 0.0) * (( temp_output_153_0_g66 * -4.0 ) - ( BorderHeight156_g66 * temp_output_153_0_g66 )) / (1.0 - 0.0)) ) ) * 10.0 * CZY_BorderEffect ) , -1.0 , 1.0 ); float BorderLightTransport403_g66 = clampResult253_g66; float time201_g66 = 0.0; float2 voronoiSmoothId201_g66 = 0; float mulTime165_g66 = _TimeParameters.x * 0.003; float2 coords201_g66 = (Pos33_g66*1.0 + ( float2( 1,-2 ) * mulTime165_g66 )) * 10.0; float2 id201_g66 = 0; float2 uv201_g66 = 0; float voroi201_g66 = voronoi201_g66( coords201_g66, time201_g66, id201_g66, uv201_g66, 0, voronoiSmoothId201_g66 ); float time234_g66 = ( 10.0 * mulTime165_g66 ); float2 voronoiSmoothId234_g66 = 0; float2 coords234_g66 = IN.ase_texcoord2.xy * 10.0; float2 id234_g66 = 0; float2 uv234_g66 = 0; float voroi234_g66 = voronoi234_g66( coords234_g66, time234_g66, id234_g66, uv234_g66, 0, voronoiSmoothId234_g66 ); float AltoCumulusPlacement271_g66 = saturate( ( ( ( 1.0 - 0.0 ) - (1.0 + (voroi201_g66 - 0.0) * (-0.5 - 1.0) / (1.0 - 0.0)) ) - voroi234_g66 ) ); float time287_g66 = 51.2; float2 voronoiSmoothId287_g66 = 0; float2 coords287_g66 = (Pos33_g66*1.0 + ( CZY_AltocumulusWindSpeed * TIme30_g66 )) * ( 100.0 / CZY_AltocumulusScale ); float2 id287_g66 = 0; float2 uv287_g66 = 0; float fade287_g66 = 0.5; float voroi287_g66 = 0; float rest287_g66 = 0; for( int it287_g66 = 0; it287_g66 <2; it287_g66++ ){ voroi287_g66 += fade287_g66 * voronoi287_g66( coords287_g66, time287_g66, id287_g66, uv287_g66, 0,voronoiSmoothId287_g66 ); rest287_g66 += fade287_g66; coords287_g66 *= 2; fade287_g66 *= 0.5; }//Voronoi287_g66 voroi287_g66 /= rest287_g66; float AltoCumulusLightTransport300_g66 = ( ( AltoCumulusPlacement271_g66 * ( 0.1 > voroi287_g66 ? (0.5 + (voroi287_g66 - 0.0) * (0.0 - 0.5) / (0.15 - 0.0)) : 0.0 ) * CZY_AltocumulusMultiplier ) > 0.2 ? 1.0 : 0.0 ); float mulTime107_g66 = _TimeParameters.x * 0.01; float simplePerlin2D146_g66 = snoise( (Pos33_g66*1.0 + mulTime107_g66)*2.0 ); float mulTime96_g66 = _TimeParameters.x * CZY_ChemtrailsMoveSpeed; float cos100_g66 = cos( ( mulTime96_g66 * 0.01 ) ); float sin100_g66 = sin( ( mulTime96_g66 * 0.01 ) ); float2 rotator100_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos100_g66 , -sin100_g66 , sin100_g66 , cos100_g66 )) + float2( 0.5,0.5 ); float cos134_g66 = cos( ( mulTime96_g66 * -0.02 ) ); float sin134_g66 = sin( ( mulTime96_g66 * -0.02 ) ); float2 rotator134_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos134_g66 , -sin134_g66 , sin134_g66 , cos134_g66 )) + float2( 0.5,0.5 ); float mulTime110_g66 = _TimeParameters.x * 0.01; float simplePerlin2D150_g66 = snoise( (Pos33_g66*1.0 + mulTime110_g66)*4.0 ); float4 ChemtrailsPattern212_g66 = ( ( saturate( simplePerlin2D146_g66 ) * tex2D( CZY_ChemtrailsTexture, (rotator100_g66*0.5 + 0.0) ) ) + ( tex2D( CZY_ChemtrailsTexture, rotator134_g66 ) * saturate( simplePerlin2D150_g66 ) ) ); float2 texCoord142_g66 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_164_0_g66 = ( texCoord142_g66 - float2( 0.5,0.5 ) ); float dotResult209_g66 = dot( temp_output_164_0_g66 , temp_output_164_0_g66 ); float ChemtrailsFinal254_g66 = ( ( ChemtrailsPattern212_g66 * saturate( (0.4 + (dotResult209_g66 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) ).r > ( 1.0 - ( CZY_ChemtrailsMultiplier * 0.5 ) ) ? 1.0 : 0.0 ); float mulTime194_g66 = _TimeParameters.x * 0.01; float simplePerlin2D226_g66 = snoise( (Pos33_g66*1.0 + mulTime194_g66)*2.0 ); float mulTime179_g66 = _TimeParameters.x * CZY_CirrostratusMoveSpeed; float cos141_g66 = cos( ( mulTime179_g66 * 0.01 ) ); float sin141_g66 = sin( ( mulTime179_g66 * 0.01 ) ); float2 rotator141_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos141_g66 , -sin141_g66 , sin141_g66 , cos141_g66 )) + float2( 0.5,0.5 ); float cos199_g66 = cos( ( mulTime179_g66 * -0.02 ) ); float sin199_g66 = sin( ( mulTime179_g66 * -0.02 ) ); float2 rotator199_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos199_g66 , -sin199_g66 , sin199_g66 , cos199_g66 )) + float2( 0.5,0.5 ); float mulTime185_g66 = _TimeParameters.x * 0.01; float simplePerlin2D218_g66 = snoise( (Pos33_g66*10.0 + mulTime185_g66)*4.0 ); float4 CirrostratPattern270_g66 = ( ( saturate( simplePerlin2D226_g66 ) * tex2D( CZY_CirrostratusTexture, (rotator141_g66*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrostratusTexture, (rotator199_g66*1.5 + 0.75) ) * saturate( simplePerlin2D218_g66 ) ) ); float2 texCoord238_g66 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_249_0_g66 = ( texCoord238_g66 - float2( 0.5,0.5 ) ); float dotResult243_g66 = dot( temp_output_249_0_g66 , temp_output_249_0_g66 ); float clampResult274_g66 = clamp( ( CZY_CirrostratusMultiplier * 0.5 ) , 0.0 , 0.98 ); float CirrostratLightTransport295_g66 = ( ( CirrostratPattern270_g66 * saturate( (0.4 + (dotResult243_g66 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) ).r > ( 1.0 - clampResult274_g66 ) ? 1.0 : 0.0 ); float mulTime83_g66 = _TimeParameters.x * 0.01; float simplePerlin2D129_g66 = snoise( (Pos33_g66*1.0 + mulTime83_g66)*2.0 ); float mulTime78_g66 = _TimeParameters.x * CZY_CirrusMoveSpeed; float cos104_g66 = cos( ( mulTime78_g66 * 0.01 ) ); float sin104_g66 = sin( ( mulTime78_g66 * 0.01 ) ); float2 rotator104_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos104_g66 , -sin104_g66 , sin104_g66 , cos104_g66 )) + float2( 0.5,0.5 ); float cos115_g66 = cos( ( mulTime78_g66 * -0.02 ) ); float sin115_g66 = sin( ( mulTime78_g66 * -0.02 ) ); float2 rotator115_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos115_g66 , -sin115_g66 , sin115_g66 , cos115_g66 )) + float2( 0.5,0.5 ); float mulTime138_g66 = _TimeParameters.x * 0.01; float simplePerlin2D125_g66 = snoise( (Pos33_g66*1.0 + mulTime138_g66) ); simplePerlin2D125_g66 = simplePerlin2D125_g66*0.5 + 0.5; float4 CirrusPattern140_g66 = ( ( saturate( simplePerlin2D129_g66 ) * tex2D( CZY_CirrusTexture, (rotator104_g66*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrusTexture, (rotator115_g66*1.0 + 0.0) ) * saturate( simplePerlin2D125_g66 ) ) ); float2 texCoord137_g66 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_166_0_g66 = ( texCoord137_g66 - float2( 0.5,0.5 ) ); float dotResult159_g66 = dot( temp_output_166_0_g66 , temp_output_166_0_g66 ); float4 temp_output_219_0_g66 = ( CirrusPattern140_g66 * saturate( (0.0 + (dotResult159_g66 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) ); float Clipping210_g66 = CZY_ClippingThreshold; float CirrusAlpha256_g66 = ( ( temp_output_219_0_g66 * ( CZY_CirrusMultiplier * 10.0 ) ).r > Clipping210_g66 ? 1.0 : 0.0 ); float3 normalizeResult119_g66 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) ); float3 normalizeResult149_g66 = normalize( CZY_StormDirection ); float dotResult152_g66 = dot( normalizeResult119_g66 , normalizeResult149_g66 ); float2 texCoord101_g66 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_127_0_g66 = ( texCoord101_g66 - float2( 0.5,0.5 ) ); float dotResult128_g66 = dot( temp_output_127_0_g66 , temp_output_127_0_g66 ); float temp_output_143_0_g66 = ( -2.0 * ( 1.0 - ( CZY_NimbusVariation * 0.9 ) ) ); float NimbusLightTransport280_g66 = saturate( ( ( ( CloudDetail180_g66 + SimpleCloudDensity155_g66 ) * saturate( (( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_143_0_g66 ) + (( dotResult152_g66 + ( CZY_NimbusHeight * 4.0 * dotResult128_g66 ) ) - 0.5) * (( temp_output_143_0_g66 * -4.0 ) - ( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_143_0_g66 )) / (7.0 - 0.5)) ) ) * 10.0 ) ); float FinalAlpha399_g66 = saturate( ( DetailedClouds258_g66 + BorderLightTransport403_g66 + AltoCumulusLightTransport300_g66 + ChemtrailsFinal254_g66 + CirrostratLightTransport295_g66 + CirrusAlpha256_g66 + NimbusLightTransport280_g66 ) ); bool enabled20_g71 =(bool)_UnderwaterRenderingEnabled; bool submerged20_g71 =(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_g71 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r; float localHLSL20_g71 = HLSL20_g71( enabled20_g71 , submerged20_g71 , textureSample20_g71 ); float Alpha = ( saturate( ( ( CZY_CloudThickness * 2.0 * FinalAlpha399_g66 ) + FinalAlpha399_g66 ) ) * ( 1.0 - localHLSL20_g71 ) ); float AlphaClipThreshold = 0.5; 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.clipPos.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 _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" #define ASE_NEEDS_FRAG_WORLD_POSITION 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 float CZY_CloudThickness; float CZY_WindSpeed; float CZY_MainCloudScale; float CZY_CumulusCoverageMultiplier; float CZY_DetailScale; float CZY_DetailAmount; float CZY_BorderHeight; float CZY_BorderVariation; float CZY_BorderEffect; float CZY_AltocumulusScale; float2 CZY_AltocumulusWindSpeed; float CZY_AltocumulusMultiplier; sampler2D CZY_ChemtrailsTexture; float CZY_ChemtrailsMoveSpeed; float CZY_ChemtrailsMultiplier; sampler2D CZY_CirrostratusTexture; float CZY_CirrostratusMoveSpeed; float CZY_CirrostratusMultiplier; sampler2D CZY_CirrusTexture; float CZY_CirrusMoveSpeed; float CZY_CirrusMultiplier; float CZY_ClippingThreshold; float3 CZY_StormDirection; float CZY_NimbusHeight; float CZY_NimbusMultiplier; float CZY_NimbusVariation; 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 ); } float2 voronoihash84_g66( 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 voronoi84_g66( 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 = voronoihash84_g66( 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.