3743 lines
142 KiB
GLSL
3743 lines
142 KiB
GLSL
// Made with Amplify Shader Editor v1.9.1.5
|
|
// Available at the Unity Asset Store - http://u3d.as/y3X
|
|
Shader "Distant Lands/Cozy/URP/Stylized Clouds (Ghibli Mobile)"
|
|
{
|
|
Properties
|
|
{
|
|
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
|
|
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
|
|
|
|
|
|
//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
|
|
//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
|
|
//_TessMin( "Tess Min Distance", Float ) = 10
|
|
//_TessMax( "Tess Max Distance", Float ) = 25
|
|
//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
|
|
//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
|
|
|
|
[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
|
|
[HideInInspector] _QueueControl("_QueueControl", Float) = -1
|
|
|
|
[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
|
|
[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
|
|
[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
LOD 0
|
|
|
|
|
|
|
|
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Transparent" "UniversalMaterialType"="Unlit" }
|
|
|
|
Cull Front
|
|
AlphaToMask Off
|
|
|
|
Stencil
|
|
{
|
|
Ref 221
|
|
Comp Always
|
|
Pass Zero
|
|
Fail Keep
|
|
ZFail Keep
|
|
}
|
|
|
|
HLSLINCLUDE
|
|
#pragma target 3.5
|
|
#pragma prefer_hlslcc gles
|
|
// ensure rendering platforms toggle list is visible
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
|
|
|
|
#ifndef ASE_TESS_FUNCS
|
|
#define ASE_TESS_FUNCS
|
|
float4 FixedTess( float tessValue )
|
|
{
|
|
return tessValue;
|
|
}
|
|
|
|
float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
|
|
{
|
|
float3 wpos = mul(o2w,vertex).xyz;
|
|
float dist = distance (wpos, cameraPos);
|
|
float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
|
|
return f;
|
|
}
|
|
|
|
float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
|
|
{
|
|
float4 tess;
|
|
tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
|
|
tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
|
|
tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
|
|
tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
|
|
return tess;
|
|
}
|
|
|
|
float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
|
|
{
|
|
float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
|
|
float len = distance(wpos0, wpos1);
|
|
float f = max(len * scParams.y / (edgeLen * dist), 1.0);
|
|
return f;
|
|
}
|
|
|
|
float DistanceFromPlane (float3 pos, float4 plane)
|
|
{
|
|
float d = dot (float4(pos,1.0f), plane);
|
|
return d;
|
|
}
|
|
|
|
bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
|
|
{
|
|
float4 planeTest;
|
|
planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
|
|
(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
|
|
(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
|
|
planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
|
|
(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
|
|
(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
|
|
planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
|
|
(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
|
|
(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
|
|
planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
|
|
(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
|
|
(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
|
|
return !all (planeTest);
|
|
}
|
|
|
|
float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
|
|
{
|
|
float3 f;
|
|
f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
|
|
f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
|
|
f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
|
|
|
|
return CalcTriEdgeTessFactors (f);
|
|
}
|
|
|
|
float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
|
|
{
|
|
float3 pos0 = mul(o2w,v0).xyz;
|
|
float3 pos1 = mul(o2w,v1).xyz;
|
|
float3 pos2 = mul(o2w,v2).xyz;
|
|
float4 tess;
|
|
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
|
|
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
|
|
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
|
|
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
|
|
return tess;
|
|
}
|
|
|
|
float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
|
|
{
|
|
float3 pos0 = mul(o2w,v0).xyz;
|
|
float3 pos1 = mul(o2w,v1).xyz;
|
|
float3 pos2 = mul(o2w,v2).xyz;
|
|
float4 tess;
|
|
|
|
if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
|
|
{
|
|
tess = 0.0f;
|
|
}
|
|
else
|
|
{
|
|
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
|
|
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
|
|
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
|
|
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
|
|
}
|
|
return tess;
|
|
}
|
|
#endif //ASE_TESS_FUNCS
|
|
ENDHLSL
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "Forward"
|
|
Tags { "LightMode"="UniversalForwardOnly" }
|
|
|
|
Blend One Zero, One Zero
|
|
ZWrite On
|
|
ZTest LEqual
|
|
Offset 0 , 0
|
|
ColorMask RGBA
|
|
|
|
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma multi_compile_instancing
|
|
#define _ALPHATEST_ON 1
|
|
#define ASE_SRP_VERSION 120108
|
|
|
|
|
|
#pragma multi_compile _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
|
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
|
#pragma shader_feature _ _SAMPLE_GI
|
|
#pragma multi_compile _ DEBUG_DISPLAY
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SHADERPASS SHADERPASS_UNLIT
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
|
|
|
|
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 worldPos : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
#ifdef ASE_FOG
|
|
float fogFactor : TEXCOORD2;
|
|
#endif
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
float4 ase_texcoord4 : TEXCOORD4;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
float4 CZY_CloudHighlightColor;
|
|
float CZY_FilterSaturation;
|
|
float CZY_FilterValue;
|
|
float4 CZY_FilterColor;
|
|
float4 CZY_CloudFilterColor;
|
|
float4 CZY_CloudColor;
|
|
float4 CZY_CloudTextureColor;
|
|
float CZY_Spherize;
|
|
float CZY_WindSpeed;
|
|
float CZY_CloudCohesion;
|
|
float CZY_CumulusCoverageMultiplier;
|
|
float CZY_MainCloudScale;
|
|
float CZY_ShadowingDistance;
|
|
float _UnderwaterRenderingEnabled;
|
|
float _FullySubmerged;
|
|
sampler2D _UnderwaterMask;
|
|
float CZY_ClippingThreshold;
|
|
|
|
|
|
float3 HSVToRGB( float3 c )
|
|
{
|
|
float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
|
|
float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
|
|
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
|
|
}
|
|
|
|
float3 RGBToHSV(float3 c)
|
|
{
|
|
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
|
float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
|
|
float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
|
|
float d = q.x - min( q.w, q.y );
|
|
float e = 1.0e-10;
|
|
return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
|
|
}
|
|
|
|
float2 voronoihash35_g75( 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 voronoi35_g75( 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 = voronoihash35_g75( 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 voronoihash13_g75( 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 voronoi13_g75( 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 = voronoihash13_g75( 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 voronoihash11_g75( 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 voronoi11_g75( 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 = voronoihash11_g75( 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 voronoihash35_g78( 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 voronoi35_g78( 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 = voronoihash35_g78( 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 voronoihash13_g78( 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 voronoi13_g78( 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 = voronoihash13_g78( 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 voronoihash11_g78( 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 voronoi11_g78( 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 = voronoihash11_g78( 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;
|
|
}
|
|
|
|
float4 SampleGradient( Gradient gradient, float time )
|
|
{
|
|
float3 color = gradient.colors[0].rgb;
|
|
UNITY_UNROLL
|
|
for (int c = 1; c < 8; c++)
|
|
{
|
|
float colorPos = saturate((time - gradient.colors[c-1].w) / ( 0.00001 + (gradient.colors[c].w - gradient.colors[c-1].w)) * step(c, gradient.colorsLength-1));
|
|
color = lerp(color, gradient.colors[c].rgb, lerp(colorPos, step(0.01, colorPos), gradient.type));
|
|
}
|
|
#ifndef UNITY_COLORSPACE_GAMMA
|
|
color = SRGBToLinear(color);
|
|
#endif
|
|
float alpha = gradient.alphas[0].x;
|
|
UNITY_UNROLL
|
|
for (int a = 1; a < 8; a++)
|
|
{
|
|
float alphaPos = saturate((time - gradient.alphas[a-1].y) / ( 0.00001 + (gradient.alphas[a].y - gradient.alphas[a-1].y)) * step(a, gradient.alphasLength-1));
|
|
alpha = lerp(alpha, gradient.alphas[a].x, lerp(alphaPos, step(0.01, alphaPos), gradient.type));
|
|
}
|
|
return float4(color, alpha);
|
|
}
|
|
|
|
