4867 lines
217 KiB
GLSL
4867 lines
217 KiB
GLSL
// Made with Amplify Shader Editor v1.9.1.5
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Distant Lands/Cozy/URP/Stylized Clouds (Painted)"
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{
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Properties
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{
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
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//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
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//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
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//_TessMin( "Tess Min Distance", Float ) = 10
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//_TessMax( "Tess Max Distance", Float ) = 25
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//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
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//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
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[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
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[HideInInspector] _QueueControl("_QueueControl", Float) = -1
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[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
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}
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SubShader
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{
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LOD 0
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Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent-1" "UniversalMaterialType"="Unlit" }
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Cull Front
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AlphaToMask Off
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Stencil
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{
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Ref 221
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Comp Always
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Pass Zero
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Fail Keep
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ZFail Keep
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}
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HLSLINCLUDE
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#pragma target 3.5
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#pragma prefer_hlslcc gles
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// ensure rendering platforms toggle list is visible
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
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#ifndef ASE_TESS_FUNCS
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#define ASE_TESS_FUNCS
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float4 FixedTess( float tessValue )
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{
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return tessValue;
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}
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float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
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{
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float3 wpos = mul(o2w,vertex).xyz;
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float dist = distance (wpos, cameraPos);
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float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
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return f;
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}
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float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
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{
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float4 tess;
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tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
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tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
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tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
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tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
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return tess;
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}
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float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
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{
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float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
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float len = distance(wpos0, wpos1);
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float f = max(len * scParams.y / (edgeLen * dist), 1.0);
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return f;
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}
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float DistanceFromPlane (float3 pos, float4 plane)
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{
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float d = dot (float4(pos,1.0f), plane);
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return d;
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}
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bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
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{
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float4 planeTest;
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planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
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return !all (planeTest);
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}
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float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
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{
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float3 f;
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f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
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f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
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f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
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return CalcTriEdgeTessFactors (f);
