Kasper Karlgren c84494a697 new files
2025-01-21 13:54:40 +01:00

4255 lines
203 KiB
GLSL

// Made with Amplify Shader Editor v1.9.3.3
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Distant Lands/Cozy/URP/Stylized Clouds (COZY Desktop)"
{
Properties
{
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
//_TessMin( "Tess Min Distance", Float ) = 10
//_TessMax( "Tess Max Distance", Float ) = 25
//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
[HideInInspector] _QueueControl("_QueueControl", Float) = -1
[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Unlit" }
Cull Front
AlphaToMask Off
Stencil
{
Ref 221
Comp Always
Pass Zero
Fail Keep
ZFail Keep
}
HLSLINCLUDE
#pragma target 3.5
#pragma prefer_hlslcc gles
// ensure rendering platforms toggle list is visible
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
#ifndef ASE_TESS_FUNCS
#define ASE_TESS_FUNCS
float4 FixedTess( float tessValue )
{
return tessValue;
}
float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
{
float3 wpos = mul(o2w,vertex).xyz;
float dist = distance (wpos, cameraPos);
float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
return f;
}
float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
{
float4 tess;
tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
return tess;
}
float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
{
float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
float len = distance(wpos0, wpos1);
float f = max(len * scParams.y / (edgeLen * dist), 1.0);
return f;
}
float DistanceFromPlane (float3 pos, float4 plane)
{
float d = dot (float4(pos,1.0f), plane);
return d;
}
bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
{
float4 planeTest;
planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
return !all (planeTest);
}
float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
{
float3 f;
f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
return CalcTriEdgeTessFactors (f);
}
float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
return tess;
}
float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
{
tess = 0.0f;
}
else
{
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
}
return tess;
}
#endif //ASE_TESS_FUNCS
ENDHLSL
Pass
{
Name "Forward"
Tags { "LightMode"="UniversalForwardOnly" }
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZWrite Off
ZTest LEqual
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#define _SURFACE_TYPE_TRANSPARENT 1
#define _ALPHATEST_ON 1
#define ASE_SRP_VERSION 120108
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
#define SHADERPASS SHADERPASS_UNLIT
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
#define ASE_NEEDS_FRAG_WORLD_POSITION
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 positionWS : TEXCOORD0;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD1;
#endif
#ifdef ASE_FOG
float fogFactor : TEXCOORD2;
#endif
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
float4 CZY_CloudColor;
float CZY_FilterSaturation;
float CZY_FilterValue;
float4 CZY_FilterColor;
float4 CZY_CloudFilterColor;
float4 CZY_CloudHighlightColor;
float4 CZY_SunFilterColor;
float CZY_WindSpeed;
float CZY_MainCloudScale;
float CZY_CumulusCoverageMultiplier;
float3 CZY_SunDirection;
half CZY_SunFlareFalloff;
float3 CZY_MoonDirection;
half CZY_CloudMoonFalloff;
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;
float4 CZY_AltoCloudColor;
sampler2D CZY_AltocumulusTexture;
float2 CZY_AltocumulusWindSpeed;
float CZY_AltocumulusScale;
float CZY_AltocumulusMultiplier;
sampler2D CZY_CirrostratusTexture;
float CZY_CirrostratusMoveSpeed;
float CZY_CirrostratusMultiplier;
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 voronoihash81_g348( 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 voronoi81_g348( 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 = voronoihash81_g348( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash88_g348( 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 voronoi88_g348( 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 = voronoihash88_g348( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash200_g348( 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 voronoi200_g348( 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 = voronoihash200_g348( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return (F2 + F1) * 0.5;
}
float2 voronoihash232_g348( 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 voronoi232_g348( 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 = voronoihash232_g348( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash84_g348( 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_g348( 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_g348( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float HLSL20_g352( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord4 = screenPos;
o.ase_texcoord3.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord3.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.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 );
float4 positionCS = TransformWorldToHClip( positionWS );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.positionWS = positionWS;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = positionCS;
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
#ifdef ASE_FOG
o.fogFactor = ComputeFogFactor( positionCS.z );
#endif
o.positionCS = positionCS;
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag ( VertexOutput IN ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.positionWS;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float3 hsvTorgb2_g349 = RGBToHSV( CZY_CloudColor.rgb );
float3 hsvTorgb3_g349 = HSVToRGB( float3(hsvTorgb2_g349.x,saturate( ( hsvTorgb2_g349.y + CZY_FilterSaturation ) ),( hsvTorgb2_g349.z + CZY_FilterValue )) );
float4 temp_output_10_0_g349 = ( float4( hsvTorgb3_g349 , 0.0 ) * CZY_FilterColor );
float4 CloudColor41_g348 = ( temp_output_10_0_g349 * CZY_CloudFilterColor );
float3 hsvTorgb2_g353 = RGBToHSV( CZY_CloudHighlightColor.rgb );
float3 hsvTorgb3_g353 = HSVToRGB( float3(hsvTorgb2_g353.x,saturate( ( hsvTorgb2_g353.y + CZY_FilterSaturation ) ),( hsvTorgb2_g353.z + CZY_FilterValue )) );
float4 temp_output_10_0_g353 = ( float4( hsvTorgb3_g353 , 0.0 ) * CZY_FilterColor );
float4 CloudHighlightColor55_g348 = ( temp_output_10_0_g353 * CZY_SunFilterColor );
float2 texCoord31_g348 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
float2 Pos33_g348 = texCoord31_g348;
float mulTime29_g348 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed );
float TIme30_g348 = mulTime29_g348;
float simplePerlin2D409_g348 = snoise( ( Pos33_g348 + ( TIme30_g348 * float2( 0.2,-0.4 ) ) )*( 100.0 / CZY_MainCloudScale ) );
simplePerlin2D409_g348 = simplePerlin2D409_g348*0.5 + 0.5;
float SimpleCloudDensity153_g348 = simplePerlin2D409_g348;
float time81_g348 = 0.0;
float2 voronoiSmoothId81_g348 = 0;
float2 temp_output_94_0_g348 = ( Pos33_g348 + ( TIme30_g348 * float2( 0.3,0.2 ) ) );
float2 coords81_g348 = temp_output_94_0_g348 * ( 140.0 / CZY_MainCloudScale );
float2 id81_g348 = 0;
float2 uv81_g348 = 0;
float voroi81_g348 = voronoi81_g348( coords81_g348, time81_g348, id81_g348, uv81_g348, 0, voronoiSmoothId81_g348 );
float time88_g348 = 0.0;
float2 voronoiSmoothId88_g348 = 0;
float2 coords88_g348 = temp_output_94_0_g348 * ( 500.0 / CZY_MainCloudScale );
float2 id88_g348 = 0;
float2 uv88_g348 = 0;
float voroi88_g348 = voronoi88_g348( coords88_g348, time88_g348, id88_g348, uv88_g348, 0, voronoiSmoothId88_g348 );
float2 appendResult95_g348 = (float2(voroi81_g348 , voroi88_g348));
float2 VoroDetails109_g348 = appendResult95_g348;
float CumulusCoverage34_g348 = CZY_CumulusCoverageMultiplier;
float ComplexCloudDensity141_g348 = (0.0 + (min( SimpleCloudDensity153_g348 , ( 1.0 - VoroDetails109_g348.x ) ) - ( 1.0 - CumulusCoverage34_g348 )) * (1.0 - 0.0) / (1.0 - ( 1.0 - CumulusCoverage34_g348 )));
float4 lerpResult315_g348 = lerp( CloudHighlightColor55_g348 , CloudColor41_g348 , saturate( (2.0 + (ComplexCloudDensity141_g348 - 0.0) * (0.7 - 2.0) / (1.0 - 0.0)) ));
float3 normalizeResult40_g348 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) );
float dotResult42_g348 = dot( normalizeResult40_g348 , CZY_SunDirection );
float temp_output_49_0_g348 = abs( (dotResult42_g348*0.5 + 0.5) );
half LightMask56_g348 = saturate( pow( temp_output_49_0_g348 , CZY_SunFlareFalloff ) );
float time200_g348 = 0.0;
float2 voronoiSmoothId200_g348 = 0;
float mulTime163_g348 = _TimeParameters.x * 0.003;
float2 coords200_g348 = (Pos33_g348*1.0 + ( float2( 1,-2 ) * mulTime163_g348 )) * 10.0;
float2 id200_g348 = 0;
float2 uv200_g348 = 0;
float voroi200_g348 = voronoi200_g348( coords200_g348, time200_g348, id200_g348, uv200_g348, 0, voronoiSmoothId200_g348 );
float time232_g348 = ( 10.0 * mulTime163_g348 );
float2 voronoiSmoothId232_g348 = 0;
float2 coords232_g348 = IN.ase_texcoord3.xy * 10.0;
float2 id232_g348 = 0;
float2 uv232_g348 = 0;
float voroi232_g348 = voronoi232_g348( coords232_g348, time232_g348, id232_g348, uv232_g348, 0, voronoiSmoothId232_g348 );
float temp_output_242_0_g348 = ( ( ( 1.0 - 0.0 ) - (1.0 + (voroi200_g348 - 0.0) * (-0.5 - 1.0) / (1.0 - 0.0)) ) - voroi232_g348 );
float AltoCumulusPlacement376_g348 = temp_output_242_0_g348;
float CloudThicknessDetails286_g348 = ( VoroDetails109_g348.y * saturate( ( AltoCumulusPlacement376_g348 - 0.26 ) ) );
float3 normalizeResult43_g348 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) );
float dotResult46_g348 = dot( normalizeResult43_g348 , CZY_MoonDirection );
half MoonlightMask57_g348 = saturate( pow( abs( (dotResult46_g348*0.5 + 0.5) ) , CZY_CloudMoonFalloff ) );
float3 hsvTorgb2_g350 = RGBToHSV( CZY_CloudMoonColor.rgb );
float3 hsvTorgb3_g350 = HSVToRGB( float3(hsvTorgb2_g350.x,saturate( ( hsvTorgb2_g350.y + CZY_FilterSaturation ) ),( hsvTorgb2_g350.z + CZY_FilterValue )) );
float4 temp_output_10_0_g350 = ( float4( hsvTorgb3_g350 , 0.0 ) * CZY_FilterColor );
float4 MoonlightColor60_g348 = ( temp_output_10_0_g350 * CZY_CloudFilterColor );
float4 lerpResult338_g348 = lerp( ( lerpResult315_g348 + ( LightMask56_g348 * CloudHighlightColor55_g348 * ( 1.0 - CloudThicknessDetails286_g348 ) ) + ( MoonlightMask57_g348 * MoonlightColor60_g348 * ( 1.0 - CloudThicknessDetails286_g348 ) ) ) , ( CloudColor41_g348 * float4( 0.5660378,0.5660378,0.5660378,0 ) ) , CloudThicknessDetails286_g348);
float time84_g348 = 0.0;
float2 voronoiSmoothId84_g348 = 0;
float2 coords84_g348 = ( Pos33_g348 + ( TIme30_g348 * float2( 0.3,0.2 ) ) ) * ( 100.0 / CZY_DetailScale );
float2 id84_g348 = 0;
float2 uv84_g348 = 0;
float fade84_g348 = 0.5;
float voroi84_g348 = 0;
float rest84_g348 = 0;
for( int it84_g348 = 0; it84_g348 <3; it84_g348++ ){
voroi84_g348 += fade84_g348 * voronoi84_g348( coords84_g348, time84_g348, id84_g348, uv84_g348, 0,voronoiSmoothId84_g348 );
rest84_g348 += fade84_g348;
coords84_g348 *= 2;
fade84_g348 *= 0.5;
}//Voronoi84_g348
voroi84_g348 /= rest84_g348;
float temp_output_173_0_g348 = ( (0.0 + (( 1.0 - voroi84_g348 ) - 0.3) * (0.5 - 0.0) / (1.0 - 0.3)) * 0.1 * CZY_DetailAmount );
float DetailedClouds252_g348 = saturate( ( ComplexCloudDensity141_g348 + temp_output_173_0_g348 ) );
float CloudDetail179_g348 = temp_output_173_0_g348;
float2 texCoord79_g348 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_161_0_g348 = ( texCoord79_g348 - float2( 0.5,0.5 ) );
float dotResult212_g348 = dot( temp_output_161_0_g348 , temp_output_161_0_g348 );
float BorderHeight154_g348 = ( 1.0 - CZY_BorderHeight );
float temp_output_151_0_g348 = ( -2.0 * ( 1.0 - CZY_BorderVariation ) );
float clampResult247_g348 = clamp( ( ( ( CloudDetail179_g348 + SimpleCloudDensity153_g348 ) * saturate( (( BorderHeight154_g348 * temp_output_151_0_g348 ) + (dotResult212_g348 - 0.0) * (( temp_output_151_0_g348 * -4.0 ) - ( BorderHeight154_g348 * temp_output_151_0_g348 )) / (0.5 - 0.0)) ) ) * 10.0 * CZY_BorderEffect ) , -1.0 , 1.0 );
float BorderLightTransport278_g348 = clampResult247_g348;
float3 normalizeResult116_g348 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) );
float3 normalizeResult146_g348 = normalize( CZY_StormDirection );
float dotResult150_g348 = dot( normalizeResult116_g348 , normalizeResult146_g348 );
float2 texCoord98_g348 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_124_0_g348 = ( texCoord98_g348 - float2( 0.5,0.5 ) );
float dotResult125_g348 = dot( temp_output_124_0_g348 , temp_output_124_0_g348 );
float temp_output_140_0_g348 = ( -2.0 * ( 1.0 - ( CZY_NimbusVariation * 0.9 ) ) );
float NimbusLightTransport269_g348 = saturate( ( ( ( CloudDetail179_g348 + SimpleCloudDensity153_g348 ) * saturate( (( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_140_0_g348 ) + (( dotResult150_g348 + ( CZY_NimbusHeight * 4.0 * dotResult125_g348 ) ) - 0.5) * (( temp_output_140_0_g348 * -4.0 ) - ( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_140_0_g348 )) / (7.0 - 0.5)) ) ) * 10.0 ) );
float mulTime104_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D143_g348 = snoise( (Pos33_g348*1.0 + mulTime104_g348)*2.0 );
float mulTime93_g348 = _TimeParameters.x * CZY_ChemtrailsMoveSpeed;
float cos97_g348 = cos( ( mulTime93_g348 * 0.01 ) );
float sin97_g348 = sin( ( mulTime93_g348 * 0.01 ) );
float2 rotator97_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos97_g348 , -sin97_g348 , sin97_g348 , cos97_g348 )) + float2( 0.5,0.5 );
float cos131_g348 = cos( ( mulTime93_g348 * -0.02 ) );
float sin131_g348 = sin( ( mulTime93_g348 * -0.02 ) );
float2 rotator131_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos131_g348 , -sin131_g348 , sin131_g348 , cos131_g348 )) + float2( 0.5,0.5 );
float mulTime107_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D147_g348 = snoise( (Pos33_g348*1.0 + mulTime107_g348)*4.0 );
