// Made with Amplify Shader Editor v1.9.5.1 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Distant Lands/Cozy/URP/Stylized Fog (Desktop)" { Properties { [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) _FogVariationTexture("Fog Variation Texture", 2D) = "white" {} //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 //_TessMin( "Tess Min Distance", Float ) = 10 //_TessMax( "Tess Max Distance", Float ) = 25 //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 [HideInInspector] _QueueOffset("_QueueOffset", Float) = 0 [HideInInspector] _QueueControl("_QueueControl", Float) = -1 [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} [HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0 } SubShader { LOD 0 Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Unlit" } Cull Front AlphaToMask Off Stencil { Ref 221 ReadMask 221 WriteMask 221 Comp NotEqual Pass Keep } HLSLINCLUDE #pragma target 4.5 #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 Always Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #pragma multi_compile_instancing #pragma instancing_options renderinglayer #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_SRP_VERSION 140010 #define REQUIRE_DEPTH_TEXTURE 1 #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_fragment _ DEBUG_DISPLAY #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_UNLIT #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #endif #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #endif #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif #define ASE_NEEDS_FRAG_SCREEN_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; float4 clipPosV : TEXCOORD0; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 positionWS : TEXCOORD1; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD2; #endif #ifdef ASE_FOG float fogFactor : TEXCOORD3; #endif 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_LightColor; float4 CZY_FogColor1; float4 CZY_FogColor2; float CZY_FogDepthMultiplier; sampler2D _FogVariationTexture; float3 CZY_VariationWindDirection; float CZY_VariationScale; float CZY_VariationAmount; float CZY_VariationDistance; float CZY_FogColorStart1; float4 CZY_FogColor3; float CZY_FogColorStart2; float4 CZY_FogColor4; float CZY_FogColorStart3; float4 CZY_FogColor5; float CZY_FogColorStart4; float CZY_LightFlareSquish; float3 CZY_SunDirection; half CZY_LightIntensity; half CZY_LightFalloff; float CZY_FilterSaturation; float CZY_FilterValue; float4 CZY_FilterColor; float4 CZY_SunFilterColor; float3 CZY_MoonDirection; float4 CZY_FogMoonFlareColor; float CZY_FogSmoothness; float CZY_FogOffset; float CZY_FogIntensity; 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); } float2 UnStereo( float2 UV ) { #if UNITY_SINGLE_PASS_STEREO float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ]; UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy; #endif return UV; } float3 InvertDepthDirURP75_g155( float3 In ) { float3 result = In; #if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301 || ASE_SRP_VERSION == 70503 || ASE_SRP_VERSION == 70600 || ASE_SRP_VERSION == 70700 || ASE_SRP_VERSION == 70701 || ASE_SRP_VERSION >= 80301 result *= float3(1,1,-1); #endif return result; } VertexOutput VertexFunction( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS.xyz = vertexValue; #else v.positionOS.xyz += vertexValue; #endif v.normalOS = v.normalOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.positionWS = vertexInput.positionWS; #endif #ifdef ASE_FOG o.fogFactor = ComputeFogFactor( vertexInput.positionCS.z ); #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.positionCS = vertexInput.positionCS; o.clipPosV = vertexInput.positionCS; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.positionOS; o.normalOS = v.normalOS; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag ( VertexOutput IN #ifdef _WRITE_RENDERING_LAYERS , out float4 outRenderingLayers : SV_Target1 #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.positionWS; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); float4 ClipPos = IN.clipPosV; float4 ScreenPos = ComputeScreenPos( IN.clipPosV ); #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 float4 ase_screenPosNorm = ScreenPos / ScreenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float2 UV22_g156 = ase_screenPosNorm.xy; float2 localUnStereo22_g156 = UnStereo( UV22_g156 ); float2 break64_g155 = localUnStereo22_g156; float clampDepth69_g155 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ); #ifdef UNITY_REVERSED_Z float staticSwitch38_g155 = ( 1.0 - clampDepth69_g155 ); #else float staticSwitch38_g155 = clampDepth69_g155; #endif float3 appendResult39_g155 = (float3(break64_g155.x , break64_g155.y , staticSwitch38_g155)); float4 appendResult42_g155 = (float4((appendResult39_g155*2.0 + -1.0) , 1.0)); float4 temp_output_43_0_g155 = mul( unity_CameraInvProjection, appendResult42_g155 ); float3 temp_output_46_0_g155 = ( (temp_output_43_0_g155).xyz / (temp_output_43_0_g155).w ); float3 In75_g155 = temp_output_46_0_g155; float3 localInvertDepthDirURP75_g155 = InvertDepthDirURP75_g155( In75_g155 ); float4 appendResult49_g155 = (float4(localInvertDepthDirURP75_g155 , 1.0)); float4 temp_output_97_0_g154 = mul( unity_CameraToWorld, appendResult49_g155 ); float preDepth120_g154 = distance( temp_output_97_0_g154 , float4( _WorldSpaceCameraPos , 0.0 ) ); float lerpResult114_g154 = lerp( preDepth120_g154 , ( preDepth120_g154 * (( 1.0 - CZY_VariationAmount ) + (tex2D( _FogVariationTexture, (( (temp_output_97_0_g154).xz + ( (CZY_VariationWindDirection).xz * _TimeParameters.x ) )*( 0.1 / CZY_VariationScale ) + 0.0) ).r - 0.0) * (1.0 - ( 1.0 - CZY_VariationAmount )) / (1.0 - 0.0)) ) , ( 1.0 - saturate( ( preDepth120_g154 / CZY_VariationDistance ) ) )); float newFogDepth103_g154 = lerpResult114_g154; float temp_output_15_0_g154 = ( CZY_FogDepthMultiplier * sqrt( newFogDepth103_g154 ) ); float temp_output_1_0_g159 = temp_output_15_0_g154; float4 lerpResult28_g159 = lerp( CZY_FogColor1 , CZY_FogColor2 , saturate( ( temp_output_1_0_g159 / CZY_FogColorStart1 ) )); float4 lerpResult41_g159 = lerp( saturate( lerpResult28_g159 ) , CZY_FogColor3 , saturate( ( ( CZY_FogColorStart1 - temp_output_1_0_g159 ) / ( CZY_FogColorStart1 - CZY_FogColorStart2 ) ) )); float4 lerpResult35_g159 = lerp( lerpResult41_g159 , CZY_FogColor4 , saturate( ( ( CZY_FogColorStart2 - temp_output_1_0_g159 ) / ( CZY_FogColorStart2 - CZY_FogColorStart3 ) ) )); float4 lerpResult113_g159 = lerp( lerpResult35_g159 , CZY_FogColor5 , saturate( ( ( CZY_FogColorStart3 - temp_output_1_0_g159 ) / ( CZY_FogColorStart3 - CZY_FogColorStart4 ) ) )); float4 temp_output_157_0_g154 = lerpResult113_g159; float3 hsvTorgb32_g154 = RGBToHSV( temp_output_157_0_g154.rgb ); float3 normalizeResult160_g154 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) ); float3 temp_output_91_0_g154 = ( normalizeResult160_g154 * _ProjectionParams.z ); float3 appendResult73_g154 = (float3(1.0 , CZY_LightFlareSquish , 1.0)); float3 normalizeResult5_g154 = normalize( ( ( temp_output_91_0_g154 * appendResult73_g154 ) - _WorldSpaceCameraPos ) ); float dotResult6_g154 = dot( normalizeResult5_g154 , CZY_SunDirection ); half LightMask27_g154 = saturate( pow( abs( ( (dotResult6_g154*0.5 + 0.5) * CZY_LightIntensity ) ) , CZY_LightFalloff ) ); float temp_output_26_0_g154 = ( (temp_output_157_0_g154).a * saturate( temp_output_15_0_g154 ) ); float3 hsvTorgb2_g158 = RGBToHSV( ( CZY_LightColor * hsvTorgb32_g154.z * saturate( ( LightMask27_g154 * ( 1.5 * temp_output_26_0_g154 ) ) ) ).rgb ); float3 hsvTorgb3_g158 = HSVToRGB( float3(hsvTorgb2_g158.x,saturate( ( hsvTorgb2_g158.y + CZY_FilterSaturation ) ),( hsvTorgb2_g158.z + CZY_FilterValue )) ); float4 temp_output_10_0_g158 = ( float4( hsvTorgb3_g158 , 0.0 ) * CZY_FilterColor ); float3 direction90_g154 = ( temp_output_91_0_g154 - _WorldSpaceCameraPos ); float3 normalizeResult93_g154 = normalize( direction90_g154 ); float3 normalizeResult88_g154 = normalize( CZY_MoonDirection ); float dotResult49_g154 = dot( normalizeResult93_g154 , normalizeResult88_g154 ); half MoonMask47_g154 = saturate( pow( abs( ( saturate( (dotResult49_g154*1.0 + 0.0) ) * CZY_LightIntensity ) ) , ( CZY_LightFalloff * 3.0 ) ) ); float3 hsvTorgb2_g157 = RGBToHSV( ( temp_output_157_0_g154 + ( hsvTorgb32_g154.z * saturate( ( temp_output_26_0_g154 * MoonMask47_g154 ) ) * CZY_FogMoonFlareColor ) ).rgb ); float3 hsvTorgb3_g157 = HSVToRGB( float3(hsvTorgb2_g157.x,saturate( ( hsvTorgb2_g157.y + CZY_FilterSaturation ) ),( hsvTorgb2_g157.z + CZY_FilterValue )) ); float4 temp_output_10_0_g157 = ( float4( hsvTorgb3_g157 , 0.0 ) * CZY_FilterColor ); float finalAlpha141_g154 = temp_output_26_0_g154; float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float3 BakedAlbedo = 0; float3 BakedEmission = 0; float3 Color = ( ( temp_output_10_0_g158 * CZY_SunFilterColor ) + temp_output_10_0_g157 ).rgb; float Alpha = ( ( finalAlpha141_g154 * saturate( ( ( 1.0 - saturate( ( ( ( direction90_g154.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) ) * ( 1.0 - 0.0 ) ); float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; #ifdef _ALPHATEST_ON clip( Alpha - AlphaClipThreshold ); #endif #if defined(_DBUFFER) ApplyDecalToBaseColor(IN.positionCS, Color); #endif #ifdef LOD_FADE_CROSSFADE LODFadeCrossFade( IN.positionCS ); #endif #ifdef ASE_FOG Color = MixFog( Color, IN.fogFactor ); #endif #ifdef _WRITE_RENDERING_LAYERS uint renderingLayers = GetMeshRenderingLayer(); outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 ); #endif return half4( Color, Alpha ); } ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask 0 AlphaToMask Off HLSLPROGRAM #pragma multi_compile_instancing #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_SRP_VERSION 140010 #define REQUIRE_DEPTH_TEXTURE 1 #pragma vertex vert #pragma fragment frag #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #endif #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif #define ASE_NEEDS_FRAG_SCREEN_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; float4 clipPosV : TEXCOORD0; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 positionWS : TEXCOORD1; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD2; #endif 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_FogColor1; float4 CZY_FogColor2; float CZY_FogDepthMultiplier; sampler2D _FogVariationTexture; float3 CZY_VariationWindDirection; float CZY_VariationScale; float CZY_VariationAmount; float CZY_VariationDistance; float CZY_FogColorStart1; float4 CZY_FogColor3; float CZY_FogColorStart2; float4 CZY_FogColor4; float CZY_FogColorStart3; float4 CZY_FogColor5; float CZY_FogColorStart4; float CZY_FogSmoothness; float CZY_FogOffset; float CZY_FogIntensity; float2 UnStereo( float2 UV ) { #if UNITY_SINGLE_PASS_STEREO float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ]; UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy; #endif return UV; } float3 InvertDepthDirURP75_g155( float3 In ) { float3 result = In; #if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301 || ASE_SRP_VERSION == 70503 || ASE_SRP_VERSION == 70600 || ASE_SRP_VERSION == 70700 || ASE_SRP_VERSION == 70701 || ASE_SRP_VERSION >= 80301 result *= float3(1,1,-1); #endif return result; } VertexOutput VertexFunction( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS.xyz = vertexValue; #else v.positionOS.xyz += vertexValue; #endif v.normalOS = v.normalOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.positionWS = vertexInput.positionWS; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.positionCS = vertexInput.positionCS; o.clipPosV = vertexInput.positionCS; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.positionOS; o.normalOS = v.normalOS; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag(VertexOutput IN ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.positionWS; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); float4 ClipPos = IN.clipPosV; float4 ScreenPos = ComputeScreenPos( IN.clipPosV ); #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 float4 ase_screenPosNorm = ScreenPos / ScreenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float2 UV22_g156 = ase_screenPosNorm.xy; float2 localUnStereo22_g156 = UnStereo( UV22_g156 ); float2 break64_g155 = localUnStereo22_g156; float clampDepth69_g155 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ); #ifdef UNITY_REVERSED_Z float staticSwitch38_g155 = ( 1.0 - clampDepth69_g155 ); #else