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}
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float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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return tess;
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}
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float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
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{
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tess = 0.0f;
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}
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else
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{
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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}
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return tess;
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}
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#endif //ASE_TESS_FUNCS
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ENDHLSL
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Pass
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{
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Name "Forward"
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Tags { "LightMode"="UniversalForward" }
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Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
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ZWrite Off
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ZTest LEqual
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Offset 0 , 0
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ColorMask RGBA
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HLSLPROGRAM
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#pragma multi_compile_instancing
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define ASE_SRP_VERSION 120108
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#pragma multi_compile _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma shader_feature _ _SAMPLE_GI
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#pragma multi_compile _ DEBUG_DISPLAY
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#pragma vertex vert
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#pragma fragment frag
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#define SHADERPASS SHADERPASS_UNLIT
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
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#define ASE_NEEDS_FRAG_WORLD_POSITION
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struct VertexInput
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{
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float4 vertex : POSITION;
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float3 ase_normal : NORMAL;
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float4 ase_texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 clipPos : SV_POSITION;
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#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
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float3 worldPos : TEXCOORD0;
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#endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
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float4 shadowCoord : TEXCOORD1;
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#endif
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#ifdef ASE_FOG
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float fogFactor : TEXCOORD2;
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#endif
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float4 ase_texcoord3 : TEXCOORD3;
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float4 ase_texcoord4 : TEXCOORD4;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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CBUFFER_START(UnityPerMaterial)
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#ifdef ASE_TESSELLATION
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float _TessPhongStrength;
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float _TessValue;
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float _TessMin;
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float _TessMax;
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float _TessEdgeLength;
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float _TessMaxDisp;
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#endif
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CBUFFER_END
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float4 CZY_CloudColor;
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float CZY_FilterSaturation;
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float CZY_FilterValue;
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float4 CZY_FilterColor;
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float4 CZY_CloudFilterColor;
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float4 CZY_CloudHighlightColor;
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float4 CZY_SunFilterColor;
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float CZY_WindSpeed;
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float CZY_MainCloudScale;
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float CZY_CumulusCoverageMultiplier;
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sampler2D CZY_CirrostratusTexture;
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float CZY_CirrostratusMoveSpeed;
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float CZY_CirrostratusMultiplier;
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float CZY_AltocumulusScale;
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float2 CZY_AltocumulusWindSpeed;
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float CZY_AltocumulusMultiplier;
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float CZY_DetailScale;
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float CZY_DetailAmount;
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float CZY_BorderHeight;
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float CZY_BorderVariation;
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float CZY_BorderEffect;
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float3 CZY_StormDirection;
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float CZY_NimbusHeight;
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float CZY_NimbusMultiplier;
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float CZY_NimbusVariation;