float2 voronoihash35_g74( 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 voronoi35_g74( 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 = voronoihash35_g74( 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 voronoihash13_g74( 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 voronoi13_g74( 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 = voronoihash13_g74( 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 voronoihash11_g74( 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 voronoi11_g74( 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 = voronoihash11_g74( 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_g79( bool enabled, bool submerged, float textureSample )
|
|
{
|
|
if(enabled)
|
|
{
|
|
if(submerged) return 1.0;
|
|
else return textureSample;
|
|
}
|
|
else
|
|
{
|
|
return 0.0;
|
|
}
|
|
}
|
|
|
|
|
|
VertexOutput VertexFunction ( VertexInput v )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
|
|
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
|
o.ase_texcoord4 = screenPos;
|
|
|
|
o.ase_texcoord3.xy = v.ase_texcoord.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord3.zw = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
float4 positionCS = TransformWorldToHClip( positionWS );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.worldPos = positionWS;
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = positionCS;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
o.fogFactor = ComputeFogFactor( positionCS.z );
|
|
#endif
|
|
|
|
o.clipPos = positionCS;
|
|
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<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.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag ( VertexOutput IN ) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID( IN );
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 WorldPosition = IN.worldPos;
|
|
#endif
|
|
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
float3 hsvTorgb2_g77 = RGBToHSV( CZY_CloudHighlightColor.rgb );
|
|
float3 hsvTorgb3_g77 = HSVToRGB( float3(hsvTorgb2_g77.x,saturate( ( hsvTorgb2_g77.y + CZY_FilterSaturation ) ),( hsvTorgb2_g77.z + CZY_FilterValue )) );
|
|
float4 temp_output_10_0_g77 = ( float4( hsvTorgb3_g77 , 0.0 ) * CZY_FilterColor );
|
|
float4 CloudHighlightColor91_g73 = ( temp_output_10_0_g77 * CZY_CloudFilterColor );
|
|
float3 hsvTorgb2_g76 = RGBToHSV( CZY_CloudColor.rgb );
|
|
float3 hsvTorgb3_g76 = HSVToRGB( float3(hsvTorgb2_g76.x,saturate( ( hsvTorgb2_g76.y + CZY_FilterSaturation ) ),( hsvTorgb2_g76.z + CZY_FilterValue )) );
|
|
float4 temp_output_10_0_g76 = ( float4( hsvTorgb3_g76 , 0.0 ) * CZY_FilterColor );
|
|
float4 CloudColor73_g73 = ( temp_output_10_0_g76 * CZY_CloudFilterColor );
|
|
Gradient gradient68_g73 = NewGradient( 0, 2, 2, float4( 0, 0, 0, 0.8676432 ), float4( 1, 1, 1, 0.9294118 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
|
|
float2 texCoord11_g73 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_54_0_g73 = ( texCoord11_g73 - float2( 0.5,0.5 ) );
|
|
float dotResult23_g73 = dot( temp_output_54_0_g73 , temp_output_54_0_g73 );
|
|
float Dot28_g73 = saturate( (0.85 + (dotResult23_g73 - 0.0) * (3.0 - 0.85) / (1.0 - 0.0)) );
|
|
float time35_g75 = 0.0;
|
|
float2 voronoiSmoothId35_g75 = 0;
|
|
float2 texCoord21_g73 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 CentralUV17_g73 = ( texCoord21_g73 + float2( -0.5,-0.5 ) );
|
|
float2 temp_output_21_0_g75 = (CentralUV17_g73*1.58 + 0.0);
|
|
float2 break2_g75 = abs( temp_output_21_0_g75 );
|
|
float saferPower4_g75 = abs( break2_g75.x );
|
|
float saferPower3_g75 = abs( break2_g75.y );
|
|
float saferPower6_g75 = abs( ( pow( saferPower4_g75 , 2.0 ) + pow( saferPower3_g75 , 2.0 ) ) );
|
|
float Spherize29_g73 = CZY_Spherize;
|
|
float Flatness30_g73 = ( 20.0 * CZY_Spherize );
|
|
float mulTime14_g73 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed );
|
|
float Time8_g73 = mulTime14_g73;
|
|
float2 Wind51_g73 = ( Time8_g73 * float2( 0.1,0.2 ) );
|
|
float2 temp_output_10_0_g75 = (( ( temp_output_21_0_g75 * ( pow( saferPower6_g75 , Spherize29_g73 ) * Flatness30_g73 ) ) + float2( 0.5,0.5 ) )*( 2.0 / 5.0 ) + Wind51_g73);
|
|
float2 coords35_g75 = temp_output_10_0_g75 * 60.0;
|
|
float2 id35_g75 = 0;
|
|
float2 uv35_g75 = 0;
|
|
float fade35_g75 = 0.5;
|
|
float voroi35_g75 = 0;
|
|
float rest35_g75 = 0;
|
|
for( int it35_g75 = 0; it35_g75 <2; it35_g75++ ){
|
|
voroi35_g75 += fade35_g75 * voronoi35_g75( coords35_g75, time35_g75, id35_g75, uv35_g75, 0,voronoiSmoothId35_g75 );
|
|
rest35_g75 += fade35_g75;
|
|
coords35_g75 *= 2;
|
|
fade35_g75 *= 0.5;
|
|
}//Voronoi35_g75
|
|
voroi35_g75 /= rest35_g75;
|
|
float time13_g75 = 0.0;
|
|
float2 voronoiSmoothId13_g75 = 0;
|
|
float2 coords13_g75 = temp_output_10_0_g75 * 25.0;
|
|
float2 id13_g75 = 0;
|
|
float2 uv13_g75 = 0;
|
|
float fade13_g75 = 0.5;
|
|
float voroi13_g75 = 0;
|
|
float rest13_g75 = 0;
|
|
for( int it13_g75 = 0; it13_g75 <2; it13_g75++ ){
|
|
voroi13_g75 += fade13_g75 * voronoi13_g75( coords13_g75, time13_g75, id13_g75, uv13_g75, 0,voronoiSmoothId13_g75 );
|
|
rest13_g75 += fade13_g75;
|
|
coords13_g75 *= 2;
|
|
fade13_g75 *= 0.5;
|
|
}//Voronoi13_g75
|
|
voroi13_g75 /= rest13_g75;
|
|
float time11_g75 = 17.23;
|
|
float2 voronoiSmoothId11_g75 = 0;
|
|
float2 coords11_g75 = temp_output_10_0_g75 * 9.0;
|
|
float2 id11_g75 = 0;
|
|
float2 uv11_g75 = 0;
|
|
float fade11_g75 = 0.5;
|
|
float voroi11_g75 = 0;
|
|
float rest11_g75 = 0;
|
|
for( int it11_g75 = 0; it11_g75 <2; it11_g75++ ){
|
|
voroi11_g75 += fade11_g75 * voronoi11_g75( coords11_g75, time11_g75, id11_g75, uv11_g75, 0,voronoiSmoothId11_g75 );
|
|
rest11_g75 += fade11_g75;
|
|
coords11_g75 *= 2;
|
|
fade11_g75 *= 0.5;
|
|
}//Voronoi11_g75
|
|
voroi11_g75 /= rest11_g75;
|
|
float2 texCoord12_g73 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_15_0_g73 = ( texCoord12_g73 - float2( 0.5,0.5 ) );
|
|
float dotResult7_g73 = dot( temp_output_15_0_g73 , temp_output_15_0_g73 );
|
|
float ModifiedCohesion22_g73 = ( CZY_CloudCohesion * 1.0 * ( 1.0 - dotResult7_g73 ) );
|
|
float lerpResult15_g75 = lerp( saturate( ( voroi35_g75 + voroi13_g75 ) ) , voroi11_g75 , ModifiedCohesion22_g73);
|
|
float CumulusCoverage113_g73 = CZY_CumulusCoverageMultiplier;
|
|
float lerpResult16_g75 = lerp( lerpResult15_g75 , 1.0 , ( ( 1.0 - CumulusCoverage113_g73 ) + -0.7 ));
|
|
float time35_g78 = 0.0;
|
|
float2 voronoiSmoothId35_g78 = 0;
|
|
float2 temp_output_21_0_g78 = CentralUV17_g73;
|
|
float2 break2_g78 = abs( temp_output_21_0_g78 );
|
|
float saferPower4_g78 = abs( break2_g78.x );
|
|
float saferPower3_g78 = abs( break2_g78.y );
|
|
float saferPower6_g78 = abs( ( pow( saferPower4_g78 , 2.0 ) + pow( saferPower3_g78 , 2.0 ) ) );
|
|
float Scale24_g73 = ( CZY_MainCloudScale * 0.1 );
|
|
float2 temp_output_10_0_g78 = (( ( temp_output_21_0_g78 * ( pow( saferPower6_g78 , Spherize29_g73 ) * Flatness30_g73 ) ) + float2( 0.5,0.5 ) )*( 2.0 / ( Scale24_g73 * 1.5 ) ) + ( Wind51_g73 * float2( 0.5,0.5 ) ));
|
|
float2 coords35_g78 = temp_output_10_0_g78 * 60.0;
|
|
float2 id35_g78 = 0;
|
|
float2 uv35_g78 = 0;
|
|
float fade35_g78 = 0.5;
|
|
float voroi35_g78 = 0;
|
|
float rest35_g78 = 0;
|
|
for( int it35_g78 = 0; it35_g78 <2; it35_g78++ ){
|
|
voroi35_g78 += fade35_g78 * voronoi35_g78( coords35_g78, time35_g78, id35_g78, uv35_g78, 0,voronoiSmoothId35_g78 );
|
|
rest35_g78 += fade35_g78;
|
|
coords35_g78 *= 2;
|
|
fade35_g78 *= 0.5;
|
|
}//Voronoi35_g78
|
|
voroi35_g78 /= rest35_g78;
|
|
float time13_g78 = 0.0;
|
|
float2 voronoiSmoothId13_g78 = 0;
|
|
float2 coords13_g78 = temp_output_10_0_g78 * 25.0;
|
|
float2 id13_g78 = 0;
|
|
float2 uv13_g78 = 0;
|
|
float fade13_g78 = 0.5;
|
|
float voroi13_g78 = 0;
|
|
float rest13_g78 = 0;
|
|
for( int it13_g78 = 0; it13_g78 <2; it13_g78++ ){
|
|
voroi13_g78 += fade13_g78 * voronoi13_g78( coords13_g78, time13_g78, id13_g78, uv13_g78, 0,voronoiSmoothId13_g78 );
|
|
rest13_g78 += fade13_g78;
|
|
coords13_g78 *= 2;
|
|
fade13_g78 *= 0.5;
|
|
}//Voronoi13_g78
|
|
voroi13_g78 /= rest13_g78;
|
|
float time11_g78 = 17.23;
|
|
float2 voronoiSmoothId11_g78 = 0;
|
|
float2 coords11_g78 = temp_output_10_0_g78 * 9.0;
|
|
float2 id11_g78 = 0;
|
|
float2 uv11_g78 = 0;
|
|
float fade11_g78 = 0.5;
|
|
float voroi11_g78 = 0;
|
|
float rest11_g78 = 0;
|
|
for( int it11_g78 = 0; it11_g78 <2; it11_g78++ ){
|
|
voroi11_g78 += fade11_g78 * voronoi11_g78( coords11_g78, time11_g78, id11_g78, uv11_g78, 0,voronoiSmoothId11_g78 );
|
|
rest11_g78 += fade11_g78;
|
|
coords11_g78 *= 2;
|
|
fade11_g78 *= 0.5;
|
|
}//Voronoi11_g78
|
|
voroi11_g78 /= rest11_g78;
|
|
float lerpResult15_g78 = lerp( saturate( ( voroi35_g78 + voroi13_g78 ) ) , voroi11_g78 , ( ModifiedCohesion22_g73 * 1.1 ));
|
|
float lerpResult16_g78 = lerp( lerpResult15_g78 , 1.0 , ( ( 1.0 - CumulusCoverage113_g73 ) + -0.7 ));
|
|
float temp_output_25_0_g73 = saturate( (0.0 + (( Dot28_g73 * ( 1.0 - lerpResult16_g78 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
|
|
float IT2PreAlpha80_g73 = temp_output_25_0_g73;
|
|
float temp_output_77_0_g73 = (0.0 + (( Dot28_g73 * ( 1.0 - lerpResult16_g75 ) ) - 0.6) * (IT2PreAlpha80_g73 - 0.0) / (1.5 - 0.6));
|
|
float clampResult71_g73 = clamp( temp_output_77_0_g73 , 0.0 , 0.9 );
|
|
float AdditionalLayer66_g73 = SampleGradient( gradient68_g73, clampResult71_g73 ).r;
|
|
float4 lerpResult88_g73 = lerp( CloudColor73_g73 , ( CloudColor73_g73 * CZY_CloudTextureColor ) , AdditionalLayer66_g73);
|
|
float4 ModifiedCloudColor97_g73 = lerpResult88_g73;
|
|
Gradient gradient87_g73 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4411841 ), float4( 1, 1, 1, 0.5794156 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