float4 ChemtrailsPattern210_g348 = ( ( saturate( simplePerlin2D143_g348 ) * tex2D( CZY_ChemtrailsTexture, (rotator97_g348*0.5 + 0.0) ) ) + ( tex2D( CZY_ChemtrailsTexture, rotator131_g348 ) * saturate( simplePerlin2D147_g348 ) ) );
float2 texCoord139_g348 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_162_0_g348 = ( texCoord139_g348 - float2( 0.5,0.5 ) );
float dotResult207_g348 = dot( temp_output_162_0_g348 , temp_output_162_0_g348 );
float ChemtrailsFinal248_g348 = ( ( ChemtrailsPattern210_g348 * saturate( (0.4 + (dotResult207_g348 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) ).r > ( 1.0 - ( CZY_ChemtrailsMultiplier * 0.5 ) ) ? 1.0 : 0.0 );
float mulTime80_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D126_g348 = snoise( (Pos33_g348*1.0 + mulTime80_g348)*2.0 );
float mulTime75_g348 = _TimeParameters.x * CZY_CirrusMoveSpeed;
float cos101_g348 = cos( ( mulTime75_g348 * 0.01 ) );
float sin101_g348 = sin( ( mulTime75_g348 * 0.01 ) );
float2 rotator101_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos101_g348 , -sin101_g348 , sin101_g348 , cos101_g348 )) + float2( 0.5,0.5 );
float cos112_g348 = cos( ( mulTime75_g348 * -0.02 ) );
float sin112_g348 = sin( ( mulTime75_g348 * -0.02 ) );
float2 rotator112_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos112_g348 , -sin112_g348 , sin112_g348 , cos112_g348 )) + float2( 0.5,0.5 );
float mulTime135_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D122_g348 = snoise( (Pos33_g348*1.0 + mulTime135_g348) );
simplePerlin2D122_g348 = simplePerlin2D122_g348*0.5 + 0.5;
float4 CirrusPattern137_g348 = ( ( saturate( simplePerlin2D126_g348 ) * tex2D( CZY_CirrusTexture, (rotator101_g348*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrusTexture, (rotator112_g348*1.0 + 0.0) ) * saturate( simplePerlin2D122_g348 ) ) );
float2 texCoord134_g348 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_164_0_g348 = ( texCoord134_g348 - float2( 0.5,0.5 ) );
float dotResult157_g348 = dot( temp_output_164_0_g348 , temp_output_164_0_g348 );
float4 temp_output_217_0_g348 = ( CirrusPattern137_g348 * saturate( (0.0 + (dotResult157_g348 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) );
float Clipping208_g348 = CZY_ClippingThreshold;
float CirrusAlpha250_g348 = ( ( temp_output_217_0_g348 * ( CZY_CirrusMultiplier * 10.0 ) ).r > Clipping208_g348 ? 1.0 : 0.0 );
float SimpleRadiance268_g348 = saturate( ( DetailedClouds252_g348 + BorderLightTransport278_g348 + NimbusLightTransport269_g348 + ChemtrailsFinal248_g348 + CirrusAlpha250_g348 ) );
float4 lerpResult342_g348 = lerp( CloudColor41_g348 , lerpResult338_g348 , ( 1.0 - SimpleRadiance268_g348 ));
float CloudbreakLightDir426_g348 = saturate( pow( temp_output_49_0_g348 , ( CZY_SunFlareFalloff * 0.5 ) ) );
float lerpResult316_g348 = lerp( -0.4 , 1.0 , ( saturate( ( ComplexCloudDensity141_g348 - 0.0 ) ) * CloudDetail179_g348 * CloudbreakLightDir426_g348 ));
float SunThroughClouds399_g348 = saturate( lerpResult316_g348 );
float3 hsvTorgb2_g351 = RGBToHSV( CZY_AltoCloudColor.rgb );
float3 hsvTorgb3_g351 = HSVToRGB( float3(hsvTorgb2_g351.x,saturate( ( hsvTorgb2_g351.y + CZY_FilterSaturation ) ),( hsvTorgb2_g351.z + CZY_FilterValue )) );
float4 temp_output_10_0_g351 = ( float4( hsvTorgb3_g351 , 0.0 ) * CZY_FilterColor );
float4 CirrusCustomLightColor350_g348 = ( CloudColor41_g348 * ( temp_output_10_0_g351 * CZY_CloudFilterColor ) );
float temp_output_391_0_g348 = ( AltoCumulusPlacement376_g348 * (0.0 + (tex2D( CZY_AltocumulusTexture, ((Pos33_g348*1.0 + ( CZY_AltocumulusWindSpeed * TIme30_g348 ))*( 1.0 / CZY_AltocumulusScale ) + 0.0) ).r - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) * CZY_AltocumulusMultiplier );
float AltoCumulusLightTransport393_g348 = temp_output_391_0_g348;
float ACCustomLightsClipping387_g348 = ( AltoCumulusLightTransport393_g348 * ( SimpleRadiance268_g348 > Clipping208_g348 ? 0.0 : 1.0 ) );
float mulTime193_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D224_g348 = snoise( (Pos33_g348*1.0 + mulTime193_g348)*2.0 );
float mulTime178_g348 = _TimeParameters.x * CZY_CirrostratusMoveSpeed;
float cos138_g348 = cos( ( mulTime178_g348 * 0.01 ) );
float sin138_g348 = sin( ( mulTime178_g348 * 0.01 ) );
float2 rotator138_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos138_g348 , -sin138_g348 , sin138_g348 , cos138_g348 )) + float2( 0.5,0.5 );
float cos198_g348 = cos( ( mulTime178_g348 * -0.02 ) );
float sin198_g348 = sin( ( mulTime178_g348 * -0.02 ) );
float2 rotator198_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos198_g348 , -sin198_g348 , sin198_g348 , cos198_g348 )) + float2( 0.5,0.5 );
float mulTime184_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D216_g348 = snoise( (Pos33_g348*10.0 + mulTime184_g348)*4.0 );
float4 CirrostratPattern261_g348 = ( ( saturate( simplePerlin2D224_g348 ) * tex2D( CZY_CirrostratusTexture, (rotator138_g348*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrostratusTexture, (rotator198_g348*1.5 + 0.75) ) * saturate( simplePerlin2D216_g348 ) ) );
float2 texCoord234_g348 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_243_0_g348 = ( texCoord234_g348 - float2( 0.5,0.5 ) );
float dotResult238_g348 = dot( temp_output_243_0_g348 , temp_output_243_0_g348 );
float clampResult264_g348 = clamp( ( CZY_CirrostratusMultiplier * 0.5 ) , 0.0 , 0.98 );
float CirrostratLightTransport281_g348 = ( ( CirrostratPattern261_g348 * saturate( (0.4 + (dotResult238_g348 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) ).r > ( 1.0 - clampResult264_g348 ) ? 1.0 : 0.0 );
float CSCustomLightsClipping309_g348 = ( CirrostratLightTransport281_g348 * ( SimpleRadiance268_g348 > Clipping208_g348 ? 0.0 : 1.0 ) );
float CustomRadiance340_g348 = saturate( ( ACCustomLightsClipping387_g348 + CSCustomLightsClipping309_g348 ) );
float4 lerpResult331_g348 = lerp( ( lerpResult342_g348 + SunThroughClouds399_g348 ) , CirrusCustomLightColor350_g348 , CustomRadiance340_g348);
float FinalAlpha375_g348 = saturate( ( DetailedClouds252_g348 + BorderLightTransport278_g348 + AltoCumulusLightTransport393_g348 + ChemtrailsFinal248_g348 + CirrostratLightTransport281_g348 + CirrusAlpha250_g348 + NimbusLightTransport269_g348 ) );
float4 appendResult420_g348 = (float4((lerpResult331_g348).rgb , FinalAlpha375_g348));
float4 FinalCloudColor325_g348 = appendResult420_g348;
bool enabled20_g352 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g352 =(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_g352 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g352 = HLSL20_g352( enabled20_g352 , submerged20_g352 , textureSample20_g352 );
float3 BakedAlbedo = 0;
float3 BakedEmission = 0;
float3 Color = FinalCloudColor325_g348.xyz;
float Alpha = ( ( (FinalCloudColor325_g348).w * ( 1.0 - localHLSL20_g352 ) ) > Clipping208_g348 ? 1.0 : 0.0 );
float AlphaClipThreshold = Clipping208_g348;
float AlphaClipThresholdShadow = 0.5;
#ifdef _ALPHATEST_ON
clip( Alpha - AlphaClipThreshold );
#endif
#if defined(_DBUFFER)
ApplyDecalToBaseColor(IN.positionCS, Color);
#endif
#if defined(_ALPHAPREMULTIPLY_ON)
Color *= Alpha;
#endif
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
#endif
#ifdef ASE_FOG
Color = MixFog( Color, IN.fogFactor );
#endif
return half4( Color, Alpha );
}
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags { "LightMode"="ShadowCaster" }
ZWrite On
ZTest LEqual
AlphaToMask Off
ColorMask 0
HLSLPROGRAM
#pragma multi_compile_instancing
#define _SURFACE_TYPE_TRANSPARENT 1
#define _ALPHATEST_ON 1
#define ASE_SRP_VERSION 120108
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
#pragma multi_compile _ DOTS_INSTANCING_ON
#define SHADERPASS SHADERPASS_SHADOWCASTER
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#define ASE_NEEDS_FRAG_WORLD_POSITION
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 positionWS : TEXCOORD0;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD1;
#endif
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
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_CloudMoonFalloff;
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;
float4 CZY_AltoCloudColor;
sampler2D CZY_AltocumulusTexture;
float2 CZY_AltocumulusWindSpeed;
float CZY_AltocumulusScale;
float CZY_AltocumulusMultiplier;
sampler2D CZY_CirrostratusTexture;
float CZY_CirrostratusMoveSpeed;
float CZY_CirrostratusMultiplier;
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 voronoihash81_g348( 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 voronoi81_g348( 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 = voronoihash81_g348( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash88_g348( 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 voronoi88_g348( 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 = voronoihash88_g348( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash200_g348( 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 voronoi200_g348( 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 = voronoihash200_g348( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return (F2 + F1) * 0.5;
}
float2 voronoihash232_g348( 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 voronoi232_g348( 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 = voronoihash232_g348( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash84_g348( 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_g348( 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_g348( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float HLSL20_g352( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
float3 _LightDirection;
float3 _LightPosition;
VertexOutput VertexFunction( VertexInput v )
{
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_texcoord3 = screenPos;
o.ase_texcoord2.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord2.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.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 );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.positionWS = positionWS;
#endif
float3 normalWS = TransformObjectToWorldDir( v.normalOS );
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
float3 lightDirectionWS = normalize(_LightPosition - positionWS);
#else
float3 lightDirectionWS = _LightDirection;
#endif
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
#if UNITY_REVERSED_Z
positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE);
#else
positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE);
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = positionCS;
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
o.positionCS = positionCS;
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN ) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.positionWS;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float3 hsvTorgb2_g349 = RGBToHSV( CZY_CloudColor.rgb );
float3 hsvTorgb3_g349 = HSVToRGB( float3(hsvTorgb2_g349.x,saturate( ( hsvTorgb2_g349.y + CZY_FilterSaturation ) ),( hsvTorgb2_g349.z + CZY_FilterValue )) );
float4 temp_output_10_0_g349 = ( float4( hsvTorgb3_g349 , 0.0 ) * CZY_FilterColor );
float4 CloudColor41_g348 = ( temp_output_10_0_g349 * CZY_CloudFilterColor );
float3 hsvTorgb2_g353 = RGBToHSV( CZY_CloudHighlightColor.rgb );
float3 hsvTorgb3_g353 = HSVToRGB( float3(hsvTorgb2_g353.x,saturate( ( hsvTorgb2_g353.y + CZY_FilterSaturation ) ),( hsvTorgb2_g353.z + CZY_FilterValue )) );
float4 temp_output_10_0_g353 = ( float4( hsvTorgb3_g353 , 0.0 ) * CZY_FilterColor );
float4 CloudHighlightColor55_g348 = ( temp_output_10_0_g353 * CZY_SunFilterColor );
float2 texCoord31_g348 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
float2 Pos33_g348 = texCoord31_g348;
float mulTime29_g348 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed );
float TIme30_g348 = mulTime29_g348;
float simplePerlin2D409_g348 = snoise( ( Pos33_g348 + ( TIme30_g348 * float2( 0.2,-0.4 ) ) )*( 100.0 / CZY_MainCloudScale ) );
simplePerlin2D409_g348 = simplePerlin2D409_g348*0.5 + 0.5;
float SimpleCloudDensity153_g348 = simplePerlin2D409_g348;
float time81_g348 = 0.0;
float2 voronoiSmoothId81_g348 = 0;
float2 temp_output_94_0_g348 = ( Pos33_g348 + ( TIme30_g348 * float2( 0.3,0.2 ) ) );
float2 coords81_g348 = temp_output_94_0_g348 * ( 140.0 / CZY_MainCloudScale );
float2 id81_g348 = 0;
float2 uv81_g348 = 0;
float voroi81_g348 = voronoi81_g348( coords81_g348, time81_g348, id81_g348, uv81_g348, 0, voronoiSmoothId81_g348 );
float time88_g348 = 0.0;
float2 voronoiSmoothId88_g348 = 0;
float2 coords88_g348 = temp_output_94_0_g348 * ( 500.0 / CZY_MainCloudScale );
float2 id88_g348 = 0;
float2 uv88_g348 = 0;
float voroi88_g348 = voronoi88_g348( coords88_g348, time88_g348, id88_g348, uv88_g348, 0, voronoiSmoothId88_g348 );
float2 appendResult95_g348 = (float2(voroi81_g348 , voroi88_g348));
float2 VoroDetails109_g348 = appendResult95_g348;
float CumulusCoverage34_g348 = CZY_CumulusCoverageMultiplier;
float ComplexCloudDensity141_g348 = (0.0 + (min( SimpleCloudDensity153_g348 , ( 1.0 - VoroDetails109_g348.x ) ) - ( 1.0 - CumulusCoverage34_g348 )) * (1.0 - 0.0) / (1.0 - ( 1.0 - CumulusCoverage34_g348 )));
float4 lerpResult315_g348 = lerp( CloudHighlightColor55_g348 , CloudColor41_g348 , saturate( (2.0 + (ComplexCloudDensity141_g348 - 0.0) * (0.7 - 2.0) / (1.0 - 0.0)) ));
float3 normalizeResult40_g348 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) );
float dotResult42_g348 = dot( normalizeResult40_g348 , CZY_SunDirection );
float temp_output_49_0_g348 = abs( (dotResult42_g348*0.5 + 0.5) );
half LightMask56_g348 = saturate( pow( temp_output_49_0_g348 , CZY_SunFlareFalloff ) );
float time200_g348 = 0.0;
float2 voronoiSmoothId200_g348 = 0;
float mulTime163_g348 = _TimeParameters.x * 0.003;
float2 coords200_g348 = (Pos33_g348*1.0 + ( float2( 1,-2 ) * mulTime163_g348 )) * 10.0;
float2 id200_g348 = 0;
float2 uv200_g348 = 0;
float voroi200_g348 = voronoi200_g348( coords200_g348, time200_g348, id200_g348, uv200_g348, 0, voronoiSmoothId200_g348 );