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 texCoord31_g66 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 Pos33_g66 = texCoord31_g66; float mulTime29_g66 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed ); float TIme30_g66 = mulTime29_g66; float simplePerlin2D123_g66 = snoise( ( Pos33_g66 + ( TIme30_g66 * float2( 0.2,-0.4 ) ) )*( 100.0 / CZY_MainCloudScale ) ); simplePerlin2D123_g66 = simplePerlin2D123_g66*0.5 + 0.5; float SimpleCloudDensity155_g66 = simplePerlin2D123_g66; float time84_g66 = 0.0; float2 voronoiSmoothId84_g66 = 0; float2 temp_output_97_0_g66 = ( Pos33_g66 + ( TIme30_g66 * float2( 0.3,0.2 ) ) ); float2 coords84_g66 = temp_output_97_0_g66 * ( 140.0 / CZY_MainCloudScale ); float2 id84_g66 = 0; float2 uv84_g66 = 0; float voroi84_g66 = voronoi84_g66( coords84_g66, time84_g66, id84_g66, uv84_g66, 0, voronoiSmoothId84_g66 ); float time91_g66 = 0.0; float2 voronoiSmoothId91_g66 = 0; float2 coords91_g66 = temp_output_97_0_g66 * ( 500.0 / CZY_MainCloudScale ); float2 id91_g66 = 0; float2 uv91_g66 = 0; float voroi91_g66 = voronoi91_g66( coords91_g66, time91_g66, id91_g66, uv91_g66, 0, voronoiSmoothId91_g66 ); float2 appendResult98_g66 = (float2(voroi84_g66 , voroi91_g66)); float2 VoroDetails112_g66 = appendResult98_g66; float CumulusCoverage34_g66 = CZY_CumulusCoverageMultiplier; float ComplexCloudDensity144_g66 = (0.0 + (min( SimpleCloudDensity155_g66 , ( 1.0 - VoroDetails112_g66.x ) ) - ( 1.0 - CumulusCoverage34_g66 )) * (1.0 - 0.0) / (1.0 - ( 1.0 - CumulusCoverage34_g66 ))); float time87_g66 = 0.0; float2 voronoiSmoothId87_g66 = 0; float2 coords87_g66 = ( Pos33_g66 + ( TIme30_g66 * float2( 0.3,0.2 ) ) ) * ( 100.0 / CZY_DetailScale ); float2 id87_g66 = 0; float2 uv87_g66 = 0; float fade87_g66 = 0.5; float voroi87_g66 = 0; float rest87_g66 = 0; for( int it87_g66 = 0; it87_g66 <3; it87_g66++ ){ voroi87_g66 += fade87_g66 * voronoi87_g66( coords87_g66, time87_g66, id87_g66, uv87_g66, 0,voronoiSmoothId87_g66 ); rest87_g66 += fade87_g66; coords87_g66 *= 2; fade87_g66 *= 0.5; }//Voronoi87_g66 voroi87_g66 /= rest87_g66; float temp_output_174_0_g66 = ( (0.0 + (( 1.0 - voroi87_g66 ) - 0.3) * (0.5 - 0.0) / (1.0 - 0.3)) * 0.1 * CZY_DetailAmount ); float DetailedClouds258_g66 = saturate( ( ComplexCloudDensity144_g66 + temp_output_174_0_g66 ) ); float CloudDetail180_g66 = temp_output_174_0_g66; float2 texCoord82_g66 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_163_0_g66 = ( texCoord82_g66 - float2( 0.5,0.5 ) ); float dotResult214_g66 = dot( temp_output_163_0_g66 , temp_output_163_0_g66 ); float BorderHeight156_g66 = ( 1.0 - CZY_BorderHeight ); float temp_output_153_0_g66 = ( -2.0 * ( 1.0 - CZY_BorderVariation ) ); float clampResult253_g66 = clamp( ( ( ( CloudDetail180_g66 + SimpleCloudDensity155_g66 ) * saturate( (( BorderHeight156_g66 * temp_output_153_0_g66 ) + (dotResult214_g66 - 0.0) * (( temp_output_153_0_g66 * -4.0 ) - ( BorderHeight156_g66 * temp_output_153_0_g66 )) / (1.0 - 0.0)) ) ) * 10.0 * CZY_BorderEffect ) , -1.0 , 1.0 ); float BorderLightTransport403_g66 = clampResult253_g66; float time201_g66 = 0.0; float2 voronoiSmoothId201_g66 = 0; float mulTime165_g66 = _TimeParameters.x * 0.003; float2 coords201_g66 = (Pos33_g66*1.0 + ( float2( 1,-2 ) * mulTime165_g66 )) * 10.0; float2 id201_g66 = 0; float2 uv201_g66 = 0; float voroi201_g66 = voronoi201_g66( coords201_g66, time201_g66, id201_g66, uv201_g66, 0, voronoiSmoothId201_g66 ); float time234_g66 = ( 10.0 * mulTime165_g66 ); float2 voronoiSmoothId234_g66 = 0; float2 coords234_g66 = IN.ase_texcoord2.xy * 10.0; float2 id234_g66 = 0; float2 uv234_g66 = 0; float voroi234_g66 = voronoi234_g66( coords234_g66, time234_g66, id234_g66, uv234_g66, 0, voronoiSmoothId234_g66 ); float AltoCumulusPlacement271_g66 = saturate( ( ( ( 1.0 - 0.0 ) - (1.0 + (voroi201_g66 - 0.0) * (-0.5 - 1.0) / (1.0 - 0.0)) ) - voroi234_g66 ) ); float time287_g66 = 51.2; float2 voronoiSmoothId287_g66 = 0; float2 coords287_g66 = (Pos33_g66*1.0 + ( CZY_AltocumulusWindSpeed * TIme30_g66 )) * ( 100.0 / CZY_AltocumulusScale ); float2 id287_g66 = 0; float2 uv287_g66 = 0; float fade287_g66 = 0.5; float voroi287_g66 = 0; float rest287_g66 = 0; for( int it287_g66 = 0; it287_g66 <2; it287_g66++ ){ voroi287_g66 += fade287_g66 * voronoi287_g66( coords287_g66, time287_g66, id287_g66, uv287_g66, 0,voronoiSmoothId287_g66 ); rest287_g66 += fade287_g66; coords287_g66 *= 2; fade287_g66 *= 0.5; }//Voronoi287_g66 voroi287_g66 /= rest287_g66; float AltoCumulusLightTransport300_g66 = ( ( AltoCumulusPlacement271_g66 * ( 0.1 > voroi287_g66 ? (0.5 + (voroi287_g66 - 0.0) * (0.0 - 0.5) / (0.15 - 0.0)) : 0.0 ) * CZY_AltocumulusMultiplier ) > 0.2 ? 1.0 : 0.0 ); float mulTime107_g66 = _TimeParameters.x * 0.01; float simplePerlin2D146_g66 = snoise( (Pos33_g66*1.0 + mulTime107_g66)*2.0 ); float mulTime96_g66 = _TimeParameters.x * CZY_ChemtrailsMoveSpeed; float cos100_g66 = cos( ( mulTime96_g66 * 0.01 ) ); float sin100_g66 = sin( ( mulTime96_g66 * 0.01 ) ); float2 rotator100_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos100_g66 , -sin100_g66 , sin100_g66 , cos100_g66 )) + float2( 0.5,0.5 ); float cos134_g66 = cos( ( mulTime96_g66 * -0.02 ) ); float sin134_g66 = sin( ( mulTime96_g66 * -0.02 ) ); float2 rotator134_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos134_g66 , -sin134_g66 , sin134_g66 , cos134_g66 )) + float2( 0.5,0.5 ); float mulTime110_g66 = _TimeParameters.x * 0.01; float simplePerlin2D150_g66 = snoise( (Pos33_g66*1.0 + mulTime110_g66)*4.0 ); float4 ChemtrailsPattern212_g66 = ( ( saturate( simplePerlin2D146_g66 ) * tex2D( CZY_ChemtrailsTexture, (rotator100_g66*0.5 + 0.0) ) ) + ( tex2D( CZY_ChemtrailsTexture, rotator134_g66 ) * saturate( simplePerlin2D150_g66 ) ) ); float2 texCoord142_g66 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_164_0_g66 = ( texCoord142_g66 - float2( 0.5,0.5 ) ); float dotResult209_g66 = dot( temp_output_164_0_g66 , temp_output_164_0_g66 ); float ChemtrailsFinal254_g66 = ( ( ChemtrailsPattern212_g66 * saturate( (0.4 + (dotResult209_g66 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) ).r > ( 1.0 - ( CZY_ChemtrailsMultiplier * 0.5 ) ) ? 1.0 : 0.0 ); float mulTime194_g66 = _TimeParameters.x * 0.01; float simplePerlin2D226_g66 = snoise( (Pos33_g66*1.0 + mulTime194_g66)*2.0 ); float mulTime179_g66 = _TimeParameters.x * CZY_CirrostratusMoveSpeed; float cos141_g66 = cos( ( mulTime179_g66 * 0.01 ) ); float sin141_g66 = sin( ( mulTime179_g66 * 0.01 ) ); float2 rotator141_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos141_g66 , -sin141_g66 , sin141_g66 , cos141_g66 )) + float2( 0.5,0.5 ); float cos199_g66 = cos( ( mulTime179_g66 * -0.02 ) ); float sin199_g66 = sin( ( mulTime179_g66 * -0.02 ) ); float2 rotator199_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos199_g66 , -sin199_g66 , sin199_g66 , cos199_g66 )) + float2( 0.5,0.5 ); float mulTime185_g66 = _TimeParameters.x * 0.01; float simplePerlin2D218_g66 = snoise( (Pos33_g66*10.0 + mulTime185_g66)*4.0 ); float4 CirrostratPattern270_g66 = ( ( saturate( simplePerlin2D226_g66 ) * tex2D( CZY_CirrostratusTexture, (rotator141_g66*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrostratusTexture, (rotator199_g66*1.5 + 0.75) ) * saturate( simplePerlin2D218_g66 ) ) ); float2 texCoord238_g66 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_249_0_g66 = ( texCoord238_g66 - float2( 0.5,0.5 ) ); float dotResult243_g66 = dot( temp_output_249_0_g66 , temp_output_249_0_g66 ); float clampResult274_g66 = clamp( ( CZY_CirrostratusMultiplier * 0.5 ) , 0.0 , 0.98 ); float CirrostratLightTransport295_g66 = ( ( CirrostratPattern270_g66 * saturate( (0.4 + (dotResult243_g66 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) ).r > ( 1.0 - clampResult274_g66 ) ? 1.0 : 0.0 ); float mulTime83_g66 = _TimeParameters.x * 0.01; float simplePerlin2D129_g66 = snoise( (Pos33_g66*1.0 + mulTime83_g66)*2.0 ); float mulTime78_g66 = _TimeParameters.x * CZY_CirrusMoveSpeed; float cos104_g66 = cos( ( mulTime78_g66 * 0.01 ) ); float sin104_g66 = sin( ( mulTime78_g66 * 0.01 ) ); float2 rotator104_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos104_g66 , -sin104_g66 , sin104_g66 , cos104_g66 )) + float2( 0.5,0.5 ); float cos115_g66 = cos( ( mulTime78_g66 * -0.02 ) ); float sin115_g66 = sin( ( mulTime78_g66 * -0.02 ) ); float2 rotator115_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos115_g66 , -sin115_g66 , sin115_g66 , cos115_g66 )) + float2( 0.5,0.5 ); float mulTime138_g66 = _TimeParameters.x * 0.01; float simplePerlin2D125_g66 = snoise( (Pos33_g66*1.0 + mulTime138_g66) ); simplePerlin2D125_g66 = simplePerlin2D125_g66*0.5 + 0.5; float4 CirrusPattern140_g66 = ( ( saturate( simplePerlin2D129_g66 ) * tex2D( CZY_CirrusTexture, (rotator104_g66*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrusTexture, (rotator115_g66*1.0 + 0.0) ) * saturate( simplePerlin2D125_g66 ) ) ); float2 texCoord137_g66 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_166_0_g66 = ( texCoord137_g66 - float2( 0.5,0.5 ) ); float dotResult159_g66 = dot( temp_output_166_0_g66 , temp_output_166_0_g66 ); float4 temp_output_219_0_g66 = ( CirrusPattern140_g66 * saturate( (0.0 + (dotResult159_g66 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) ); float Clipping210_g66 = CZY_ClippingThreshold; float CirrusAlpha256_g66 = ( ( temp_output_219_0_g66 * ( CZY_CirrusMultiplier * 10.0 ) ).r > Clipping210_g66 ? 