|
|
float time35_g74 = 0.0;
|
|
float2 voronoiSmoothId35_g74 = 0;
|
|
float2 ShadowUV59_g73 = ( CentralUV17_g73 + ( CentralUV17_g73 * float2( -1,-1 ) * CZY_ShadowingDistance * Dot28_g73 ) );
|
|
float2 temp_output_21_0_g74 = ShadowUV59_g73;
|
|
float2 break2_g74 = abs( temp_output_21_0_g74 );
|
|
float saferPower4_g74 = abs( break2_g74.x );
|
|
float saferPower3_g74 = abs( break2_g74.y );
|
|
float saferPower6_g74 = abs( ( pow( saferPower4_g74 , 2.0 ) + pow( saferPower3_g74 , 2.0 ) ) );
|
|
float2 temp_output_10_0_g74 = (( ( temp_output_21_0_g74 * ( pow( saferPower6_g74 , Spherize29_g73 ) * Flatness30_g73 ) ) + float2( 0.5,0.5 ) )*( 2.0 / ( Scale24_g73 * 1.5 ) ) + ( Wind51_g73 * float2( 0.5,0.5 ) ));
|
|
float2 coords35_g74 = temp_output_10_0_g74 * 60.0;
|
|
float2 id35_g74 = 0;
|
|
float2 uv35_g74 = 0;
|
|
float fade35_g74 = 0.5;
|
|
float voroi35_g74 = 0;
|
|
float rest35_g74 = 0;
|
|
for( int it35_g74 = 0; it35_g74 <2; it35_g74++ ){
|
|
voroi35_g74 += fade35_g74 * voronoi35_g74( coords35_g74, time35_g74, id35_g74, uv35_g74, 0,voronoiSmoothId35_g74 );
|
|
rest35_g74 += fade35_g74;
|
|
coords35_g74 *= 2;
|
|
fade35_g74 *= 0.5;
|
|
}//Voronoi35_g74
|
|
voroi35_g74 /= rest35_g74;
|
|
float time13_g74 = 0.0;
|
|
float2 voronoiSmoothId13_g74 = 0;
|
|
float2 coords13_g74 = temp_output_10_0_g74 * 25.0;
|
|
float2 id13_g74 = 0;
|
|
float2 uv13_g74 = 0;
|
|
float fade13_g74 = 0.5;
|
|
float voroi13_g74 = 0;
|
|
float rest13_g74 = 0;
|
|
for( int it13_g74 = 0; it13_g74 <2; it13_g74++ ){
|
|
voroi13_g74 += fade13_g74 * voronoi13_g74( coords13_g74, time13_g74, id13_g74, uv13_g74, 0,voronoiSmoothId13_g74 );
|
|
rest13_g74 += fade13_g74;
|
|
coords13_g74 *= 2;
|
|
fade13_g74 *= 0.5;
|
|
}//Voronoi13_g74
|
|
voroi13_g74 /= rest13_g74;
|
|
float time11_g74 = 17.23;
|
|
float2 voronoiSmoothId11_g74 = 0;
|
|
float2 coords11_g74 = temp_output_10_0_g74 * 9.0;
|
|
float2 id11_g74 = 0;
|
|
float2 uv11_g74 = 0;
|
|
float fade11_g74 = 0.5;
|
|
float voroi11_g74 = 0;
|
|
float rest11_g74 = 0;
|
|
for( int it11_g74 = 0; it11_g74 <2; it11_g74++ ){
|
|
voroi11_g74 += fade11_g74 * voronoi11_g74( coords11_g74, time11_g74, id11_g74, uv11_g74, 0,voronoiSmoothId11_g74 );
|
|
rest11_g74 += fade11_g74;
|
|
coords11_g74 *= 2;
|
|
fade11_g74 *= 0.5;
|
|
}//Voronoi11_g74
|
|
voroi11_g74 /= rest11_g74;
|
|
float lerpResult15_g74 = lerp( saturate( ( voroi35_g74 + voroi13_g74 ) ) , voroi11_g74 , ( ModifiedCohesion22_g73 * 1.1 ));
|
|
float lerpResult16_g74 = lerp( lerpResult15_g74 , 1.0 , ( ( 1.0 - CumulusCoverage113_g73 ) + -0.7 ));
|
|
float4 lerpResult104_g73 = lerp( CloudHighlightColor91_g73 , ModifiedCloudColor97_g73 , saturate( SampleGradient( gradient87_g73, saturate( (0.0 + (( Dot28_g73 * ( 1.0 - lerpResult16_g74 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) ) ).r ));
|
|
float4 IT2Color100_g73 = lerpResult104_g73;
|
|
|
|
Gradient gradient93_g73 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4617685 ), float4( 1, 1, 1, 0.5117723 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
|
|
float IT2Alpha101_g73 = SampleGradient( gradient93_g73, temp_output_25_0_g73 ).r;
|
|
bool enabled20_g79 =(bool)_UnderwaterRenderingEnabled;
|
|
bool submerged20_g79 =(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_g79 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
|
|
float localHLSL20_g79 = HLSL20_g79( enabled20_g79 , submerged20_g79 , textureSample20_g79 );
|
|
|
|
float3 BakedAlbedo = 0;
|
|
float3 BakedEmission = 0;
|
|
float3 Color = IT2Color100_g73.rgb;
|
|
float Alpha = ( IT2Alpha101_g73 * ( 1.0 - localHLSL20_g79 ) );
|
|
float AlphaClipThreshold = CZY_ClippingThreshold;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip( Alpha - AlphaClipThreshold );
|
|
#endif
|
|
|
|
#if defined(_DBUFFER)
|
|
ApplyDecalToBaseColor(IN.clipPos, Color);
|
|
#endif
|
|
|
|
#if defined(_ALPHAPREMULTIPLY_ON)
|
|
Color *= Alpha;
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
Color = MixFog( Color, IN.fogFactor );
|
|
#endif
|
|
|
|
return half4( Color, Alpha );
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "ShadowCaster"
|
|
Tags { "LightMode"="ShadowCaster" }
|
|
|
|
ZWrite On
|
|
ZTest LEqual
|
|
AlphaToMask Off
|
|
ColorMask 0
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma multi_compile_instancing
|
|
#define _ALPHATEST_ON 1
|
|
#define ASE_SRP_VERSION 120108
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#pragma multi_compile _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
|
|
|
#define SHADERPASS SHADERPASS_SHADOWCASTER
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
|
|
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 worldPos : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
float CZY_Spherize;
|
|
float CZY_MainCloudScale;
|
|
float CZY_WindSpeed;
|
|
float CZY_CloudCohesion;
|
|
float CZY_CumulusCoverageMultiplier;
|
|
float _UnderwaterRenderingEnabled;
|
|
float _FullySubmerged;
|
|
sampler2D _UnderwaterMask;
|
|
float CZY_ClippingThreshold;
|
|
|
|
|
|
|
|
float2 voronoihash35_g78( 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 voronoi35_g78( 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 = voronoihash35_g78( 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 voronoihash13_g78( 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 voronoi13_g78( 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 = voronoihash13_g78( 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 voronoihash11_g78( 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 voronoi11_g78( 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 = voronoihash11_g78( 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;
|
|
}
|
|
|
|
float4 SampleGradient( Gradient gradient, float time )
|
|
{
|
|
float3 color = gradient.colors[0].rgb;
|
|
UNITY_UNROLL
|
|
for (int c = 1; c < 8; c++)
|
|
{
|
|
float colorPos = saturate((time - gradient.colors[c-1].w) / ( 0.00001 + (gradient.colors[c].w - gradient.colors[c-1].w)) * step(c, gradient.colorsLength-1));
|
|
color = lerp(color, gradient.colors[c].rgb, lerp(colorPos, step(0.01, colorPos), gradient.type));
|
|
}
|
|
#ifndef UNITY_COLORSPACE_GAMMA
|
|
color = SRGBToLinear(color);
|
|
#endif
|
|
float alpha = gradient.alphas[0].x;
|
|
UNITY_UNROLL
|
|
for (int a = 1; a < 8; a++)
|
|
{
|
|
float alphaPos = saturate((time - gradient.alphas[a-1].y) / ( 0.00001 + (gradient.alphas[a].y - gradient.alphas[a-1].y)) * step(a, gradient.alphasLength-1));
|
|
alpha = lerp(alpha, gradient.alphas[a].x, lerp(alphaPos, step(0.01, alphaPos), gradient.type));
|
|
}
|
|
return float4(color, alpha);
|
|
}
|
|
|
|
float HLSL20_g79( 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.vertex).xyz);
|
|
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
|
o.ase_texcoord3 = screenPos;
|
|
|
|
o.ase_texcoord2.xy = v.ase_texcoord.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord2.zw = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.worldPos = positionWS;
|
|
#endif
|
|
|
|
float3 normalWS = TransformObjectToWorldDir( v.ase_normal );
|
|
|
|
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
|
|
float3 lightDirectionWS = normalize(_LightPosition - positionWS);
|
|
#else
|
|
float3 lightDirectionWS = _LightDirection;
|
|
#endif
|
|
|
|
float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
|
|
|
|
#if UNITY_REVERSED_Z
|
|
clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE);
|
|
#else
|
|
clipPos.z = max(clipPos.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 = clipPos;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
o.clipPos = clipPos;
|
|
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<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.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(VertexOutput IN ) : SV_TARGET
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID( IN );
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 WorldPosition = IN.worldPos;
|
|
#endif
|
|
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
Gradient gradient93_g73 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4617685 ), float4( 1, 1, 1, 0.5117723 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
|
|
float2 texCoord11_g73 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_54_0_g73 = ( texCoord11_g73 - float2( 0.5,0.5 ) );
|
|
float dotResult23_g73 = dot( temp_output_54_0_g73 , temp_output_54_0_g73 );
|
|
float Dot28_g73 = saturate( (0.85 + (dotResult23_g73 - 0.0) * (3.0 - 0.85) / (1.0 - 0.0)) );
|
|
float time35_g78 = 0.0;
|
|
float2 voronoiSmoothId35_g78 = 0;
|
|
float2 texCoord21_g73 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 CentralUV17_g73 = ( texCoord21_g73 + float2( -0.5,-0.5 ) );
|
|
float2 temp_output_21_0_g78 = CentralUV17_g73;
|
|
float2 break2_g78 = abs( temp_output_21_0_g78 );
|
|
float saferPower4_g78 = abs( break2_g78.x );
|
|
float saferPower3_g78 = abs( break2_g78.y );
|
|
float saferPower6_g78 = abs( ( pow( saferPower4_g78 , 2.0 ) + pow( saferPower3_g78 , 2.0 ) ) );
|
|
float Spherize29_g73 = CZY_Spherize;
|
|
float Flatness30_g73 = ( 20.0 * CZY_Spherize );
|
|
float Scale24_g73 = ( CZY_MainCloudScale * 0.1 );
|
|
float mulTime14_g73 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed );
|
|
float Time8_g73 = mulTime14_g73;
|
|
float2 Wind51_g73 = ( Time8_g73 * float2( 0.1,0.2 ) );
|
|
float2 temp_output_10_0_g78 = (( ( temp_output_21_0_g78 * ( pow( saferPower6_g78 , Spherize29_g73 ) * Flatness30_g73 ) ) + float2( 0.5,0.5 ) )*( 2.0 / ( Scale24_g73 * 1.5 ) ) + ( Wind51_g73 * float2( 0.5,0.5 ) ));