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sampler2D CZY_ChemtrailsTexture;
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float CZY_ChemtrailsMoveSpeed;
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float CZY_ChemtrailsMultiplier;
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sampler2D CZY_CirrusTexture;
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float CZY_CirrusMoveSpeed;
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float CZY_CirrusMultiplier;
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float CZY_ClippingThreshold;
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float3 CZY_MoonDirection;
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half CZY_MoonFlareFalloff;
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float4 CZY_CloudMoonColor;
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sampler2D CZY_CloudTexture;
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float3 CZY_SunDirection;
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half CZY_CloudFlareFalloff;
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float4 CZY_AltoCloudColor;
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float4 CZY_CloudTextureColor;
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float4 CZY_LightColor;
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float CZY_TextureAmount;
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float CZY_CloudThickness;
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float _UnderwaterRenderingEnabled;
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float _FullySubmerged;
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sampler2D _UnderwaterMask;
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float3 HSVToRGB( float3 c )
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{
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float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
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float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
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return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
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}
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float3 RGBToHSV(float3 c)
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{
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float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
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float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
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float d = q.x - min( q.w, q.y );
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float e = 1.0e-10;
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return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
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float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
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float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
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float snoise( float2 v )
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{
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const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
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float2 i = floor( v + dot( v, C.yy ) );
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float2 x0 = v - i + dot( i, C.xx );
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float2 i1;
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i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
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float4 x12 = x0.xyxy + C.xxzz;
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x12.xy -= i1;
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i = mod2D289( i );
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float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
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float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
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m = m * m;
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m = m * m;
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float3 x = 2.0 * frac( p * C.www ) - 1.0;
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float3 h = abs( x ) - 0.5;
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float3 ox = floor( x + 0.5 );
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float3 a0 = x - ox;
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m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
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float3 g;
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g.x = a0.x * x0.x + h.x * x0.y;
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g.yz = a0.yz * x12.xz + h.yz * x12.yw;
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return 130.0 * dot( m, g );
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}
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float2 voronoihash20_g108( float2 p )
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{
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p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
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return frac( sin( p ) *43758.5453);
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}
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float voronoi20_g108( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
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{
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float2 n = floor( v );
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float2 f = frac( v );
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float F1 = 8.0;
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float F2 = 8.0; float2 mg = 0;
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for ( int j = -1; j <= 1; j++ )
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{
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for ( int i = -1; i <= 1; i++ )
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{
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float2 g = float2( i, j );
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float2 o = voronoihash20_g108( n + g );
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o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
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float d = 0.5 * dot( r, r );
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if( d<F1 ) {