1.0 : 0.0 ); float3 normalizeResult119_g66 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) ); float3 normalizeResult149_g66 = normalize( CZY_StormDirection ); float dotResult152_g66 = dot( normalizeResult119_g66 , normalizeResult149_g66 ); float2 texCoord101_g66 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_127_0_g66 = ( texCoord101_g66 - float2( 0.5,0.5 ) ); float dotResult128_g66 = dot( temp_output_127_0_g66 , temp_output_127_0_g66 ); float temp_output_143_0_g66 = ( -2.0 * ( 1.0 - ( CZY_NimbusVariation * 0.9 ) ) ); float NimbusLightTransport280_g66 = saturate( ( ( ( CloudDetail180_g66 + SimpleCloudDensity155_g66 ) * saturate( (( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_143_0_g66 ) + (( dotResult152_g66 + ( CZY_NimbusHeight * 4.0 * dotResult128_g66 ) ) - 0.5) * (( temp_output_143_0_g66 * -4.0 ) - ( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_143_0_g66 )) / (7.0 - 0.5)) ) ) * 10.0 ) ); float FinalAlpha399_g66 = saturate( ( DetailedClouds258_g66 + BorderLightTransport403_g66 + AltoCumulusLightTransport300_g66 + ChemtrailsFinal254_g66 + CirrostratLightTransport295_g66 + CirrusAlpha256_g66 + NimbusLightTransport280_g66 ) ); bool enabled20_g71 =(bool)_UnderwaterRenderingEnabled; bool submerged20_g71 =(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_g71 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r; float localHLSL20_g71 = HLSL20_g71( enabled20_g71 , submerged20_g71 , textureSample20_g71 ); float Alpha = ( saturate( ( ( CZY_CloudThickness * 2.0 * FinalAlpha399_g66 ) + FinalAlpha399_g66 ) ) * ( 1.0 - localHLSL20_g71 ) ); 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; 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 CZY_CloudThickness; float CZY_WindSpeed; float CZY_MainCloudScale; float CZY_CumulusCoverageMultiplier; float CZY_DetailScale; float CZY_DetailAmount; float CZY_BorderHeight; float CZY_BorderVariation; float CZY_BorderEffect; float CZY_AltocumulusScale; float2 CZY_AltocumulusWindSpeed; float CZY_AltocumulusMultiplier; sampler2D CZY_ChemtrailsTexture; float CZY_ChemtrailsMoveSpeed; float CZY_ChemtrailsMultiplier; sampler2D CZY_CirrostratusTexture; float CZY_CirrostratusMoveSpeed; float CZY_CirrostratusMultiplier; sampler2D CZY_CirrusTexture; float CZY_CirrusMoveSpeed; float CZY_CirrusMultiplier; float CZY_ClippingThreshold; float3 CZY_StormDirection; float CZY_NimbusHeight; float CZY_NimbusMultiplier; float CZY_NimbusVariation; 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 ); } float2 voronoihash84_g66( 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 voronoi84_g66( 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 = voronoihash84_g66( 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.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 texCoord31_g66 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 Pos33_g66 = texCoord31_g66; float mulTime29_g66 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed ); float TIme30_g66 = mulTime29_g66; float simplePerlin2D123_g66 = snoise( ( Pos33_g66 + ( TIme30_g66 * float2( 0.2,-0.4 ) ) )*( 100.0 / CZY_MainCloudScale ) ); simplePerlin2D123_g66 = simplePerlin2D123_g66*0.5 + 0.5; float SimpleCloudDensity155_g66 = simplePerlin2D123_g66; float time84_g66 = 0.0; float2 voronoiSmoothId84_g66 = 0; float2 temp_output_97_0_g66 = ( Pos33_g66 + ( TIme30_g66 * float2( 0.3,0.2 ) ) ); float2 coords84_g66 = temp_output_97_0_g66 * ( 140.0 / CZY_MainCloudScale ); float2 id84_g66 = 0; float2 uv84_g66 = 0; float voroi84_g66 = voronoi84_g66( coords84_g66, time84_g66, id84_g66, uv84_g66, 0, voronoiSmoothId84_g66 ); float time91_g66 = 0.0; float2 voronoiSmoothId91_g66 = 0; float2 coords91_g66 = temp_output_97_0_g66 * ( 500.0 / CZY_MainCloudScale ); float2 id91_g66 = 0; float2 uv91_g66 = 0; float voroi91_g66 = voronoi91_g66( coords91_g66, time91_g66, id91_g66, uv91_g66, 0, voronoiSmoothId91_g66 ); float2 appendResult98_g66 = (float2(voroi84_g66 , voroi91_g66)); float2 VoroDetails112_g66 = appendResult98_g66; float CumulusCoverage34_g66 = CZY_CumulusCoverageMultiplier; float ComplexCloudDensity144_g66 = (0.0 + (min( SimpleCloudDensity155_g66 , ( 1.0 - VoroDetails112_g66.x ) ) - ( 1.0 - CumulusCoverage34_g66 )) * (1.0 - 0.0) / (1.0 - ( 1.0 - CumulusCoverage34_g66 ))); float time87_g66 = 0.0; float2 voronoiSmoothId87_g66 = 0; float2 coords87_g66 = ( Pos33_g66 + ( TIme30_g66 * float2( 0.3,0.2 ) ) ) * ( 100.0 / CZY_DetailScale ); float2 id87_g66 = 0; float2 uv87_g66 = 0; float fade87_g66 = 0.5; float voroi87_g66 = 0; float rest87_g66 = 0; for( int it87_g66 = 0; it87_g66 <3; it87_g66++ ){ voroi87_g66 += fade87_g66 * voronoi87_g66( coords87_g66, time87_g66, id87_g66, uv87_g66, 0,voronoiSmoothId87_g66 ); rest87_g66 += fade87_g66; coords87_g66 *= 2; fade87_g66 *= 0.5; }//Voronoi87_g66 voroi87_g66 /= rest87_g66; float temp_output_174_0_g66 = ( (0.0 + (( 1.0 - voroi87_g66 ) - 0.3) * (0.5 - 0.0) / (1.0 - 0.3)) * 0.1 * CZY_DetailAmount ); float DetailedClouds258_g66 = saturate( ( ComplexCloudDensity144_g66 + temp_output_174_0_g66 ) ); float CloudDetail180_g66 = temp_output_174_0_g66; float2 texCoord82_g66 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_163_0_g66 = ( texCoord82_g66 - float2( 0.5,0.5 ) ); float dotResult214_g66 = dot( temp_output_163_0_g66 , temp_output_163_0_g66 ); float BorderHeight156_g66 = ( 1.0 - CZY_BorderHeight ); float temp_output_153_0_g66 = ( -2.0 * ( 1.0 - CZY_BorderVariation ) ); float clampResult253_g66 = clamp( ( ( ( CloudDetail180_g66 + SimpleCloudDensity155_g66 ) * saturate( (( BorderHeight156_g66 * temp_output_153_0_g66 ) + (dotResult214_g66 - 0.0) * (( temp_output_153_0_g66 * -4.0 ) - ( BorderHeight156_g66 * temp_output_153_0_g66 )) / (1.0 - 0.0)) ) ) * 10.0 * CZY_BorderEffect ) , -1.0 , 1.0 ); float BorderLightTransport403_g66 = clampResult253_g66; float time201_g66 = 0.0; float2 voronoiSmoothId201_g66 = 0; float mulTime165_g66 = _TimeParameters.x * 0.003; float2 coords201_g66 = (Pos33_g66*1.0 + ( float2( 1,-2 ) * mulTime165_g66 )) * 10.0; float2 id201_g66 = 0; float2 uv201_g66 = 0; float voroi201_g66 = voronoi201_g66( coords201_g66, time201_g66, id201_g66, uv201_g66, 0, voronoiSmoothId201_g66 ); float time234_g66 = ( 10.0 * mulTime165_g66 ); float2 voronoiSmoothId234_g66 = 0; float2 coords234_g66 = IN.ase_texcoord.xy * 10.0; float2 id234_g66 = 0; float2 uv234_g66 = 0; float voroi234_g66 = voronoi234_g66( coords234_g66, time234_g66, id234_g66, uv234_g66, 0, voronoiSmoothId234_g66 ); float AltoCumulusPlacement271_g66 = saturate( ( ( ( 1.0 - 0.0 ) - (1.0 + (voroi201_g66 - 0.0) * (-0.5 - 1.0) / (1.0 - 0.0)) ) - voroi234_g66 ) ); float time287_g66 = 51.2; float2 voronoiSmoothId287_g66 = 0; float2 coords287_g66 = (Pos33_g66*1.0 + ( CZY_AltocumulusWindSpeed * TIme30_g66 )) * ( 100.0 / CZY_AltocumulusScale ); float2 id287_g66 = 0; float2 uv287_g66 = 0; float fade287_g66 = 0.5; float voroi287_g66 = 0; float rest287_g66 = 0; for( int it287_g66 = 0; it287_g66 <2; it287_g66++ ){ voroi287_g66 += fade287_g66 * voronoi287_g66( coords287_g66, time287_g66, id287_g66, uv287_g66, 0,voronoiSmoothId287_g66 ); rest287_g66 += fade287_g66; coords287_g66 *= 2; fade287_g66 *= 0.5; }//Voronoi287_g66 voroi287_g66 /= rest287_g66; float AltoCumulusLightTransport300_g66 = ( ( AltoCumulusPlacement271_g66 * ( 0.1 > voroi287_g66 ? (0.5 + (voroi287_g66 - 0.0) * (0.0 - 0.5) / (0.15 - 0.0)) : 0.0 ) * CZY_AltocumulusMultiplier ) > 0.2 ? 1.0 : 0.0 ); float mulTime107_g66 = _TimeParameters.x * 0.01; float simplePerlin2D146_g66 = snoise( (Pos33_g66*1.0 + mulTime107_g66)*2.0 ); float mulTime96_g66 = _TimeParameters.x * CZY_ChemtrailsMoveSpeed; float cos100_g66 = cos( ( mulTime96_g66 * 0.01 ) ); float sin100_g66 = sin( ( mulTime96_g66 * 0.01 ) ); float2 rotator100_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos100_g66 , -sin100_g66 , sin100_g66 , cos100_g66 )) + float2( 0.5,0.5 ); float cos134_g66 = cos( ( mulTime96_g66 * -0.02 ) ); float sin134_g66 = sin( ( mulTime96_g66 * -0.02 ) ); float2 rotator134_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos134_g66 , -sin134_g66 , sin134_g66 , cos134_g66 )) + float2( 0.5,0.5 ); float mulTime110_g66 = _TimeParameters.x * 0.01; float simplePerlin2D150_g66 = snoise( (Pos33_g66*1.0 + mulTime110_g66)*4.0 ); float4 ChemtrailsPattern212_g66 = ( ( saturate( simplePerlin2D146_g66 ) * tex2D( CZY_ChemtrailsTexture, (rotator100_g66*0.5 + 0.0) ) ) + ( tex2D( CZY_ChemtrailsTexture, rotator134_g66 ) * saturate( simplePerlin2D150_g66 ) ) ); float2 texCoord142_g66 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_164_0_g66 = ( texCoord142_g66 - float2( 0.5,0.5 ) ); float dotResult209_g66 = dot( temp_output_164_0_g66 , temp_output_164_0_g66 ); float ChemtrailsFinal254_g66 = ( ( ChemtrailsPattern212_g66 * saturate( (0.4 + (dotResult209_g66 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) ).r > ( 1.0 - ( CZY_ChemtrailsMultiplier * 0.5 ) ) ? 