|
|
float2 coords35_g78 = temp_output_10_0_g78 * 60.0;
|
|
float2 id35_g78 = 0;
|
|
float2 uv35_g78 = 0;
|
|
float fade35_g78 = 0.5;
|
|
float voroi35_g78 = 0;
|
|
float rest35_g78 = 0;
|
|
for( int it35_g78 = 0; it35_g78 <2; it35_g78++ ){
|
|
voroi35_g78 += fade35_g78 * voronoi35_g78( coords35_g78, time35_g78, id35_g78, uv35_g78, 0,voronoiSmoothId35_g78 );
|
|
rest35_g78 += fade35_g78;
|
|
coords35_g78 *= 2;
|
|
fade35_g78 *= 0.5;
|
|
}//Voronoi35_g78
|
|
voroi35_g78 /= rest35_g78;
|
|
float time13_g78 = 0.0;
|
|
float2 voronoiSmoothId13_g78 = 0;
|
|
float2 coords13_g78 = temp_output_10_0_g78 * 25.0;
|
|
float2 id13_g78 = 0;
|
|
float2 uv13_g78 = 0;
|
|
float fade13_g78 = 0.5;
|
|
float voroi13_g78 = 0;
|
|
float rest13_g78 = 0;
|
|
for( int it13_g78 = 0; it13_g78 <2; it13_g78++ ){
|
|
voroi13_g78 += fade13_g78 * voronoi13_g78( coords13_g78, time13_g78, id13_g78, uv13_g78, 0,voronoiSmoothId13_g78 );
|
|
rest13_g78 += fade13_g78;
|
|
coords13_g78 *= 2;
|
|
fade13_g78 *= 0.5;
|
|
}//Voronoi13_g78
|
|
voroi13_g78 /= rest13_g78;
|
|
float time11_g78 = 17.23;
|
|
float2 voronoiSmoothId11_g78 = 0;
|
|
float2 coords11_g78 = temp_output_10_0_g78 * 9.0;
|
|
float2 id11_g78 = 0;
|
|
float2 uv11_g78 = 0;
|
|
float fade11_g78 = 0.5;
|
|
float voroi11_g78 = 0;
|
|
float rest11_g78 = 0;
|
|
for( int it11_g78 = 0; it11_g78 <2; it11_g78++ ){
|
|
voroi11_g78 += fade11_g78 * voronoi11_g78( coords11_g78, time11_g78, id11_g78, uv11_g78, 0,voronoiSmoothId11_g78 );
|
|
rest11_g78 += fade11_g78;
|
|
coords11_g78 *= 2;
|
|
fade11_g78 *= 0.5;
|
|
}//Voronoi11_g78
|
|
voroi11_g78 /= rest11_g78;
|
|
float2 texCoord12_g73 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_15_0_g73 = ( texCoord12_g73 - float2( 0.5,0.5 ) );
|
|
float dotResult7_g73 = dot( temp_output_15_0_g73 , temp_output_15_0_g73 );
|
|
float ModifiedCohesion22_g73 = ( CZY_CloudCohesion * 1.0 * ( 1.0 - dotResult7_g73 ) );
|
|
float lerpResult15_g78 = lerp( saturate( ( voroi35_g78 + voroi13_g78 ) ) , voroi11_g78 , ( ModifiedCohesion22_g73 * 1.1 ));
|
|
float CumulusCoverage113_g73 = CZY_CumulusCoverageMultiplier;
|
|
float lerpResult16_g78 = lerp( lerpResult15_g78 , 1.0 , ( ( 1.0 - CumulusCoverage113_g73 ) + -0.7 ));
|
|
float temp_output_25_0_g73 = saturate( (0.0 + (( Dot28_g73 * ( 1.0 - lerpResult16_g78 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
|
|
float IT2Alpha101_g73 = SampleGradient( gradient93_g73, temp_output_25_0_g73 ).r;
|
|
bool enabled20_g79 =(bool)_UnderwaterRenderingEnabled;
|
|
bool submerged20_g79 =(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_g79 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
|
|
float localHLSL20_g79 = HLSL20_g79( enabled20_g79 , submerged20_g79 , textureSample20_g79 );
|
|
|
|
|
|
float Alpha = ( IT2Alpha101_g73 * ( 1.0 - localHLSL20_g79 ) );
|
|
float AlphaClipThreshold = CZY_ClippingThreshold;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
#ifdef _ALPHATEST_SHADOW_ON
|
|
clip(Alpha - AlphaClipThresholdShadow);
|
|
#else
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
return 0;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DepthOnly"
|
|
Tags { "LightMode"="DepthOnly" }
|
|
|
|
ZWrite On
|
|
ColorMask 0
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma multi_compile_instancing
|
|
#define _ALPHATEST_ON 1
|
|
#define ASE_SRP_VERSION 120108
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
|
|
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 worldPos : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
float CZY_Spherize;
|
|
float CZY_MainCloudScale;
|
|
float CZY_WindSpeed;
|
|
float CZY_CloudCohesion;
|
|
float CZY_CumulusCoverageMultiplier;
|
|
float _UnderwaterRenderingEnabled;
|
|
float _FullySubmerged;
|
|
sampler2D _UnderwaterMask;
|
|
float CZY_ClippingThreshold;
|
|
|
|
|
|
|
|
float2 voronoihash35_g78( 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 voronoi35_g78( 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 = voronoihash35_g78( 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 voronoihash13_g78( 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 voronoi13_g78( 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 = voronoihash13_g78( 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 voronoihash11_g78( 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 voronoi11_g78( 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 = voronoihash11_g78( 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;
|
|
}
|
|
|
|
float4 SampleGradient( Gradient gradient, float time )
|
|
{
|
|
float3 color = gradient.colors[0].rgb;
|
|
UNITY_UNROLL
|
|
for (int c = 1; c < 8; c++)
|
|
{
|
|
float colorPos = saturate((time - gradient.colors[c-1].w) / ( 0.00001 + (gradient.colors[c].w - gradient.colors[c-1].w)) * step(c, gradient.colorsLength-1));
|
|
color = lerp(color, gradient.colors[c].rgb, lerp(colorPos, step(0.01, colorPos), gradient.type));
|
|
}
|
|
#ifndef UNITY_COLORSPACE_GAMMA
|
|
color = SRGBToLinear(color);
|
|
#endif
|
|
float alpha = gradient.alphas[0].x;
|
|
UNITY_UNROLL
|
|
for (int a = 1; a < 8; a++)
|
|
{
|
|
float alphaPos = saturate((time - gradient.alphas[a-1].y) / ( 0.00001 + (gradient.alphas[a].y - gradient.alphas[a-1].y)) * step(a, gradient.alphasLength-1));
|
|
alpha = lerp(alpha, gradient.alphas[a].x, lerp(alphaPos, step(0.01, alphaPos), gradient.type));
|
|
}
|
|
return float4(color, alpha);
|
|
}
|
|
|
|
float HLSL20_g79( bool enabled, bool submerged, float textureSample )
|
|
{
|
|
if(enabled)
|
|
{
|
|
if(submerged) return 1.0;
|
|
else return textureSample;
|
|
}
|
|
else
|
|
{
|
|
return 0.0;
|
|
}
|
|
}
|
|
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
|
|
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
|
o.ase_texcoord3 = screenPos;
|
|
|
|
o.ase_texcoord2.xy = v.ase_texcoord.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord2.zw = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.worldPos = positionWS;
|
|
#endif
|
|
|
|
o.clipPos = TransformWorldToHClip( positionWS );
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = o.clipPos;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<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.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(VertexOutput IN ) : SV_TARGET
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 WorldPosition = IN.worldPos;
|
|
#endif
|
|
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
Gradient gradient93_g73 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4617685 ), float4( 1, 1, 1, 0.5117723 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
|
|
float2 texCoord11_g73 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_54_0_g73 = ( texCoord11_g73 - float2( 0.5,0.5 ) );
|
|
float dotResult23_g73 = dot( temp_output_54_0_g73 , temp_output_54_0_g73 );
|
|
float Dot28_g73 = saturate( (0.85 + (dotResult23_g73 - 0.0) * (3.0 - 0.85) / (1.0 - 0.0)) );
|
|
float time35_g78 = 0.0;
|
|
float2 voronoiSmoothId35_g78 = 0;
|
|
float2 texCoord21_g73 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 CentralUV17_g73 = ( texCoord21_g73 + float2( -0.5,-0.5 ) );
|
|
float2 temp_output_21_0_g78 = CentralUV17_g73;
|
|
float2 break2_g78 = abs( temp_output_21_0_g78 );
|
|
float saferPower4_g78 = abs( break2_g78.x );
|
|
float saferPower3_g78 = abs( break2_g78.y );
|
|
float saferPower6_g78 = abs( ( pow( saferPower4_g78 , 2.0 ) + pow( saferPower3_g78 , 2.0 ) ) );
|
|
float Spherize29_g73 = CZY_Spherize;
|
|
float Flatness30_g73 = ( 20.0 * CZY_Spherize );
|
|
float Scale24_g73 = ( CZY_MainCloudScale * 0.1 );
|
|
float mulTime14_g73 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed );
|
|
float Time8_g73 = mulTime14_g73;
|
|
float2 Wind51_g73 = ( Time8_g73 * float2( 0.1,0.2 ) );
|
|
float2 temp_output_10_0_g78 = (( ( temp_output_21_0_g78 * ( pow( saferPower6_g78 , Spherize29_g73 ) * Flatness30_g73 ) ) + float2( 0.5,0.5 ) )*( 2.0 / ( Scale24_g73 * 1.5 ) ) + ( Wind51_g73 * float2( 0.5,0.5 ) ));
|
|
float2 coords35_g78 = temp_output_10_0_g78 * 60.0;
|
|
float2 id35_g78 = 0;
|
|
float2 uv35_g78 = 0;
|
|
float fade35_g78 = 0.5;
|
|
float voroi35_g78 = 0;
|
|
float rest35_g78 = 0;
|
|
for( int it35_g78 = 0; it35_g78 <2; it35_g78++ ){
|
|
voroi35_g78 += fade35_g78 * voronoi35_g78( coords35_g78, time35_g78, id35_g78, uv35_g78, 0,voronoiSmoothId35_g78 );
|
|
rest35_g78 += fade35_g78;
|
|
coords35_g78 *= 2;
|
|
fade35_g78 *= 0.5;
|
|
}//Voronoi35_g78
|
|
voroi35_g78 /= rest35_g78;
|
|
float time13_g78 = 0.0;
|
|
float2 voronoiSmoothId13_g78 = 0;
|
|
float2 coords13_g78 = temp_output_10_0_g78 * 25.0;
|
|
float2 id13_g78 = 0;
|
|
float2 uv13_g78 = 0;
|
|
float fade13_g78 = 0.5;
|
|
float voroi13_g78 = 0;
|
|
float rest13_g78 = 0;
|
|
for( int it13_g78 = 0; it13_g78 <2; it13_g78++ ){
|
|
voroi13_g78 += fade13_g78 * voronoi13_g78( coords13_g78, time13_g78, id13_g78, uv13_g78, 0,voronoiSmoothId13_g78 );
|
|
rest13_g78 += fade13_g78;
|
|
coords13_g78 *= 2;
|
|
fade13_g78 *= 0.5;
|
|
}//Voronoi13_g78
|
|
voroi13_g78 /= rest13_g78;
|
|
float time11_g78 = 17.23;
|
|
float2 voronoiSmoothId11_g78 = 0;
|
|
float2 coords11_g78 = temp_output_10_0_g78 * 9.0;
|
|
float2 id11_g78 = 0;
|
|
float2 uv11_g78 = 0;
|
|
float fade11_g78 = 0.5;
|
|
float voroi11_g78 = 0;
|
|
float rest11_g78 = 0;
|
|
for( int it11_g78 = 0; it11_g78 <2; it11_g78++ ){
|
|