float time232_g348 = ( 10.0 * mulTime163_g348 );
float2 voronoiSmoothId232_g348 = 0;
float2 coords232_g348 = IN.ase_texcoord2.xy * 10.0;
float2 id232_g348 = 0;
float2 uv232_g348 = 0;
float voroi232_g348 = voronoi232_g348( coords232_g348, time232_g348, id232_g348, uv232_g348, 0, voronoiSmoothId232_g348 );
float temp_output_242_0_g348 = ( ( ( 1.0 - 0.0 ) - (1.0 + (voroi200_g348 - 0.0) * (-0.5 - 1.0) / (1.0 - 0.0)) ) - voroi232_g348 );
float AltoCumulusPlacement376_g348 = temp_output_242_0_g348;
float CloudThicknessDetails286_g348 = ( VoroDetails109_g348.y * saturate( ( AltoCumulusPlacement376_g348 - 0.26 ) ) );
float3 normalizeResult43_g348 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) );
float dotResult46_g348 = dot( normalizeResult43_g348 , CZY_MoonDirection );
half MoonlightMask57_g348 = saturate( pow( abs( (dotResult46_g348*0.5 + 0.5) ) , CZY_CloudMoonFalloff ) );
float3 hsvTorgb2_g350 = RGBToHSV( CZY_CloudMoonColor.rgb );
float3 hsvTorgb3_g350 = HSVToRGB( float3(hsvTorgb2_g350.x,saturate( ( hsvTorgb2_g350.y + CZY_FilterSaturation ) ),( hsvTorgb2_g350.z + CZY_FilterValue )) );
float4 temp_output_10_0_g350 = ( float4( hsvTorgb3_g350 , 0.0 ) * CZY_FilterColor );
float4 MoonlightColor60_g348 = ( temp_output_10_0_g350 * CZY_CloudFilterColor );
float4 lerpResult338_g348 = lerp( ( lerpResult315_g348 + ( LightMask56_g348 * CloudHighlightColor55_g348 * ( 1.0 - CloudThicknessDetails286_g348 ) ) + ( MoonlightMask57_g348 * MoonlightColor60_g348 * ( 1.0 - CloudThicknessDetails286_g348 ) ) ) , ( CloudColor41_g348 * float4( 0.5660378,0.5660378,0.5660378,0 ) ) , CloudThicknessDetails286_g348);
float time84_g348 = 0.0;
float2 voronoiSmoothId84_g348 = 0;
float2 coords84_g348 = ( Pos33_g348 + ( TIme30_g348 * float2( 0.3,0.2 ) ) ) * ( 100.0 / CZY_DetailScale );
float2 id84_g348 = 0;
float2 uv84_g348 = 0;
float fade84_g348 = 0.5;
float voroi84_g348 = 0;
float rest84_g348 = 0;
for( int it84_g348 = 0; it84_g348 <3; it84_g348++ ){
voroi84_g348 += fade84_g348 * voronoi84_g348( coords84_g348, time84_g348, id84_g348, uv84_g348, 0,voronoiSmoothId84_g348 );
rest84_g348 += fade84_g348;
coords84_g348 *= 2;
fade84_g348 *= 0.5;
}//Voronoi84_g348
voroi84_g348 /= rest84_g348;
float temp_output_173_0_g348 = ( (0.0 + (( 1.0 - voroi84_g348 ) - 0.3) * (0.5 - 0.0) / (1.0 - 0.3)) * 0.1 * CZY_DetailAmount );
float DetailedClouds252_g348 = saturate( ( ComplexCloudDensity141_g348 + temp_output_173_0_g348 ) );
float CloudDetail179_g348 = temp_output_173_0_g348;
float2 texCoord79_g348 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_161_0_g348 = ( texCoord79_g348 - float2( 0.5,0.5 ) );
float dotResult212_g348 = dot( temp_output_161_0_g348 , temp_output_161_0_g348 );
float BorderHeight154_g348 = ( 1.0 - CZY_BorderHeight );
float temp_output_151_0_g348 = ( -2.0 * ( 1.0 - CZY_BorderVariation ) );
float clampResult247_g348 = clamp( ( ( ( CloudDetail179_g348 + SimpleCloudDensity153_g348 ) * saturate( (( BorderHeight154_g348 * temp_output_151_0_g348 ) + (dotResult212_g348 - 0.0) * (( temp_output_151_0_g348 * -4.0 ) - ( BorderHeight154_g348 * temp_output_151_0_g348 )) / (0.5 - 0.0)) ) ) * 10.0 * CZY_BorderEffect ) , -1.0 , 1.0 );
float BorderLightTransport278_g348 = clampResult247_g348;
float3 normalizeResult116_g348 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) );
float3 normalizeResult146_g348 = normalize( CZY_StormDirection );
float dotResult150_g348 = dot( normalizeResult116_g348 , normalizeResult146_g348 );
float2 texCoord98_g348 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_124_0_g348 = ( texCoord98_g348 - float2( 0.5,0.5 ) );
float dotResult125_g348 = dot( temp_output_124_0_g348 , temp_output_124_0_g348 );
float temp_output_140_0_g348 = ( -2.0 * ( 1.0 - ( CZY_NimbusVariation * 0.9 ) ) );
float NimbusLightTransport269_g348 = saturate( ( ( ( CloudDetail179_g348 + SimpleCloudDensity153_g348 ) * saturate( (( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_140_0_g348 ) + (( dotResult150_g348 + ( CZY_NimbusHeight * 4.0 * dotResult125_g348 ) ) - 0.5) * (( temp_output_140_0_g348 * -4.0 ) - ( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_140_0_g348 )) / (7.0 - 0.5)) ) ) * 10.0 ) );
float mulTime104_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D143_g348 = snoise( (Pos33_g348*1.0 + mulTime104_g348)*2.0 );
float mulTime93_g348 = _TimeParameters.x * CZY_ChemtrailsMoveSpeed;
float cos97_g348 = cos( ( mulTime93_g348 * 0.01 ) );
float sin97_g348 = sin( ( mulTime93_g348 * 0.01 ) );
float2 rotator97_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos97_g348 , -sin97_g348 , sin97_g348 , cos97_g348 )) + float2( 0.5,0.5 );
float cos131_g348 = cos( ( mulTime93_g348 * -0.02 ) );
float sin131_g348 = sin( ( mulTime93_g348 * -0.02 ) );
float2 rotator131_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos131_g348 , -sin131_g348 , sin131_g348 , cos131_g348 )) + float2( 0.5,0.5 );
float mulTime107_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D147_g348 = snoise( (Pos33_g348*1.0 + mulTime107_g348)*4.0 );
float4 ChemtrailsPattern210_g348 = ( ( saturate( simplePerlin2D143_g348 ) * tex2D( CZY_ChemtrailsTexture, (rotator97_g348*0.5 + 0.0) ) ) + ( tex2D( CZY_ChemtrailsTexture, rotator131_g348 ) * saturate( simplePerlin2D147_g348 ) ) );
float2 texCoord139_g348 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_162_0_g348 = ( texCoord139_g348 - float2( 0.5,0.5 ) );
float dotResult207_g348 = dot( temp_output_162_0_g348 , temp_output_162_0_g348 );
float ChemtrailsFinal248_g348 = ( ( ChemtrailsPattern210_g348 * saturate( (0.4 + (dotResult207_g348 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) ).r > ( 1.0 - ( CZY_ChemtrailsMultiplier * 0.5 ) ) ? 1.0 : 0.0 );
float mulTime80_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D126_g348 = snoise( (Pos33_g348*1.0 + mulTime80_g348)*2.0 );
float mulTime75_g348 = _TimeParameters.x * CZY_CirrusMoveSpeed;
float cos101_g348 = cos( ( mulTime75_g348 * 0.01 ) );
float sin101_g348 = sin( ( mulTime75_g348 * 0.01 ) );
float2 rotator101_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos101_g348 , -sin101_g348 , sin101_g348 , cos101_g348 )) + float2( 0.5,0.5 );
float cos112_g348 = cos( ( mulTime75_g348 * -0.02 ) );
float sin112_g348 = sin( ( mulTime75_g348 * -0.02 ) );
float2 rotator112_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos112_g348 , -sin112_g348 , sin112_g348 , cos112_g348 )) + float2( 0.5,0.5 );
float mulTime135_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D122_g348 = snoise( (Pos33_g348*1.0 + mulTime135_g348) );
simplePerlin2D122_g348 = simplePerlin2D122_g348*0.5 + 0.5;
float4 CirrusPattern137_g348 = ( ( saturate( simplePerlin2D126_g348 ) * tex2D( CZY_CirrusTexture, (rotator101_g348*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrusTexture, (rotator112_g348*1.0 + 0.0) ) * saturate( simplePerlin2D122_g348 ) ) );
float2 texCoord134_g348 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_164_0_g348 = ( texCoord134_g348 - float2( 0.5,0.5 ) );
float dotResult157_g348 = dot( temp_output_164_0_g348 , temp_output_164_0_g348 );
float4 temp_output_217_0_g348 = ( CirrusPattern137_g348 * saturate( (0.0 + (dotResult157_g348 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) );
float Clipping208_g348 = CZY_ClippingThreshold;
float CirrusAlpha250_g348 = ( ( temp_output_217_0_g348 * ( CZY_CirrusMultiplier * 10.0 ) ).r > Clipping208_g348 ? 1.0 : 0.0 );
float SimpleRadiance268_g348 = saturate( ( DetailedClouds252_g348 + BorderLightTransport278_g348 + NimbusLightTransport269_g348 + ChemtrailsFinal248_g348 + CirrusAlpha250_g348 ) );
float4 lerpResult342_g348 = lerp( CloudColor41_g348 , lerpResult338_g348 , ( 1.0 - SimpleRadiance268_g348 ));
float CloudbreakLightDir426_g348 = saturate( pow( temp_output_49_0_g348 , ( CZY_SunFlareFalloff * 0.5 ) ) );
float lerpResult316_g348 = lerp( -0.4 , 1.0 , ( saturate( ( ComplexCloudDensity141_g348 - 0.0 ) ) * CloudDetail179_g348 * CloudbreakLightDir426_g348 ));
float SunThroughClouds399_g348 = saturate( lerpResult316_g348 );
float3 hsvTorgb2_g351 = RGBToHSV( CZY_AltoCloudColor.rgb );
float3 hsvTorgb3_g351 = HSVToRGB( float3(hsvTorgb2_g351.x,saturate( ( hsvTorgb2_g351.y + CZY_FilterSaturation ) ),( hsvTorgb2_g351.z + CZY_FilterValue )) );
float4 temp_output_10_0_g351 = ( float4( hsvTorgb3_g351 , 0.0 ) * CZY_FilterColor );
float4 CirrusCustomLightColor350_g348 = ( CloudColor41_g348 * ( temp_output_10_0_g351 * CZY_CloudFilterColor ) );
float temp_output_391_0_g348 = ( AltoCumulusPlacement376_g348 * (0.0 + (tex2D( CZY_AltocumulusTexture, ((Pos33_g348*1.0 + ( CZY_AltocumulusWindSpeed * TIme30_g348 ))*( 1.0 / CZY_AltocumulusScale ) + 0.0) ).r - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) * CZY_AltocumulusMultiplier );
float AltoCumulusLightTransport393_g348 = temp_output_391_0_g348;
float ACCustomLightsClipping387_g348 = ( AltoCumulusLightTransport393_g348 * ( SimpleRadiance268_g348 > Clipping208_g348 ? 0.0 : 1.0 ) );
float mulTime193_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D224_g348 = snoise( (Pos33_g348*1.0 + mulTime193_g348)*2.0 );
float mulTime178_g348 = _TimeParameters.x * CZY_CirrostratusMoveSpeed;
float cos138_g348 = cos( ( mulTime178_g348 * 0.01 ) );
float sin138_g348 = sin( ( mulTime178_g348 * 0.01 ) );
float2 rotator138_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos138_g348 , -sin138_g348 , sin138_g348 , cos138_g348 )) + float2( 0.5,0.5 );
float cos198_g348 = cos( ( mulTime178_g348 * -0.02 ) );
float sin198_g348 = sin( ( mulTime178_g348 * -0.02 ) );
float2 rotator198_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos198_g348 , -sin198_g348 , sin198_g348 , cos198_g348 )) + float2( 0.5,0.5 );
float mulTime184_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D216_g348 = snoise( (Pos33_g348*10.0 + mulTime184_g348)*4.0 );
float4 CirrostratPattern261_g348 = ( ( saturate( simplePerlin2D224_g348 ) * tex2D( CZY_CirrostratusTexture, (rotator138_g348*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrostratusTexture, (rotator198_g348*1.5 + 0.75) ) * saturate( simplePerlin2D216_g348 ) ) );
float2 texCoord234_g348 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_243_0_g348 = ( texCoord234_g348 - float2( 0.5,0.5 ) );
float dotResult238_g348 = dot( temp_output_243_0_g348 , temp_output_243_0_g348 );
float clampResult264_g348 = clamp( ( CZY_CirrostratusMultiplier * 0.5 ) , 0.0 , 0.98 );
float CirrostratLightTransport281_g348 = ( ( CirrostratPattern261_g348 * saturate( (0.4 + (dotResult238_g348 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) ).r > ( 1.0 - clampResult264_g348 ) ? 1.0 : 0.0 );
float CSCustomLightsClipping309_g348 = ( CirrostratLightTransport281_g348 * ( SimpleRadiance268_g348 > Clipping208_g348 ? 0.0 : 1.0 ) );
float CustomRadiance340_g348 = saturate( ( ACCustomLightsClipping387_g348 + CSCustomLightsClipping309_g348 ) );
float4 lerpResult331_g348 = lerp( ( lerpResult342_g348 + SunThroughClouds399_g348 ) , CirrusCustomLightColor350_g348 , CustomRadiance340_g348);
float FinalAlpha375_g348 = saturate( ( DetailedClouds252_g348 + BorderLightTransport278_g348 + AltoCumulusLightTransport393_g348 + ChemtrailsFinal248_g348 + CirrostratLightTransport281_g348 + CirrusAlpha250_g348 + NimbusLightTransport269_g348 ) );
float4 appendResult420_g348 = (float4((lerpResult331_g348).rgb , FinalAlpha375_g348));
float4 FinalCloudColor325_g348 = appendResult420_g348;
bool enabled20_g352 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g352 =(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_g352 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g352 = HLSL20_g352( enabled20_g352 , submerged20_g352 , textureSample20_g352 );
float Alpha = ( ( (FinalCloudColor325_g348).w * ( 1.0 - localHLSL20_g352 ) ) > Clipping208_g348 ? 1.0 : 0.0 );
float AlphaClipThreshold = Clipping208_g348;
float AlphaClipThresholdShadow = 0.5;
#ifdef _ALPHATEST_ON
#ifdef _ALPHATEST_SHADOW_ON
clip(Alpha - AlphaClipThresholdShadow);
#else
clip(Alpha - AlphaClipThreshold);
#endif
#endif
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
#endif
return 0;
}
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags { "LightMode"="DepthOnly" }
ZWrite On
ColorMask 0
AlphaToMask Off
HLSLPROGRAM
#pragma multi_compile_instancing
#define _SURFACE_TYPE_TRANSPARENT 1
#define _ALPHATEST_ON 1
#define ASE_SRP_VERSION 120108
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#define ASE_NEEDS_FRAG_WORLD_POSITION
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 positionWS : TEXCOORD0;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD1;
#endif
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
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_CloudMoonFalloff;
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;
float4 CZY_AltoCloudColor;
sampler2D CZY_AltocumulusTexture;
float2 CZY_AltocumulusWindSpeed;
float CZY_AltocumulusScale;
float CZY_AltocumulusMultiplier;
sampler2D CZY_CirrostratusTexture;
float CZY_CirrostratusMoveSpeed;
float CZY_CirrostratusMultiplier;
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 voronoihash81_g348( 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 voronoi81_g348( 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 = voronoihash81_g348( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash88_g348( 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 voronoi88_g348( 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 = voronoihash88_g348( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash200_g348( 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 voronoi200_g348( 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 = voronoihash200_g348( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return (F2 + F1) * 0.5;
}