1.0 : 0.0 ); float mulTime194_g66 = _TimeParameters.x * 0.01; float simplePerlin2D226_g66 = snoise( (Pos33_g66*1.0 + mulTime194_g66)*2.0 ); float mulTime179_g66 = _TimeParameters.x * CZY_CirrostratusMoveSpeed; float cos141_g66 = cos( ( mulTime179_g66 * 0.01 ) ); float sin141_g66 = sin( ( mulTime179_g66 * 0.01 ) ); float2 rotator141_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos141_g66 , -sin141_g66 , sin141_g66 , cos141_g66 )) + float2( 0.5,0.5 ); float cos199_g66 = cos( ( mulTime179_g66 * -0.02 ) ); float sin199_g66 = sin( ( mulTime179_g66 * -0.02 ) ); float2 rotator199_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos199_g66 , -sin199_g66 , sin199_g66 , cos199_g66 )) + float2( 0.5,0.5 ); float mulTime185_g66 = _TimeParameters.x * 0.01; float simplePerlin2D218_g66 = snoise( (Pos33_g66*10.0 + mulTime185_g66)*4.0 ); float4 CirrostratPattern270_g66 = ( ( saturate( simplePerlin2D226_g66 ) * tex2D( CZY_CirrostratusTexture, (rotator141_g66*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrostratusTexture, (rotator199_g66*1.5 + 0.75) ) * saturate( simplePerlin2D218_g66 ) ) ); float2 texCoord238_g66 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_249_0_g66 = ( texCoord238_g66 - float2( 0.5,0.5 ) ); float dotResult243_g66 = dot( temp_output_249_0_g66 , temp_output_249_0_g66 ); float clampResult274_g66 = clamp( ( CZY_CirrostratusMultiplier * 0.5 ) , 0.0 , 0.98 ); float CirrostratLightTransport295_g66 = ( ( CirrostratPattern270_g66 * saturate( (0.4 + (dotResult243_g66 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) ).r > ( 1.0 - clampResult274_g66 ) ? 1.0 : 0.0 ); float mulTime83_g66 = _TimeParameters.x * 0.01; float simplePerlin2D129_g66 = snoise( (Pos33_g66*1.0 + mulTime83_g66)*2.0 ); float mulTime78_g66 = _TimeParameters.x * CZY_CirrusMoveSpeed; float cos104_g66 = cos( ( mulTime78_g66 * 0.01 ) ); float sin104_g66 = sin( ( mulTime78_g66 * 0.01 ) ); float2 rotator104_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos104_g66 , -sin104_g66 , sin104_g66 , cos104_g66 )) + float2( 0.5,0.5 ); float cos115_g66 = cos( ( mulTime78_g66 * -0.02 ) ); float sin115_g66 = sin( ( mulTime78_g66 * -0.02 ) ); float2 rotator115_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos115_g66 , -sin115_g66 , sin115_g66 , cos115_g66 )) + float2( 0.5,0.5 ); float mulTime138_g66 = _TimeParameters.x * 0.01; float simplePerlin2D125_g66 = snoise( (Pos33_g66*1.0 + mulTime138_g66) ); simplePerlin2D125_g66 = simplePerlin2D125_g66*0.5 + 0.5; float4 CirrusPattern140_g66 = ( ( saturate( simplePerlin2D129_g66 ) * tex2D( CZY_CirrusTexture, (rotator104_g66*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrusTexture, (rotator115_g66*1.0 + 0.0) ) * saturate( simplePerlin2D125_g66 ) ) ); float2 texCoord137_g66 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_166_0_g66 = ( texCoord137_g66 - float2( 0.5,0.5 ) ); float dotResult159_g66 = dot( temp_output_166_0_g66 , temp_output_166_0_g66 ); float4 temp_output_219_0_g66 = ( CirrusPattern140_g66 * saturate( (0.0 + (dotResult159_g66 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) ); float Clipping210_g66 = CZY_ClippingThreshold; float CirrusAlpha256_g66 = ( ( temp_output_219_0_g66 * ( CZY_CirrusMultiplier * 10.0 ) ).r > Clipping210_g66 ? 1.0 : 0.0 ); float3 ase_worldPos = IN.ase_texcoord1.xyz; float3 normalizeResult119_g66 = normalize( ( ase_worldPos - _WorldSpaceCameraPos ) ); float3 normalizeResult149_g66 = normalize( CZY_StormDirection ); float dotResult152_g66 = dot( normalizeResult119_g66 , normalizeResult149_g66 ); float2 texCoord101_g66 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_127_0_g66 = ( texCoord101_g66 - float2( 0.5,0.5 ) ); float dotResult128_g66 = dot( temp_output_127_0_g66 , temp_output_127_0_g66 ); float temp_output_143_0_g66 = ( -2.0 * ( 1.0 - ( CZY_NimbusVariation * 0.9 ) ) ); float NimbusLightTransport280_g66 = saturate( ( ( ( CloudDetail180_g66 + SimpleCloudDensity155_g66 ) * saturate( (( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_143_0_g66 ) + (( dotResult152_g66 + ( CZY_NimbusHeight * 4.0 * dotResult128_g66 ) ) - 0.5) * (( temp_output_143_0_g66 * -4.0 ) - ( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_143_0_g66 )) / (7.0 - 0.5)) ) ) * 10.0 ) ); float FinalAlpha399_g66 = saturate( ( DetailedClouds258_g66 + BorderLightTransport403_g66 + AltoCumulusLightTransport300_g66 + ChemtrailsFinal254_g66 + CirrostratLightTransport295_g66 + CirrusAlpha256_g66 + NimbusLightTransport280_g66 ) ); bool enabled20_g71 =(bool)_UnderwaterRenderingEnabled; bool submerged20_g71 =(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_g71 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r; float localHLSL20_g71 = HLSL20_g71( enabled20_g71 , submerged20_g71 , textureSample20_g71 ); surfaceDescription.Alpha = ( saturate( ( ( CZY_CloudThickness * 2.0 * FinalAlpha399_g66 ) + FinalAlpha399_g66 ) ) * ( 1.0 - localHLSL20_g71 ) ); 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; 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 CZY_CloudThickness; float CZY_WindSpeed; float CZY_MainCloudScale; float CZY_CumulusCoverageMultiplier; float CZY_DetailScale; float CZY_DetailAmount; float CZY_BorderHeight; float CZY_BorderVariation; float CZY_BorderEffect; float CZY_AltocumulusScale; float2 CZY_AltocumulusWindSpeed; float CZY_AltocumulusMultiplier; sampler2D CZY_ChemtrailsTexture; float CZY_ChemtrailsMoveSpeed; float CZY_ChemtrailsMultiplier; sampler2D CZY_CirrostratusTexture; float CZY_CirrostratusMoveSpeed; float CZY_CirrostratusMultiplier; sampler2D CZY_CirrusTexture; float CZY_CirrusMoveSpeed; float CZY_CirrusMultiplier; float CZY_ClippingThreshold; float3 CZY_StormDirection; float CZY_NimbusHeight; float CZY_NimbusMultiplier; float CZY_NimbusVariation; 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 ); } float2 voronoihash84_g66( 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 voronoi84_g66( 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 = voronoihash84_g66( 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.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 texCoord31_g66 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 Pos33_g66 = texCoord31_g66; float mulTime29_g66 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed ); float TIme30_g66 = mulTime29_g66; float simplePerlin2D123_g66 = snoise( ( Pos33_g66 + ( TIme30_g66 * float2( 0.2,-0.4 ) ) )*( 100.0 / CZY_MainCloudScale ) ); simplePerlin2D123_g66 = simplePerlin2D123_g66*0.5 + 0.5; float SimpleCloudDensity155_g66 = simplePerlin2D123_g66; float time84_g66 = 0.0; float2 voronoiSmoothId84_g66 = 0; float2 temp_output_97_0_g66 = ( Pos33_g66 + ( TIme30_g66 * float2( 0.3,0.2 ) ) ); float2 coords84_g66 = temp_output_97_0_g66 * ( 140.0 / CZY_MainCloudScale ); float2 id84_g66 = 0; float2 uv84_g66 = 0; float voroi84_g66 = voronoi84_g66( coords84_g66, time84_g66, id84_g66, uv84_g66, 0, voronoiSmoothId84_g66 ); float time91_g66 = 0.0; float2 voronoiSmoothId91_g66 = 0; float2 coords91_g66 = temp_output_97_0_g66 * ( 500.0 / CZY_MainCloudScale ); float2 id91_g66 = 0; float2 uv91_g66 = 0; float voroi91_g66 = voronoi91_g66( coords91_g66, time91_g66, id91_g66, uv91_g66, 0, voronoiSmoothId91_g66 ); float2 appendResult98_g66 = (float2(voroi84_g66 , voroi91_g66)); float2 VoroDetails112_g66 = appendResult98_g66; float CumulusCoverage34_g66 = CZY_CumulusCoverageMultiplier; float ComplexCloudDensity144_g66 = (0.0 + (min( SimpleCloudDensity155_g66 , ( 1.0 - VoroDetails112_g66.x ) ) - ( 1.0 - CumulusCoverage34_g66 )) * (1.0 - 0.0) / (1.0 - ( 1.0 - CumulusCoverage34_g66 ))); float time87_g66 = 0.0; float2 voronoiSmoothId87_g66 = 0; float2 coords87_g66 = ( Pos33_g66 + ( TIme30_g66 * float2( 0.3,0.2 ) ) ) * ( 100.0 / CZY_DetailScale ); float2 id87_g66 = 0; float2 uv87_g66 = 0; float fade87_g66 = 0.5; float voroi87_g66 = 0; float rest87_g66 = 0; for( int it87_g66 = 0; it87_g66 <3; it87_g66++ ){ voroi87_g66 += fade87_g66 * voronoi87_g66( coords87_g66, time87_g66, id87_g66, uv87_g66, 0,voronoiSmoothId87_g66 ); rest87_g66 += fade87_g66; coords87_g66 *= 2; fade87_g66 *= 0.5; }//Voronoi87_g66 voroi87_g66 /= rest87_g66; float temp_output_174_0_g66 = ( (0.0 + (( 1.0 - voroi87_g66 ) - 0.3) * (0.5 - 0.0) / (1.0 - 0.3)) * 0.1 * CZY_DetailAmount ); float DetailedClouds258_g66 = saturate( ( ComplexCloudDensity144_g66 + temp_output_174_0_g66 ) ); float CloudDetail180_g66 = temp_output_174_0_g66; float2 texCoord82_g66 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_163_0_g66 = ( texCoord82_g66 - float2( 0.5,0.5 ) ); float dotResult214_g66 = dot( temp_output_163_0_g66 , temp_output_163_0_g66 ); float BorderHeight156_g66 = ( 1.0 - CZY_BorderHeight ); float temp_output_153_0_g66 = ( -2.0 * ( 1.0 - CZY_BorderVariation ) ); float clampResult253_g66 = clamp( ( ( ( CloudDetail180_g66 + SimpleCloudDensity155_g66 ) * saturate( (( BorderHeight156_g66 * temp_output_153_0_g66 ) + (dotResult214_g66 - 0.0) * (( temp_output_153_0_g66 * -4.0 ) - ( BorderHeight156_g66 * temp_output_153_0_g66 )) / (1.0 - 0.0)) ) ) * 10.0 * CZY_BorderEffect ) , -1.0 , 1.0 ); float BorderLightTransport403_g66 = clampResult253_g66; float time201_g66 = 0.0; float2 voronoiSmoothId201_g66 = 0; float mulTime165_g66 = _TimeParameters.x * 0.003; float2 coords201_g66 = (Pos33_g66*1.0 + ( float2( 1,-2 ) * mulTime165_g66 )) * 10.0; float2 id201_g66 = 0; float2 uv201_g66 = 0; float voroi201_g66 = voronoi201_g66( coords201_g66, time201_g66, id201_g66, uv201_g66, 0, voronoiSmoothId201_g66 ); float time234_g66 = ( 10.0 * mulTime165_g66 ); float2 voronoiSmoothId234_g66 = 0; float2 coords234_g66 = IN.ase_texcoord.xy * 10.0; float2 id234_g66 = 0; float2 uv234_g66 = 0; float voroi234_g66 = voronoi234_g66( coords234_g66, time234_g66, id234_g66, uv234_g66, 0, voronoiSmoothId234_g66 ); float AltoCumulusPlacement271_g66 = saturate( ( ( ( 1.0 - 0.0 ) - (1.0 + (voroi201_g66 - 0.0) * (-0.5 - 1.0) / (1.0 - 0.0)) ) - voroi234_g66 ) ); float time287_g66 = 51.2; float2 voronoiSmoothId287_g66 = 0; float2 coords287_g66 = (Pos33_g66*1.0 + ( CZY_AltocumulusWindSpeed * TIme30_g66 )) * ( 100.0 / CZY_AltocumulusScale ); float2 id287_g66 = 0; float2 uv287_g66 = 0; float fade287_g66 = 0.5; float voroi287_g66 = 0; float rest287_g66 = 0; for( int it287_g66 = 0; it287_g66 <2; it287_g66++ ){ voroi287_g66 += fade287_g66 * voronoi287_g66( coords287_g66, time287_g66, id287_g66, uv287_g66, 0,voronoiSmoothId287_g66 ); rest287_g66 += fade287_g66; coords287_g66 *= 2; fade287_g66 *= 0.5; }//Voronoi287_g66 voroi287_g66 /= rest287_g66; float AltoCumulusLightTransport300_g66 = ( ( AltoCumulusPlacement271_g66 * ( 0.1 > voroi287_g66 ? (0.5 + (voroi287_g66 - 0.0) * (0.0 - 0.5) / (0.15 - 0.0)) : 0.0 ) * CZY_AltocumulusMultiplier ) > 0.2 ? 1.0 : 0.0 ); float mulTime107_g66 = _TimeParameters.x * 0.01; float simplePerlin2D146_g66 = snoise( (Pos33_g66*1.0 + mulTime107_g66)*2.0 ); float mulTime96_g66 = _TimeParameters.x * CZY_ChemtrailsMoveSpeed; float cos100_g66 = cos( ( mulTime96_g66 * 0.01 ) ); float sin100_g66 = sin( ( mulTime96_g66 * 0.01 ) ); float2 rotator100_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos100_g66 , -sin100_g66 , sin100_g66 , cos100_g66 )) + float2( 0.5,0.5 ); float cos134_g66 = cos( ( mulTime96_g66 * -0.02 ) ); float sin134_g66 = sin( ( mulTime96_g66 * -0.02 ) ); float2 rotator134_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos134_g66 , -sin134_g66 , sin134_g66 , cos134_g66 )) + float2( 0.5,0.5 ); float mulTime110_g66 = _TimeParameters.x * 0.01; float simplePerlin2D150_g66 = snoise( (Pos33_g66*1.0 + mulTime110_g66)*4.0 ); float4 ChemtrailsPattern212_g66 = ( ( saturate( simplePerlin2D146_g66 ) * tex2D( CZY_ChemtrailsTexture, (rotator100_g66*0.5 + 0.0) ) ) + ( tex2D( CZY_ChemtrailsTexture, rotator134_g66 ) * saturate( simplePerlin2D150_g66 ) ) ); float2 texCoord142_g66 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_164_0_g66 = ( texCoord142_g66 - float2( 0.5,0.5 ) ); float dotResult209_g66 = dot( temp_output_164_0_g66 , temp_output_164_0_g66 ); float ChemtrailsFinal254_g66 = ( ( ChemtrailsPattern212_g66 * saturate( (0.4 + (dotResult209_g66 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) ).r > ( 1.0 - ( CZY_ChemtrailsMultiplier * 0.5 ) ) ? 1.0 : 0.0 ); float mulTime194_g66 = _TimeParameters.x * 0.01; float simplePerlin2D226_g66 = snoise( (Pos33_g66*1.0 + mulTime194_g66)*2.0 ); float mulTime179_g66 = _TimeParameters.x * CZY_CirrostratusMoveSpeed; float cos141_g66 = cos( ( mulTime179_g66 * 0.01 ) ); float sin141_g66 = sin( ( mulTime179_g66 * 0.01 ) ); float2 rotator141_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos141_g66 , -sin141_g66 , sin141_g66 , cos141_g66 )) + float2( 0.5,0.5 ); float cos199_g66 = cos( ( mulTime179_g66 * -0.02 ) ); float sin199_g66 = sin( ( mulTime179_g66 * -0.02 ) ); float2 rotator199_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos199_g66 , -sin199_g66 , sin199_g66 , cos199_g66 )) + float2( 0.5,0.5 ); float mulTime185_g66 = _TimeParameters.x * 0.01; float simplePerlin2D218_g66 = snoise( (Pos33_g66*10.0 + mulTime185_g66)*4.0 ); float4 CirrostratPattern270_g66 = ( ( saturate( simplePerlin2D226_g66 ) * tex2D( CZY_CirrostratusTexture, (rotator141_g66*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrostratusTexture, (rotator199_g66*1.5 + 0.75) ) * saturate( simplePerlin2D218_g66 ) ) ); float2 texCoord238_g66 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_249_0_g66 = ( texCoord238_g66 - float2( 0.5,0.5 ) ); float dotResult243_g66 = dot( temp_output_249_0_g66 , temp_output_249_0_g66 ); float clampResult274_g66 = clamp( ( CZY_CirrostratusMultiplier * 0.5 ) , 0.0 , 0.98 ); float CirrostratLightTransport295_g66 = ( ( CirrostratPattern270_g66 * saturate( (0.4 + (dotResult243_g66 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) ).r > ( 1.0 - clampResult274_g66 ) ? 1.0 : 0.0 ); float mulTime83_g66 = _TimeParameters.x * 0.01; float simplePerlin2D129_g66 = snoise( (Pos33_g66*1.0 + mulTime83_g66)*2.0 ); float mulTime78_g66 = _TimeParameters.x * CZY_CirrusMoveSpeed; float cos104_g66 = cos( ( mulTime78_g66 * 0.01 ) ); float sin104_g66 = sin( ( mulTime78_g66 * 0.01 ) ); float2 rotator104_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos104_g66 , -sin104_g66 , sin104_g66 , cos104_g66 )) + float2( 0.5,0.5 ); float cos115_g66 = cos( ( mulTime78_g66 * -0.02 ) ); float sin115_g66 = sin( ( mulTime78_g66 * -0.02 ) ); float2 rotator115_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos115_g66 , -sin115_g66 , sin115_g66 , cos115_g66 )) + float2( 0.5,0.5 ); float mulTime138_g66 = _TimeParameters.x * 0.01; float simplePerlin2D125_g66 = snoise( (Pos33_g66*1.0 + mulTime138_g66) ); simplePerlin2D125_g66 = simplePerlin2D125_g66*0.5 + 0.5; float4 CirrusPattern140_g66 = ( ( saturate( simplePerlin2D129_g66 ) * tex2D( CZY_CirrusTexture, (rotator104_g66*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrusTexture, (rotator115_g66*1.0 + 0.0) ) * saturate( simplePerlin2D125_g66 ) ) ); float2 texCoord137_g66 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_166_0_g66 = ( texCoord137_g66 - float2( 0.5,0.5 ) ); float dotResult159_g66 = dot( temp_output_166_0_g66 , temp_output_166_0_g66 ); float4 temp_output_219_0_g66 = ( CirrusPattern140_g66 * saturate( (0.0 + (dotResult159_g66 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) ); float Clipping210_g66 = CZY_ClippingThreshold; float CirrusAlpha256_g66 = ( ( temp_output_219_0_g66 * ( CZY_CirrusMultiplier * 10.0 ) ).r > Clipping210_g66 ? 1.0 : 0.0 ); float3 ase_worldPos = IN.ase_texcoord1.xyz; float3 normalizeResult119_g66 = normalize( ( ase_worldPos - _WorldSpaceCameraPos ) ); float3 normalizeResult149_g66 = normalize( CZY_StormDirection ); float dotResult152_g66 = dot( normalizeResult119_g66 , normalizeResult149_g66 ); float2 texCoord101_g66 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_127_0_g66 = ( texCoord101_g66 - float2( 0.5,0.5 ) ); float dotResult128_g66 = dot( temp_output_127_0_g66 , temp_output_127_0_g66 ); float temp_output_143_0_g66 = ( -2.0 * ( 1.0 - ( CZY_NimbusVariation * 0.9 ) ) ); float NimbusLightTransport280_g66 = saturate( ( ( ( CloudDetail180_g66 + SimpleCloudDensity155_g66 ) * saturate( (( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_143_0_g66 ) + (( dotResult152_g66 + ( CZY_NimbusHeight * 4.0 * dotResult128_g66 ) ) - 0.5) * (( temp_output_143_0_g66 * -4.0 ) - ( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_143_0_g66 )) / (7.0 - 0.5)) ) ) * 10.0 ) ); float FinalAlpha399_g66 = saturate( ( DetailedClouds258_g66 + BorderLightTransport403_g66 + AltoCumulusLightTransport300_g66 + ChemtrailsFinal254_g66 + CirrostratLightTransport295_g66 + CirrusAlpha256_g66 + NimbusLightTransport280_g66 ) ); bool enabled20_g71 =(bool)_UnderwaterRenderingEnabled; bool submerged20_g71 =(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_g71 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r; float localHLSL20_g71 = HLSL20_g71( enabled20_g71 , submerged20_g71 , textureSample20_g71 ); surfaceDescription.Alpha = ( saturate( ( ( CZY_CloudThickness * 2.0 * FinalAlpha399_g66 ) + FinalAlpha399_g66 ) ) * ( 1.0 - localHLSL20_g71 ) ); 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; 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 CZY_CloudThickness; float CZY_WindSpeed; float CZY_MainCloudScale; float CZY_CumulusCoverageMultiplier; float CZY_DetailScale; float CZY_DetailAmount; float CZY_BorderHeight; float CZY_BorderVariation; float CZY_BorderEffect; float CZY_AltocumulusScale; float2 CZY_AltocumulusWindSpeed; float CZY_AltocumulusMultiplier; sampler2D CZY_ChemtrailsTexture; float CZY_ChemtrailsMoveSpeed; float CZY_ChemtrailsMultiplier; sampler2D CZY_CirrostratusTexture; float CZY_CirrostratusMoveSpeed; float CZY_CirrostratusMultiplier; sampler2D CZY_CirrusTexture; float CZY_CirrusMoveSpeed; float CZY_CirrusMultiplier; float CZY_ClippingThreshold; float3 CZY_StormDirection; float CZY_NimbusHeight; float CZY_NimbusMultiplier; float CZY_NimbusVariation; 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 ); } float2 voronoihash84_g66( 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 voronoi84_g66( 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 = voronoihash84_g66( 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.