voroi11_g78 += fade11_g78 * voronoi11_g78( coords11_g78, time11_g78, id11_g78, uv11_g78, 0,voronoiSmoothId11_g78 );
|
|
rest11_g78 += fade11_g78;
|
|
coords11_g78 *= 2;
|
|
fade11_g78 *= 0.5;
|
|
}//Voronoi11_g78
|
|
voroi11_g78 /= rest11_g78;
|
|
float2 texCoord12_g73 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_15_0_g73 = ( texCoord12_g73 - float2( 0.5,0.5 ) );
|
|
float dotResult7_g73 = dot( temp_output_15_0_g73 , temp_output_15_0_g73 );
|
|
float ModifiedCohesion22_g73 = ( CZY_CloudCohesion * 1.0 * ( 1.0 - dotResult7_g73 ) );
|
|
float lerpResult15_g78 = lerp( saturate( ( voroi35_g78 + voroi13_g78 ) ) , voroi11_g78 , ( ModifiedCohesion22_g73 * 1.1 ));
|
|
float CumulusCoverage113_g73 = CZY_CumulusCoverageMultiplier;
|
|
float lerpResult16_g78 = lerp( lerpResult15_g78 , 1.0 , ( ( 1.0 - CumulusCoverage113_g73 ) + -0.7 ));
|
|
float temp_output_25_0_g73 = saturate( (0.0 + (( Dot28_g73 * ( 1.0 - lerpResult16_g78 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
|
|
float IT2Alpha101_g73 = SampleGradient( gradient93_g73, temp_output_25_0_g73 ).r;
|
|
bool enabled20_g79 =(bool)_UnderwaterRenderingEnabled;
|
|
bool submerged20_g79 =(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_g79 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
|
|
float localHLSL20_g79 = HLSL20_g79( enabled20_g79 , submerged20_g79 , textureSample20_g79 );
|
|
|
|
|
|
float Alpha = ( IT2Alpha101_g73 * ( 1.0 - localHLSL20_g79 ) );
|
|
float AlphaClipThreshold = CZY_ClippingThreshold;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
return 0;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "SceneSelectionPass"
|
|
Tags { "LightMode"="SceneSelectionPass" }
|
|
|
|
Cull Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma multi_compile_instancing
|
|
#define _ALPHATEST_ON 1
|
|
#define ASE_SRP_VERSION 120108
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_texcoord1 : TEXCOORD1;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
float CZY_Spherize;
|
|
float CZY_MainCloudScale;
|
|
float CZY_WindSpeed;
|
|
float CZY_CloudCohesion;
|
|
float CZY_CumulusCoverageMultiplier;
|
|
float _UnderwaterRenderingEnabled;
|
|
float _FullySubmerged;
|
|
sampler2D _UnderwaterMask;
|
|
float CZY_ClippingThreshold;
|
|
|
|
|
|
|
|
float2 voronoihash35_g78( 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 voronoi35_g78( 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 = voronoihash35_g78( 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 voronoihash13_g78( 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 voronoi13_g78( 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 = voronoihash13_g78( 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 voronoihash11_g78( 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 voronoi11_g78( 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 = voronoihash11_g78( 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;
|
|
}
|
|
|
|
float4 SampleGradient( Gradient gradient, float time )
|
|
{
|
|
float3 color = gradient.colors[0].rgb;
|
|
UNITY_UNROLL
|
|
for (int c = 1; c < 8; c++)
|
|
{
|
|
float colorPos = saturate((time - gradient.colors[c-1].w) / ( 0.00001 + (gradient.colors[c].w - gradient.colors[c-1].w)) * step(c, gradient.colorsLength-1));
|
|
color = lerp(color, gradient.colors[c].rgb, lerp(colorPos, step(0.01, colorPos), gradient.type));
|
|
}
|
|
#ifndef UNITY_COLORSPACE_GAMMA
|
|
color = SRGBToLinear(color);
|
|
#endif
|
|
float alpha = gradient.alphas[0].x;
|
|
UNITY_UNROLL
|
|
for (int a = 1; a < 8; a++)
|
|
{
|
|
float alphaPos = saturate((time - gradient.alphas[a-1].y) / ( 0.00001 + (gradient.alphas[a].y - gradient.alphas[a-1].y)) * step(a, gradient.alphasLength-1));
|
|
alpha = lerp(alpha, gradient.alphas[a].x, lerp(alphaPos, step(0.01, alphaPos), gradient.type));
|
|
}
|
|
return float4(color, alpha);
|
|
}
|
|
|
|
float HLSL20_g79( bool enabled, bool submerged, float textureSample )
|
|
{
|
|
if(enabled)
|
|
{
|
|
if(submerged) return 1.0;
|
|
else return textureSample;
|
|
}
|
|
else
|
|
{
|
|
return 0.0;
|
|
}
|
|
}
|
|
|
|
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
};
|
|
|
|
VertexOutput VertexFunction(VertexInput v )
|
|
{
|
|
VertexOutput o;
|
|
ZERO_INITIALIZE(VertexOutput, o);
|
|
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
|
|
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
|
o.ase_texcoord1 = screenPos;
|
|
|
|
o.ase_texcoord.xy = v.ase_texcoord.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord.zw = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
o.clipPos = TransformWorldToHClip(positionWS);
|
|
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<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.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(VertexOutput IN ) : SV_TARGET
|
|
{
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
|
|
Gradient gradient93_g73 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4617685 ), float4( 1, 1, 1, 0.5117723 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
|
|
float2 texCoord11_g73 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_54_0_g73 = ( texCoord11_g73 - float2( 0.5,0.5 ) );
|
|
float dotResult23_g73 = dot( temp_output_54_0_g73 , temp_output_54_0_g73 );
|
|
float Dot28_g73 = saturate( (0.85 + (dotResult23_g73 - 0.0) * (3.0 - 0.85) / (1.0 - 0.0)) );
|
|
float time35_g78 = 0.0;
|
|
float2 voronoiSmoothId35_g78 = 0;
|
|
float2 texCoord21_g73 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 CentralUV17_g73 = ( texCoord21_g73 + float2( -0.5,-0.5 ) );
|
|
float2 temp_output_21_0_g78 = CentralUV17_g73;
|
|
float2 break2_g78 = abs( temp_output_21_0_g78 );
|
|
float saferPower4_g78 = abs( break2_g78.x );
|
|
float saferPower3_g78 = abs( break2_g78.y );
|
|
float saferPower6_g78 = abs( ( pow( saferPower4_g78 , 2.0 ) + pow( saferPower3_g78 , 2.0 ) ) );
|
|
float Spherize29_g73 = CZY_Spherize;
|
|
float Flatness30_g73 = ( 20.0 * CZY_Spherize );
|
|
float Scale24_g73 = ( CZY_MainCloudScale * 0.1 );
|
|
float mulTime14_g73 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed );
|
|
float Time8_g73 = mulTime14_g73;
|
|
float2 Wind51_g73 = ( Time8_g73 * float2( 0.1,0.2 ) );
|
|
float2 temp_output_10_0_g78 = (( ( temp_output_21_0_g78 * ( pow( saferPower6_g78 , Spherize29_g73 ) * Flatness30_g73 ) ) + float2( 0.5,0.5 ) )*( 2.0 / ( Scale24_g73 * 1.5 ) ) + ( Wind51_g73 * float2( 0.5,0.5 ) ));
|
|
float2 coords35_g78 = temp_output_10_0_g78 * 60.0;
|
|
float2 id35_g78 = 0;
|
|
float2 uv35_g78 = 0;
|
|
float fade35_g78 = 0.5;
|
|
float voroi35_g78 = 0;
|
|
float rest35_g78 = 0;
|
|
for( int it35_g78 = 0; it35_g78 <2; it35_g78++ ){
|
|
voroi35_g78 += fade35_g78 * voronoi35_g78( coords35_g78, time35_g78, id35_g78, uv35_g78, 0,voronoiSmoothId35_g78 );
|
|
rest35_g78 += fade35_g78;
|
|
coords35_g78 *= 2;
|
|
fade35_g78 *= 0.5;
|
|
}//Voronoi35_g78
|
|
voroi35_g78 /= rest35_g78;
|
|
float time13_g78 = 0.0;
|
|
float2 voronoiSmoothId13_g78 = 0;
|
|
float2 coords13_g78 = temp_output_10_0_g78 * 25.0;
|
|
float2 id13_g78 = 0;
|
|
float2 uv13_g78 = 0;
|
|
float fade13_g78 = 0.5;
|
|
float voroi13_g78 = 0;
|
|
float rest13_g78 = 0;
|
|
for( int it13_g78 = 0; it13_g78 <2; it13_g78++ ){
|
|
voroi13_g78 += fade13_g78 * voronoi13_g78( coords13_g78, time13_g78, id13_g78, uv13_g78, 0,voronoiSmoothId13_g78 );
|
|
rest13_g78 += fade13_g78;
|
|
coords13_g78 *= 2;
|
|
fade13_g78 *= 0.5;
|
|
}//Voronoi13_g78
|
|
voroi13_g78 /= rest13_g78;
|
|
float time11_g78 = 17.23;
|
|
float2 voronoiSmoothId11_g78 = 0;
|
|
float2 coords11_g78 = temp_output_10_0_g78 * 9.0;
|
|
float2 id11_g78 = 0;
|
|
float2 uv11_g78 = 0;
|
|
float fade11_g78 = 0.5;
|
|
float voroi11_g78 = 0;
|
|
float rest11_g78 = 0;
|
|
for( int it11_g78 = 0; it11_g78 <2; it11_g78++ ){
|
|
voroi11_g78 += fade11_g78 * voronoi11_g78( coords11_g78, time11_g78, id11_g78, uv11_g78, 0,voronoiSmoothId11_g78 );
|
|
rest11_g78 += fade11_g78;
|
|
coords11_g78 *= 2;
|
|
fade11_g78 *= 0.5;
|
|
}//Voronoi11_g78
|
|
voroi11_g78 /= rest11_g78;
|
|
float2 texCoord12_g73 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_15_0_g73 = ( texCoord12_g73 - float2( 0.5,0.5 ) );
|
|
float dotResult7_g73 = dot( temp_output_15_0_g73 , temp_output_15_0_g73 );
|
|
float ModifiedCohesion22_g73 = ( CZY_CloudCohesion * 1.0 * ( 1.0 - dotResult7_g73 ) );
|
|
float lerpResult15_g78 = lerp( saturate( ( voroi35_g78 + voroi13_g78 ) ) , voroi11_g78 , ( ModifiedCohesion22_g73 * 1.1 ));
|
|
float CumulusCoverage113_g73 = CZY_CumulusCoverageMultiplier;
|
|
float lerpResult16_g78 = lerp( lerpResult15_g78 , 1.0 , ( ( 1.0 - CumulusCoverage113_g73 ) + -0.7 ));
|
|
float temp_output_25_0_g73 = saturate( (0.0 + (( Dot28_g73 * ( 1.0 - lerpResult16_g78 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
|
|
float IT2Alpha101_g73 = SampleGradient( gradient93_g73, temp_output_25_0_g73 ).r;
|
|
bool enabled20_g79 =(bool)_UnderwaterRenderingEnabled;
|
|
bool submerged20_g79 =(bool)_FullySubmerged;
|
|
float4 screenPos = IN.ase_texcoord1;
|
|
float4 ase_screenPosNorm = screenPos / screenPos.w;
|
|
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
|
float textureSample20_g79 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
|
|
float localHLSL20_g79 = HLSL20_g79( enabled20_g79 , submerged20_g79 , textureSample20_g79 );
|
|
|
|
|
|
surfaceDescription.Alpha = ( IT2Alpha101_g73 * ( 1.0 - localHLSL20_g79 ) );
|
|
surfaceDescription.AlphaClipThreshold = CZY_ClippingThreshold;
|
|
|
|
#if _ALPHATEST_ON
|
|
float alphaClipThreshold = 0.01f;