float2 voronoihash232_g348( 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 voronoi232_g348( 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 = voronoihash232_g348( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash84_g348( 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_g348( 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_g348( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float HLSL20_g352( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord3 = screenPos;
o.ase_texcoord2.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord2.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.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 );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.positionWS = positionWS;
#endif
o.positionCS = TransformWorldToHClip( positionWS );
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = o.positionCS;
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN ) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.positionWS;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float3 hsvTorgb2_g349 = RGBToHSV( CZY_CloudColor.rgb );
float3 hsvTorgb3_g349 = HSVToRGB( float3(hsvTorgb2_g349.x,saturate( ( hsvTorgb2_g349.y + CZY_FilterSaturation ) ),( hsvTorgb2_g349.z + CZY_FilterValue )) );
float4 temp_output_10_0_g349 = ( float4( hsvTorgb3_g349 , 0.0 ) * CZY_FilterColor );
float4 CloudColor41_g348 = ( temp_output_10_0_g349 * CZY_CloudFilterColor );
float3 hsvTorgb2_g353 = RGBToHSV( CZY_CloudHighlightColor.rgb );
float3 hsvTorgb3_g353 = HSVToRGB( float3(hsvTorgb2_g353.x,saturate( ( hsvTorgb2_g353.y + CZY_FilterSaturation ) ),( hsvTorgb2_g353.z + CZY_FilterValue )) );
float4 temp_output_10_0_g353 = ( float4( hsvTorgb3_g353 , 0.0 ) * CZY_FilterColor );
float4 CloudHighlightColor55_g348 = ( temp_output_10_0_g353 * CZY_SunFilterColor );
float2 texCoord31_g348 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
float2 Pos33_g348 = texCoord31_g348;
float mulTime29_g348 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed );
float TIme30_g348 = mulTime29_g348;
float simplePerlin2D409_g348 = snoise( ( Pos33_g348 + ( TIme30_g348 * float2( 0.2,-0.4 ) ) )*( 100.0 / CZY_MainCloudScale ) );
simplePerlin2D409_g348 = simplePerlin2D409_g348*0.5 + 0.5;
float SimpleCloudDensity153_g348 = simplePerlin2D409_g348;
float time81_g348 = 0.0;
float2 voronoiSmoothId81_g348 = 0;
float2 temp_output_94_0_g348 = ( Pos33_g348 + ( TIme30_g348 * float2( 0.3,0.2 ) ) );
float2 coords81_g348 = temp_output_94_0_g348 * ( 140.0 / CZY_MainCloudScale );
float2 id81_g348 = 0;
float2 uv81_g348 = 0;
float voroi81_g348 = voronoi81_g348( coords81_g348, time81_g348, id81_g348, uv81_g348, 0, voronoiSmoothId81_g348 );
float time88_g348 = 0.0;
float2 voronoiSmoothId88_g348 = 0;
float2 coords88_g348 = temp_output_94_0_g348 * ( 500.0 / CZY_MainCloudScale );
float2 id88_g348 = 0;
float2 uv88_g348 = 0;
float voroi88_g348 = voronoi88_g348( coords88_g348, time88_g348, id88_g348, uv88_g348, 0, voronoiSmoothId88_g348 );
float2 appendResult95_g348 = (float2(voroi81_g348 , voroi88_g348));
float2 VoroDetails109_g348 = appendResult95_g348;
float CumulusCoverage34_g348 = CZY_CumulusCoverageMultiplier;
float ComplexCloudDensity141_g348 = (0.0 + (min( SimpleCloudDensity153_g348 , ( 1.0 - VoroDetails109_g348.x ) ) - ( 1.0 - CumulusCoverage34_g348 )) * (1.0 - 0.0) / (1.0 - ( 1.0 - CumulusCoverage34_g348 )));
float4 lerpResult315_g348 = lerp( CloudHighlightColor55_g348 , CloudColor41_g348 , saturate( (2.0 + (ComplexCloudDensity141_g348 - 0.0) * (0.7 - 2.0) / (1.0 - 0.0)) ));
float3 normalizeResult40_g348 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) );
float dotResult42_g348 = dot( normalizeResult40_g348 , CZY_SunDirection );
float temp_output_49_0_g348 = abs( (dotResult42_g348*0.5 + 0.5) );
half LightMask56_g348 = saturate( pow( temp_output_49_0_g348 , CZY_SunFlareFalloff ) );
float time200_g348 = 0.0;
float2 voronoiSmoothId200_g348 = 0;
float mulTime163_g348 = _TimeParameters.x * 0.003;
float2 coords200_g348 = (Pos33_g348*1.0 + ( float2( 1,-2 ) * mulTime163_g348 )) * 10.0;
float2 id200_g348 = 0;
float2 uv200_g348 = 0;
float voroi200_g348 = voronoi200_g348( coords200_g348, time200_g348, id200_g348, uv200_g348, 0, voronoiSmoothId200_g348 );
float time232_g348 = ( 10.0 * mulTime163_g348 );
float2 voronoiSmoothId232_g348 = 0;
float2 coords232_g348 = IN.ase_texcoord2.xy * 10.0;
float2 id232_g348 = 0;
float2 uv232_g348 = 0;
float voroi232_g348 = voronoi232_g348( coords232_g348, time232_g348, id232_g348, uv232_g348, 0, voronoiSmoothId232_g348 );
float temp_output_242_0_g348 = ( ( ( 1.0 - 0.0 ) - (1.0 + (voroi200_g348 - 0.0) * (-0.5 - 1.0) / (1.0 - 0.0)) ) - voroi232_g348 );
float AltoCumulusPlacement376_g348 = temp_output_242_0_g348;
float CloudThicknessDetails286_g348 = ( VoroDetails109_g348.y * saturate( ( AltoCumulusPlacement376_g348 - 0.26 ) ) );
float3 normalizeResult43_g348 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) );
float dotResult46_g348 = dot( normalizeResult43_g348 , CZY_MoonDirection );
half MoonlightMask57_g348 = saturate( pow( abs( (dotResult46_g348*0.5 + 0.5) ) , CZY_CloudMoonFalloff ) );
float3 hsvTorgb2_g350 = RGBToHSV( CZY_CloudMoonColor.rgb );
float3 hsvTorgb3_g350 = HSVToRGB( float3(hsvTorgb2_g350.x,saturate( ( hsvTorgb2_g350.y + CZY_FilterSaturation ) ),( hsvTorgb2_g350.z + CZY_FilterValue )) );
float4 temp_output_10_0_g350 = ( float4( hsvTorgb3_g350 , 0.0 ) * CZY_FilterColor );
float4 MoonlightColor60_g348 = ( temp_output_10_0_g350 * CZY_CloudFilterColor );
float4 lerpResult338_g348 = lerp( ( lerpResult315_g348 + ( LightMask56_g348 * CloudHighlightColor55_g348 * ( 1.0 - CloudThicknessDetails286_g348 ) ) + ( MoonlightMask57_g348 * MoonlightColor60_g348 * ( 1.0 - CloudThicknessDetails286_g348 ) ) ) , ( CloudColor41_g348 * float4( 0.5660378,0.5660378,0.5660378,0 ) ) , CloudThicknessDetails286_g348);
float time84_g348 = 0.0;
float2 voronoiSmoothId84_g348 = 0;
float2 coords84_g348 = ( Pos33_g348 + ( TIme30_g348 * float2( 0.3,0.2 ) ) ) * ( 100.0 / CZY_DetailScale );
float2 id84_g348 = 0;
float2 uv84_g348 = 0;
float fade84_g348 = 0.5;
float voroi84_g348 = 0;
float rest84_g348 = 0;
for( int it84_g348 = 0; it84_g348 <3; it84_g348++ ){
voroi84_g348 += fade84_g348 * voronoi84_g348( coords84_g348, time84_g348, id84_g348, uv84_g348, 0,voronoiSmoothId84_g348 );
rest84_g348 += fade84_g348;
coords84_g348 *= 2;
fade84_g348 *= 0.5;
}//Voronoi84_g348
voroi84_g348 /= rest84_g348;
float temp_output_173_0_g348 = ( (0.0 + (( 1.0 - voroi84_g348 ) - 0.3) * (0.5 - 0.0) / (1.0 - 0.3)) * 0.1 * CZY_DetailAmount );
float DetailedClouds252_g348 = saturate( ( ComplexCloudDensity141_g348 + temp_output_173_0_g348 ) );
float CloudDetail179_g348 = temp_output_173_0_g348;
float2 texCoord79_g348 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_161_0_g348 = ( texCoord79_g348 - float2( 0.5,0.5 ) );
float dotResult212_g348 = dot( temp_output_161_0_g348 , temp_output_161_0_g348 );
float BorderHeight154_g348 = ( 1.0 - CZY_BorderHeight );
float temp_output_151_0_g348 = ( -2.0 * ( 1.0 - CZY_BorderVariation ) );
float clampResult247_g348 = clamp( ( ( ( CloudDetail179_g348 + SimpleCloudDensity153_g348 ) * saturate( (( BorderHeight154_g348 * temp_output_151_0_g348 ) + (dotResult212_g348 - 0.0) * (( temp_output_151_0_g348 * -4.0 ) - ( BorderHeight154_g348 * temp_output_151_0_g348 )) / (0.5 - 0.0)) ) ) * 10.0 * CZY_BorderEffect ) , -1.0 , 1.0 );
float BorderLightTransport278_g348 = clampResult247_g348;
float3 normalizeResult116_g348 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) );
float3 normalizeResult146_g348 = normalize( CZY_StormDirection );
float dotResult150_g348 = dot( normalizeResult116_g348 , normalizeResult146_g348 );
float2 texCoord98_g348 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_124_0_g348 = ( texCoord98_g348 - float2( 0.5,0.5 ) );
float dotResult125_g348 = dot( temp_output_124_0_g348 , temp_output_124_0_g348 );
float temp_output_140_0_g348 = ( -2.0 * ( 1.0 - ( CZY_NimbusVariation * 0.9 ) ) );
float NimbusLightTransport269_g348 = saturate( ( ( ( CloudDetail179_g348 + SimpleCloudDensity153_g348 ) * saturate( (( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_140_0_g348 ) + (( dotResult150_g348 + ( CZY_NimbusHeight * 4.0 * dotResult125_g348 ) ) - 0.5) * (( temp_output_140_0_g348 * -4.0 ) - ( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_140_0_g348 )) / (7.0 - 0.5)) ) ) * 10.0 ) );
float mulTime104_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D143_g348 = snoise( (Pos33_g348*1.0 + mulTime104_g348)*2.0 );
float mulTime93_g348 = _TimeParameters.x * CZY_ChemtrailsMoveSpeed;
float cos97_g348 = cos( ( mulTime93_g348 * 0.01 ) );
float sin97_g348 = sin( ( mulTime93_g348 * 0.01 ) );
float2 rotator97_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos97_g348 , -sin97_g348 , sin97_g348 , cos97_g348 )) + float2( 0.5,0.5 );
float cos131_g348 = cos( ( mulTime93_g348 * -0.02 ) );
float sin131_g348 = sin( ( mulTime93_g348 * -0.02 ) );
float2 rotator131_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos131_g348 , -sin131_g348 , sin131_g348 , cos131_g348 )) + float2( 0.5,0.5 );
float mulTime107_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D147_g348 = snoise( (Pos33_g348*1.0 + mulTime107_g348)*4.0 );
float4 ChemtrailsPattern210_g348 = ( ( saturate( simplePerlin2D143_g348 ) * tex2D( CZY_ChemtrailsTexture, (rotator97_g348*0.5 + 0.0) ) ) + ( tex2D( CZY_ChemtrailsTexture, rotator131_g348 ) * saturate( simplePerlin2D147_g348 ) ) );
float2 texCoord139_g348 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_162_0_g348 = ( texCoord139_g348 - float2( 0.5,0.5 ) );
float dotResult207_g348 = dot( temp_output_162_0_g348 , temp_output_162_0_g348 );
float ChemtrailsFinal248_g348 = ( ( ChemtrailsPattern210_g348 * saturate( (0.4 + (dotResult207_g348 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) ).r > ( 1.0 - ( CZY_ChemtrailsMultiplier * 0.5 ) ) ? 1.0 : 0.0 );
float mulTime80_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D126_g348 = snoise( (Pos33_g348*1.0 + mulTime80_g348)*2.0 );
float mulTime75_g348 = _TimeParameters.x * CZY_CirrusMoveSpeed;
float cos101_g348 = cos( ( mulTime75_g348 * 0.01 ) );
float sin101_g348 = sin( ( mulTime75_g348 * 0.01 ) );
float2 rotator101_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos101_g348 , -sin101_g348 , sin101_g348 , cos101_g348 )) + float2( 0.5,0.5 );
float cos112_g348 = cos( ( mulTime75_g348 * -0.02 ) );
float sin112_g348 = sin( ( mulTime75_g348 * -0.02 ) );
float2 rotator112_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos112_g348 , -sin112_g348 , sin112_g348 , cos112_g348 )) + float2( 0.5,0.5 );
float mulTime135_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D122_g348 = snoise( (Pos33_g348*1.0 + mulTime135_g348) );
simplePerlin2D122_g348 = simplePerlin2D122_g348*0.5 + 0.5;
float4 CirrusPattern137_g348 = ( ( saturate( simplePerlin2D126_g348 ) * tex2D( CZY_CirrusTexture, (rotator101_g348*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrusTexture, (rotator112_g348*1.0 + 0.0) ) * saturate( simplePerlin2D122_g348 ) ) );
float2 texCoord134_g348 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_164_0_g348 = ( texCoord134_g348 - float2( 0.5,0.5 ) );
float dotResult157_g348 = dot( temp_output_164_0_g348 , temp_output_164_0_g348 );
float4 temp_output_217_0_g348 = ( CirrusPattern137_g348 * saturate( (0.0 + (dotResult157_g348 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) );
float Clipping208_g348 = CZY_ClippingThreshold;
float CirrusAlpha250_g348 = ( ( temp_output_217_0_g348 * ( CZY_CirrusMultiplier * 10.0 ) ).r > Clipping208_g348 ? 1.0 : 0.0 );
float SimpleRadiance268_g348 = saturate( ( DetailedClouds252_g348 + BorderLightTransport278_g348 + NimbusLightTransport269_g348 + ChemtrailsFinal248_g348 + CirrusAlpha250_g348 ) );
float4 lerpResult342_g348 = lerp( CloudColor41_g348 , lerpResult338_g348 , ( 1.0 - SimpleRadiance268_g348 ));
float CloudbreakLightDir426_g348 = saturate( pow( temp_output_49_0_g348 , ( CZY_SunFlareFalloff * 0.5 ) ) );
float lerpResult316_g348 = lerp( -0.4 , 1.0 , ( saturate( ( ComplexCloudDensity141_g348 - 0.0 ) ) * CloudDetail179_g348 * CloudbreakLightDir426_g348 ));
float SunThroughClouds399_g348 = saturate( lerpResult316_g348 );
float3 hsvTorgb2_g351 = RGBToHSV( CZY_AltoCloudColor.rgb );
float3 hsvTorgb3_g351 = HSVToRGB( float3(hsvTorgb2_g351.x,saturate( ( hsvTorgb2_g351.y + CZY_FilterSaturation ) ),( hsvTorgb2_g351.z + CZY_FilterValue )) );
float4 temp_output_10_0_g351 = ( float4( hsvTorgb3_g351 , 0.0 ) * CZY_FilterColor );
float4 CirrusCustomLightColor350_g348 = ( CloudColor41_g348 * ( temp_output_10_0_g351 * CZY_CloudFilterColor ) );
float temp_output_391_0_g348 = ( AltoCumulusPlacement376_g348 * (0.0 + (tex2D( CZY_AltocumulusTexture, ((Pos33_g348*1.0 + ( CZY_AltocumulusWindSpeed * TIme30_g348 ))*( 1.0 / CZY_AltocumulusScale ) + 0.0) ).r - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) * CZY_AltocumulusMultiplier );
float AltoCumulusLightTransport393_g348 = temp_output_391_0_g348;
float ACCustomLightsClipping387_g348 = ( AltoCumulusLightTransport393_g348 * ( SimpleRadiance268_g348 > Clipping208_g348 ? 0.0 : 1.0 ) );
float mulTime193_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D224_g348 = snoise( (Pos33_g348*1.0 + mulTime193_g348)*2.0 );
float mulTime178_g348 = _TimeParameters.x * CZY_CirrostratusMoveSpeed;
float cos138_g348 = cos( ( mulTime178_g348 * 0.01 ) );
float sin138_g348 = sin( ( mulTime178_g348 * 0.01 ) );
float2 rotator138_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos138_g348 , -sin138_g348 , sin138_g348 , cos138_g348 )) + float2( 0.5,0.5 );
float cos198_g348 = cos( ( mulTime178_g348 * -0.02 ) );
float sin198_g348 = sin( ( mulTime178_g348 * -0.02 ) );
float2 rotator198_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos198_g348 , -sin198_g348 , sin198_g348 , cos198_g348 )) + float2( 0.5,0.5 );