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 texCoord31_g66 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 Pos33_g66 = texCoord31_g66; float mulTime29_g66 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed ); float TIme30_g66 = mulTime29_g66; float simplePerlin2D123_g66 = snoise( ( Pos33_g66 + ( TIme30_g66 * float2( 0.2,-0.4 ) ) )*( 100.0 / CZY_MainCloudScale ) ); simplePerlin2D123_g66 = simplePerlin2D123_g66*0.5 + 0.5; float SimpleCloudDensity155_g66 = simplePerlin2D123_g66; float time84_g66 = 0.0; float2 voronoiSmoothId84_g66 = 0; float2 temp_output_97_0_g66 = ( Pos33_g66 + ( TIme30_g66 * float2( 0.3,0.2 ) ) ); float2 coords84_g66 = temp_output_97_0_g66 * ( 140.0 / CZY_MainCloudScale ); float2 id84_g66 = 0; float2 uv84_g66 = 0; float voroi84_g66 = voronoi84_g66( coords84_g66, time84_g66, id84_g66, uv84_g66, 0, voronoiSmoothId84_g66 ); float time91_g66 = 0.0; float2 voronoiSmoothId91_g66 = 0; float2 coords91_g66 = temp_output_97_0_g66 * ( 500.0 / CZY_MainCloudScale ); float2 id91_g66 = 0; float2 uv91_g66 = 0; float voroi91_g66 = voronoi91_g66( coords91_g66, time91_g66, id91_g66, uv91_g66, 0, voronoiSmoothId91_g66 ); float2 appendResult98_g66 = (float2(voroi84_g66 , voroi91_g66)); float2 VoroDetails112_g66 = appendResult98_g66; float CumulusCoverage34_g66 = CZY_CumulusCoverageMultiplier; float ComplexCloudDensity144_g66 = (0.0 + (min( SimpleCloudDensity155_g66 , ( 1.0 - VoroDetails112_g66.x ) ) - ( 1.0 - CumulusCoverage34_g66 )) * (1.0 - 0.0) / (1.0 - ( 1.0 - CumulusCoverage34_g66 ))); float time87_g66 = 0.0; float2 voronoiSmoothId87_g66 = 0; float2 coords87_g66 = ( Pos33_g66 + ( TIme30_g66 * float2( 0.3,0.2 ) ) ) * ( 100.0 / CZY_DetailScale ); float2 id87_g66 = 0; float2 uv87_g66 = 0; float fade87_g66 = 0.5; float voroi87_g66 = 0; float rest87_g66 = 0; for( int it87_g66 = 0; it87_g66 <3; it87_g66++ ){ voroi87_g66 += fade87_g66 * voronoi87_g66( coords87_g66, time87_g66, id87_g66, uv87_g66, 0,voronoiSmoothId87_g66 ); rest87_g66 += fade87_g66; coords87_g66 *= 2; fade87_g66 *= 0.5; }//Voronoi87_g66 voroi87_g66 /= rest87_g66; float temp_output_174_0_g66 = ( (0.0 + (( 1.0 - voroi87_g66 ) - 0.3) * (0.5 - 0.0) / (1.0 - 0.3)) * 0.1 * CZY_DetailAmount ); float DetailedClouds258_g66 = saturate( ( ComplexCloudDensity144_g66 + temp_output_174_0_g66 ) ); float CloudDetail180_g66 = temp_output_174_0_g66; float2 texCoord82_g66 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_163_0_g66 = ( texCoord82_g66 - float2( 0.5,0.5 ) ); float dotResult214_g66 = dot( temp_output_163_0_g66 , temp_output_163_0_g66 ); float BorderHeight156_g66 = ( 1.0 - CZY_BorderHeight ); float temp_output_153_0_g66 = ( -2.0 * ( 1.0 - CZY_BorderVariation ) ); float clampResult253_g66 = clamp( ( ( ( CloudDetail180_g66 + SimpleCloudDensity155_g66 ) * saturate( (( BorderHeight156_g66 * temp_output_153_0_g66 ) + (dotResult214_g66 - 0.0) * (( temp_output_153_0_g66 * -4.0 ) - ( BorderHeight156_g66 * temp_output_153_0_g66 )) / (1.0 - 0.0)) ) ) * 10.0 * CZY_BorderEffect ) , -1.0 , 1.0 ); float BorderLightTransport403_g66 = clampResult253_g66; float time201_g66 = 0.0; float2 voronoiSmoothId201_g66 = 0; float mulTime165_g66 = _TimeParameters.x * 0.003; float2 coords201_g66 = (Pos33_g66*1.0 + ( float2( 1,-2 ) * mulTime165_g66 )) * 10.0; float2 id201_g66 = 0; float2 uv201_g66 = 0; float voroi201_g66 = voronoi201_g66( coords201_g66, time201_g66, id201_g66, uv201_g66, 0, voronoiSmoothId201_g66 ); float time234_g66 = ( 10.0 * mulTime165_g66 ); float2 voronoiSmoothId234_g66 = 0; float2 coords234_g66 = IN.ase_texcoord1.xy * 10.0; float2 id234_g66 = 0; float2 uv234_g66 = 0; float voroi234_g66 = voronoi234_g66( coords234_g66, time234_g66, id234_g66, uv234_g66, 0, voronoiSmoothId234_g66 ); float AltoCumulusPlacement271_g66 = saturate( ( ( ( 1.0 - 0.0 ) - (1.0 + (voroi201_g66 - 0.0) * (-0.5 - 1.0) / (1.0 - 0.0)) ) - voroi234_g66 ) ); float time287_g66 = 51.2; float2 voronoiSmoothId287_g66 = 0; float2 coords287_g66 = (Pos33_g66*1.0 + ( CZY_AltocumulusWindSpeed * TIme30_g66 )) * ( 100.0 / CZY_AltocumulusScale ); float2 id287_g66 = 0; float2 uv287_g66 = 0; float fade287_g66 = 0.5; float voroi287_g66 = 0; float rest287_g66 = 0; for( int it287_g66 = 0; it287_g66 <2; it287_g66++ ){ voroi287_g66 += fade287_g66 * voronoi287_g66( coords287_g66, time287_g66, id287_g66, uv287_g66, 0,voronoiSmoothId287_g66 ); rest287_g66 += fade287_g66; coords287_g66 *= 2; fade287_g66 *= 0.5; }//Voronoi287_g66 voroi287_g66 /= rest287_g66; float AltoCumulusLightTransport300_g66 = ( ( AltoCumulusPlacement271_g66 * ( 0.1 > voroi287_g66 ? (0.5 + (voroi287_g66 - 0.0) * (0.0 - 0.5) / (0.15 - 0.0)) : 0.0 ) * CZY_AltocumulusMultiplier ) > 0.2 ? 1.0 : 0.0 ); float mulTime107_g66 = _TimeParameters.x * 0.01; float simplePerlin2D146_g66 = snoise( (Pos33_g66*1.0 + mulTime107_g66)*2.0 ); float mulTime96_g66 = _TimeParameters.x * CZY_ChemtrailsMoveSpeed; float cos100_g66 = cos( ( mulTime96_g66 * 0.01 ) ); float sin100_g66 = sin( ( mulTime96_g66 * 0.01 ) ); float2 rotator100_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos100_g66 , -sin100_g66 , sin100_g66 , cos100_g66 )) + float2( 0.5,0.5 ); float cos134_g66 = cos( ( mulTime96_g66 * -0.02 ) ); float sin134_g66 = sin( ( mulTime96_g66 * -0.02 ) ); float2 rotator134_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos134_g66 , -sin134_g66 , sin134_g66 , cos134_g66 )) + float2( 0.5,0.5 ); float mulTime110_g66 = _TimeParameters.x * 0.01; float simplePerlin2D150_g66 = snoise( (Pos33_g66*1.0 + mulTime110_g66)*4.0 ); float4 ChemtrailsPattern212_g66 = ( ( saturate( simplePerlin2D146_g66 ) * tex2D( CZY_ChemtrailsTexture, (rotator100_g66*0.5 + 0.0) ) ) + ( tex2D( CZY_ChemtrailsTexture, rotator134_g66 ) * saturate( simplePerlin2D150_g66 ) ) ); float2 texCoord142_g66 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_164_0_g66 = ( texCoord142_g66 - float2( 0.5,0.5 ) ); float dotResult209_g66 = dot( temp_output_164_0_g66 , temp_output_164_0_g66 ); float ChemtrailsFinal254_g66 = ( ( ChemtrailsPattern212_g66 * saturate( (0.4 + (dotResult209_g66 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) ).r > ( 1.0 - ( CZY_ChemtrailsMultiplier * 0.5 ) ) ? 1.0 : 0.0 ); float mulTime194_g66 = _TimeParameters.x * 0.01; float simplePerlin2D226_g66 = snoise( (Pos33_g66*1.0 + mulTime194_g66)*2.0 ); float mulTime179_g66 = _TimeParameters.x * CZY_CirrostratusMoveSpeed; float cos141_g66 = cos( ( mulTime179_g66 * 0.01 ) ); float sin141_g66 = sin( ( mulTime179_g66 * 0.01 ) ); float2 rotator141_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos141_g66 , -sin141_g66 , sin141_g66 , cos141_g66 )) + float2( 0.5,0.5 ); float cos199_g66 = cos( ( mulTime179_g66 * -0.02 ) ); float sin199_g66 = sin( ( mulTime179_g66 * -0.02 ) ); float2 rotator199_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos199_g66 , -sin199_g66 , sin199_g66 , cos199_g66 )) + float2( 0.5,0.5 ); float mulTime185_g66 = _TimeParameters.x * 0.01; float simplePerlin2D218_g66 = snoise( (Pos33_g66*10.0 + mulTime185_g66)*4.0 ); float4 CirrostratPattern270_g66 = ( ( saturate( simplePerlin2D226_g66 ) * tex2D( CZY_CirrostratusTexture, (rotator141_g66*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrostratusTexture, (rotator199_g66*1.5 + 0.75) ) * saturate( simplePerlin2D218_g66 ) ) ); float2 texCoord238_g66 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_249_0_g66 = ( texCoord238_g66 - float2( 0.5,0.5 ) ); float dotResult243_g66 = dot( temp_output_249_0_g66 , temp_output_249_0_g66 ); float clampResult274_g66 = clamp( ( CZY_CirrostratusMultiplier * 0.5 ) , 0.0 , 0.98 ); float CirrostratLightTransport295_g66 = ( ( CirrostratPattern270_g66 * saturate( (0.4 + (dotResult243_g66 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) ).r > ( 1.0 - clampResult274_g66 ) ? 