float staticSwitch38_g155 = clampDepth69_g155; #endif float3 appendResult39_g155 = (float3(break64_g155.x , break64_g155.y , staticSwitch38_g155)); float4 appendResult42_g155 = (float4((appendResult39_g155*2.0 + -1.0) , 1.0)); float4 temp_output_43_0_g155 = mul( unity_CameraInvProjection, appendResult42_g155 ); float3 temp_output_46_0_g155 = ( (temp_output_43_0_g155).xyz / (temp_output_43_0_g155).w ); float3 In75_g155 = temp_output_46_0_g155; float3 localInvertDepthDirURP75_g155 = InvertDepthDirURP75_g155( In75_g155 ); float4 appendResult49_g155 = (float4(localInvertDepthDirURP75_g155 , 1.0)); float4 temp_output_97_0_g154 = mul( unity_CameraToWorld, appendResult49_g155 ); float preDepth120_g154 = distance( temp_output_97_0_g154 , float4( _WorldSpaceCameraPos , 0.0 ) ); float lerpResult114_g154 = lerp( preDepth120_g154 , ( preDepth120_g154 * (( 1.0 - CZY_VariationAmount ) + (tex2D( _FogVariationTexture, (( (temp_output_97_0_g154).xz + ( (CZY_VariationWindDirection).xz * _TimeParameters.x ) )*( 0.1 / CZY_VariationScale ) + 0.0) ).r - 0.0) * (1.0 - ( 1.0 - CZY_VariationAmount )) / (1.0 - 0.0)) ) , ( 1.0 - saturate( ( preDepth120_g154 / CZY_VariationDistance ) ) )); float newFogDepth103_g154 = lerpResult114_g154; float temp_output_15_0_g154 = ( CZY_FogDepthMultiplier * sqrt( newFogDepth103_g154 ) ); float temp_output_1_0_g159 = temp_output_15_0_g154; float4 lerpResult28_g159 = lerp( CZY_FogColor1 , CZY_FogColor2 , saturate( ( temp_output_1_0_g159 / CZY_FogColorStart1 ) )); float4 lerpResult41_g159 = lerp( saturate( lerpResult28_g159 ) , CZY_FogColor3 , saturate( ( ( CZY_FogColorStart1 - temp_output_1_0_g159 ) / ( CZY_FogColorStart1 - CZY_FogColorStart2 ) ) )); float4 lerpResult35_g159 = lerp( lerpResult41_g159 , CZY_FogColor4 , saturate( ( ( CZY_FogColorStart2 - temp_output_1_0_g159 ) / ( CZY_FogColorStart2 - CZY_FogColorStart3 ) ) )); float4 lerpResult113_g159 = lerp( lerpResult35_g159 , CZY_FogColor5 , saturate( ( ( CZY_FogColorStart3 - temp_output_1_0_g159 ) / ( CZY_FogColorStart3 - CZY_FogColorStart4 ) ) )); float4 temp_output_157_0_g154 = lerpResult113_g159; float temp_output_26_0_g154 = ( (temp_output_157_0_g154).a * saturate( temp_output_15_0_g154 ) ); float finalAlpha141_g154 = temp_output_26_0_g154; float3 normalizeResult160_g154 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) ); float3 temp_output_91_0_g154 = ( normalizeResult160_g154 * _ProjectionParams.z ); float3 direction90_g154 = ( temp_output_91_0_g154 - _WorldSpaceCameraPos ); float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float Alpha = ( ( finalAlpha141_g154 * saturate( ( ( 1.0 - saturate( ( ( ( direction90_g154.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) ) * ( 1.0 - 0.0 ) ); float AlphaClipThreshold = 0.5; #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODFadeCrossFade( IN.positionCS ); #endif return 0; } ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode"="SceneSelectionPass" } Cull Off AlphaToMask Off HLSLPROGRAM #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_SRP_VERSION 140010 #define REQUIRE_DEPTH_TEXTURE 1 #pragma vertex vert #pragma fragment frag #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define SHADERPASS SHADERPASS_DEPTHONLY #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #endif #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #endif #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END float4 CZY_FogColor1; float4 CZY_FogColor2; float CZY_FogDepthMultiplier; sampler2D _FogVariationTexture; float3 CZY_VariationWindDirection; float CZY_VariationScale; float CZY_VariationAmount; float CZY_VariationDistance; float CZY_FogColorStart1; float4 CZY_FogColor3; float CZY_FogColorStart2; float4 CZY_FogColor4; float CZY_FogColorStart3; float4 CZY_FogColor5; float CZY_FogColorStart4; float CZY_FogSmoothness; float CZY_FogOffset; float CZY_FogIntensity; float2 UnStereo( float2 UV ) { #if UNITY_SINGLE_PASS_STEREO float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ]; UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy; #endif return UV; } float3 InvertDepthDirURP75_g155( float3 In ) { float3 result = In; #if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301 || ASE_SRP_VERSION == 70503 || ASE_SRP_VERSION == 70600 || ASE_SRP_VERSION == 70700 || ASE_SRP_VERSION == 70701 || ASE_SRP_VERSION >= 80301 result *= float3(1,1,-1); #endif return result; } int _ObjectId; int _PassValue; struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; VertexOutput VertexFunction(VertexInput v ) { VertexOutput o; ZERO_INITIALIZE(VertexOutput, o); UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); o.ase_texcoord = screenPos; float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz ); o.ase_texcoord1.xyz = ase_worldPos; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord1.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS.xyz = vertexValue; #else v.positionOS.xyz += vertexValue; #endif v.normalOS = v.normalOS; float3 positionWS = TransformObjectToWorld( v.positionOS.xyz ); o.positionCS = TransformWorldToHClip(positionWS); return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.positionOS; o.normalOS = v.normalOS; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag(VertexOutput IN ) : SV_TARGET { SurfaceDescription surfaceDescription = (SurfaceDescription)0; float4 screenPos = IN.ase_texcoord; float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float2 UV22_g156 = ase_screenPosNorm.xy; float2 localUnStereo22_g156 = UnStereo( UV22_g156 ); float2 break64_g155 = localUnStereo22_g156; float clampDepth69_g155 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ); #ifdef UNITY_REVERSED_Z float staticSwitch38_g155 = ( 1.0 - clampDepth69_g155 ); #else float staticSwitch38_g155 = clampDepth69_g155; #endif float3 appendResult39_g155 = (float3(break64_g155.x , break64_g155.y , staticSwitch38_g155)); float4 appendResult42_g155 = (float4((appendResult39_g155*2.0 + -1.0) , 1.0)); float4 temp_output_43_0_g155 = mul( unity_CameraInvProjection, appendResult42_g155 ); float3 temp_output_46_0_g155 = ( (temp_output_43_0_g155).xyz / (temp_output_43_0_g155).w ); float3 In75_g155 = temp_output_46_0_g155; float3 localInvertDepthDirURP75_g155 = InvertDepthDirURP75_g155( In75_g155 ); float4 appendResult49_g155 = (float4(localInvertDepthDirURP75_g155 , 1.0)); float4 temp_output_97_0_g154 = mul( unity_CameraToWorld, appendResult49_g155 ); float preDepth120_g154 = distance( temp_output_97_0_g154 , float4( _WorldSpaceCameraPos , 0.0 ) ); float lerpResult114_g154 = lerp( preDepth120_g154 , ( preDepth120_g154 * (( 1.0 - CZY_VariationAmount ) + (tex2D( _FogVariationTexture, (( (temp_output_97_0_g154).xz + ( (CZY_VariationWindDirection).xz * _TimeParameters.x ) )*( 0.1 / CZY_VariationScale ) + 0.0) ).r - 0.0) * (1.0 - ( 1.0 - CZY_VariationAmount )) / (1.0 - 0.0)) ) , ( 1.0 - saturate( ( preDepth120_g154 / CZY_VariationDistance ) ) )); float newFogDepth103_g154 = lerpResult114_g154; float temp_output_15_0_g154 = ( CZY_FogDepthMultiplier * sqrt( newFogDepth103_g154 ) ); float temp_output_1_0_g159 = temp_output_15_0_g154; float4 lerpResult28_g159 = lerp( CZY_FogColor1 , CZY_FogColor2 , saturate( ( temp_output_1_0_g159 / CZY_FogColorStart1 ) )); float4 lerpResult41_g159 = lerp( saturate( lerpResult28_g159 ) , CZY_FogColor3 , saturate( ( ( CZY_FogColorStart1 - temp_output_1_0_g159 ) / ( CZY_FogColorStart1 - CZY_FogColorStart2 ) ) )); float4 lerpResult35_g159 = lerp( lerpResult41_g159 , CZY_FogColor4 , saturate( ( ( CZY_FogColorStart2 - temp_output_1_0_g159 ) / ( CZY_FogColorStart2 - CZY_FogColorStart3 ) ) )); float4 lerpResult113_g159 = lerp( lerpResult35_g159 , CZY_FogColor5 , saturate( ( ( CZY_FogColorStart3 - temp_output_1_0_g159 ) / ( CZY_FogColorStart3 - CZY_FogColorStart4 ) ) )); float4 temp_output_157_0_g154 = lerpResult113_g159; float temp_output_26_0_g154 = ( (temp_output_157_0_g154).a * saturate( temp_output_15_0_g154 ) ); float finalAlpha141_g154 = temp_output_26_0_g154; float3 ase_worldPos = IN.ase_texcoord1.xyz; float3 normalizeResult160_g154 = normalize( ( ase_worldPos - _WorldSpaceCameraPos ) ); float3 temp_output_91_0_g154 = ( normalizeResult160_g154 * _ProjectionParams.z ); float3 direction90_g154 = ( temp_output_91_0_g154 - _WorldSpaceCameraPos ); float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); surfaceDescription.Alpha = ( ( finalAlpha141_g154 * saturate( ( ( 1.0 - saturate( ( ( ( direction90_g154.