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F2 = F1;
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F1 = d; mg = g; mr = r; id = o;
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} else if( d<F2 ) {
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F2 = d;
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}
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}
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}
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return (F2 + F1) * 0.5;
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}
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float2 voronoihash23_g108( float2 p )
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{
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p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
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return frac( sin( p ) *43758.5453);
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}
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float voronoi23_g108( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
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{
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float2 n = floor( v );
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float2 f = frac( v );
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float F1 = 8.0;
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float F2 = 8.0; float2 mg = 0;
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for ( int j = -1; j <= 1; j++ )
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{
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for ( int i = -1; i <= 1; i++ )
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{
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float2 g = float2( i, j );
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float2 o = voronoihash23_g108( n + g );
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o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
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float d = 0.5 * dot( r, r );
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if( d<F1 ) {
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F2 = F1;
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F1 = d; mg = g; mr = r; id = o;
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} else if( d<F2 ) {
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F2 = d;
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}
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}
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}
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return (F2 + F1) * 0.5;
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}
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float2 voronoihash135_g108( float2 p )
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{
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p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
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return frac( sin( p ) *43758.5453);
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}
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float voronoi135_g108( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
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{
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float2 n = floor( v );
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float2 f = frac( v );
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float F1 = 8.0;
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float F2 = 8.0; float2 mg = 0;
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for ( int j = -1; j <= 1; j++ )
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{
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for ( int i = -1; i <= 1; i++ )
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{
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float2 g = float2( i, j );
|
|
float2 o = voronoihash135_g108( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return (F2 + F1) * 0.5;
|
|
}
|
|
|
|
float2 voronoihash179_g108( 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 voronoi179_g108( 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 = voronoihash179_g108( 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 voronoihash205_g108( 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 voronoi205_g108( 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 = voronoihash205_g108( 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 voronoihash32_g108( 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 voronoi32_g108( 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 = voronoihash32_g108( 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_g113( 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_g110 = RGBToHSV( CZY_CloudColor.rgb );
|
|
float3 hsvTorgb3_g110 = HSVToRGB( float3(hsvTorgb2_g110.x,saturate( ( hsvTorgb2_g110.y + CZY_FilterSaturation ) ),( hsvTorgb2_g110.z + CZY_FilterValue )) );
|
|
float4 temp_output_10_0_g110 = ( float4( hsvTorgb3_g110 , 0.0 ) * CZY_FilterColor );
|
|
float4 CloudColor386_g108 = ( temp_output_10_0_g110 * CZY_CloudFilterColor );
|
|
float3 hsvTorgb2_g109 = RGBToHSV( CZY_CloudHighlightColor.rgb );
|
|
float3 hsvTorgb3_g109 = HSVToRGB( float3(hsvTorgb2_g109.x,saturate( ( hsvTorgb2_g109.y + CZY_FilterSaturation ) ),( hsvTorgb2_g109.z + CZY_FilterValue )) );
|
|
float4 temp_output_10_0_g109 = ( float4( hsvTorgb3_g109 , 0.0 ) * CZY_FilterColor );
|
|
float4 CloudHighlightColor385_g108 = ( temp_output_10_0_g109 * CZY_SunFilterColor );
|
|
float2 texCoord5_g108 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 Pos10_g108 = texCoord5_g108;
|
|
float mulTime4_g108 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed );
|
|
float TIme6_g108 = mulTime4_g108;
|
|
float simplePerlin2D47_g108 = snoise( ( Pos10_g108 + ( TIme6_g108 * float2( 0.2,-0.4 ) ) )*( 100.0 / CZY_MainCloudScale ) );
|
|
simplePerlin2D47_g108 = simplePerlin2D47_g108*0.5 + 0.5;
|
|
float SimpleCloudDensity52_g108 = simplePerlin2D47_g108;
|
|
float time20_g108 = 0.0;
|
|
float2 voronoiSmoothId20_g108 = 0;
|
|
float2 temp_output_18_0_g108 = ( Pos10_g108 + ( TIme6_g108 * float2( 0.3,0.2 ) ) );
|
|
float2 coords20_g108 = temp_output_18_0_g108 * ( 140.0 / CZY_MainCloudScale );
|
|
float2 id20_g108 = 0;
|
|
float2 uv20_g108 = 0;
|
|
float voroi20_g108 = voronoi20_g108( coords20_g108, time20_g108, id20_g108, uv20_g108, 0, voronoiSmoothId20_g108 );
|
|
float time23_g108 = 0.0;
|
|
float2 voronoiSmoothId23_g108 = 0;
|
|
float2 coords23_g108 = temp_output_18_0_g108 * ( 500.0 / CZY_MainCloudScale );