1.0 : 0.0 ); float mulTime83_g66 = _TimeParameters.x * 0.01; float simplePerlin2D129_g66 = snoise( (Pos33_g66*1.0 + mulTime83_g66)*2.0 ); float mulTime78_g66 = _TimeParameters.x * CZY_CirrusMoveSpeed; float cos104_g66 = cos( ( mulTime78_g66 * 0.01 ) ); float sin104_g66 = sin( ( mulTime78_g66 * 0.01 ) ); float2 rotator104_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos104_g66 , -sin104_g66 , sin104_g66 , cos104_g66 )) + float2( 0.5,0.5 ); float cos115_g66 = cos( ( mulTime78_g66 * -0.02 ) ); float sin115_g66 = sin( ( mulTime78_g66 * -0.02 ) ); float2 rotator115_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos115_g66 , -sin115_g66 , sin115_g66 , cos115_g66 )) + float2( 0.5,0.5 ); float mulTime138_g66 = _TimeParameters.x * 0.01; float simplePerlin2D125_g66 = snoise( (Pos33_g66*1.0 + mulTime138_g66) ); simplePerlin2D125_g66 = simplePerlin2D125_g66*0.5 + 0.5; float4 CirrusPattern140_g66 = ( ( saturate( simplePerlin2D129_g66 ) * tex2D( CZY_CirrusTexture, (rotator104_g66*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrusTexture, (rotator115_g66*1.0 + 0.0) ) * saturate( simplePerlin2D125_g66 ) ) ); float2 texCoord137_g66 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_166_0_g66 = ( texCoord137_g66 - float2( 0.5,0.5 ) ); float dotResult159_g66 = dot( temp_output_166_0_g66 , temp_output_166_0_g66 ); float4 temp_output_219_0_g66 = ( CirrusPattern140_g66 * saturate( (0.0 + (dotResult159_g66 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) ); float Clipping210_g66 = CZY_ClippingThreshold; float CirrusAlpha256_g66 = ( ( temp_output_219_0_g66 * ( CZY_CirrusMultiplier * 10.0 ) ).r > Clipping210_g66 ? 1.0 : 0.0 ); float3 ase_worldPos = IN.ase_texcoord2.xyz; float3 normalizeResult119_g66 = normalize( ( ase_worldPos - _WorldSpaceCameraPos ) ); float3 normalizeResult149_g66 = normalize( CZY_StormDirection ); float dotResult152_g66 = dot( normalizeResult119_g66 , normalizeResult149_g66 ); float2 texCoord101_g66 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_127_0_g66 = ( texCoord101_g66 - float2( 0.5,0.5 ) ); float dotResult128_g66 = dot( temp_output_127_0_g66 , temp_output_127_0_g66 ); float temp_output_143_0_g66 = ( -2.0 * ( 1.0 - ( CZY_NimbusVariation * 0.9 ) ) ); float NimbusLightTransport280_g66 = saturate( ( ( ( CloudDetail180_g66 + SimpleCloudDensity155_g66 ) * saturate( (( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_143_0_g66 ) + (( dotResult152_g66 + ( CZY_NimbusHeight * 4.0 * dotResult128_g66 ) ) - 0.5) * (( temp_output_143_0_g66 * -4.0 ) - ( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_143_0_g66 )) / (7.0 - 0.5)) ) ) * 10.0 ) ); float FinalAlpha399_g66 = saturate( ( DetailedClouds258_g66 + BorderLightTransport403_g66 + AltoCumulusLightTransport300_g66 + ChemtrailsFinal254_g66 + CirrostratLightTransport295_g66 + CirrusAlpha256_g66 + NimbusLightTransport280_g66 ) ); bool enabled20_g71 =(bool)_UnderwaterRenderingEnabled; bool submerged20_g71 =(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_g71 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r; float localHLSL20_g71 = HLSL20_g71( enabled20_g71 , submerged20_g71 , textureSample20_g71 ); surfaceDescription.Alpha = ( saturate( ( ( CZY_CloudThickness * 2.0 * FinalAlpha399_g66 ) + FinalAlpha399_g66 ) ) * ( 1.0 - localHLSL20_g71 ) ); 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; 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 CZY_CloudThickness; float CZY_WindSpeed; float CZY_MainCloudScale; float CZY_CumulusCoverageMultiplier; float CZY_DetailScale; float CZY_DetailAmount; float CZY_BorderHeight; float CZY_BorderVariation; float CZY_BorderEffect; float CZY_AltocumulusScale; float2 CZY_AltocumulusWindSpeed; float CZY_AltocumulusMultiplier; sampler2D CZY_ChemtrailsTexture; float CZY_ChemtrailsMoveSpeed; float CZY_ChemtrailsMultiplier; sampler2D CZY_CirrostratusTexture; float CZY_CirrostratusMoveSpeed; float CZY_CirrostratusMultiplier; sampler2D CZY_CirrusTexture; float CZY_CirrusMoveSpeed; float CZY_CirrusMultiplier; float CZY_ClippingThreshold; float3 CZY_StormDirection; float CZY_NimbusHeight; float CZY_NimbusMultiplier; float CZY_NimbusVariation; 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 ); } float2 voronoihash84_g66( 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 voronoi84_g66( 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 = voronoihash84_g66( 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.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 texCoord31_g66 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 Pos33_g66 = texCoord31_g66; float mulTime29_g66 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed ); float TIme30_g66 = mulTime29_g66; float simplePerlin2D123_g66 = snoise( ( Pos33_g66 + ( TIme30_g66 * float2( 0.2,-0.4 ) ) )*( 100.0 / CZY_MainCloudScale ) ); simplePerlin2D123_g66 = simplePerlin2D123_g66*0.5 + 0.5; float SimpleCloudDensity155_g66 = simplePerlin2D123_g66; float time84_g66 = 0.0; float2 voronoiSmoothId84_g66 = 0; float2 temp_output_97_0_g66 = ( Pos33_g66 + ( TIme30_g66 * float2( 0.3,0.2 ) ) ); float2 coords84_g66 = temp_output_97_0_g66 * ( 140.0 / CZY_MainCloudScale ); float2 id84_g66 = 0; float2 uv84_g66 = 0; float voroi84_g66 = voronoi84_g66( coords84_g66, time84_g66, id84_g66, uv84_g66, 0, voronoiSmoothId84_g66 ); float time91_g66 = 0.0; float2 voronoiSmoothId91_g66 = 0; float2 coords91_g66 = temp_output_97_0_g66 * ( 500.0 / CZY_MainCloudScale ); float2 id91_g66 = 0; float2 uv91_g66 = 0; float voroi91_g66 = voronoi91_g66( coords91_g66, time91_g66, id91_g66, uv91_g66, 0, voronoiSmoothId91_g66 ); float2 appendResult98_g66 = (float2(voroi84_g66 , voroi91_g66)); float2 VoroDetails112_g66 = appendResult98_g66; float CumulusCoverage34_g66 = CZY_CumulusCoverageMultiplier; float ComplexCloudDensity144_g66 = (0.0 + (min( SimpleCloudDensity155_g66 , ( 1.0 - VoroDetails112_g66.x ) ) - ( 1.0 - CumulusCoverage34_g66 )) * (1.0 - 0.0) / (1.0 - ( 1.0 - CumulusCoverage34_g66 ))); float time87_g66 = 0.0; float2 voronoiSmoothId87_g66 = 0; float2 coords87_g66 = ( Pos33_g66 + ( TIme30_g66 * float2( 0.3,0.2 ) ) ) * ( 100.0 / CZY_DetailScale ); float2 id87_g66 = 0; float2 uv87_g66 = 0; float fade87_g66 = 0.5; float voroi87_g66 = 0; float rest87_g66 = 0; for( int it87_g66 = 0; it87_g66 <3; it87_g66++ ){ voroi87_g66 += fade87_g66 * voronoi87_g66( coords87_g66, time87_g66, id87_g66, uv87_g66, 0,voronoiSmoothId87_g66 ); rest87_g66 += fade87_g66; coords87_g66 *= 2; fade87_g66 *= 0.5; }//Voronoi87_g66 voroi87_g66 /= rest87_g66; float temp_output_174_0_g66 = ( (0.0 + (( 1.0 - voroi87_g66 ) - 0.3) * (0.5 - 0.0) / (1.0 - 0.3)) * 0.1 * CZY_DetailAmount ); float DetailedClouds258_g66 = saturate( ( ComplexCloudDensity144_g66 + temp_output_174_0_g66 ) ); float CloudDetail180_g66 = temp_output_174_0_g66; float2 texCoord82_g66 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_163_0_g66 = ( texCoord82_g66 - float2( 0.5,0.5 ) ); float dotResult214_g66 = dot( temp_output_163_0_g66 , temp_output_163_0_g66 ); float BorderHeight156_g66 = ( 1.0 - CZY_BorderHeight ); float temp_output_153_0_g66 = ( -2.0 * ( 1.0 - CZY_BorderVariation ) ); float clampResult253_g66 = clamp( ( ( ( CloudDetail180_g66 + SimpleCloudDensity155_g66 ) * saturate( (( BorderHeight156_g66 * temp_output_153_0_g66 ) + (dotResult214_g66 - 0.0) * (( temp_output_153_0_g66 * -4.0 ) - ( BorderHeight156_g66 * temp_output_153_0_g66 )) / (1.0 - 0.0)) ) ) * 10.0 * CZY_BorderEffect ) , -1.0 , 1.0 ); float BorderLightTransport403_g66 = clampResult253_g66; float time201_g66 = 0.0; float2 voronoiSmoothId201_g66 = 0; float mulTime165_g66 = _TimeParameters.x * 0.003; float2 coords201_g66 = (Pos33_g66*1.0 + ( float2( 1,-2 ) * mulTime165_g66 )) * 10.0; float2 id201_g66 = 0; float2 uv201_g66 = 0; float voroi201_g66 = voronoi201_g66( coords201_g66, time201_g66, id201_g66, uv201_g66, 0, voronoiSmoothId201_g66 ); float time234_g66 = ( 10.0 * mulTime165_g66 ); float2 voronoiSmoothId234_g66 = 0; float2 coords234_g66 = IN.ase_texcoord1.xy * 10.0; float2 id234_g66 = 0; float2 uv234_g66 = 0; float voroi234_g66 = voronoi234_g66( coords234_g66, time234_g66, id234_g66, uv234_g66, 0, voronoiSmoothId234_g66 ); float AltoCumulusPlacement271_g66 = saturate( ( ( ( 1.0 - 0.0 ) - (1.0 + (voroi201_g66 - 0.0) * (-0.5 - 1.0) / (1.0 - 0.0)) ) - voroi234_g66 ) ); float time287_g66 = 51.2; float2 voronoiSmoothId287_g66 = 0; float2 coords287_g66 = (Pos33_g66*1.0 + ( CZY_AltocumulusWindSpeed * TIme30_g66 )) * ( 100.0 / CZY_AltocumulusScale ); float2 id287_g66 = 0; float2 uv287_g66 = 0; float fade287_g66 = 0.5; float voroi287_g66 = 0; float rest287_g66 = 0; for( int it287_g66 = 0; it287_g66 <2; it287_g66++ ){ voroi287_g66 += fade287_g66 * voronoi287_g66( coords287_g66, time287_g66, id287_g66, uv287_g66, 0,voronoiSmoothId287_g66 ); rest287_g66 += fade287_g66; coords287_g66 *= 2; fade287_g66 *= 0.5; }//Voronoi287_g66 voroi287_g66 /= rest287_g66; float AltoCumulusLightTransport300_g66 = ( ( AltoCumulusPlacement271_g66 * ( 0.1 > voroi287_g66 ? (0.5 + (voroi287_g66 - 0.0) * (0.0 - 0.5) / (0.15 - 0.0)) : 0.0 ) * CZY_AltocumulusMultiplier ) > 0.2 ? 