|
|
#if ALPHA_CLIP_THRESHOLD
|
|
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
|
|
#endif
|
|
clip(surfaceDescription.Alpha - alphaClipThreshold);
|
|
#endif
|
|
|
|
half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
|
|
return outColor;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "ScenePickingPass"
|
|
Tags { "LightMode"="Picking" }
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma multi_compile_instancing
|
|
#define _ALPHATEST_ON 1
|
|
#define ASE_SRP_VERSION 120108
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_texcoord1 : TEXCOORD1;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
float CZY_Spherize;
|
|
float CZY_MainCloudScale;
|
|
float CZY_WindSpeed;
|
|
float CZY_CloudCohesion;
|
|
float CZY_CumulusCoverageMultiplier;
|
|
float _UnderwaterRenderingEnabled;
|
|
float _FullySubmerged;
|
|
sampler2D _UnderwaterMask;
|
|
float CZY_ClippingThreshold;
|
|
|
|
|
|
|
|
float2 voronoihash35_g78( 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 voronoi35_g78( 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 = voronoihash35_g78( 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 voronoihash13_g78( 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 voronoi13_g78( 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 = voronoihash13_g78( 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 voronoihash11_g78( 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 voronoi11_g78( 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 = voronoihash11_g78( 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;
|
|
}
|
|
|
|
float4 SampleGradient( Gradient gradient, float time )
|
|
{
|
|
float3 color = gradient.colors[0].rgb;
|
|
UNITY_UNROLL
|
|
for (int c = 1; c < 8; c++)
|
|
{
|
|
float colorPos = saturate((time - gradient.colors[c-1].w) / ( 0.00001 + (gradient.colors[c].w - gradient.colors[c-1].w)) * step(c, gradient.colorsLength-1));
|
|
color = lerp(color, gradient.colors[c].rgb, lerp(colorPos, step(0.01, colorPos), gradient.type));
|
|
}
|
|
#ifndef UNITY_COLORSPACE_GAMMA
|
|
color = SRGBToLinear(color);
|
|
#endif
|
|
float alpha = gradient.alphas[0].x;
|
|
UNITY_UNROLL
|
|
for (int a = 1; a < 8; a++)
|
|
{
|
|
float alphaPos = saturate((time - gradient.alphas[a-1].y) / ( 0.00001 + (gradient.alphas[a].y - gradient.alphas[a-1].y)) * step(a, gradient.alphasLength-1));
|
|
alpha = lerp(alpha, gradient.alphas[a].x, lerp(alphaPos, step(0.01, alphaPos), gradient.type));
|
|
}
|
|
return float4(color, alpha);
|
|
}
|
|
|
|
float HLSL20_g79( bool enabled, bool submerged, float textureSample )
|
|
{
|
|
if(enabled)
|
|
{
|
|
if(submerged) return 1.0;
|
|
else return textureSample;
|
|
}
|
|
else
|
|
{
|
|
return 0.0;
|
|
}
|
|
}
|
|
|
|
|
|
float4 _SelectionID;
|
|
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
};
|
|
|
|
VertexOutput VertexFunction(VertexInput v )
|
|
{
|
|
VertexOutput o;
|
|
ZERO_INITIALIZE(VertexOutput, o);
|
|
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
|
|
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
|
o.ase_texcoord1 = screenPos;
|
|
|
|
o.ase_texcoord.xy = v.ase_texcoord.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord.zw = 0;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
float3 vertexValue = defaultVertexValue;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
v.ase_normal = v.ase_normal;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
o.clipPos = TransformWorldToHClip(positionWS);
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<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.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(VertexOutput IN ) : SV_TARGET
|
|
{
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
|
|
Gradient gradient93_g73 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4617685 ), float4( 1, 1, 1, 0.5117723 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
|
|
float2 texCoord11_g73 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_54_0_g73 = ( texCoord11_g73 - float2( 0.5,0.5 ) );
|
|
float dotResult23_g73 = dot( temp_output_54_0_g73 , temp_output_54_0_g73 );
|
|
float Dot28_g73 = saturate( (0.85 + (dotResult23_g73 - 0.0) * (3.0 - 0.85) / (1.0 - 0.0)) );
|
|
float time35_g78 = 0.0;
|
|
float2 voronoiSmoothId35_g78 = 0;
|
|
float2 texCoord21_g73 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 CentralUV17_g73 = ( texCoord21_g73 + float2( -0.5,-0.5 ) );
|
|
float2 temp_output_21_0_g78 = CentralUV17_g73;
|
|
float2 break2_g78 = abs( temp_output_21_0_g78 );
|
|
float saferPower4_g78 = abs( break2_g78.x );
|
|
float saferPower3_g78 = abs( break2_g78.y );
|
|
float saferPower6_g78 = abs( ( pow( saferPower4_g78 , 2.0 ) + pow( saferPower3_g78 , 2.0 ) ) );
|
|
float Spherize29_g73 = CZY_Spherize;
|
|
float Flatness30_g73 = ( 20.0 * CZY_Spherize );
|
|
float Scale24_g73 = ( CZY_MainCloudScale * 0.1 );
|
|
float mulTime14_g73 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed );
|
|
float Time8_g73 = mulTime14_g73;
|
|
float2 Wind51_g73 = ( Time8_g73 * float2( 0.1,0.2 ) );
|
|
float2 temp_output_10_0_g78 = (( ( temp_output_21_0_g78 * ( pow( saferPower6_g78 , Spherize29_g73 ) * Flatness30_g73 ) ) + float2( 0.5,0.5 ) )*( 2.0 / ( Scale24_g73 * 1.5 ) ) + ( Wind51_g73 * float2( 0.5,0.5 ) ));
|
|
float2 coords35_g78 = temp_output_10_0_g78 * 60.0;
|
|
float2 id35_g78 = 0;
|
|
float2 uv35_g78 = 0;
|
|
float fade35_g78 = 0.5;
|
|
float voroi35_g78 = 0;
|
|
float rest35_g78 = 0;
|
|
for( int it35_g78 = 0; it35_g78 <2; it35_g78++ ){
|
|
voroi35_g78 += fade35_g78 * voronoi35_g78( coords35_g78, time35_g78, id35_g78, uv35_g78, 0,voronoiSmoothId35_g78 );
|
|
rest35_g78 += fade35_g78;
|
|
coords35_g78 *= 2;
|
|
fade35_g78 *= 0.5;
|
|
}//Voronoi35_g78
|
|
voroi35_g78 /= rest35_g78;
|
|
float time13_g78 = 0.0;
|
|
float2 voronoiSmoothId13_g78 = 0;
|
|
float2 coords13_g78 = temp_output_10_0_g78 * 25.0;
|
|
float2 id13_g78 = 0;
|
|
float2 uv13_g78 = 0;
|
|
float fade13_g78 = 0.5;
|
|
float voroi13_g78 = 0;
|
|
float rest13_g78 = 0;
|
|
for( int it13_g78 = 0; it13_g78 <2; it13_g78++ ){
|
|
voroi13_g78 += fade13_g78 * voronoi13_g78( coords13_g78, time13_g78, id13_g78, uv13_g78, 0,voronoiSmoothId13_g78 );
|
|
rest13_g78 += fade13_g78;
|
|
coords13_g78 *= 2;
|
|
fade13_g78 *= 0.5;
|
|
}//Voronoi13_g78
|
|
voroi13_g78 /= rest13_g78;
|
|
float time11_g78 = 17.23;
|
|
float2 voronoiSmoothId11_g78 = 0;
|
|
float2 coords11_g78 = temp_output_10_0_g78 * 9.0;
|
|
float2 id11_g78 = 0;
|
|
float2 uv11_g78 = 0;
|
|
float fade11_g78 = 0.5;
|
|
float voroi11_g78 = 0;
|
|
float rest11_g78 = 0;
|
|
for( int it11_g78 = 0; it11_g78 <2; it11_g78++ ){
|
|
voroi11_g78 += fade11_g78 * voronoi11_g78( coords11_g78, time11_g78, id11_g78, uv11_g78, 0,voronoiSmoothId11_g78 );
|
|
rest11_g78 += fade11_g78;
|
|
coords11_g78 *= 2;
|
|
fade11_g78 *= 0.5;
|
|
}//Voronoi11_g78
|
|
voroi11_g78 /= rest11_g78;
|
|
float2 texCoord12_g73 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_15_0_g73 = ( texCoord12_g73 - float2( 0.5,0.5 ) );
|
|
float dotResult7_g73 = dot( temp_output_15_0_g73 , temp_output_15_0_g73 );
|
|
float ModifiedCohesion22_g73 = ( CZY_CloudCohesion * 1.0 * ( 1.0 - dotResult7_g73 ) );
|
|
float lerpResult15_g78 = lerp( saturate( ( voroi35_g78 + voroi13_g78 ) ) , voroi11_g78 , ( ModifiedCohesion22_g73 * 1.1 ));
|
|
float CumulusCoverage113_g73 = CZY_CumulusCoverageMultiplier;
|
|
float lerpResult16_g78 = lerp( lerpResult15_g78 , 1.0 , ( ( 1.0 - CumulusCoverage113_g73 ) + -0.7 ));
|
|
float temp_output_25_0_g73 = saturate( (0.0 + (( Dot28_g73 * ( 1.0 - lerpResult16_g78 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
|
|
float IT2Alpha101_g73 = SampleGradient( gradient93_g73, temp_output_25_0_g73 ).r;
|
|
bool enabled20_g79 =(bool)_UnderwaterRenderingEnabled;
|
|
bool submerged20_g79 =(bool)_FullySubmerged;
|
|
float4 screenPos = IN.ase_texcoord1;
|
|
float4 ase_screenPosNorm = screenPos / screenPos.w;
|
|
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
|
float textureSample20_g79 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
|
|
float localHLSL20_g79 = HLSL20_g79( enabled20_g79 , submerged20_g79 , textureSample20_g79 );
|
|
|
|
|
|
surfaceDescription.Alpha = ( IT2Alpha101_g73 * ( 1.0 - localHLSL20_g79 ) );
|
|
surfaceDescription.AlphaClipThreshold = CZY_ClippingThreshold;
|
|
|
|
#if _ALPHATEST_ON
|
|
float alphaClipThreshold = 0.01f;
|
|
#if ALPHA_CLIP_THRESHOLD
|
|
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
|
|
#endif
|
|
clip(surfaceDescription.Alpha - alphaClipThreshold);
|
|
#endif
|
|
|
|
half4 outColor = 0;
|
|
outColor = _SelectionID;
|
|
|
|
return outColor;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DepthNormals"
|
|
Tags { "LightMode"="DepthNormalsOnly" }
|
|
|
|
ZTest LEqual
|
|
ZWrite On
|
|
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma multi_compile_instancing
|
|
#define _ALPHATEST_ON 1
|
|
#define ASE_SRP_VERSION 120108
|
|
|
|
|
|
#pragma 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"
|
|
|
|
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
float3 normalWS : TEXCOORD0;
|
|
float4 ase_texcoord1 : TEXCOORD1;
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
float CZY_Spherize;
|
|
float CZY_MainCloudScale;
|
|
float CZY_WindSpeed;
|
|
float CZY_CloudCohesion;
|
|
float CZY_CumulusCoverageMultiplier;
|
|
float _UnderwaterRenderingEnabled;
|
|
float _FullySubmerged;
|
|
sampler2D _UnderwaterMask;
|
|
float CZY_ClippingThreshold;