|
|
float2 id23_g108 = 0;
|
|
float2 uv23_g108 = 0;
|
|
float voroi23_g108 = voronoi23_g108( coords23_g108, time23_g108, id23_g108, uv23_g108, 0, voronoiSmoothId23_g108 );
|
|
float2 appendResult25_g108 = (float2(voroi20_g108 , voroi23_g108));
|
|
float2 VoroDetails33_g108 = appendResult25_g108;
|
|
float CumulusCoverage48_g108 = CZY_CumulusCoverageMultiplier;
|
|
float ComplexCloudDensity114_g108 = (0.0 + (min( SimpleCloudDensity52_g108 , ( 1.0 - VoroDetails33_g108.x ) ) - ( 1.0 - CumulusCoverage48_g108 )) * (1.0 - 0.0) / (1.0 - ( 1.0 - CumulusCoverage48_g108 )));
|
|
float4 lerpResult299_g108 = lerp( CloudHighlightColor385_g108 , CloudColor386_g108 , saturate( (2.0 + (ComplexCloudDensity114_g108 - 0.0) * (0.7 - 2.0) / (1.0 - 0.0)) ));
|
|
float mulTime162_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D194_g108 = snoise( (Pos10_g108*1.0 + mulTime162_g108)*2.0 );
|
|
float mulTime128_g108 = _TimeParameters.x * CZY_CirrostratusMoveSpeed;
|
|
float cos172_g108 = cos( ( mulTime128_g108 * 0.01 ) );
|
|
float sin172_g108 = sin( ( mulTime128_g108 * 0.01 ) );
|
|
float2 rotator172_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos172_g108 , -sin172_g108 , sin172_g108 , cos172_g108 )) + float2( 0.5,0.5 );
|
|
float cos163_g108 = cos( ( mulTime128_g108 * -0.02 ) );
|
|
float sin163_g108 = sin( ( mulTime128_g108 * -0.02 ) );
|
|
float2 rotator163_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos163_g108 , -sin163_g108 , sin163_g108 , cos163_g108 )) + float2( 0.5,0.5 );
|
|
float mulTime155_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D192_g108 = snoise( (Pos10_g108*10.0 + mulTime155_g108)*4.0 );
|
|
float4 CirrostratPattern250_g108 = ( ( saturate( simplePerlin2D194_g108 ) * tex2D( CZY_CirrostratusTexture, (rotator172_g108*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrostratusTexture, (rotator163_g108*1.5 + 0.75) ) * saturate( simplePerlin2D192_g108 ) ) );
|
|
float2 texCoord213_g108 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_228_0_g108 = ( texCoord213_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult239_g108 = dot( temp_output_228_0_g108 , temp_output_228_0_g108 );
|
|
float4 CirrostratLightTransport267_g108 = ( CirrostratPattern250_g108 * saturate( (0.4 + (dotResult239_g108 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) * ( CZY_CirrostratusMultiplier * 1.0 ) );
|
|
float time135_g108 = 0.0;
|
|
float2 voronoiSmoothId135_g108 = 0;
|
|
float mulTime82_g108 = _TimeParameters.x * 0.003;
|
|
float2 coords135_g108 = (Pos10_g108*1.0 + ( float2( 1,-2 ) * mulTime82_g108 )) * 10.0;
|
|
float2 id135_g108 = 0;
|
|
float2 uv135_g108 = 0;
|
|
float voroi135_g108 = voronoi135_g108( coords135_g108, time135_g108, id135_g108, uv135_g108, 0, voronoiSmoothId135_g108 );
|
|
float time179_g108 = ( 10.0 * mulTime82_g108 );
|
|
float2 voronoiSmoothId179_g108 = 0;
|
|
float2 coords179_g108 = IN.ase_texcoord3.xy * 10.0;
|
|
float2 id179_g108 = 0;
|
|
float2 uv179_g108 = 0;
|
|
float voroi179_g108 = voronoi179_g108( coords179_g108, time179_g108, id179_g108, uv179_g108, 0, voronoiSmoothId179_g108 );
|
|
float AltoCumulusPlacement223_g108 = saturate( ( ( ( 1.0 - 0.0 ) - (1.0 + (voroi135_g108 - 0.0) * (-0.5 - 1.0) / (1.0 - 0.0)) ) - voroi179_g108 ) );
|
|
float time205_g108 = 51.2;
|
|
float2 voronoiSmoothId205_g108 = 0;
|
|
float2 coords205_g108 = (Pos10_g108*1.0 + ( CZY_AltocumulusWindSpeed * TIme6_g108 )) * ( 100.0 / CZY_AltocumulusScale );
|
|
float2 id205_g108 = 0;
|
|
float2 uv205_g108 = 0;
|
|
float fade205_g108 = 0.5;
|
|
float voroi205_g108 = 0;
|
|
float rest205_g108 = 0;
|
|
for( int it205_g108 = 0; it205_g108 <2; it205_g108++ ){
|
|
voroi205_g108 += fade205_g108 * voronoi205_g108( coords205_g108, time205_g108, id205_g108, uv205_g108, 0,voronoiSmoothId205_g108 );
|
|
rest205_g108 += fade205_g108;
|
|
coords205_g108 *= 2;
|
|
fade205_g108 *= 0.5;
|
|
}//Voronoi205_g108
|
|
voroi205_g108 /= rest205_g108;
|
|
float AltoCumulusLightTransport266_g108 = saturate( (-1.0 + (( AltoCumulusPlacement223_g108 * ( 0.1 > voroi205_g108 ? (0.5 + (voroi205_g108 - 0.0) * (0.0 - 0.5) / (0.15 - 0.0)) : 0.0 ) * CZY_AltocumulusMultiplier ) - 0.0) * (3.0 - -1.0) / (1.0 - 0.0)) );
|
|
float ACCustomLightsClipping346_g108 = AltoCumulusLightTransport266_g108;
|
|
float time32_g108 = 0.0;
|
|
float2 voronoiSmoothId32_g108 = 0;
|
|
float2 coords32_g108 = ( Pos10_g108 + ( TIme6_g108 * float2( 0.3,0.2 ) ) ) * ( 100.0 / CZY_DetailScale );
|
|
float2 id32_g108 = 0;
|
|
float2 uv32_g108 = 0;
|
|
float fade32_g108 = 0.5;
|
|
float voroi32_g108 = 0;
|
|
float rest32_g108 = 0;
|
|
for( int it32_g108 = 0; it32_g108 <3; it32_g108++ ){
|
|
voroi32_g108 += fade32_g108 * voronoi32_g108( coords32_g108, time32_g108, id32_g108, uv32_g108, 0,voronoiSmoothId32_g108 );
|
|
rest32_g108 += fade32_g108;
|
|
coords32_g108 *= 2;
|
|
fade32_g108 *= 0.5;
|
|
}//Voronoi32_g108
|
|
voroi32_g108 /= rest32_g108;
|
|
float temp_output_75_0_g108 = ( (0.0 + (( 1.0 - voroi32_g108 ) - 0.3) * (0.5 - 0.0) / (1.0 - 0.3)) * 0.1 * CZY_DetailAmount );
|
|
float DetailedClouds190_g108 = saturate( ( ComplexCloudDensity114_g108 + temp_output_75_0_g108 ) );
|
|
float CloudDetail81_g108 = temp_output_75_0_g108;
|
|
float2 texCoord50_g108 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_71_0_g108 = ( texCoord50_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult77_g108 = dot( temp_output_71_0_g108 , temp_output_71_0_g108 );
|
|
float BorderHeight63_g108 = ( 1.0 - CZY_BorderHeight );
|
|
float temp_output_64_0_g108 = ( -2.0 * ( 1.0 - CZY_BorderVariation ) );
|
|
float clampResult166_g108 = clamp( ( ( ( CloudDetail81_g108 + SimpleCloudDensity52_g108 ) * saturate( (( BorderHeight63_g108 * temp_output_64_0_g108 ) + (dotResult77_g108 - 0.0) * (( temp_output_64_0_g108 * -4.0 ) - ( BorderHeight63_g108 * temp_output_64_0_g108 )) / (0.5 - 0.0)) ) ) * 10.0 * CZY_BorderEffect ) , -1.0 , 1.0 );
|
|
float BorderLightTransport185_g108 = clampResult166_g108;
|
|
float3 normalizeResult58_g108 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) );
|
|
float3 normalizeResult53_g108 = normalize( CZY_StormDirection );
|
|
float dotResult67_g108 = dot( normalizeResult58_g108 , normalizeResult53_g108 );
|
|
float2 texCoord39_g108 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_46_0_g108 = ( texCoord39_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult62_g108 = dot( temp_output_46_0_g108 , temp_output_46_0_g108 );
|
|
float temp_output_74_0_g108 = ( -2.0 * ( 1.0 - ( CZY_NimbusVariation * 0.9 ) ) );
|
|