1.0 : 0.0 ); float mulTime107_g66 = _TimeParameters.x * 0.01; float simplePerlin2D146_g66 = snoise( (Pos33_g66*1.0 + mulTime107_g66)*2.0 ); float mulTime96_g66 = _TimeParameters.x * CZY_ChemtrailsMoveSpeed; float cos100_g66 = cos( ( mulTime96_g66 * 0.01 ) ); float sin100_g66 = sin( ( mulTime96_g66 * 0.01 ) ); float2 rotator100_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos100_g66 , -sin100_g66 , sin100_g66 , cos100_g66 )) + float2( 0.5,0.5 ); float cos134_g66 = cos( ( mulTime96_g66 * -0.02 ) ); float sin134_g66 = sin( ( mulTime96_g66 * -0.02 ) ); float2 rotator134_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos134_g66 , -sin134_g66 , sin134_g66 , cos134_g66 )) + float2( 0.5,0.5 ); float mulTime110_g66 = _TimeParameters.x * 0.01; float simplePerlin2D150_g66 = snoise( (Pos33_g66*1.0 + mulTime110_g66)*4.0 ); float4 ChemtrailsPattern212_g66 = ( ( saturate( simplePerlin2D146_g66 ) * tex2D( CZY_ChemtrailsTexture, (rotator100_g66*0.5 + 0.0) ) ) + ( tex2D( CZY_ChemtrailsTexture, rotator134_g66 ) * saturate( simplePerlin2D150_g66 ) ) ); float2 texCoord142_g66 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_164_0_g66 = ( texCoord142_g66 - float2( 0.5,0.5 ) ); float dotResult209_g66 = dot( temp_output_164_0_g66 , temp_output_164_0_g66 ); float ChemtrailsFinal254_g66 = ( ( ChemtrailsPattern212_g66 * saturate( (0.4 + (dotResult209_g66 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) ).r > ( 1.0 - ( CZY_ChemtrailsMultiplier * 0.5 ) ) ? 1.0 : 0.0 ); float mulTime194_g66 = _TimeParameters.x * 0.01; float simplePerlin2D226_g66 = snoise( (Pos33_g66*1.0 + mulTime194_g66)*2.0 ); float mulTime179_g66 = _TimeParameters.x * CZY_CirrostratusMoveSpeed; float cos141_g66 = cos( ( mulTime179_g66 * 0.01 ) ); float sin141_g66 = sin( ( mulTime179_g66 * 0.01 ) ); float2 rotator141_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos141_g66 , -sin141_g66 , sin141_g66 , cos141_g66 )) + float2( 0.5,0.5 ); float cos199_g66 = cos( ( mulTime179_g66 * -0.02 ) ); float sin199_g66 = sin( ( mulTime179_g66 * -0.02 ) ); float2 rotator199_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos199_g66 , -sin199_g66 , sin199_g66 , cos199_g66 )) + float2( 0.5,0.5 ); float mulTime185_g66 = _TimeParameters.x * 0.01; float simplePerlin2D218_g66 = snoise( (Pos33_g66*10.0 + mulTime185_g66)*4.0 ); float4 CirrostratPattern270_g66 = ( ( saturate( simplePerlin2D226_g66 ) * tex2D( CZY_CirrostratusTexture, (rotator141_g66*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrostratusTexture, (rotator199_g66*1.5 + 0.75) ) * saturate( simplePerlin2D218_g66 ) ) ); float2 texCoord238_g66 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_249_0_g66 = ( texCoord238_g66 - float2( 0.5,0.5 ) ); float dotResult243_g66 = dot( temp_output_249_0_g66 , temp_output_249_0_g66 ); float clampResult274_g66 = clamp( ( CZY_CirrostratusMultiplier * 0.5 ) , 0.0 , 0.98 ); float CirrostratLightTransport295_g66 = ( ( CirrostratPattern270_g66 * saturate( (0.4 + (dotResult243_g66 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) ).r > ( 1.0 - clampResult274_g66 ) ? 1.0 : 0.0 ); float mulTime83_g66 = _TimeParameters.x * 0.01; float simplePerlin2D129_g66 = snoise( (Pos33_g66*1.0 + mulTime83_g66)*2.0 ); float mulTime78_g66 = _TimeParameters.x * CZY_CirrusMoveSpeed; float cos104_g66 = cos( ( mulTime78_g66 * 0.01 ) ); float sin104_g66 = sin( ( mulTime78_g66 * 0.01 ) ); float2 rotator104_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos104_g66 , -sin104_g66 , sin104_g66 , cos104_g66 )) + float2( 0.5,0.5 ); float cos115_g66 = cos( ( mulTime78_g66 * -0.02 ) ); float sin115_g66 = sin( ( mulTime78_g66 * -0.02 ) ); float2 rotator115_g66 = mul( Pos33_g66 - float2( 0.5,0.5 ) , float2x2( cos115_g66 , -sin115_g66 , sin115_g66 , cos115_g66 )) + float2( 0.5,0.5 ); float mulTime138_g66 = _TimeParameters.x * 0.01; float simplePerlin2D125_g66 = snoise( (Pos33_g66*1.0 + mulTime138_g66) ); simplePerlin2D125_g66 = simplePerlin2D125_g66*0.5 + 0.5; float4 CirrusPattern140_g66 = ( ( saturate( simplePerlin2D129_g66 ) * tex2D( CZY_CirrusTexture, (rotator104_g66*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrusTexture, (rotator115_g66*1.0 + 0.0) ) * saturate( simplePerlin2D125_g66 ) ) ); float2 texCoord137_g66 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_166_0_g66 = ( texCoord137_g66 - float2( 0.5,0.5 ) ); float dotResult159_g66 = dot( temp_output_166_0_g66 , temp_output_166_0_g66 ); float4 temp_output_219_0_g66 = ( CirrusPattern140_g66 * saturate( (0.0 + (dotResult159_g66 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) ); float Clipping210_g66 = CZY_ClippingThreshold; float CirrusAlpha256_g66 = ( ( temp_output_219_0_g66 * ( CZY_CirrusMultiplier * 10.0 ) ).r > Clipping210_g66 ? 1.0 : 0.0 ); float3 ase_worldPos = IN.ase_texcoord2.xyz; float3 normalizeResult119_g66 = normalize( ( ase_worldPos - _WorldSpaceCameraPos ) ); float3 normalizeResult149_g66 = normalize( CZY_StormDirection ); float dotResult152_g66 = dot( normalizeResult119_g66 , normalizeResult149_g66 ); float2 texCoord101_g66 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_127_0_g66 = ( texCoord101_g66 - float2( 0.5,0.5 ) ); float dotResult128_g66 = dot( temp_output_127_0_g66 , temp_output_127_0_g66 ); float temp_output_143_0_g66 = ( -2.0 * ( 1.0 - ( CZY_NimbusVariation * 0.9 ) ) ); float NimbusLightTransport280_g66 = saturate( ( ( ( CloudDetail180_g66 + SimpleCloudDensity155_g66 ) * saturate( (( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_143_0_g66 ) + (( dotResult152_g66 + ( CZY_NimbusHeight * 4.0 * dotResult128_g66 ) ) - 0.5) * (( temp_output_143_0_g66 * -4.0 ) - ( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_143_0_g66 )) / (7.0 - 0.5)) ) ) * 10.0 ) ); float FinalAlpha399_g66 = saturate( ( DetailedClouds258_g66 + BorderLightTransport403_g66 + AltoCumulusLightTransport300_g66 + ChemtrailsFinal254_g66 + CirrostratLightTransport295_g66 + CirrusAlpha256_g66 + NimbusLightTransport280_g66 ) ); bool enabled20_g71 =(bool)_UnderwaterRenderingEnabled; bool submerged20_g71 =(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_g71 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r; float localHLSL20_g71 = HLSL20_g71( enabled20_g71 , submerged20_g71 , textureSample20_g71 ); surfaceDescription.Alpha = ( saturate( ( ( CZY_CloudThickness * 2.0 * FinalAlpha399_g66 ) + FinalAlpha399_g66 ) ) * ( 1.0 - localHLSL20_g71 ) ); surfaceDescription.AlphaClipThreshold = 0.5; #if _ALPHATEST_ON clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif float3 normalWS = IN.normalWS; return half4(NormalizeNormalPerPixel(normalWS), 0.0); } ENDHLSL } } CustomEditor "EmptyShaderGUI" FallBack "Hidden/Shader Graph/FallbackError" Fallback "Hidden/InternalErrorShader" } /*ASEBEGIN Version=19105 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;807;-400,-624;Float;False;True;-1;2;EmptyShaderGUI;0;13;Distant Lands/Cozy/URP/Stylized Clouds (Soft);2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;8;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;1;False;;False;False;False;False;False;False;False;False;True;True;True;221;False;;255;False;;255;False;;7;False;;2;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;True;1;5;False;;10;False;;1;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForward;False;False;0;Hidden/InternalErrorShader;0;0;Standard;23;Surface;1;637952289623616075; Blend;0;0;Two Sided;2;638050878722904710;Forward Only;0;0;Cast Shadows;1;0; Use Shadow Threshold;0;0;Receive Shadows;1;0;GPU Instancing;1;0;LOD CrossFade;0;0;Built-in Fog;0;0;DOTS Instancing;0;0;Meta Pass;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Vertex Position,InvertActionOnDeselection;1;0;0;10;False;True;True;True;False;False;True;True;True;True;False;;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;806;-677.2959,-670.1561;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;0;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;808;-678.2959,-671.1561;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=ShadowCaster;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;809;-678.2959,-671.1561;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;True;1;LightMode=DepthOnly;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;810;-678.2959,-671.1561;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;811;-644.2959,-581.1561;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Universal2D;0;5;Universal2D;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=Universal2D;False;False;0;;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;812;-644.2959,-581.1561;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;SceneSelectionPass;0;6;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;813;-644.2959,-581.1561;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ScenePickingPass;0;7;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;814;-644.2959,-581.1561;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormals;0;8;DepthNormals;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;False;0;;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;815;-644.2959,-581.1561;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormalsOnly;0;9;DepthNormalsOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;True;9;d3d11;metal;vulkan;xboxone;xboxseries;playstation;ps4;ps5;switch;0;;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.FunctionNode;1233;-640,-624;Inherit;False;Stylized Clouds (Soft);0;;66;ade1d57100c84e341a80e8ca0ed59008;0;0;2;COLOR;0;FLOAT;420 WireConnection;807;2;1233;0 WireConnection;807;3;1233;420 ASEEND*/ //CHKSM=E88B0C09D5D21E1435D5680C5320654797C03311