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) ) * ( 1.0 - 0.0 ) ); surfaceDescription.AlphaClipThreshold = 0.5; #if _ALPHATEST_ON float alphaClipThreshold = 0.01f; #if ALPHA_CLIP_THRESHOLD alphaClipThreshold = surfaceDescription.AlphaClipThreshold; #endif clip(surfaceDescription.Alpha - alphaClipThreshold); #endif half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); return outColor; } ENDHLSL } Pass { Name "ScenePickingPass" Tags { "LightMode"="Picking" } AlphaToMask Off HLSLPROGRAM #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_SRP_VERSION 140010 #define REQUIRE_DEPTH_TEXTURE 1 #pragma vertex vert #pragma fragment frag #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define SHADERPASS SHADERPASS_DEPTHONLY #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #endif #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #endif #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" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END float4 CZY_FogColor1; float4 CZY_FogColor2; float CZY_FogDepthMultiplier; sampler2D _FogVariationTexture; float3 CZY_VariationWindDirection; float CZY_VariationScale; float CZY_VariationAmount; float CZY_VariationDistance; float CZY_FogColorStart1; float4 CZY_FogColor3; float CZY_FogColorStart2; float4 CZY_FogColor4; float CZY_FogColorStart3; float4 CZY_FogColor5; float CZY_FogColorStart4; float CZY_FogSmoothness; float CZY_FogOffset; float CZY_FogIntensity; float2 UnStereo( float2 UV ) { #if UNITY_SINGLE_PASS_STEREO float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ]; UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy; #endif return UV; } float3 InvertDepthDirURP75_g155( float3 In ) { float3 result = In; #if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301 || ASE_SRP_VERSION == 70503 || ASE_SRP_VERSION == 70600 || ASE_SRP_VERSION == 70700 || ASE_SRP_VERSION == 70701 || ASE_SRP_VERSION >= 80301 result *= float3(1,1,-1); #endif return result; } float4 _SelectionID; struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; VertexOutput VertexFunction(VertexInput v ) { VertexOutput o; ZERO_INITIALIZE(VertexOutput, o); UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); o.ase_texcoord = screenPos; float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz ); o.ase_texcoord1.xyz = ase_worldPos; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord1.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS.xyz = vertexValue; #else v.positionOS.xyz += vertexValue; #endif v.normalOS = v.normalOS; float3 positionWS = TransformObjectToWorld( v.positionOS.xyz ); o.positionCS = TransformWorldToHClip(positionWS); return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.positionOS; o.normalOS = v.normalOS; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag(VertexOutput IN ) : SV_TARGET { SurfaceDescription surfaceDescription = (SurfaceDescription)0; float4 screenPos = IN.ase_texcoord; float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float2 UV22_g156 = ase_screenPosNorm.xy; float2 localUnStereo22_g156 = UnStereo( UV22_g156 ); float2 break64_g155 = localUnStereo22_g156; float clampDepth69_g155 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ); #ifdef UNITY_REVERSED_Z float staticSwitch38_g155 = ( 1.0 - clampDepth69_g155 ); #else float staticSwitch38_g155 = clampDepth69_g155; #endif float3 appendResult39_g155 = (float3(break64_g155.x , break64_g155.y , staticSwitch38_g155)); float4 appendResult42_g155 = (float4((appendResult39_g155*2.0 + -1.0) , 1.0)); float4 temp_output_43_0_g155 = mul( unity_CameraInvProjection, appendResult42_g155 ); float3 temp_output_46_0_g155 = ( (temp_output_43_0_g155).xyz / (temp_output_43_0_g155).w ); float3 In75_g155 = temp_output_46_0_g155; float3 localInvertDepthDirURP75_g155 = InvertDepthDirURP75_g155( In75_g155 ); float4 appendResult49_g155 = (float4(localInvertDepthDirURP75_g155 , 1.0)); float4 temp_output_97_0_g154 = mul( unity_CameraToWorld, appendResult49_g155 ); float preDepth120_g154 = distance( temp_output_97_0_g154 , float4( _WorldSpaceCameraPos , 0.0 ) ); float lerpResult114_g154 = lerp( preDepth120_g154 , ( preDepth120_g154 * (( 1.0 - CZY_VariationAmount ) + (tex2D( _FogVariationTexture, (( (temp_output_97_0_g154).xz + ( (CZY_VariationWindDirection).xz * _TimeParameters.x ) )*( 0.1 / CZY_VariationScale ) + 0.0) ).r - 0.0) * (1.0 - ( 1.0 - CZY_VariationAmount )) / (1.0 - 0.0)) ) , ( 1.0 - saturate( ( preDepth120_g154 / CZY_VariationDistance ) ) )); float newFogDepth103_g154 = lerpResult114_g154; float temp_output_15_0_g154 = ( CZY_FogDepthMultiplier * sqrt( newFogDepth103_g154 ) ); float temp_output_1_0_g159 = temp_output_15_0_g154; float4 lerpResult28_g159 = lerp( CZY_FogColor1 , CZY_FogColor2 , saturate( ( temp_output_1_0_g159 / CZY_FogColorStart1 ) )); float4 lerpResult41_g159 = lerp( saturate( lerpResult28_g159 ) , CZY_FogColor3 , saturate( ( ( CZY_FogColorStart1 - temp_output_1_0_g159 ) / ( CZY_FogColorStart1 - CZY_FogColorStart2 ) ) )); float4 lerpResult35_g159 = lerp( lerpResult41_g159 , CZY_FogColor4 , saturate( ( ( CZY_FogColorStart2 - temp_output_1_0_g159 ) / ( CZY_FogColorStart2 - CZY_FogColorStart3 ) ) )); float4 lerpResult113_g159 = lerp( lerpResult35_g159 , CZY_FogColor5 , saturate( ( ( CZY_FogColorStart3 - temp_output_1_0_g159 ) / ( CZY_FogColorStart3 - CZY_FogColorStart4 ) ) )); float4 temp_output_157_0_g154 = lerpResult113_g159; float temp_output_26_0_g154 = ( (temp_output_157_0_g154).a * saturate( temp_output_15_0_g154 ) ); float finalAlpha141_g154 = temp_output_26_0_g154; float3 ase_worldPos = IN.ase_texcoord1.xyz; float3 normalizeResult160_g154 = normalize( ( ase_worldPos - _WorldSpaceCameraPos ) ); float3 temp_output_91_0_g154 = ( normalizeResult160_g154 * _ProjectionParams.z ); float3 direction90_g154 = ( temp_output_91_0_g154 - _WorldSpaceCameraPos ); float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); surfaceDescription.Alpha = ( ( finalAlpha141_g154 * saturate( ( ( 1.0 - saturate( ( ( ( direction90_g154.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) ) * ( 1.0 - 0.0 ) ); 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 140010 #define REQUIRE_DEPTH_TEXTURE 1 #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT #pragma vertex vert #pragma fragment frag #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define VARYINGS_NEED_NORMAL_WS #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #endif #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #endif #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" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif #define ASE_NEEDS_FRAG_SCREEN_POSITION struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; float4 clipPosV : TEXCOORD0; float3 normalWS : 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 float4 CZY_FogColor1; float4 CZY_FogColor2; float CZY_FogDepthMultiplier; sampler2D _FogVariationTexture; float3 CZY_VariationWindDirection; float CZY_VariationScale; float CZY_VariationAmount; float CZY_VariationDistance; float CZY_FogColorStart1; float4 CZY_FogColor3; float CZY_FogColorStart2; float4 CZY_FogColor4; float CZY_FogColorStart3; float4 CZY_FogColor5; float CZY_FogColorStart4; float CZY_FogSmoothness; float CZY_FogOffset; float CZY_FogIntensity; float2 UnStereo( float2 UV ) { #if UNITY_SINGLE_PASS_STEREO float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ]; UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy; #endif return UV; } float3 InvertDepthDirURP75_g155( float3 In ) { float3 result = In; #if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301 || ASE_SRP_VERSION == 70503 || ASE_SRP_VERSION == 70600 || ASE_SRP_VERSION == 70700 || ASE_SRP_VERSION == 70701 || ASE_SRP_VERSION >= 80301 result *= float3(1,1,-1); #endif return result; } struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; VertexOutput VertexFunction(VertexInput v ) { VertexOutput o; ZERO_INITIALIZE(VertexOutput, o); UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz ); o.ase_texcoord2.xyz = ase_worldPos; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord2.