float NimbusLightTransport198_g108 = saturate( ( ( ( CloudDetail81_g108 + SimpleCloudDensity52_g108 ) * saturate( (( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_74_0_g108 ) + (( dotResult67_g108 + ( CZY_NimbusHeight * 4.0 * dotResult62_g108 ) ) - 0.5) * (( temp_output_74_0_g108 * -4.0 ) - ( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_74_0_g108 )) / (7.0 - 0.5)) ) ) * 10.0 ) );
|
|
float mulTime156_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D193_g108 = snoise( (Pos10_g108*1.0 + mulTime156_g108)*2.0 );
|
|
float mulTime133_g108 = _TimeParameters.x * CZY_ChemtrailsMoveSpeed;
|
|
float cos171_g108 = cos( ( mulTime133_g108 * 0.01 ) );
|
|
float sin171_g108 = sin( ( mulTime133_g108 * 0.01 ) );
|
|
float2 rotator171_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos171_g108 , -sin171_g108 , sin171_g108 , cos171_g108 )) + float2( 0.5,0.5 );
|
|
float cos188_g108 = cos( ( mulTime133_g108 * -0.02 ) );
|
|
float sin188_g108 = sin( ( mulTime133_g108 * -0.02 ) );
|
|
float2 rotator188_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos188_g108 , -sin188_g108 , sin188_g108 , cos188_g108 )) + float2( 0.5,0.5 );
|
|
float mulTime158_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D196_g108 = snoise( (Pos10_g108*1.0 + mulTime158_g108)*4.0 );
|
|
float4 ChemtrailsPattern247_g108 = ( ( saturate( simplePerlin2D193_g108 ) * tex2D( CZY_ChemtrailsTexture, (rotator171_g108*0.5 + 0.0) ) ) + ( tex2D( CZY_ChemtrailsTexture, rotator188_g108 ) * saturate( simplePerlin2D196_g108 ) ) );
|
|
float2 texCoord206_g108 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_227_0_g108 = ( texCoord206_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult240_g108 = dot( temp_output_227_0_g108 , temp_output_227_0_g108 );
|
|
float4 ChemtrailsFinal268_g108 = ( ChemtrailsPattern247_g108 * saturate( (0.4 + (dotResult240_g108 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) * ( CZY_ChemtrailsMultiplier * 0.5 ) );
|
|
float mulTime106_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D429_g108 = snoise( (Pos10_g108*1.0 + mulTime106_g108)*2.0 );
|
|
float mulTime79_g108 = _TimeParameters.x * CZY_CirrusMoveSpeed;
|
|
float cos118_g108 = cos( ( mulTime79_g108 * 0.01 ) );
|
|
float sin118_g108 = sin( ( mulTime79_g108 * 0.01 ) );
|
|
float2 rotator118_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos118_g108 , -sin118_g108 , sin118_g108 , cos118_g108 )) + float2( 0.5,0.5 );
|
|
float cos116_g108 = cos( ( mulTime79_g108 * -0.02 ) );
|
|
float sin116_g108 = sin( ( mulTime79_g108 * -0.02 ) );
|
|
float2 rotator116_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos116_g108 , -sin116_g108 , sin116_g108 , cos116_g108 )) + float2( 0.5,0.5 );
|
|
float mulTime111_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D132_g108 = snoise( (Pos10_g108*1.0 + mulTime111_g108) );
|
|
simplePerlin2D132_g108 = simplePerlin2D132_g108*0.5 + 0.5;
|
|
float4 CirrusPattern215_g108 = ( ( saturate( simplePerlin2D429_g108 ) * tex2D( CZY_CirrusTexture, (rotator118_g108*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrusTexture, (rotator116_g108*1.0 + 0.0) ) * saturate( simplePerlin2D132_g108 ) ) );
|
|
float2 texCoord157_g108 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_168_0_g108 = ( texCoord157_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult186_g108 = dot( temp_output_168_0_g108 , temp_output_168_0_g108 );
|
|
float CirrusAlpha269_g108 = ( ( ( CirrusPattern215_g108 * saturate( (0.0 + (dotResult186_g108 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) ) * ( CZY_CirrusMultiplier * 10.0 ) ).r * 0.6 );
|
|
float4 SimpleRadiance309_g108 = saturate( ( DetailedClouds190_g108 + BorderLightTransport185_g108 + NimbusLightTransport198_g108 + ChemtrailsFinal268_g108 + CirrusAlpha269_g108 ) );
|
|
float Clipping311_g108 = CZY_ClippingThreshold;
|
|
float4 CSCustomLightsClipping343_g108 = ( CirrostratLightTransport267_g108 * ( SimpleRadiance309_g108.r > Clipping311_g108 ? 0.0 : 1.0 ) );
|
|
float4 CustomRadiance376_g108 = saturate( ( ACCustomLightsClipping346_g108 + CSCustomLightsClipping343_g108 ) );
|
|
float4 CloudThicknessDetails375_g108 = ( VoroDetails33_g108.x * saturate( ( CustomRadiance376_g108 - float4( 0.8,0.8,0.8,0 ) ) ) );
|
|
float3 normalizeResult319_g108 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) );
|
|
float dotResult322_g108 = dot( normalizeResult319_g108 , CZY_MoonDirection );
|
|
half MoonlightMask336_g108 = saturate( pow( abs( (dotResult322_g108*0.5 + 0.5) ) , CZY_MoonFlareFalloff ) );
|
|
float3 hsvTorgb2_g111 = RGBToHSV( CZY_CloudMoonColor.rgb );
|
|
float3 hsvTorgb3_g111 = HSVToRGB( float3(hsvTorgb2_g111.x,saturate( ( hsvTorgb2_g111.y + CZY_FilterSaturation ) ),( hsvTorgb2_g111.z + CZY_FilterValue )) );
|
|
float4 temp_output_10_0_g111 = ( float4( hsvTorgb3_g111 , 0.0 ) * CZY_FilterColor );
|
|
float4 MoonlightColor387_g108 = ( temp_output_10_0_g111 * CZY_CloudFilterColor );
|
|
float4 lerpResult298_g108 = lerp( ( lerpResult299_g108 + ( CirrostratLightTransport267_g108 * CloudHighlightColor385_g108 * ( 1.0 - CloudThicknessDetails375_g108 ) ) + ( MoonlightMask336_g108 * MoonlightColor387_g108 * ( 1.0 - CloudThicknessDetails375_g108 ) ) ) , ( CloudColor386_g108 * float4( 0.5660378,0.5660378,0.5660378,0 ) ) , CloudThicknessDetails375_g108);
|
|
float4 lerpResult306_g108 = lerp( CloudColor386_g108 , lerpResult298_g108 , ( 1.0 - SimpleRadiance309_g108 ));
|
|
float mulTime61_g108 = _TimeParameters.x * 0.5;
|
|
float2 panner89_g108 = ( ( mulTime61_g108 * 0.004 ) * float2( 0.2,-0.4 ) + Pos10_g108);
|
|
float cos80_g108 = cos( ( mulTime61_g108 * -0.01 ) );
|
|
float sin80_g108 = sin( ( mulTime61_g108 * -0.01 ) );
|
|
float2 rotator80_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos80_g108 , -sin80_g108 , sin80_g108 , cos80_g108 )) + float2( 0.5,0.5 );
|
|
float4 CloudTexture152_g108 = min( tex2D( CZY_CloudTexture, (panner89_g108*1.0 + 0.75) ) , tex2D( CZY_CloudTexture, (rotator80_g108*3.0 + 0.75) ) );
|
|
float clampResult183_g108 = clamp( ( 2.0 * 0.5 ) , 0.0 , 0.98 );
|
|
float CloudTextureFinal222_g108 = ( CloudTexture152_g108 * clampResult183_g108 ).r;
|
|
float3 normalizeResult317_g108 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) );
|
|
float dotResult349_g108 = dot( normalizeResult317_g108 , CZY_SunDirection );
|
|
float temp_output_314_0_g108 = abs( (dotResult349_g108*0.5 + 0.5) );
|
|
float CloudLight340_g108 = saturate( pow( temp_output_314_0_g108 , CZY_CloudFlareFalloff ) );
|
|
float4 lerpResult308_g108 = lerp( float4( 0,0,0,0 ) , CloudHighlightColor385_g108 , ( saturate( CustomRadiance376_g108 ) * CloudTextureFinal222_g108 * CloudLight340_g108 ));
|
|
float4 SunThroughClouds300_g108 = ( lerpResult308_g108 * 2.0 );
|
|
float3 hsvTorgb2_g112 = RGBToHSV( CZY_AltoCloudColor.rgb );