float mulTime184_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D216_g348 = snoise( (Pos33_g348*10.0 + mulTime184_g348)*4.0 );
float4 CirrostratPattern261_g348 = ( ( saturate( simplePerlin2D224_g348 ) * tex2D( CZY_CirrostratusTexture, (rotator138_g348*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrostratusTexture, (rotator198_g348*1.5 + 0.75) ) * saturate( simplePerlin2D216_g348 ) ) );
float2 texCoord234_g348 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_243_0_g348 = ( texCoord234_g348 - float2( 0.5,0.5 ) );
float dotResult238_g348 = dot( temp_output_243_0_g348 , temp_output_243_0_g348 );
float clampResult264_g348 = clamp( ( CZY_CirrostratusMultiplier * 0.5 ) , 0.0 , 0.98 );
float CirrostratLightTransport281_g348 = ( ( CirrostratPattern261_g348 * saturate( (0.4 + (dotResult238_g348 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) ).r > ( 1.0 - clampResult264_g348 ) ? 1.0 : 0.0 );
float CSCustomLightsClipping309_g348 = ( CirrostratLightTransport281_g348 * ( SimpleRadiance268_g348 > Clipping208_g348 ? 0.0 : 1.0 ) );
float CustomRadiance340_g348 = saturate( ( ACCustomLightsClipping387_g348 + CSCustomLightsClipping309_g348 ) );
float4 lerpResult331_g348 = lerp( ( lerpResult342_g348 + SunThroughClouds399_g348 ) , CirrusCustomLightColor350_g348 , CustomRadiance340_g348);
float FinalAlpha375_g348 = saturate( ( DetailedClouds252_g348 + BorderLightTransport278_g348 + AltoCumulusLightTransport393_g348 + ChemtrailsFinal248_g348 + CirrostratLightTransport281_g348 + CirrusAlpha250_g348 + NimbusLightTransport269_g348 ) );
float4 appendResult420_g348 = (float4((lerpResult331_g348).rgb , FinalAlpha375_g348));
float4 FinalCloudColor325_g348 = appendResult420_g348;
bool enabled20_g352 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g352 =(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_g352 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g352 = HLSL20_g352( enabled20_g352 , submerged20_g352 , textureSample20_g352 );
float Alpha = ( ( (FinalCloudColor325_g348).w * ( 1.0 - localHLSL20_g352 ) ) > Clipping208_g348 ? 1.0 : 0.0 );
float AlphaClipThreshold = Clipping208_g348;
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
#endif
return 0;
}
ENDHLSL
}
Pass
{
Name "SceneSelectionPass"
Tags { "LightMode"="SceneSelectionPass" }
Cull Off
AlphaToMask Off
HLSLPROGRAM
#define _SURFACE_TYPE_TRANSPARENT 1
#define _ALPHATEST_ON 1
#define ASE_SRP_VERSION 120108
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define SHADERPASS SHADERPASS_DEPTHONLY
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
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_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_CloudMoonFalloff;
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;
float4 CZY_AltoCloudColor;
sampler2D CZY_AltocumulusTexture;
float2 CZY_AltocumulusWindSpeed;
float CZY_AltocumulusScale;
float CZY_AltocumulusMultiplier;
sampler2D CZY_CirrostratusTexture;
float CZY_CirrostratusMoveSpeed;
float CZY_CirrostratusMultiplier;
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 voronoihash81_g348( 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 voronoi81_g348( 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 = voronoihash81_g348( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash88_g348( 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 voronoi88_g348( 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 = voronoihash88_g348( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash200_g348( 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 voronoi200_g348( 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 = voronoihash200_g348( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return (F2 + F1) * 0.5;
}
float2 voronoihash232_g348( 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 voronoi232_g348( 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 = voronoihash232_g348( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash84_g348( 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_g348( 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_g348( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float HLSL20_g352( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
int _ObjectId;
int _PassValue;
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
VertexOutput VertexFunction(VertexInput v )
{
VertexOutput o;
ZERO_INITIALIZE(VertexOutput, o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
o.ase_texcoord1.xyz = ase_worldPos;
float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord2 = screenPos;
o.ase_texcoord.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord.zw = 0;
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;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN ) : SV_TARGET
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float3 hsvTorgb2_g349 = RGBToHSV( CZY_CloudColor.rgb );
float3 hsvTorgb3_g349 = HSVToRGB( float3(hsvTorgb2_g349.x,saturate( ( hsvTorgb2_g349.y + CZY_FilterSaturation ) ),( hsvTorgb2_g349.z + CZY_FilterValue )) );
float4 temp_output_10_0_g349 = ( float4( hsvTorgb3_g349 , 0.0 ) * CZY_FilterColor );
float4 CloudColor41_g348 = ( temp_output_10_0_g349 * CZY_CloudFilterColor );
float3 hsvTorgb2_g353 = RGBToHSV( CZY_CloudHighlightColor.rgb );
float3 hsvTorgb3_g353 = HSVToRGB( float3(hsvTorgb2_g353.x,saturate( ( hsvTorgb2_g353.y + CZY_FilterSaturation ) ),( hsvTorgb2_g353.z + CZY_FilterValue )) );
float4 temp_output_10_0_g353 = ( float4( hsvTorgb3_g353 , 0.0 ) * CZY_FilterColor );
float4 CloudHighlightColor55_g348 = ( temp_output_10_0_g353 * CZY_SunFilterColor );
float2 texCoord31_g348 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 Pos33_g348 = texCoord31_g348;
float mulTime29_g348 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed );
float TIme30_g348 = mulTime29_g348;
float simplePerlin2D409_g348 = snoise( ( Pos33_g348 + ( TIme30_g348 * float2( 0.2,-0.4 ) ) )*( 100.0 / CZY_MainCloudScale ) );
simplePerlin2D409_g348 = simplePerlin2D409_g348*0.5 + 0.5;
float SimpleCloudDensity153_g348 = simplePerlin2D409_g348;
float time81_g348 = 0.0;
float2 voronoiSmoothId81_g348 = 0;
float2 temp_output_94_0_g348 = ( Pos33_g348 + ( TIme30_g348 * float2( 0.3,0.2 ) ) );
float2 coords81_g348 = temp_output_94_0_g348 * ( 140.0 / CZY_MainCloudScale );
float2 id81_g348 = 0;
float2 uv81_g348 = 0;
float voroi81_g348 = voronoi81_g348( coords81_g348, time81_g348, id81_g348, uv81_g348, 0, voronoiSmoothId81_g348 );
float time88_g348 = 0.0;
float2 voronoiSmoothId88_g348 = 0;
float2 coords88_g348 = temp_output_94_0_g348 * ( 500.0 / CZY_MainCloudScale );
float2 id88_g348 = 0;
float2 uv88_g348 = 0;
float voroi88_g348 = voronoi88_g348( coords88_g348, time88_g348, id88_g348, uv88_g348, 0, voronoiSmoothId88_g348 );
float2 appendResult95_g348 = (float2(voroi81_g348 , voroi88_g348));
float2 VoroDetails109_g348 = appendResult95_g348;
float CumulusCoverage34_g348 = CZY_CumulusCoverageMultiplier;
float ComplexCloudDensity141_g348 = (0.0 + (min( SimpleCloudDensity153_g348 , ( 1.0 - VoroDetails109_g348.x ) ) - ( 1.0 - CumulusCoverage34_g348 )) * (1.0 - 0.0) / (1.0 - ( 1.0 - CumulusCoverage34_g348 )));
float4 lerpResult315_g348 = lerp( CloudHighlightColor55_g348 , CloudColor41_g348 , saturate( (2.0 + (ComplexCloudDensity141_g348 - 0.0) * (0.7 - 2.0) / (1.0 - 0.0)) ));
float3 ase_worldPos = IN.ase_texcoord1.xyz;
float3 normalizeResult40_g348 = normalize( ( ase_worldPos - _WorldSpaceCameraPos ) );
float dotResult42_g348 = dot( normalizeResult40_g348 , CZY_SunDirection );
float temp_output_49_0_g348 = abs( (dotResult42_g348*0.5 + 0.5) );
half LightMask56_g348 = saturate( pow( temp_output_49_0_g348 , CZY_SunFlareFalloff ) );
float time200_g348 = 0.0;
float2 voronoiSmoothId200_g348 = 0;
float mulTime163_g348 = _TimeParameters.x * 0.003;
float2 coords200_g348 = (Pos33_g348*1.0 + ( float2( 1,-2 ) * mulTime163_g348 )) * 10.0;
float2 id200_g348 = 0;
float2 uv200_g348 = 0;
float voroi200_g348 = voronoi200_g348( coords200_g348, time200_g348, id200_g348, uv200_g348, 0, voronoiSmoothId200_g348 );
float time232_g348 = ( 10.0 * mulTime163_g348 );
float2 voronoiSmoothId232_g348 = 0;
float2 coords232_g348 = IN.ase_texcoord.xy * 10.0;
float2 id232_g348 = 0;
float2 uv232_g348 = 0;
float voroi232_g348 = voronoi232_g348( coords232_g348, time232_g348, id232_g348, uv232_g348, 0, voronoiSmoothId232_g348 );
float temp_output_242_0_g348 = ( ( ( 1.0 - 0.0 ) - (1.0 + (voroi200_g348 - 0.0) * (-0.5 - 1.0) / (1.0 - 0.0)) ) - voroi232_g348 );
float AltoCumulusPlacement376_g348 = temp_output_242_0_g348;
float CloudThicknessDetails286_g348 = ( VoroDetails109_g348.y * saturate( ( AltoCumulusPlacement376_g348 - 0.26 ) ) );
float3 normalizeResult43_g348 = normalize( ( ase_worldPos - _WorldSpaceCameraPos ) );
float dotResult46_g348 = dot( normalizeResult43_g348 , CZY_MoonDirection );
half MoonlightMask57_g348 = saturate( pow( abs( (dotResult46_g348*0.5 + 0.5) ) , CZY_CloudMoonFalloff ) );
float3 hsvTorgb2_g350 = RGBToHSV( CZY_CloudMoonColor.rgb );
float3 hsvTorgb3_g350 = HSVToRGB( float3(hsvTorgb2_g350.x,saturate( ( hsvTorgb2_g350.y + CZY_FilterSaturation ) ),( hsvTorgb2_g350.z + CZY_FilterValue )) );
float4 temp_output_10_0_g350 = ( float4( hsvTorgb3_g350 , 0.0 ) * CZY_FilterColor );
float4 MoonlightColor60_g348 = ( temp_output_10_0_g350 * CZY_CloudFilterColor );
float4 lerpResult338_g348 = lerp( ( lerpResult315_g348 + ( LightMask56_g348 * CloudHighlightColor55_g348 * ( 1.0 - CloudThicknessDetails286_g348 ) ) + ( MoonlightMask57_g348 * MoonlightColor60_g348 * ( 1.0 - CloudThicknessDetails286_g348 ) ) ) , ( CloudColor41_g348 * float4( 0.5660378,0.5660378,0.5660378,0 ) ) , CloudThicknessDetails286_g348);
float time84_g348 = 0.0;
float2 voronoiSmoothId84_g348 = 0;
float2 coords84_g348 = ( Pos33_g348 + ( TIme30_g348 * float2( 0.3,0.2 ) ) ) * ( 100.0 / CZY_DetailScale );
float2 id84_g348 = 0;
float2 uv84_g348 = 0;
float fade84_g348 = 0.5;
float voroi84_g348 = 0;
float rest84_g348 = 0;
for( int it84_g348 = 0; it84_g348 <3; it84_g348++ ){
voroi84_g348 += fade84_g348 * voronoi84_g348( coords84_g348, time84_g348, id84_g348, uv84_g348, 0,voronoiSmoothId84_g348 );
rest84_g348 += fade84_g348;
coords84_g348 *= 2;
fade84_g348 *= 0.5;
}//Voronoi84_g348
voroi84_g348 /= rest84_g348;
float temp_output_173_0_g348 = ( (0.0 + (( 1.0 - voroi84_g348 ) - 0.3) * (0.5 - 0.0) / (1.0 - 0.3)) * 0.1 * CZY_DetailAmount );
float DetailedClouds252_g348 = saturate( ( ComplexCloudDensity141_g348 + temp_output_173_0_g348 ) );
float CloudDetail179_g348 = temp_output_173_0_g348;
float2 texCoord79_g348 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_161_0_g348 = ( texCoord79_g348 - float2( 0.5,0.5 ) );
float dotResult212_g348 = dot( temp_output_161_0_g348 , temp_output_161_0_g348 );
float BorderHeight154_g348 = ( 1.0 - CZY_BorderHeight );
float temp_output_151_0_g348 = ( -2.0 * ( 1.0 - CZY_BorderVariation ) );
float clampResult247_g348 = clamp( ( ( ( CloudDetail179_g348 + SimpleCloudDensity153_g348 ) * saturate( (( BorderHeight154_g348 * temp_output_151_0_g348 ) + (dotResult212_g348 - 0.0) * (( temp_output_151_0_g348 * -4.0 ) - ( BorderHeight154_g348 * temp_output_151_0_g348 )) / (0.5 - 0.0)) ) ) * 10.0 * CZY_BorderEffect ) , -1.0 , 1.0 );
float BorderLightTransport278_g348 = clampResult247_g348;
float3 normalizeResult116_g348 = normalize( ( ase_worldPos - _WorldSpaceCameraPos ) );
float3 normalizeResult146_g348 = normalize( CZY_StormDirection );
float dotResult150_g348 = dot( normalizeResult116_g348 , normalizeResult146_g348 );
float2 texCoord98_g348 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_124_0_g348 = ( texCoord98_g348 - float2( 0.5,0.5 ) );
float dotResult125_g348 = dot( temp_output_124_0_g348 , temp_output_124_0_g348 );
float temp_output_140_0_g348 = ( -2.0 * ( 1.0 - ( CZY_NimbusVariation * 0.9 ) ) );
float NimbusLightTransport269_g348 = saturate( ( ( ( CloudDetail179_g348 + SimpleCloudDensity153_g348 ) * saturate( (( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_140_0_g348 ) + (( dotResult150_g348 + ( CZY_NimbusHeight * 4.0 * dotResult125_g348 ) ) - 0.5) * (( temp_output_140_0_g348 * -4.0 ) - ( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_140_0_g348 )) / (7.0 - 0.5)) ) ) * 10.0 ) );
float mulTime104_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D143_g348 = snoise( (Pos33_g348*1.0 + mulTime104_g348)*2.0 );
float mulTime93_g348 = _TimeParameters.x * CZY_ChemtrailsMoveSpeed;
float cos97_g348 = cos( ( mulTime93_g348 * 0.01 ) );
float sin97_g348 = sin( ( mulTime93_g348 * 0.01 ) );
float2 rotator97_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos97_g348 , -sin97_g348 , sin97_g348 , cos97_g348 )) + float2( 0.5,0.5 );
float cos131_g348 = cos( ( mulTime93_g348 * -0.02 ) );
float sin131_g348 = sin( ( mulTime93_g348 * -0.02 ) );
float2 rotator131_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos131_g348 , -sin131_g348 , sin131_g348 , cos131_g348 )) + float2( 0.5,0.5 );
float mulTime107_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D147_g348 = snoise( (Pos33_g348*1.0 + mulTime107_g348)*4.0 );
float4 ChemtrailsPattern210_g348 = ( ( saturate( simplePerlin2D143_g348 ) * tex2D( CZY_ChemtrailsTexture, (rotator97_g348*0.5 + 0.0) ) ) + ( tex2D( CZY_ChemtrailsTexture, rotator131_g348 ) * saturate( simplePerlin2D147_g348 ) ) );
float2 texCoord139_g348 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_162_0_g348 = ( texCoord139_g348 - float2( 0.5,0.5 ) );
float dotResult207_g348 = dot( temp_output_162_0_g348 , temp_output_162_0_g348 );
float ChemtrailsFinal248_g348 = ( ( ChemtrailsPattern210_g348 * saturate( (0.4 + (dotResult207_g348 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) ).r > ( 1.0 - ( CZY_ChemtrailsMultiplier * 0.5 ) ) ? 1.0 : 0.0 );
float mulTime80_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D126_g348 = snoise( (Pos33_g348*1.0 + mulTime80_g348)*2.0 );