|
|
|
|
|
|
|
|
float2 voronoihash35_g78( 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 voronoi35_g78( 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 = voronoihash35_g78( 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 voronoihash13_g78( 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 voronoi13_g78( 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 = voronoihash13_g78( 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 voronoihash11_g78( 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 voronoi11_g78( 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 = voronoihash11_g78( 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;
|
|
}
|
|
|
|
float4 SampleGradient( Gradient gradient, float time )
|
|
{
|
|
float3 color = gradient.colors[0].rgb;
|
|
UNITY_UNROLL
|
|
for (int c = 1; c < 8; c++)
|
|
{
|
|
float colorPos = saturate((time - gradient.colors[c-1].w) / ( 0.00001 + (gradient.colors[c].w - gradient.colors[c-1].w)) * step(c, gradient.colorsLength-1));
|
|
color = lerp(color, gradient.colors[c].rgb, lerp(colorPos, step(0.01, colorPos), gradient.type));
|
|
}
|
|
#ifndef UNITY_COLORSPACE_GAMMA
|
|
color = SRGBToLinear(color);
|
|
#endif
|
|
float alpha = gradient.alphas[0].x;
|
|
UNITY_UNROLL
|
|
for (int a = 1; a < 8; a++)
|
|
{
|
|
float alphaPos = saturate((time - gradient.alphas[a-1].y) / ( 0.00001 + (gradient.alphas[a].y - gradient.alphas[a-1].y)) * step(a, gradient.alphasLength-1));
|
|
alpha = lerp(alpha, gradient.alphas[a].x, lerp(alphaPos, step(0.01, alphaPos), gradient.type));
|
|
}
|
|
return float4(color, alpha);
|
|
}
|
|
|
|
float HLSL20_g79( bool enabled, bool submerged, float textureSample )
|
|
{
|
|
if(enabled)
|
|
{
|
|
if(submerged) return 1.0;
|
|
else return textureSample;
|
|
}
|
|
else
|
|
{
|
|
return 0.0;
|
|
}
|
|
}
|
|
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
};
|
|
|
|
VertexOutput VertexFunction(VertexInput v )
|
|
{
|
|
VertexOutput o;
|
|
ZERO_INITIALIZE(VertexOutput, o);
|
|
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
|
|
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
|
o.ase_texcoord2 = screenPos;
|
|
|
|
o.ase_texcoord1.xy = v.ase_texcoord.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord1.zw = 0;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
float3 normalWS = TransformObjectToWorldNormal(v.ase_normal);
|
|
|
|
o.clipPos = TransformWorldToHClip(positionWS);
|
|
o.normalWS.xyz = normalWS;
|
|
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<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.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(VertexOutput IN ) : SV_TARGET
|
|
{
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
|
|
Gradient gradient93_g73 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4617685 ), float4( 1, 1, 1, 0.5117723 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
|
|
float2 texCoord11_g73 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_54_0_g73 = ( texCoord11_g73 - float2( 0.5,0.5 ) );
|
|
float dotResult23_g73 = dot( temp_output_54_0_g73 , temp_output_54_0_g73 );
|
|
float Dot28_g73 = saturate( (0.85 + (dotResult23_g73 - 0.0) * (3.0 - 0.85) / (1.0 - 0.0)) );
|
|
float time35_g78 = 0.0;
|
|
float2 voronoiSmoothId35_g78 = 0;
|
|
float2 texCoord21_g73 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 CentralUV17_g73 = ( texCoord21_g73 + float2( -0.5,-0.5 ) );
|
|
float2 temp_output_21_0_g78 = CentralUV17_g73;
|
|
float2 break2_g78 = abs( temp_output_21_0_g78 );
|
|
float saferPower4_g78 = abs( break2_g78.x );
|
|
float saferPower3_g78 = abs( break2_g78.y );
|
|
float saferPower6_g78 = abs( ( pow( saferPower4_g78 , 2.0 ) + pow( saferPower3_g78 , 2.0 ) ) );
|
|
float Spherize29_g73 = CZY_Spherize;
|
|
float Flatness30_g73 = ( 20.0 * CZY_Spherize );
|
|
float Scale24_g73 = ( CZY_MainCloudScale * 0.1 );
|
|
float mulTime14_g73 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed );
|
|
float Time8_g73 = mulTime14_g73;
|
|
float2 Wind51_g73 = ( Time8_g73 * float2( 0.1,0.2 ) );
|
|
float2 temp_output_10_0_g78 = (( ( temp_output_21_0_g78 * ( pow( saferPower6_g78 , Spherize29_g73 ) * Flatness30_g73 ) ) + float2( 0.5,0.5 ) )*( 2.0 / ( Scale24_g73 * 1.5 ) ) + ( Wind51_g73 * float2( 0.5,0.5 ) ));
|
|
float2 coords35_g78 = temp_output_10_0_g78 * 60.0;
|
|
float2 id35_g78 = 0;
|
|
float2 uv35_g78 = 0;
|
|
float fade35_g78 = 0.5;
|
|
float voroi35_g78 = 0;
|
|
float rest35_g78 = 0;
|
|
for( int it35_g78 = 0; it35_g78 <2; it35_g78++ ){
|
|
voroi35_g78 += fade35_g78 * voronoi35_g78( coords35_g78, time35_g78, id35_g78, uv35_g78, 0,voronoiSmoothId35_g78 );
|
|
rest35_g78 += fade35_g78;
|
|
coords35_g78 *= 2;
|
|
fade35_g78 *= 0.5;
|
|
}//Voronoi35_g78
|
|
voroi35_g78 /= rest35_g78;
|
|
float time13_g78 = 0.0;
|
|
float2 voronoiSmoothId13_g78 = 0;
|
|
float2 coords13_g78 = temp_output_10_0_g78 * 25.0;
|
|
float2 id13_g78 = 0;
|
|
float2 uv13_g78 = 0;
|
|
float fade13_g78 = 0.5;
|
|
float voroi13_g78 = 0;
|
|
float rest13_g78 = 0;
|
|
for( int it13_g78 = 0; it13_g78 <2; it13_g78++ ){
|
|
voroi13_g78 += fade13_g78 * voronoi13_g78( coords13_g78, time13_g78, id13_g78, uv13_g78, 0,voronoiSmoothId13_g78 );
|
|
rest13_g78 += fade13_g78;
|
|
coords13_g78 *= 2;
|
|
fade13_g78 *= 0.5;
|
|
}//Voronoi13_g78
|
|
voroi13_g78 /= rest13_g78;
|
|
float time11_g78 = 17.23;
|
|
float2 voronoiSmoothId11_g78 = 0;
|
|
float2 coords11_g78 = temp_output_10_0_g78 * 9.0;
|
|
float2 id11_g78 = 0;
|
|
float2 uv11_g78 = 0;
|
|
float fade11_g78 = 0.5;
|
|
float voroi11_g78 = 0;
|
|
float rest11_g78 = 0;
|
|
for( int it11_g78 = 0; it11_g78 <2; it11_g78++ ){
|
|
voroi11_g78 += fade11_g78 * voronoi11_g78( coords11_g78, time11_g78, id11_g78, uv11_g78, 0,voronoiSmoothId11_g78 );
|
|
rest11_g78 += fade11_g78;
|
|
coords11_g78 *= 2;
|
|
fade11_g78 *= 0.5;
|
|
}//Voronoi11_g78
|
|
voroi11_g78 /= rest11_g78;
|
|
float2 texCoord12_g73 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_15_0_g73 = ( texCoord12_g73 - float2( 0.5,0.5 ) );
|
|
float dotResult7_g73 = dot( temp_output_15_0_g73 , temp_output_15_0_g73 );
|
|
float ModifiedCohesion22_g73 = ( CZY_CloudCohesion * 1.0 * ( 1.0 - dotResult7_g73 ) );
|
|
float lerpResult15_g78 = lerp( saturate( ( voroi35_g78 + voroi13_g78 ) ) , voroi11_g78 , ( ModifiedCohesion22_g73 * 1.1 ));
|
|
float CumulusCoverage113_g73 = CZY_CumulusCoverageMultiplier;
|
|
float lerpResult16_g78 = lerp( lerpResult15_g78 , 1.0 , ( ( 1.0 - CumulusCoverage113_g73 ) + -0.7 ));
|
|
float temp_output_25_0_g73 = saturate( (0.0 + (( Dot28_g73 * ( 1.0 - lerpResult16_g78 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
|
|
float IT2Alpha101_g73 = SampleGradient( gradient93_g73, temp_output_25_0_g73 ).r;
|
|
bool enabled20_g79 =(bool)_UnderwaterRenderingEnabled;
|
|
bool submerged20_g79 =(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_g79 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
|
|
float localHLSL20_g79 = HLSL20_g79( enabled20_g79 , submerged20_g79 , textureSample20_g79 );
|
|
|
|
|
|
surfaceDescription.Alpha = ( IT2Alpha101_g73 * ( 1.0 - localHLSL20_g79 ) );
|
|
surfaceDescription.AlphaClipThreshold = CZY_ClippingThreshold;
|
|
|
|
#if _ALPHATEST_ON
|
|
clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold);
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
|
|
float3 normalWS = IN.normalWS;
|
|
|
|
return half4(NormalizeNormalPerPixel(normalWS), 0.0);
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DepthNormalsOnly"
|
|
Tags { "LightMode"="DepthNormalsOnly" }
|
|
|
|
ZTest LEqual
|
|
ZWrite On
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma multi_compile_instancing
|
|
#define _ALPHATEST_ON 1
|
|
#define ASE_SRP_VERSION 120108
|
|
|
|
|
|
#pragma exclude_renderers glcore gles gles3
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define ATTRIBUTES_NEED_TEXCOORD1
|
|
#define VARYINGS_NEED_NORMAL_WS
|
|
#define VARYINGS_NEED_TANGENT_WS
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
float3 normalWS : TEXCOORD0;
|
|
float4 ase_texcoord1 : TEXCOORD1;
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
float CZY_Spherize;
|
|
float CZY_MainCloudScale;
|
|
float CZY_WindSpeed;
|
|
float CZY_CloudCohesion;
|
|
float CZY_CumulusCoverageMultiplier;
|
|
float _UnderwaterRenderingEnabled;
|
|
float _FullySubmerged;
|
|
sampler2D _UnderwaterMask;
|
|
float CZY_ClippingThreshold;
|
|
|
|
|
|
|
|
float2 voronoihash35_g78( 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 voronoi35_g78( 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 = voronoihash35_g78( 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 voronoihash13_g78( 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 voronoi13_g78( 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 = voronoihash13_g78( 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 voronoihash11_g78( 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 voronoi11_g78( 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 = voronoihash11_g78( 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;
|
|
}
|
|
|
|
float4 SampleGradient( Gradient gradient, float time )
|
|
{
|
|
float3 color = gradient.colors[0].rgb;
|
|
UNITY_UNROLL
|
|
for (int c = 1; c < 8; c++)
|
|
{
|
|
float colorPos = saturate((time - gradient.colors[c-1].w) / ( 0.00001 + (gradient.colors[c].w - gradient.colors[c-1].w)) * step(c, gradient.colorsLength-1));
|
|
color = lerp(color, gradient.colors[c].rgb, lerp(colorPos, step(0.01, colorPos), gradient.type));