|
|
float3 hsvTorgb3_g112 = HSVToRGB( float3(hsvTorgb2_g112.x,saturate( ( hsvTorgb2_g112.y + CZY_FilterSaturation ) ),( hsvTorgb2_g112.z + CZY_FilterValue )) );
|
|
float4 temp_output_10_0_g112 = ( float4( hsvTorgb3_g112 , 0.0 ) * CZY_FilterColor );
|
|
float4 CirrusCustomLightColor390_g108 = ( CloudColor386_g108 * ( temp_output_10_0_g112 * CZY_CloudFilterColor ) );
|
|
float4 lerpResult334_g108 = lerp( ( lerpResult306_g108 + SunThroughClouds300_g108 ) , CirrusCustomLightColor390_g108 , CustomRadiance376_g108);
|
|
float4 lerpResult305_g108 = lerp( CZY_CloudTextureColor , CZY_LightColor , float4( 0.5,0.5,0.5,0 ));
|
|
float4 lerpResult331_g108 = lerp( lerpResult334_g108 , ( lerpResult305_g108 * lerpResult334_g108 ) , CloudTextureFinal222_g108);
|
|
float4 FinalCloudColor367_g108 = lerpResult331_g108;
|
|
|
|
float temp_output_236_0_g108 = saturate( ( DetailedClouds190_g108 + BorderLightTransport185_g108 + NimbusLightTransport198_g108 ) );
|
|
float4 FinalAlpha278_g108 = saturate( ( saturate( ( temp_output_236_0_g108 + ( (-1.0 + (CloudTextureFinal222_g108 - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) * CZY_TextureAmount * sin( ( temp_output_236_0_g108 * PI ) ) ) ) ) + AltoCumulusLightTransport266_g108 + ChemtrailsFinal268_g108 + CirrostratLightTransport267_g108 + CirrusAlpha269_g108 ) );
|
|
bool enabled20_g113 =(bool)_UnderwaterRenderingEnabled;
|
|
bool submerged20_g113 =(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_g113 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
|
|
float localHLSL20_g113 = HLSL20_g113( enabled20_g113 , submerged20_g113 , textureSample20_g113 );
|
|
|
|
float3 BakedAlbedo = 0;
|
|
float3 BakedEmission = 0;
|
|
float3 Color = FinalCloudColor367_g108.rgb;
|
|
float Alpha = ( saturate( ( FinalAlpha278_g108.r + ( FinalAlpha278_g108.r * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g113 ) );
|
|
float AlphaClipThreshold = 0.5;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip( Alpha - AlphaClipThreshold );
|
|
#endif
|
|
|
|
#if defined(_DBUFFER)
|
|
ApplyDecalToBaseColor(IN.clipPos, Color);
|
|
#endif
|
|
|
|
#if defined(_ALPHAPREMULTIPLY_ON)
|
|
Color *= Alpha;
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
Color = MixFog( Color, IN.fogFactor );
|
|
#endif
|
|
|
|
return half4( Color, Alpha );
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "ShadowCaster"
|
|
Tags { "LightMode"="ShadowCaster" }
|
|
|
|
ZWrite On
|
|
ZTest LEqual
|
|
AlphaToMask Off
|
|
ColorMask 0
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma multi_compile_instancing
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define ASE_SRP_VERSION 120108
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#pragma multi_compile _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
|
|
|
#define SHADERPASS SHADERPASS_SHADOWCASTER
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 worldPos : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
float CZY_WindSpeed;
|
|
float CZY_MainCloudScale;
|
|
float CZY_CumulusCoverageMultiplier;
|
|
float CZY_DetailScale;
|
|
float CZY_DetailAmount;
|
|
float CZY_BorderHeight;
|
|
float CZY_BorderVariation;
|
|
float CZY_BorderEffect;
|
|
float3 CZY_StormDirection;
|
|
float CZY_NimbusHeight;
|
|
float CZY_NimbusMultiplier;
|
|
float CZY_NimbusVariation;
|
|
sampler2D CZY_CloudTexture;
|
|
float CZY_TextureAmount;
|
|
float CZY_AltocumulusScale;
|
|
float2 CZY_AltocumulusWindSpeed;
|
|
float CZY_AltocumulusMultiplier;
|
|
sampler2D CZY_ChemtrailsTexture;
|
|
float CZY_ChemtrailsMoveSpeed;
|
|
float CZY_ChemtrailsMultiplier;
|
|
sampler2D CZY_CirrostratusTexture;
|
|
float CZY_CirrostratusMoveSpeed;
|
|
float CZY_CirrostratusMultiplier;
|
|
sampler2D CZY_CirrusTexture;
|
|
float CZY_CirrusMoveSpeed;
|
|
float CZY_CirrusMultiplier;
|
|
float CZY_CloudThickness;
|
|
float _UnderwaterRenderingEnabled;
|
|
float _FullySubmerged;
|
|
sampler2D _UnderwaterMask;
|
|
|
|
|
|
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
|
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
|
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
|
|
float snoise( float2 v )
|
|
{
|
|
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
|
|
float2 i = floor( v + dot( v, C.yy ) );
|
|
float2 x0 = v - i + dot( i, C.xx );
|
|
float2 i1;
|
|
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
|
|
float4 x12 = x0.xyxy + C.xxzz;
|
|
x12.xy -= i1;
|
|
i = mod2D289( i );
|
|
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
|
|
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
|
|
m = m * m;
|
|
m = m * m;
|
|
float3 x = 2.0 * frac( p * C.www ) - 1.0;
|
|
float3 h = abs( x ) - 0.5;
|
|
float3 ox = floor( x + 0.5 );
|
|
float3 a0 = x - ox;
|
|
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
|
|
float3 g;
|
|
g.x = a0.x * x0.x + h.x * x0.y;
|
|
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
|
return 130.0 * dot( m, g );
|
|
}
|
|
|
|
float2 voronoihash20_g108( 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 voronoi20_g108( 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 = voronoihash20_g108( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return (F2 + F1) * 0.5;
|
|
}
|
|
|
|
float2 voronoihash23_g108( 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 voronoi23_g108( 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 = voronoihash23_g108( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return (F2 + F1) * 0.5;
|
|
}
|
|
|
|
float2 voronoihash32_g108( 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 voronoi32_g108( 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 = voronoihash32_g108( 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 voronoihash135_g108( 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 voronoi135_g108( 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 = voronoihash135_g108( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return (F2 + F1) * 0.5;
|
|
}
|
|
|
|
float2 voronoihash179_g108( 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 voronoi179_g108( 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 = voronoihash179_g108( 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 voronoihash205_g108( 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 voronoi205_g108( 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 = voronoihash205_g108( 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_g113( 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
|
|
|
|
float2 texCoord5_g108 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 Pos10_g108 = texCoord5_g108;
|
|
float mulTime4_g108 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed );
|
|