float mulTime75_g348 = _TimeParameters.x * CZY_CirrusMoveSpeed;
float cos101_g348 = cos( ( mulTime75_g348 * 0.01 ) );
float sin101_g348 = sin( ( mulTime75_g348 * 0.01 ) );
float2 rotator101_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos101_g348 , -sin101_g348 , sin101_g348 , cos101_g348 )) + float2( 0.5,0.5 );
float cos112_g348 = cos( ( mulTime75_g348 * -0.02 ) );
float sin112_g348 = sin( ( mulTime75_g348 * -0.02 ) );
float2 rotator112_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos112_g348 , -sin112_g348 , sin112_g348 , cos112_g348 )) + float2( 0.5,0.5 );
float mulTime135_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D122_g348 = snoise( (Pos33_g348*1.0 + mulTime135_g348) );
simplePerlin2D122_g348 = simplePerlin2D122_g348*0.5 + 0.5;
float4 CirrusPattern137_g348 = ( ( saturate( simplePerlin2D126_g348 ) * tex2D( CZY_CirrusTexture, (rotator101_g348*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrusTexture, (rotator112_g348*1.0 + 0.0) ) * saturate( simplePerlin2D122_g348 ) ) );
float2 texCoord134_g348 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_164_0_g348 = ( texCoord134_g348 - float2( 0.5,0.5 ) );
float dotResult157_g348 = dot( temp_output_164_0_g348 , temp_output_164_0_g348 );
float4 temp_output_217_0_g348 = ( CirrusPattern137_g348 * saturate( (0.0 + (dotResult157_g348 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) );
float Clipping208_g348 = CZY_ClippingThreshold;
float CirrusAlpha250_g348 = ( ( temp_output_217_0_g348 * ( CZY_CirrusMultiplier * 10.0 ) ).r > Clipping208_g348 ? 1.0 : 0.0 );
float SimpleRadiance268_g348 = saturate( ( DetailedClouds252_g348 + BorderLightTransport278_g348 + NimbusLightTransport269_g348 + ChemtrailsFinal248_g348 + CirrusAlpha250_g348 ) );
float4 lerpResult342_g348 = lerp( CloudColor41_g348 , lerpResult338_g348 , ( 1.0 - SimpleRadiance268_g348 ));
float CloudbreakLightDir426_g348 = saturate( pow( temp_output_49_0_g348 , ( CZY_SunFlareFalloff * 0.5 ) ) );
float lerpResult316_g348 = lerp( -0.4 , 1.0 , ( saturate( ( ComplexCloudDensity141_g348 - 0.0 ) ) * CloudDetail179_g348 * CloudbreakLightDir426_g348 ));
float SunThroughClouds399_g348 = saturate( lerpResult316_g348 );
float3 hsvTorgb2_g351 = RGBToHSV( CZY_AltoCloudColor.rgb );
float3 hsvTorgb3_g351 = HSVToRGB( float3(hsvTorgb2_g351.x,saturate( ( hsvTorgb2_g351.y + CZY_FilterSaturation ) ),( hsvTorgb2_g351.z + CZY_FilterValue )) );
float4 temp_output_10_0_g351 = ( float4( hsvTorgb3_g351 , 0.0 ) * CZY_FilterColor );
float4 CirrusCustomLightColor350_g348 = ( CloudColor41_g348 * ( temp_output_10_0_g351 * CZY_CloudFilterColor ) );
float temp_output_391_0_g348 = ( AltoCumulusPlacement376_g348 * (0.0 + (tex2D( CZY_AltocumulusTexture, ((Pos33_g348*1.0 + ( CZY_AltocumulusWindSpeed * TIme30_g348 ))*( 1.0 / CZY_AltocumulusScale ) + 0.0) ).r - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) * CZY_AltocumulusMultiplier );
float AltoCumulusLightTransport393_g348 = temp_output_391_0_g348;
float ACCustomLightsClipping387_g348 = ( AltoCumulusLightTransport393_g348 * ( SimpleRadiance268_g348 > Clipping208_g348 ? 0.0 : 1.0 ) );
float mulTime193_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D224_g348 = snoise( (Pos33_g348*1.0 + mulTime193_g348)*2.0 );
float mulTime178_g348 = _TimeParameters.x * CZY_CirrostratusMoveSpeed;
float cos138_g348 = cos( ( mulTime178_g348 * 0.01 ) );
float sin138_g348 = sin( ( mulTime178_g348 * 0.01 ) );
float2 rotator138_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos138_g348 , -sin138_g348 , sin138_g348 , cos138_g348 )) + float2( 0.5,0.5 );
float cos198_g348 = cos( ( mulTime178_g348 * -0.02 ) );
float sin198_g348 = sin( ( mulTime178_g348 * -0.02 ) );
float2 rotator198_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos198_g348 , -sin198_g348 , sin198_g348 , cos198_g348 )) + float2( 0.5,0.5 );
float mulTime184_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D216_g348 = snoise( (Pos33_g348*10.0 + mulTime184_g348)*4.0 );
float4 CirrostratPattern261_g348 = ( ( saturate( simplePerlin2D224_g348 ) * tex2D( CZY_CirrostratusTexture, (rotator138_g348*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrostratusTexture, (rotator198_g348*1.5 + 0.75) ) * saturate( simplePerlin2D216_g348 ) ) );
float2 texCoord234_g348 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_243_0_g348 = ( texCoord234_g348 - float2( 0.5,0.5 ) );
float dotResult238_g348 = dot( temp_output_243_0_g348 , temp_output_243_0_g348 );
float clampResult264_g348 = clamp( ( CZY_CirrostratusMultiplier * 0.5 ) , 0.0 , 0.98 );
float CirrostratLightTransport281_g348 = ( ( CirrostratPattern261_g348 * saturate( (0.4 + (dotResult238_g348 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) ).r > ( 1.0 - clampResult264_g348 ) ? 1.0 : 0.0 );
float CSCustomLightsClipping309_g348 = ( CirrostratLightTransport281_g348 * ( SimpleRadiance268_g348 > Clipping208_g348 ? 0.0 : 1.0 ) );
float CustomRadiance340_g348 = saturate( ( ACCustomLightsClipping387_g348 + CSCustomLightsClipping309_g348 ) );
float4 lerpResult331_g348 = lerp( ( lerpResult342_g348 + SunThroughClouds399_g348 ) , CirrusCustomLightColor350_g348 , CustomRadiance340_g348);
float FinalAlpha375_g348 = saturate( ( DetailedClouds252_g348 + BorderLightTransport278_g348 + AltoCumulusLightTransport393_g348 + ChemtrailsFinal248_g348 + CirrostratLightTransport281_g348 + CirrusAlpha250_g348 + NimbusLightTransport269_g348 ) );
float4 appendResult420_g348 = (float4((lerpResult331_g348).rgb , FinalAlpha375_g348));
float4 FinalCloudColor325_g348 = appendResult420_g348;
bool enabled20_g352 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g352 =(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_g352 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g352 = HLSL20_g352( enabled20_g352 , submerged20_g352 , textureSample20_g352 );
surfaceDescription.Alpha = ( ( (FinalCloudColor325_g348).w * ( 1.0 - localHLSL20_g352 ) ) > Clipping208_g348 ? 1.0 : 0.0 );
surfaceDescription.AlphaClipThreshold = Clipping208_g348;
#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 _ALPHATEST_ON 1
#define ASE_SRP_VERSION 120108
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define SHADERPASS SHADERPASS_DEPTHONLY
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
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_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_CloudMoonFalloff;
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;
float4 CZY_AltoCloudColor;
sampler2D CZY_AltocumulusTexture;
float2 CZY_AltocumulusWindSpeed;
float CZY_AltocumulusScale;
float CZY_AltocumulusMultiplier;
sampler2D CZY_CirrostratusTexture;
float CZY_CirrostratusMoveSpeed;
float CZY_CirrostratusMultiplier;
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 voronoihash81_g348( 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 voronoi81_g348( 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 = voronoihash81_g348( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash88_g348( 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 voronoi88_g348( 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 = voronoihash88_g348( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash200_g348( 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 voronoi200_g348( 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 = voronoihash200_g348( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return (F2 + F1) * 0.5;
}
float2 voronoihash232_g348( 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 voronoi232_g348( 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 = voronoihash232_g348( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash84_g348( 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_g348( 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_g348( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float HLSL20_g352( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
float4 _SelectionID;
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
VertexOutput VertexFunction(VertexInput v )
{
VertexOutput o;
ZERO_INITIALIZE(VertexOutput, o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
o.ase_texcoord1.xyz = ase_worldPos;
float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord2 = screenPos;
o.ase_texcoord.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord.zw = 0;
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;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN ) : SV_TARGET
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float3 hsvTorgb2_g349 = RGBToHSV( CZY_CloudColor.rgb );
float3 hsvTorgb3_g349 = HSVToRGB( float3(hsvTorgb2_g349.x,saturate( ( hsvTorgb2_g349.y + CZY_FilterSaturation ) ),( hsvTorgb2_g349.z + CZY_FilterValue )) );
float4 temp_output_10_0_g349 = ( float4( hsvTorgb3_g349 , 0.0 ) * CZY_FilterColor );
float4 CloudColor41_g348 = ( temp_output_10_0_g349 * CZY_CloudFilterColor );
float3 hsvTorgb2_g353 = RGBToHSV( CZY_CloudHighlightColor.rgb );
float3 hsvTorgb3_g353 = HSVToRGB( float3(hsvTorgb2_g353.x,saturate( ( hsvTorgb2_g353.y + CZY_FilterSaturation ) ),( hsvTorgb2_g353.z + CZY_FilterValue )) );
float4 temp_output_10_0_g353 = ( float4( hsvTorgb3_g353 , 0.0 ) * CZY_FilterColor );
float4 CloudHighlightColor55_g348 = ( temp_output_10_0_g353 * CZY_SunFilterColor );
float2 texCoord31_g348 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 Pos33_g348 = texCoord31_g348;
float mulTime29_g348 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed );
float TIme30_g348 = mulTime29_g348;
float simplePerlin2D409_g348 = snoise( ( Pos33_g348 + ( TIme30_g348 * float2( 0.2,-0.4 ) ) )*( 100.0 / CZY_MainCloudScale ) );
simplePerlin2D409_g348 = simplePerlin2D409_g348*0.5 + 0.5;
float SimpleCloudDensity153_g348 = simplePerlin2D409_g348;
float time81_g348 = 0.0;
float2 voronoiSmoothId81_g348 = 0;
float2 temp_output_94_0_g348 = ( Pos33_g348 + ( TIme30_g348 * float2( 0.3,0.2 ) ) );
float2 coords81_g348 = temp_output_94_0_g348 * ( 140.0 / CZY_MainCloudScale );
float2 id81_g348 = 0;
float2 uv81_g348 = 0;
float voroi81_g348 = voronoi81_g348( coords81_g348, time81_g348, id81_g348, uv81_g348, 0, voronoiSmoothId81_g348 );
float time88_g348 = 0.0;
float2 voronoiSmoothId88_g348 = 0;
float2 coords88_g348 = temp_output_94_0_g348 * ( 500.0 / CZY_MainCloudScale );
float2 id88_g348 = 0;
float2 uv88_g348 = 0;
float voroi88_g348 = voronoi88_g348( coords88_g348, time88_g348, id88_g348, uv88_g348, 0, voronoiSmoothId88_g348 );
float2 appendResult95_g348 = (float2(voroi81_g348 , voroi88_g348));
float2 VoroDetails109_g348 = appendResult95_g348;
float CumulusCoverage34_g348 = CZY_CumulusCoverageMultiplier;
float ComplexCloudDensity141_g348 = (0.0 + (min( SimpleCloudDensity153_g348 , ( 1.0 - VoroDetails109_g348.x ) ) - ( 1.0 - CumulusCoverage34_g348 )) * (1.0 - 0.0) / (1.0 - ( 1.0 - CumulusCoverage34_g348 )));
float4 lerpResult315_g348 = lerp( CloudHighlightColor55_g348 , CloudColor41_g348 , saturate( (2.0 + (ComplexCloudDensity141_g348 - 0.0) * (0.7 - 2.0) / (1.0 - 0.0)) ));
float3 ase_worldPos = IN.ase_texcoord1.xyz;
float3 normalizeResult40_g348 = normalize( ( ase_worldPos - _WorldSpaceCameraPos ) );
float dotResult42_g348 = dot( normalizeResult40_g348 , CZY_SunDirection );
float temp_output_49_0_g348 = abs( (dotResult42_g348*0.5 + 0.5) );
half LightMask56_g348 = saturate( pow( temp_output_49_0_g348 , CZY_SunFlareFalloff ) );
float time200_g348 = 0.0;
float2 voronoiSmoothId200_g348 = 0;
float mulTime163_g348 = _TimeParameters.x * 0.003;
float2 coords200_g348 = (Pos33_g348*1.0 + ( float2( 1,-2 ) * mulTime163_g348 )) * 10.0;
float2 id200_g348 = 0;
float2 uv200_g348 = 0;
float voroi200_g348 = voronoi200_g348( coords200_g348, time200_g348, id200_g348, uv200_g348, 0, voronoiSmoothId200_g348 );
float time232_g348 = ( 10.0 * mulTime163_g348 );
float2 voronoiSmoothId232_g348 = 0;
float2 coords232_g348 = IN.ase_texcoord.xy * 10.0;
float2 id232_g348 = 0;
float2 uv232_g348 = 0;
float voroi232_g348 = voronoi232_g348( coords232_g348, time232_g348, id232_g348, uv232_g348, 0, voronoiSmoothId232_g348 );
float temp_output_242_0_g348 = ( ( ( 1.0 - 0.0 ) - (1.0 + (voroi200_g348 - 0.0) * (-0.5 - 1.0) / (1.0 - 0.0)) ) - voroi232_g348 );
float AltoCumulusPlacement376_g348 = temp_output_242_0_g348;
float CloudThicknessDetails286_g348 = ( VoroDetails109_g348.y * saturate( ( AltoCumulusPlacement376_g348 - 0.26 ) ) );
float3 normalizeResult43_g348 = normalize( ( ase_worldPos - _WorldSpaceCameraPos ) );
float dotResult46_g348 = dot( normalizeResult43_g348 , CZY_MoonDirection );
half MoonlightMask57_g348 = saturate( pow( abs( (dotResult46_g348*0.5 + 0.5) ) , CZY_CloudMoonFalloff ) );
float3 hsvTorgb2_g350 = RGBToHSV( CZY_CloudMoonColor.rgb );
float3 hsvTorgb3_g350 = HSVToRGB( float3(hsvTorgb2_g350.x,saturate( ( hsvTorgb2_g350.y + CZY_FilterSaturation ) ),( hsvTorgb2_g350.z + CZY_FilterValue )) );
float4 temp_output_10_0_g350 = ( float4( hsvTorgb3_g350 , 0.0 ) * CZY_FilterColor );
float4 MoonlightColor60_g348 = ( temp_output_10_0_g350 * CZY_CloudFilterColor );
float4 lerpResult338_g348 = lerp( ( lerpResult315_g348 + ( LightMask56_g348 * CloudHighlightColor55_g348 * ( 1.0 - CloudThicknessDetails286_g348 ) ) + ( MoonlightMask57_g348 * MoonlightColor60_g348 * ( 1.0 - CloudThicknessDetails286_g348 ) ) ) , ( CloudColor41_g348 * float4( 0.5660378,0.5660378,0.5660378,0 ) ) , CloudThicknessDetails286_g348);
float time84_g348 = 0.0;
float2 voronoiSmoothId84_g348 = 0;
float2 coords84_g348 = ( Pos33_g348 + ( TIme30_g348 * float2( 0.3,0.2 ) ) ) * ( 100.0 / CZY_DetailScale );
float2 id84_g348 = 0;
float2 uv84_g348 = 0;
float fade84_g348 = 0.5;
float voroi84_g348 = 0;
float rest84_g348 = 0;
for( int it84_g348 = 0; it84_g348 <3; it84_g348++ ){
voroi84_g348 += fade84_g348 * voronoi84_g348( coords84_g348, time84_g348, id84_g348, uv84_g348, 0,voronoiSmoothId84_g348 );
rest84_g348 += fade84_g348;
coords84_g348 *= 2;
fade84_g348 *= 0.5;
}//Voronoi84_g348