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS.xyz = vertexValue; #else v.positionOS.xyz += vertexValue; #endif v.normalOS = v.normalOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz ); o.positionCS = vertexInput.positionCS; o.clipPosV = vertexInput.positionCS; o.normalWS = TransformObjectToWorldNormal( v.normalOS ); return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.positionOS; o.normalOS = v.normalOS; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif void frag( VertexOutput IN , out half4 outNormalWS : SV_Target0 #ifdef _WRITE_RENDERING_LAYERS , out float4 outRenderingLayers : SV_Target1 #endif ) { float4 ClipPos = IN.clipPosV; float4 ScreenPos = ComputeScreenPos( IN.clipPosV ); float4 ase_screenPosNorm = ScreenPos / ScreenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float2 UV22_g156 = ase_screenPosNorm.xy; float2 localUnStereo22_g156 = UnStereo( UV22_g156 ); float2 break64_g155 = localUnStereo22_g156; float clampDepth69_g155 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ); #ifdef UNITY_REVERSED_Z float staticSwitch38_g155 = ( 1.0 - clampDepth69_g155 ); #else float staticSwitch38_g155 = clampDepth69_g155; #endif float3 appendResult39_g155 = (float3(break64_g155.x , break64_g155.y , staticSwitch38_g155)); float4 appendResult42_g155 = (float4((appendResult39_g155*2.0 + -1.0) , 1.0)); float4 temp_output_43_0_g155 = mul( unity_CameraInvProjection, appendResult42_g155 ); float3 temp_output_46_0_g155 = ( (temp_output_43_0_g155).xyz / (temp_output_43_0_g155).w ); float3 In75_g155 = temp_output_46_0_g155; float3 localInvertDepthDirURP75_g155 = InvertDepthDirURP75_g155( In75_g155 ); float4 appendResult49_g155 = (float4(localInvertDepthDirURP75_g155 , 1.0)); float4 temp_output_97_0_g154 = mul( unity_CameraToWorld, appendResult49_g155 ); float preDepth120_g154 = distance( temp_output_97_0_g154 , float4( _WorldSpaceCameraPos , 0.0 ) ); float lerpResult114_g154 = lerp( preDepth120_g154 , ( preDepth120_g154 * (( 1.0 - CZY_VariationAmount ) + (tex2D( _FogVariationTexture, (( (temp_output_97_0_g154).xz + ( (CZY_VariationWindDirection).xz * _TimeParameters.x ) )*( 0.1 / CZY_VariationScale ) + 0.0) ).r - 0.0) * (1.0 - ( 1.0 - CZY_VariationAmount )) / (1.0 - 0.0)) ) , ( 1.0 - saturate( ( preDepth120_g154 / CZY_VariationDistance ) ) )); float newFogDepth103_g154 = lerpResult114_g154; float temp_output_15_0_g154 = ( CZY_FogDepthMultiplier * sqrt( newFogDepth103_g154 ) ); float temp_output_1_0_g159 = temp_output_15_0_g154; float4 lerpResult28_g159 = lerp( CZY_FogColor1 , CZY_FogColor2 , saturate( ( temp_output_1_0_g159 / CZY_FogColorStart1 ) )); float4 lerpResult41_g159 = lerp( saturate( lerpResult28_g159 ) , CZY_FogColor3 , saturate( ( ( CZY_FogColorStart1 - temp_output_1_0_g159 ) / ( CZY_FogColorStart1 - CZY_FogColorStart2 ) ) )); float4 lerpResult35_g159 = lerp( lerpResult41_g159 , CZY_FogColor4 , saturate( ( ( CZY_FogColorStart2 - temp_output_1_0_g159 ) / ( CZY_FogColorStart2 - CZY_FogColorStart3 ) ) )); float4 lerpResult113_g159 = lerp( lerpResult35_g159 , CZY_FogColor5 , saturate( ( ( CZY_FogColorStart3 - temp_output_1_0_g159 ) / ( CZY_FogColorStart3 - CZY_FogColorStart4 ) ) )); float4 temp_output_157_0_g154 = lerpResult113_g159; float temp_output_26_0_g154 = ( (temp_output_157_0_g154).a * saturate( temp_output_15_0_g154 ) ); float finalAlpha141_g154 = temp_output_26_0_g154; float3 ase_worldPos = IN.ase_texcoord2.xyz; float3 normalizeResult160_g154 = normalize( ( ase_worldPos - _WorldSpaceCameraPos ) ); float3 temp_output_91_0_g154 = ( normalizeResult160_g154 * _ProjectionParams.z ); float3 direction90_g154 = ( temp_output_91_0_g154 - _WorldSpaceCameraPos ); float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float Alpha = ( ( finalAlpha141_g154 * saturate( ( ( 1.0 - saturate( ( ( ( direction90_g154.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) ) * ( 1.0 - 0.0 ) ); float AlphaClipThreshold = 0.5; #if _ALPHATEST_ON clip( Alpha - AlphaClipThreshold ); #endif #ifdef LOD_FADE_CROSSFADE LODFadeCrossFade( IN.positionCS ); #endif #if defined(_GBUFFER_NORMALS_OCT) float3 normalWS = normalize(IN.normalWS); float2 octNormalWS = PackNormalOctQuadEncode(normalWS); // values between [-1, +1], must use 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