|
|
}
|
|
#ifndef UNITY_COLORSPACE_GAMMA
|
|
color = SRGBToLinear(color);
|
|
#endif
|
|
float alpha = gradient.alphas[0].x;
|
|
UNITY_UNROLL
|
|
for (int a = 1; a < 8; a++)
|
|
{
|
|
float alphaPos = saturate((time - gradient.alphas[a-1].y) / ( 0.00001 + (gradient.alphas[a].y - gradient.alphas[a-1].y)) * step(a, gradient.alphasLength-1));
|
|
alpha = lerp(alpha, gradient.alphas[a].x, lerp(alphaPos, step(0.01, alphaPos), gradient.type));
|
|
}
|
|
return float4(color, alpha);
|
|
}
|
|
|
|
float HLSL20_g79( bool enabled, bool submerged, float textureSample )
|
|
{
|
|
if(enabled)
|
|
{
|
|
if(submerged) return 1.0;
|
|
else return textureSample;
|
|
}
|
|
else
|
|
{
|
|
return 0.0;
|
|
}
|
|
}
|
|
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
};
|
|
|
|
VertexOutput VertexFunction(VertexInput v )
|
|
{
|
|
VertexOutput o;
|
|
ZERO_INITIALIZE(VertexOutput, o);
|
|
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
|
|
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
|
o.ase_texcoord2 = screenPos;
|
|
|
|
o.ase_texcoord1.xy = v.ase_texcoord.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord1.zw = 0;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
float3 normalWS = TransformObjectToWorldNormal(v.ase_normal);
|
|
|
|
o.clipPos = TransformWorldToHClip(positionWS);
|
|
o.normalWS.xyz = normalWS;
|
|
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<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.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(VertexOutput IN ) : SV_TARGET
|
|
{
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
|
|
Gradient gradient93_g73 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4617685 ), float4( 1, 1, 1, 0.5117723 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
|
|
float2 texCoord11_g73 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_54_0_g73 = ( texCoord11_g73 - float2( 0.5,0.5 ) );
|
|
float dotResult23_g73 = dot( temp_output_54_0_g73 , temp_output_54_0_g73 );
|
|
float Dot28_g73 = saturate( (0.85 + (dotResult23_g73 - 0.0) * (3.0 - 0.85) / (1.0 - 0.0)) );
|
|
float time35_g78 = 0.0;
|
|
float2 voronoiSmoothId35_g78 = 0;
|
|
float2 texCoord21_g73 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 CentralUV17_g73 = ( texCoord21_g73 + float2( -0.5,-0.5 ) );
|
|
float2 temp_output_21_0_g78 = CentralUV17_g73;
|
|
float2 break2_g78 = abs( temp_output_21_0_g78 );
|
|
float saferPower4_g78 = abs( break2_g78.x );
|
|
float saferPower3_g78 = abs( break2_g78.y );
|
|
float saferPower6_g78 = abs( ( pow( saferPower4_g78 , 2.0 ) + pow( saferPower3_g78 , 2.0 ) ) );
|
|
float Spherize29_g73 = CZY_Spherize;
|
|
float Flatness30_g73 = ( 20.0 * CZY_Spherize );
|
|
float Scale24_g73 = ( CZY_MainCloudScale * 0.1 );
|
|
float mulTime14_g73 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed );
|
|
float Time8_g73 = mulTime14_g73;
|
|
float2 Wind51_g73 = ( Time8_g73 * float2( 0.1,0.2 ) );
|
|
float2 temp_output_10_0_g78 = (( ( temp_output_21_0_g78 * ( pow( saferPower6_g78 , Spherize29_g73 ) * Flatness30_g73 ) ) + float2( 0.5,0.5 ) )*( 2.0 / ( Scale24_g73 * 1.5 ) ) + ( Wind51_g73 * float2( 0.5,0.5 ) ));
|
|
float2 coords35_g78 = temp_output_10_0_g78 * 60.0;
|
|
float2 id35_g78 = 0;
|
|
float2 uv35_g78 = 0;
|
|
float fade35_g78 = 0.5;
|
|
float voroi35_g78 = 0;
|
|
float rest35_g78 = 0;
|
|
for( int it35_g78 = 0; it35_g78 <2; it35_g78++ ){
|
|
voroi35_g78 += fade35_g78 * voronoi35_g78( coords35_g78, time35_g78, id35_g78, uv35_g78, 0,voronoiSmoothId35_g78 );
|
|
rest35_g78 += fade35_g78;
|
|
coords35_g78 *= 2;
|
|
fade35_g78 *= 0.5;
|
|
}//Voronoi35_g78
|
|
voroi35_g78 /= rest35_g78;
|
|
float time13_g78 = 0.0;
|
|
float2 voronoiSmoothId13_g78 = 0;
|
|
float2 coords13_g78 = temp_output_10_0_g78 * 25.0;
|
|
float2 id13_g78 = 0;
|
|
float2 uv13_g78 = 0;
|
|
float fade13_g78 = 0.5;
|
|
float voroi13_g78 = 0;
|
|
float rest13_g78 = 0;
|
|
for( int it13_g78 = 0; it13_g78 <2; it13_g78++ ){
|
|
voroi13_g78 += fade13_g78 * voronoi13_g78( coords13_g78, time13_g78, id13_g78, uv13_g78, 0,voronoiSmoothId13_g78 );
|
|
rest13_g78 += fade13_g78;
|
|
coords13_g78 *= 2;
|
|
fade13_g78 *= 0.5;
|
|
}//Voronoi13_g78
|
|
voroi13_g78 /= rest13_g78;
|
|
float time11_g78 = 17.23;
|
|
float2 voronoiSmoothId11_g78 = 0;
|
|
float2 coords11_g78 = temp_output_10_0_g78 * 9.0;
|
|
float2 id11_g78 = 0;
|
|
float2 uv11_g78 = 0;
|
|
float fade11_g78 = 0.5;
|
|
float voroi11_g78 = 0;
|
|
float rest11_g78 = 0;
|
|
for( int it11_g78 = 0; it11_g78 <2; it11_g78++ ){
|
|
voroi11_g78 += fade11_g78 * voronoi11_g78( coords11_g78, time11_g78, id11_g78, uv11_g78, 0,voronoiSmoothId11_g78 );
|
|
rest11_g78 += fade11_g78;
|
|
coords11_g78 *= 2;
|
|
fade11_g78 *= 0.5;
|
|
}//Voronoi11_g78
|
|
voroi11_g78 /= rest11_g78;
|
|
float2 texCoord12_g73 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_15_0_g73 = ( texCoord12_g73 - float2( 0.5,0.5 ) );
|
|
float dotResult7_g73 = dot( temp_output_15_0_g73 , temp_output_15_0_g73 );
|
|
float ModifiedCohesion22_g73 = ( CZY_CloudCohesion * 1.0 * ( 1.0 - dotResult7_g73 ) );
|
|
float lerpResult15_g78 = lerp( saturate( ( voroi35_g78 + voroi13_g78 ) ) , voroi11_g78 , ( ModifiedCohesion22_g73 * 1.1 ));
|
|
float CumulusCoverage113_g73 = CZY_CumulusCoverageMultiplier;
|
|
float lerpResult16_g78 = lerp( lerpResult15_g78 , 1.0 , ( ( 1.0 - CumulusCoverage113_g73 ) + -0.7 ));
|
|
float temp_output_25_0_g73 = saturate( (0.0 + (( Dot28_g73 * ( 1.0 - lerpResult16_g78 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
|
|
float IT2Alpha101_g73 = SampleGradient( gradient93_g73, temp_output_25_0_g73 ).r;
|
|
bool enabled20_g79 =(bool)_UnderwaterRenderingEnabled;
|
|
bool submerged20_g79 =(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_g79 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
|
|
float localHLSL20_g79 = HLSL20_g79( enabled20_g79 , submerged20_g79 , textureSample20_g79 );
|
|
|
|
|
|
surfaceDescription.Alpha = ( IT2Alpha101_g73 * ( 1.0 - localHLSL20_g79 ) );
|
|
surfaceDescription.AlphaClipThreshold = CZY_ClippingThreshold;
|
|
|
|
#if _ALPHATEST_ON
|
|
clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold);
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
|
|
float3 normalWS = IN.normalWS;
|
|
|
|
return half4(NormalizeNormalPerPixel(normalWS), 0.0);
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
}
|
|
|
|
CustomEditor "EmptyShaderGUI"
|
|
FallBack "Hidden/Shader Graph/FallbackError"
|
|
|
|
Fallback "Hidden/InternalErrorShader"
|
|
}
|
|
/*ASEBEGIN
|
|
Version=19105
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1231;96,-400;Float;False;True;-1;2;EmptyShaderGUI;0;13;Distant Lands/Cozy/URP/Stylized Clouds Ghibli Mobile;2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;8;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;1;False;;False;False;False;False;False;False;False;False;True;True;True;221;False;;255;False;;255;False;;7;False;;2;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;True;1;1;False;;0;False;;1;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForwardOnly;False;False;0;Hidden/InternalErrorShader;0;0;Standard;23;Surface;0;0; Blend;0;0;Two Sided;2;637952267559032767;Forward Only;1;638409620226334998;Cast Shadows;1;0; Use Shadow Threshold;0;0;Receive Shadows;1;0;GPU Instancing;1;0;LOD CrossFade;0;0;Built-in Fog;0;0;DOTS Instancing;0;0;Meta Pass;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Vertex Position,InvertActionOnDeselection;1;0;0;10;False;True;True;True;False;False;True;True;True;True;False;;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1233;-406.0242,-441.7039;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;True;1;LightMode=DepthOnly;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1230;-406.0242,-441.7039;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;0;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1232;-406.0242,-441.7039;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=ShadowCaster;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1234;-406.0242,-441.7039;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1235;-406.0242,-391.7039;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Universal2D;0;5;Universal2D;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=Universal2D;False;False;0;;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1236;-406.0242,-391.7039;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;SceneSelectionPass;0;6;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1237;-406.0242,-391.7039;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ScenePickingPass;0;7;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1238;-406.0242,-391.7039;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormals;0;8;DepthNormals;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;False;0;;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1239;-406.0242,-391.7039;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormalsOnly;0;9;DepthNormalsOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;True;9;d3d11;metal;vulkan;xboxone;xboxseries;playstation;ps4;ps5;switch;0;;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.FunctionNode;1247;-329.8141,-407.8941;Inherit;False;Stylized Clouds (Ghibli Mobile);0;;73;0e3bfd67c40d9414689466ab81c18717;0;0;3;COLOR;0;FLOAT;126;FLOAT;127
|
|
WireConnection;1231;2;1247;0
|
|
WireConnection;1231;3;1247;126
|
|
WireConnection;1231;4;1247;127
|
|
ASEEND*/
|
|
//CHKSM=D8E3A26C0989D8B0F464F5CB233167669D10AB87 |