voroi84_g348 /= rest84_g348;
float temp_output_173_0_g348 = ( (0.0 + (( 1.0 - voroi84_g348 ) - 0.3) * (0.5 - 0.0) / (1.0 - 0.3)) * 0.1 * CZY_DetailAmount );
float DetailedClouds252_g348 = saturate( ( ComplexCloudDensity141_g348 + temp_output_173_0_g348 ) );
float CloudDetail179_g348 = temp_output_173_0_g348;
float2 texCoord79_g348 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_161_0_g348 = ( texCoord79_g348 - float2( 0.5,0.5 ) );
float dotResult212_g348 = dot( temp_output_161_0_g348 , temp_output_161_0_g348 );
float BorderHeight154_g348 = ( 1.0 - CZY_BorderHeight );
float temp_output_151_0_g348 = ( -2.0 * ( 1.0 - CZY_BorderVariation ) );
float clampResult247_g348 = clamp( ( ( ( CloudDetail179_g348 + SimpleCloudDensity153_g348 ) * saturate( (( BorderHeight154_g348 * temp_output_151_0_g348 ) + (dotResult212_g348 - 0.0) * (( temp_output_151_0_g348 * -4.0 ) - ( BorderHeight154_g348 * temp_output_151_0_g348 )) / (0.5 - 0.0)) ) ) * 10.0 * CZY_BorderEffect ) , -1.0 , 1.0 );
float BorderLightTransport278_g348 = clampResult247_g348;
float3 normalizeResult116_g348 = normalize( ( ase_worldPos - _WorldSpaceCameraPos ) );
float3 normalizeResult146_g348 = normalize( CZY_StormDirection );
float dotResult150_g348 = dot( normalizeResult116_g348 , normalizeResult146_g348 );
float2 texCoord98_g348 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_124_0_g348 = ( texCoord98_g348 - float2( 0.5,0.5 ) );
float dotResult125_g348 = dot( temp_output_124_0_g348 , temp_output_124_0_g348 );
float temp_output_140_0_g348 = ( -2.0 * ( 1.0 - ( CZY_NimbusVariation * 0.9 ) ) );
float NimbusLightTransport269_g348 = saturate( ( ( ( CloudDetail179_g348 + SimpleCloudDensity153_g348 ) * saturate( (( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_140_0_g348 ) + (( dotResult150_g348 + ( CZY_NimbusHeight * 4.0 * dotResult125_g348 ) ) - 0.5) * (( temp_output_140_0_g348 * -4.0 ) - ( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_140_0_g348 )) / (7.0 - 0.5)) ) ) * 10.0 ) );
float mulTime104_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D143_g348 = snoise( (Pos33_g348*1.0 + mulTime104_g348)*2.0 );
float mulTime93_g348 = _TimeParameters.x * CZY_ChemtrailsMoveSpeed;
float cos97_g348 = cos( ( mulTime93_g348 * 0.01 ) );
float sin97_g348 = sin( ( mulTime93_g348 * 0.01 ) );
float2 rotator97_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos97_g348 , -sin97_g348 , sin97_g348 , cos97_g348 )) + float2( 0.5,0.5 );
float cos131_g348 = cos( ( mulTime93_g348 * -0.02 ) );
float sin131_g348 = sin( ( mulTime93_g348 * -0.02 ) );
float2 rotator131_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos131_g348 , -sin131_g348 , sin131_g348 , cos131_g348 )) + float2( 0.5,0.5 );
float mulTime107_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D147_g348 = snoise( (Pos33_g348*1.0 + mulTime107_g348)*4.0 );
float4 ChemtrailsPattern210_g348 = ( ( saturate( simplePerlin2D143_g348 ) * tex2D( CZY_ChemtrailsTexture, (rotator97_g348*0.5 + 0.0) ) ) + ( tex2D( CZY_ChemtrailsTexture, rotator131_g348 ) * saturate( simplePerlin2D147_g348 ) ) );
float2 texCoord139_g348 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_162_0_g348 = ( texCoord139_g348 - float2( 0.5,0.5 ) );
float dotResult207_g348 = dot( temp_output_162_0_g348 , temp_output_162_0_g348 );
float ChemtrailsFinal248_g348 = ( ( ChemtrailsPattern210_g348 * saturate( (0.4 + (dotResult207_g348 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) ).r > ( 1.0 - ( CZY_ChemtrailsMultiplier * 0.5 ) ) ? 1.0 : 0.0 );
float mulTime80_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D126_g348 = snoise( (Pos33_g348*1.0 + mulTime80_g348)*2.0 );
float mulTime75_g348 = _TimeParameters.x * CZY_CirrusMoveSpeed;
float cos101_g348 = cos( ( mulTime75_g348 * 0.01 ) );
float sin101_g348 = sin( ( mulTime75_g348 * 0.01 ) );
float2 rotator101_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos101_g348 , -sin101_g348 , sin101_g348 , cos101_g348 )) + float2( 0.5,0.5 );
float cos112_g348 = cos( ( mulTime75_g348 * -0.02 ) );
float sin112_g348 = sin( ( mulTime75_g348 * -0.02 ) );
float2 rotator112_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos112_g348 , -sin112_g348 , sin112_g348 , cos112_g348 )) + float2( 0.5,0.5 );
float mulTime135_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D122_g348 = snoise( (Pos33_g348*1.0 + mulTime135_g348) );
simplePerlin2D122_g348 = simplePerlin2D122_g348*0.5 + 0.5;
float4 CirrusPattern137_g348 = ( ( saturate( simplePerlin2D126_g348 ) * tex2D( CZY_CirrusTexture, (rotator101_g348*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrusTexture, (rotator112_g348*1.0 + 0.0) ) * saturate( simplePerlin2D122_g348 ) ) );
float2 texCoord134_g348 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_164_0_g348 = ( texCoord134_g348 - float2( 0.5,0.5 ) );
float dotResult157_g348 = dot( temp_output_164_0_g348 , temp_output_164_0_g348 );
float4 temp_output_217_0_g348 = ( CirrusPattern137_g348 * saturate( (0.0 + (dotResult157_g348 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) );
float Clipping208_g348 = CZY_ClippingThreshold;
float CirrusAlpha250_g348 = ( ( temp_output_217_0_g348 * ( CZY_CirrusMultiplier * 10.0 ) ).r > Clipping208_g348 ? 1.0 : 0.0 );
float SimpleRadiance268_g348 = saturate( ( DetailedClouds252_g348 + BorderLightTransport278_g348 + NimbusLightTransport269_g348 + ChemtrailsFinal248_g348 + CirrusAlpha250_g348 ) );
float4 lerpResult342_g348 = lerp( CloudColor41_g348 , lerpResult338_g348 , ( 1.0 - SimpleRadiance268_g348 ));
float CloudbreakLightDir426_g348 = saturate( pow( temp_output_49_0_g348 , ( CZY_SunFlareFalloff * 0.5 ) ) );
float lerpResult316_g348 = lerp( -0.4 , 1.0 , ( saturate( ( ComplexCloudDensity141_g348 - 0.0 ) ) * CloudDetail179_g348 * CloudbreakLightDir426_g348 ));
float SunThroughClouds399_g348 = saturate( lerpResult316_g348 );
float3 hsvTorgb2_g351 = RGBToHSV( CZY_AltoCloudColor.rgb );
float3 hsvTorgb3_g351 = HSVToRGB( float3(hsvTorgb2_g351.x,saturate( ( hsvTorgb2_g351.y + CZY_FilterSaturation ) ),( hsvTorgb2_g351.z + CZY_FilterValue )) );
float4 temp_output_10_0_g351 = ( float4( hsvTorgb3_g351 , 0.0 ) * CZY_FilterColor );
float4 CirrusCustomLightColor350_g348 = ( CloudColor41_g348 * ( temp_output_10_0_g351 * CZY_CloudFilterColor ) );
float temp_output_391_0_g348 = ( AltoCumulusPlacement376_g348 * (0.0 + (tex2D( CZY_AltocumulusTexture, ((Pos33_g348*1.0 + ( CZY_AltocumulusWindSpeed * TIme30_g348 ))*( 1.0 / CZY_AltocumulusScale ) + 0.0) ).r - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) * CZY_AltocumulusMultiplier );
float AltoCumulusLightTransport393_g348 = temp_output_391_0_g348;
float ACCustomLightsClipping387_g348 = ( AltoCumulusLightTransport393_g348 * ( SimpleRadiance268_g348 > Clipping208_g348 ? 0.0 : 1.0 ) );
float mulTime193_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D224_g348 = snoise( (Pos33_g348*1.0 + mulTime193_g348)*2.0 );
float mulTime178_g348 = _TimeParameters.x * CZY_CirrostratusMoveSpeed;
float cos138_g348 = cos( ( mulTime178_g348 * 0.01 ) );
float sin138_g348 = sin( ( mulTime178_g348 * 0.01 ) );
float2 rotator138_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos138_g348 , -sin138_g348 , sin138_g348 , cos138_g348 )) + float2( 0.5,0.5 );
float cos198_g348 = cos( ( mulTime178_g348 * -0.02 ) );
float sin198_g348 = sin( ( mulTime178_g348 * -0.02 ) );
float2 rotator198_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos198_g348 , -sin198_g348 , sin198_g348 , cos198_g348 )) + float2( 0.5,0.5 );
float mulTime184_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D216_g348 = snoise( (Pos33_g348*10.0 + mulTime184_g348)*4.0 );
float4 CirrostratPattern261_g348 = ( ( saturate( simplePerlin2D224_g348 ) * tex2D( CZY_CirrostratusTexture, (rotator138_g348*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrostratusTexture, (rotator198_g348*1.5 + 0.75) ) * saturate( simplePerlin2D216_g348 ) ) );
float2 texCoord234_g348 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_243_0_g348 = ( texCoord234_g348 - float2( 0.5,0.5 ) );
float dotResult238_g348 = dot( temp_output_243_0_g348 , temp_output_243_0_g348 );
float clampResult264_g348 = clamp( ( CZY_CirrostratusMultiplier * 0.5 ) , 0.0 , 0.98 );
float CirrostratLightTransport281_g348 = ( ( CirrostratPattern261_g348 * saturate( (0.4 + (dotResult238_g348 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) ).r > ( 1.0 - clampResult264_g348 ) ? 1.0 : 0.0 );
float CSCustomLightsClipping309_g348 = ( CirrostratLightTransport281_g348 * ( SimpleRadiance268_g348 > Clipping208_g348 ? 0.0 : 1.0 ) );
float CustomRadiance340_g348 = saturate( ( ACCustomLightsClipping387_g348 + CSCustomLightsClipping309_g348 ) );
float4 lerpResult331_g348 = lerp( ( lerpResult342_g348 + SunThroughClouds399_g348 ) , CirrusCustomLightColor350_g348 , CustomRadiance340_g348);
float FinalAlpha375_g348 = saturate( ( DetailedClouds252_g348 + BorderLightTransport278_g348 + AltoCumulusLightTransport393_g348 + ChemtrailsFinal248_g348 + CirrostratLightTransport281_g348 + CirrusAlpha250_g348 + NimbusLightTransport269_g348 ) );
float4 appendResult420_g348 = (float4((lerpResult331_g348).rgb , FinalAlpha375_g348));
float4 FinalCloudColor325_g348 = appendResult420_g348;
bool enabled20_g352 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g352 =(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_g352 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g352 = HLSL20_g352( enabled20_g352 , submerged20_g352 , textureSample20_g352 );
surfaceDescription.Alpha = ( ( (FinalCloudColor325_g348).w * ( 1.0 - localHLSL20_g352 ) ) > Clipping208_g348 ? 1.0 : 0.0 );
surfaceDescription.AlphaClipThreshold = Clipping208_g348;
#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 _ALPHATEST_ON 1
#define ASE_SRP_VERSION 120108
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define VARYINGS_NEED_NORMAL_WS
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float3 normalWS : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
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
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_CloudMoonFalloff;
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;
float4 CZY_AltoCloudColor;
sampler2D CZY_AltocumulusTexture;
float2 CZY_AltocumulusWindSpeed;
float CZY_AltocumulusScale;
float CZY_AltocumulusMultiplier;
sampler2D CZY_CirrostratusTexture;
float CZY_CirrostratusMoveSpeed;
float CZY_CirrostratusMultiplier;
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 voronoihash81_g348( 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 voronoi81_g348( 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 = voronoihash81_g348( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash88_g348( 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 voronoi88_g348( 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 = voronoihash88_g348( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash200_g348( 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 voronoi200_g348( 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 = voronoihash200_g348( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return (F2 + F1) * 0.5;
}
float2 voronoihash232_g348( 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 voronoi232_g348( 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 = voronoihash232_g348( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash84_g348( 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_g348( 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_g348( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float HLSL20_g352( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
VertexOutput VertexFunction(VertexInput v )
{
VertexOutput o;
ZERO_INITIALIZE(VertexOutput, o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
o.ase_texcoord2.xyz = ase_worldPos;
float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord3 = screenPos;
o.ase_texcoord1.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord1.zw = 0;
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;
float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
float3 normalWS = TransformObjectToWorldNormal(v.normalOS);
o.positionCS = TransformWorldToHClip(positionWS);
o.normalWS.xyz = normalWS;
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN ) : SV_TARGET
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float3 hsvTorgb2_g349 = RGBToHSV( CZY_CloudColor.rgb );
float3 hsvTorgb3_g349 = HSVToRGB( float3(hsvTorgb2_g349.x,saturate( ( hsvTorgb2_g349.y + CZY_FilterSaturation ) ),( hsvTorgb2_g349.z + CZY_FilterValue )) );
float4 temp_output_10_0_g349 = ( float4( hsvTorgb3_g349 , 0.0 ) * CZY_FilterColor );
float4 CloudColor41_g348 = ( temp_output_10_0_g349 * CZY_CloudFilterColor );
float3 hsvTorgb2_g353 = RGBToHSV( CZY_CloudHighlightColor.rgb );
float3 hsvTorgb3_g353 = HSVToRGB( float3(hsvTorgb2_g353.x,saturate( ( hsvTorgb2_g353.y + CZY_FilterSaturation ) ),( hsvTorgb2_g353.z + CZY_FilterValue )) );
float4 temp_output_10_0_g353 = ( float4( hsvTorgb3_g353 , 0.0 ) * CZY_FilterColor );
float4 CloudHighlightColor55_g348 = ( temp_output_10_0_g353 * CZY_SunFilterColor );
float2 texCoord31_g348 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
float2 Pos33_g348 = texCoord31_g348;
float mulTime29_g348 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed );
float TIme30_g348 = mulTime29_g348;
float simplePerlin2D409_g348 = snoise( ( Pos33_g348 + ( TIme30_g348 * float2( 0.2,-0.4 ) ) )*( 100.0 / CZY_MainCloudScale ) );
simplePerlin2D409_g348 = simplePerlin2D409_g348*0.5 + 0.5;
float SimpleCloudDensity153_g348 = simplePerlin2D409_g348;
float time81_g348 = 0.0;
float2 voronoiSmoothId81_g348 = 0;
float2 temp_output_94_0_g348 = ( Pos33_g348 + ( TIme30_g348 * float2( 0.3,0.2 ) ) );
float2 coords81_g348 = temp_output_94_0_g348 * ( 140.0 / CZY_MainCloudScale );
float2 id81_g348 = 0;
float2 uv81_g348 = 0;
float voroi81_g348 = voronoi81_g348( coords81_g348, time81_g348, id81_g348, uv81_g348, 0, voronoiSmoothId81_g348 );
float time88_g348 = 0.0;
float2 voronoiSmoothId88_g348 = 0;
float2 coords88_g348 = temp_output_94_0_g348 * ( 500.0 / CZY_MainCloudScale );
float2 id88_g348 = 0;
float2 uv88_g348 = 0;
float voroi88_g348 = voronoi88_g348( coords88_g348, time88_g348, id88_g348, uv88_g348, 0, voronoiSmoothId88_g348 );
float2 appendResult95_g348 = (float2(voroi81_g348 , voroi88_g348));
float2 VoroDetails109_g348 = appendResult95_g348;
float CumulusCoverage34_g348 = CZY_CumulusCoverageMultiplier;
float ComplexCloudDensity141_g348 = (0.0 + (min( SimpleCloudDensity153_g348 , ( 1.0 - VoroDetails109_g348.x ) ) - ( 1.0 - CumulusCoverage34_g348 )) * (1.0 - 0.0) / (1.0 - ( 1.0 - CumulusCoverage34_g348 )));
float4 lerpResult315_g348 = lerp( CloudHighlightColor55_g348 , CloudColor41_g348 , saturate( (2.0 + (ComplexCloudDensity141_g348 - 0.0) * (0.7 - 2.0) / (1.0 - 0.0)) ));
float3 ase_worldPos = IN.ase_texcoord2.xyz;
float3 normalizeResult40_g348 = normalize( ( ase_worldPos - _WorldSpaceCameraPos ) );
float dotResult42_g348 = dot( normalizeResult40_g348 , CZY_SunDirection );
float temp_output_49_0_g348 = abs( (dotResult42_g348*0.5 + 0.5) );
half LightMask56_g348 = saturate( pow( temp_output_49_0_g348 , CZY_SunFlareFalloff ) );
float time200_g348 = 0.0;
float2 voronoiSmoothId200_g348 = 0;
float mulTime163_g348 = _TimeParameters.x * 0.003;
float2 coords200_g348 = (Pos33_g348*1.0 + ( float2( 1,-2 ) * mulTime163_g348 )) * 10.0;
float2 id200_g348 = 0;
float2 uv200_g348 = 0;
float voroi200_g348 = voronoi200_g348( coords200_g348, time200_g348, id200_g348, uv200_g348, 0, voronoiSmoothId200_g348 );
float time232_g348 = ( 10.0 * mulTime163_g348 );
float2 voronoiSmoothId232_g348 = 0;
float2 coords232_g348 = IN.ase_texcoord1.xy * 10.0;
float2 id232_g348 = 0;
float2 uv232_g348 = 0;
float voroi232_g348 = voronoi232_g348( coords232_g348, time232_g348, id232_g348, uv232_g348, 0, voronoiSmoothId232_g348 );
float temp_output_242_0_g348 = ( ( ( 1.0 - 0.0 ) - (1.0 + (voroi200_g348 - 0.0) * (-0.5 - 1.0) / (1.0 - 0.0)) ) - voroi232_g348 );
float AltoCumulusPlacement376_g348 = temp_output_242_0_g348;
float CloudThicknessDetails286_g348 = ( VoroDetails109_g348.y * saturate( ( AltoCumulusPlacement376_g348 - 0.26 ) ) );
float3 normalizeResult43_g348 = normalize( ( ase_worldPos - _WorldSpaceCameraPos ) );
float dotResult46_g348 = dot( normalizeResult43_g348 , CZY_MoonDirection );
half MoonlightMask57_g348 = saturate( pow( abs( (dotResult46_g348*0.5 + 0.5) ) , CZY_CloudMoonFalloff ) );
float3 hsvTorgb2_g350 = RGBToHSV( CZY_CloudMoonColor.rgb );
float3 hsvTorgb3_g350 = HSVToRGB( float3(hsvTorgb2_g350.x,saturate( ( hsvTorgb2_g350.y + CZY_FilterSaturation ) ),( hsvTorgb2_g350.z + CZY_FilterValue )) );
float4 temp_output_10_0_g350 = ( float4( hsvTorgb3_g350 , 0.0 ) * CZY_FilterColor );
float4 MoonlightColor60_g348 = ( temp_output_10_0_g350 * CZY_CloudFilterColor );
float4 lerpResult338_g348 = lerp( ( lerpResult315_g348 + ( LightMask56_g348 * CloudHighlightColor55_g348 * ( 1.0 - CloudThicknessDetails286_g348 ) ) + ( MoonlightMask57_g348 * MoonlightColor60_g348 * ( 1.0 - CloudThicknessDetails286_g348 ) ) ) , ( CloudColor41_g348 * float4( 0.5660378,0.5660378,0.5660378,0 ) ) , CloudThicknessDetails286_g348);
float time84_g348 = 0.0;
float2 voronoiSmoothId84_g348 = 0;
float2 coords84_g348 = ( Pos33_g348 + ( TIme30_g348 * float2( 0.3,0.2 ) ) ) * ( 100.0 / CZY_DetailScale );
float2 id84_g348 = 0;
float2 uv84_g348 = 0;
float fade84_g348 = 0.5;
float voroi84_g348 = 0;
float rest84_g348 = 0;
for( int it84_g348 = 0; it84_g348 <3; it84_g348++ ){
voroi84_g348 += fade84_g348 * voronoi84_g348( coords84_g348, time84_g348, id84_g348, uv84_g348, 0,voronoiSmoothId84_g348 );
rest84_g348 += fade84_g348;
coords84_g348 *= 2;
fade84_g348 *= 0.5;
}//Voronoi84_g348
voroi84_g348 /= rest84_g348;
float temp_output_173_0_g348 = ( (0.0 + (( 1.0 - voroi84_g348 ) - 0.3) * (0.5 - 0.0) / (1.0 - 0.3)) * 0.1 * CZY_DetailAmount );
float DetailedClouds252_g348 = saturate( ( ComplexCloudDensity141_g348 + temp_output_173_0_g348 ) );
float CloudDetail179_g348 = temp_output_173_0_g348;
float2 texCoord79_g348 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_161_0_g348 = ( texCoord79_g348 - float2( 0.5,0.5 ) );
float dotResult212_g348 = dot( temp_output_161_0_g348 , temp_output_161_0_g348 );
float BorderHeight154_g348 = ( 1.0 - CZY_BorderHeight );
float temp_output_151_0_g348 = ( -2.0 * ( 1.0 - CZY_BorderVariation ) );
float clampResult247_g348 = clamp( ( ( ( CloudDetail179_g348 + SimpleCloudDensity153_g348 ) * saturate( (( BorderHeight154_g348 * temp_output_151_0_g348 ) + (dotResult212_g348 - 0.0) * (( temp_output_151_0_g348 * -4.0 ) - ( BorderHeight154_g348 * temp_output_151_0_g348 )) / (0.5 - 0.0)) ) ) * 10.0 * CZY_BorderEffect ) , -1.0 , 1.0 );
float BorderLightTransport278_g348 = clampResult247_g348;
float3 normalizeResult116_g348 = normalize( ( ase_worldPos - _WorldSpaceCameraPos ) );
float3 normalizeResult146_g348 = normalize( CZY_StormDirection );
float dotResult150_g348 = dot( normalizeResult116_g348 , normalizeResult146_g348 );
float2 texCoord98_g348 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_124_0_g348 = ( texCoord98_g348 - float2( 0.5,0.5 ) );
float dotResult125_g348 = dot( temp_output_124_0_g348 , temp_output_124_0_g348 );
float temp_output_140_0_g348 = ( -2.0 * ( 1.0 - ( CZY_NimbusVariation * 0.9 ) ) );
float NimbusLightTransport269_g348 = saturate( ( ( ( CloudDetail179_g348 + SimpleCloudDensity153_g348 ) * saturate( (( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_140_0_g348 ) + (( dotResult150_g348 + ( CZY_NimbusHeight * 4.0 * dotResult125_g348 ) ) - 0.5) * (( temp_output_140_0_g348 * -4.0 ) - ( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_140_0_g348 )) / (7.0 - 0.5)) ) ) * 10.0 ) );
float mulTime104_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D143_g348 = snoise( (Pos33_g348*1.0 + mulTime104_g348)*2.0 );
float mulTime93_g348 = _TimeParameters.x * CZY_ChemtrailsMoveSpeed;
float cos97_g348 = cos( ( mulTime93_g348 * 0.01 ) );
float sin97_g348 = sin( ( mulTime93_g348 * 0.01 ) );
float2 rotator97_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos97_g348 , -sin97_g348 , sin97_g348 , cos97_g348 )) + float2( 0.5,0.5 );
float cos131_g348 = cos( ( mulTime93_g348 * -0.02 ) );
float sin131_g348 = sin( ( mulTime93_g348 * -0.02 ) );
float2 rotator131_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos131_g348 , -sin131_g348 , sin131_g348 , cos131_g348 )) + float2( 0.5,0.5 );
float mulTime107_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D147_g348 = snoise( (Pos33_g348*1.0 + mulTime107_g348)*4.0 );
float4 ChemtrailsPattern210_g348 = ( ( saturate( simplePerlin2D143_g348 ) * tex2D( CZY_ChemtrailsTexture, (rotator97_g348*0.5 + 0.0) ) ) + ( tex2D( CZY_ChemtrailsTexture, rotator131_g348 ) * saturate( simplePerlin2D147_g348 ) ) );
float2 texCoord139_g348 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_162_0_g348 = ( texCoord139_g348 - float2( 0.5,0.5 ) );
float dotResult207_g348 = dot( temp_output_162_0_g348 , temp_output_162_0_g348 );
float ChemtrailsFinal248_g348 = ( ( ChemtrailsPattern210_g348 * saturate( (0.4 + (dotResult207_g348 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) ).r > ( 1.0 - ( CZY_ChemtrailsMultiplier * 0.5 ) ) ? 1.0 : 0.0 );
float mulTime80_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D126_g348 = snoise( (Pos33_g348*1.0 + mulTime80_g348)*2.0 );
float mulTime75_g348 = _TimeParameters.x * CZY_CirrusMoveSpeed;
float cos101_g348 = cos( ( mulTime75_g348 * 0.01 ) );
float sin101_g348 = sin( ( mulTime75_g348 * 0.01 ) );
float2 rotator101_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos101_g348 , -sin101_g348 , sin101_g348 , cos101_g348 )) + float2( 0.5,0.5 );
float cos112_g348 = cos( ( mulTime75_g348 * -0.02 ) );
float sin112_g348 = sin( ( mulTime75_g348 * -0.02 ) );
float2 rotator112_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos112_g348 , -sin112_g348 , sin112_g348 , cos112_g348 )) + float2( 0.5,0.5 );
float mulTime135_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D122_g348 = snoise( (Pos33_g348*1.0 + mulTime135_g348) );
simplePerlin2D122_g348 = simplePerlin2D122_g348*0.5 + 0.5;
float4 CirrusPattern137_g348 = ( ( saturate( simplePerlin2D126_g348 ) * tex2D( CZY_CirrusTexture, (rotator101_g348*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrusTexture, (rotator112_g348*1.0 + 0.0) ) * saturate( simplePerlin2D122_g348 ) ) );
float2 texCoord134_g348 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_164_0_g348 = ( texCoord134_g348 - float2( 0.5,0.5 ) );
float dotResult157_g348 = dot( temp_output_164_0_g348 , temp_output_164_0_g348 );
float4 temp_output_217_0_g348 = ( CirrusPattern137_g348 * saturate( (0.0 + (dotResult157_g348 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) );
float Clipping208_g348 = CZY_ClippingThreshold;
float CirrusAlpha250_g348 = ( ( temp_output_217_0_g348 * ( CZY_CirrusMultiplier * 10.0 ) ).r > Clipping208_g348 ? 1.0 : 0.0 );
float SimpleRadiance268_g348 = saturate( ( DetailedClouds252_g348 + BorderLightTransport278_g348 + NimbusLightTransport269_g348 + ChemtrailsFinal248_g348 + CirrusAlpha250_g348 ) );
float4 lerpResult342_g348 = lerp( CloudColor41_g348 , lerpResult338_g348 , ( 1.0 - SimpleRadiance268_g348 ));
float CloudbreakLightDir426_g348 = saturate( pow( temp_output_49_0_g348 , ( CZY_SunFlareFalloff * 0.5 ) ) );
float lerpResult316_g348 = lerp( -0.4 , 1.0 , ( saturate( ( ComplexCloudDensity141_g348 - 0.0 ) ) * CloudDetail179_g348 * CloudbreakLightDir426_g348 ));
float SunThroughClouds399_g348 = saturate( lerpResult316_g348 );
float3 hsvTorgb2_g351 = RGBToHSV( CZY_AltoCloudColor.rgb );
float3 hsvTorgb3_g351 = HSVToRGB( float3(hsvTorgb2_g351.x,saturate( ( hsvTorgb2_g351.y + CZY_FilterSaturation ) ),( hsvTorgb2_g351.z + CZY_FilterValue )) );
float4 temp_output_10_0_g351 = ( float4( hsvTorgb3_g351 , 0.0 ) * CZY_FilterColor );
float4 CirrusCustomLightColor350_g348 = ( CloudColor41_g348 * ( temp_output_10_0_g351 * CZY_CloudFilterColor ) );
float temp_output_391_0_g348 = ( AltoCumulusPlacement376_g348 * (0.0 + (tex2D( CZY_AltocumulusTexture, ((Pos33_g348*1.0 + ( CZY_AltocumulusWindSpeed * TIme30_g348 ))*( 1.0 / CZY_AltocumulusScale ) + 0.0) ).r - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) * CZY_AltocumulusMultiplier );
float AltoCumulusLightTransport393_g348 = temp_output_391_0_g348;
float ACCustomLightsClipping387_g348 = ( AltoCumulusLightTransport393_g348 * ( SimpleRadiance268_g348 > Clipping208_g348 ? 0.0 : 1.0 ) );
float mulTime193_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D224_g348 = snoise( (Pos33_g348*1.0 + mulTime193_g348)*2.0 );
float mulTime178_g348 = _TimeParameters.x * CZY_CirrostratusMoveSpeed;
float cos138_g348 = cos( ( mulTime178_g348 * 0.01 ) );
float sin138_g348 = sin( ( mulTime178_g348 * 0.01 ) );
float2 rotator138_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos138_g348 , -sin138_g348 , sin138_g348 , cos138_g348 )) + float2( 0.5,0.5 );
float cos198_g348 = cos( ( mulTime178_g348 * -0.02 ) );
float sin198_g348 = sin( ( mulTime178_g348 * -0.02 ) );
float2 rotator198_g348 = mul( Pos33_g348 - float2( 0.5,0.5 ) , float2x2( cos198_g348 , -sin198_g348 , sin198_g348 , cos198_g348 )) + float2( 0.5,0.5 );
float mulTime184_g348 = _TimeParameters.x * 0.01;
float simplePerlin2D216_g348 = snoise( (Pos33_g348*10.0 + mulTime184_g348)*4.0 );
float4 CirrostratPattern261_g348 = ( ( saturate( simplePerlin2D224_g348 ) * tex2D( CZY_CirrostratusTexture, (rotator138_g348*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrostratusTexture, (rotator198_g348*1.5 + 0.75) ) * saturate( simplePerlin2D216_g348 ) ) );
float2 texCoord234_g348 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_243_0_g348 = ( texCoord234_g348 - float2( 0.5,0.5 ) );
float dotResult238_g348 = dot( temp_output_243_0_g348 , temp_output_243_0_g348 );
float clampResult264_g348 = clamp( ( CZY_CirrostratusMultiplier * 0.5 ) , 0.0 , 0.98 );
float CirrostratLightTransport281_g348 = ( ( CirrostratPattern261_g348 * saturate( (0.4 + (dotResult238_g348 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) ).r > ( 1.0 - clampResult264_g348 ) ? 1.0 : 0.0 );
float CSCustomLightsClipping309_g348 = ( CirrostratLightTransport281_g348 * ( SimpleRadiance268_g348 > Clipping208_g348 ? 0.0 : 1.0 ) );
float CustomRadiance340_g348 = saturate( ( ACCustomLightsClipping387_g348 + CSCustomLightsClipping309_g348 ) );
float4 lerpResult331_g348 = lerp( ( lerpResult342_g348 + SunThroughClouds399_g348 ) , CirrusCustomLightColor350_g348 , CustomRadiance340_g348);
float FinalAlpha375_g348 = saturate( ( DetailedClouds252_g348 + BorderLightTransport278_g348 + AltoCumulusLightTransport393_g348 + ChemtrailsFinal248_g348 + CirrostratLightTransport281_g348 + CirrusAlpha250_g348 + NimbusLightTransport269_g348 ) );
float4 appendResult420_g348 = (float4((lerpResult331_g348).rgb , FinalAlpha375_g348));
float4 FinalCloudColor325_g348 = appendResult420_g348;
bool enabled20_g352 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g352 =(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_g352 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g352 = HLSL20_g352( enabled20_g352 , submerged20_g352 , textureSample20_g352 );
surfaceDescription.Alpha = ( ( (FinalCloudColor325_g348).w * ( 1.0 - localHLSL20_g352 ) ) > Clipping208_g348 ? 1.0 : 0.0 );
surfaceDescription.AlphaClipThreshold = Clipping208_g348;
#if _ALPHATEST_ON
clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold);
#endif
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.positionCS.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"
}
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ASEEND*/
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