float TIme6_g108 = mulTime4_g108;
|
|
float simplePerlin2D47_g108 = snoise( ( Pos10_g108 + ( TIme6_g108 * float2( 0.2,-0.4 ) ) )*( 100.0 / CZY_MainCloudScale ) );
|
|
simplePerlin2D47_g108 = simplePerlin2D47_g108*0.5 + 0.5;
|
|
float SimpleCloudDensity52_g108 = simplePerlin2D47_g108;
|
|
float time20_g108 = 0.0;
|
|
float2 voronoiSmoothId20_g108 = 0;
|
|
float2 temp_output_18_0_g108 = ( Pos10_g108 + ( TIme6_g108 * float2( 0.3,0.2 ) ) );
|
|
float2 coords20_g108 = temp_output_18_0_g108 * ( 140.0 / CZY_MainCloudScale );
|
|
float2 id20_g108 = 0;
|
|
float2 uv20_g108 = 0;
|
|
float voroi20_g108 = voronoi20_g108( coords20_g108, time20_g108, id20_g108, uv20_g108, 0, voronoiSmoothId20_g108 );
|
|
float time23_g108 = 0.0;
|
|
float2 voronoiSmoothId23_g108 = 0;
|
|
float2 coords23_g108 = temp_output_18_0_g108 * ( 500.0 / CZY_MainCloudScale );
|
|
float2 id23_g108 = 0;
|
|
float2 uv23_g108 = 0;
|
|
float voroi23_g108 = voronoi23_g108( coords23_g108, time23_g108, id23_g108, uv23_g108, 0, voronoiSmoothId23_g108 );
|
|
float2 appendResult25_g108 = (float2(voroi20_g108 , voroi23_g108));
|
|
float2 VoroDetails33_g108 = appendResult25_g108;
|
|
float CumulusCoverage48_g108 = CZY_CumulusCoverageMultiplier;
|
|
float ComplexCloudDensity114_g108 = (0.0 + (min( SimpleCloudDensity52_g108 , ( 1.0 - VoroDetails33_g108.x ) ) - ( 1.0 - CumulusCoverage48_g108 )) * (1.0 - 0.0) / (1.0 - ( 1.0 - CumulusCoverage48_g108 )));
|
|
float time32_g108 = 0.0;
|
|
float2 voronoiSmoothId32_g108 = 0;
|
|
float2 coords32_g108 = ( Pos10_g108 + ( TIme6_g108 * float2( 0.3,0.2 ) ) ) * ( 100.0 / CZY_DetailScale );
|
|
float2 id32_g108 = 0;
|
|
float2 uv32_g108 = 0;
|
|
float fade32_g108 = 0.5;
|
|
float voroi32_g108 = 0;
|
|
float rest32_g108 = 0;
|
|
for( int it32_g108 = 0; it32_g108 <3; it32_g108++ ){
|
|
voroi32_g108 += fade32_g108 * voronoi32_g108( coords32_g108, time32_g108, id32_g108, uv32_g108, 0,voronoiSmoothId32_g108 );
|
|
rest32_g108 += fade32_g108;
|
|
coords32_g108 *= 2;
|
|
fade32_g108 *= 0.5;
|
|
}//Voronoi32_g108
|
|
voroi32_g108 /= rest32_g108;
|
|
float temp_output_75_0_g108 = ( (0.0 + (( 1.0 - voroi32_g108 ) - 0.3) * (0.5 - 0.0) / (1.0 - 0.3)) * 0.1 * CZY_DetailAmount );
|
|
float DetailedClouds190_g108 = saturate( ( ComplexCloudDensity114_g108 + temp_output_75_0_g108 ) );
|
|
float CloudDetail81_g108 = temp_output_75_0_g108;
|
|
float2 texCoord50_g108 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_71_0_g108 = ( texCoord50_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult77_g108 = dot( temp_output_71_0_g108 , temp_output_71_0_g108 );
|
|
float BorderHeight63_g108 = ( 1.0 - CZY_BorderHeight );
|
|
float temp_output_64_0_g108 = ( -2.0 * ( 1.0 - CZY_BorderVariation ) );
|
|
float clampResult166_g108 = clamp( ( ( ( CloudDetail81_g108 + SimpleCloudDensity52_g108 ) * saturate( (( BorderHeight63_g108 * temp_output_64_0_g108 ) + (dotResult77_g108 - 0.0) * (( temp_output_64_0_g108 * -4.0 ) - ( BorderHeight63_g108 * temp_output_64_0_g108 )) / (0.5 - 0.0)) ) ) * 10.0 * CZY_BorderEffect ) , -1.0 , 1.0 );
|
|
float BorderLightTransport185_g108 = clampResult166_g108;
|
|
float3 normalizeResult58_g108 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) );
|
|
float3 normalizeResult53_g108 = normalize( CZY_StormDirection );
|
|
float dotResult67_g108 = dot( normalizeResult58_g108 , normalizeResult53_g108 );
|
|
float2 texCoord39_g108 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_46_0_g108 = ( texCoord39_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult62_g108 = dot( temp_output_46_0_g108 , temp_output_46_0_g108 );
|
|
float temp_output_74_0_g108 = ( -2.0 * ( 1.0 - ( CZY_NimbusVariation * 0.9 ) ) );
|
|
float NimbusLightTransport198_g108 = saturate( ( ( ( CloudDetail81_g108 + SimpleCloudDensity52_g108 ) * saturate( (( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_74_0_g108 ) + (( dotResult67_g108 + ( CZY_NimbusHeight * 4.0 * dotResult62_g108 ) ) - 0.5) * (( temp_output_74_0_g108 * -4.0 ) - ( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_74_0_g108 )) / (7.0 - 0.5)) ) ) * 10.0 ) );
|
|
float temp_output_236_0_g108 = saturate( ( DetailedClouds190_g108 + BorderLightTransport185_g108 + NimbusLightTransport198_g108 ) );
|
|
float mulTime61_g108 = _TimeParameters.x * 0.5;
|
|
float2 panner89_g108 = ( ( mulTime61_g108 * 0.004 ) * float2( 0.2,-0.4 ) + Pos10_g108);
|
|
float cos80_g108 = cos( ( mulTime61_g108 * -0.01 ) );
|
|
float sin80_g108 = sin( ( mulTime61_g108 * -0.01 ) );
|
|
float2 rotator80_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos80_g108 , -sin80_g108 , sin80_g108 , cos80_g108 )) + float2( 0.5,0.5 );
|
|
float4 CloudTexture152_g108 = min( tex2D( CZY_CloudTexture, (panner89_g108*1.0 + 0.75) ) , tex2D( CZY_CloudTexture, (rotator80_g108*3.0 + 0.75) ) );
|
|
float clampResult183_g108 = clamp( ( 2.0 * 0.5 ) , 0.0 , 0.98 );
|
|
float CloudTextureFinal222_g108 = ( CloudTexture152_g108 * clampResult183_g108 ).r;
|
|
float time135_g108 = 0.0;
|
|
float2 voronoiSmoothId135_g108 = 0;
|
|
float mulTime82_g108 = _TimeParameters.x * 0.003;
|
|
float2 coords135_g108 = (Pos10_g108*1.0 + ( float2( 1,-2 ) * mulTime82_g108 )) * 10.0;
|
|
float2 id135_g108 = 0;
|
|
float2 uv135_g108 = 0;
|
|
float voroi135_g108 = voronoi135_g108( coords135_g108, time135_g108, id135_g108, uv135_g108, 0, voronoiSmoothId135_g108 );
|
|
float time179_g108 = ( 10.0 * mulTime82_g108 );
|
|
float2 voronoiSmoothId179_g108 = 0;
|
|
float2 coords179_g108 = IN.ase_texcoord2.xy * 10.0;
|
|
float2 id179_g108 = 0;
|
|
float2 uv179_g108 = 0;
|
|
float voroi179_g108 = voronoi179_g108( coords179_g108, time179_g108, id179_g108, uv179_g108, 0, voronoiSmoothId179_g108 );
|
|
float AltoCumulusPlacement223_g108 = saturate( ( ( ( 1.0 - 0.0 ) - (1.0 + (voroi135_g108 - 0.0) * (-0.5 - 1.0) / (1.0 - 0.0)) ) - voroi179_g108 ) );
|
|
float time205_g108 = 51.2;
|
|
float2 voronoiSmoothId205_g108 = 0;
|
|
float2 coords205_g108 = (Pos10_g108*1.0 + ( CZY_AltocumulusWindSpeed * TIme6_g108 )) * ( 100.0 / CZY_AltocumulusScale );
|
|
float2 id205_g108 = 0;
|
|
float2 uv205_g108 = 0;
|
|
float fade205_g108 = 0.5;
|
|
float voroi205_g108 = 0;
|
|
float rest205_g108 = 0;
|
|
for( int it205_g108 = 0; it205_g108 <2; it205_g108++ ){
|
|
voroi205_g108 += fade205_g108 * voronoi205_g108( coords205_g108, time205_g108, id205_g108, uv205_g108, 0,voronoiSmoothId205_g108 );
|
|
rest205_g108 += fade205_g108;
|
|
coords205_g108 *= 2;
|
|
fade205_g108 *= 0.5;
|
|
}//Voronoi205_g108
|
|
voroi205_g108 /= rest205_g108;
|
|
float AltoCumulusLightTransport266_g108 = saturate( (-1.0 + (( AltoCumulusPlacement223_g108 * ( 0.1 > voroi205_g108 ? (0.5 + (voroi205_g108 - 0.0) * (0.0 - 0.5) / (0.15 - 0.0)) : 0.0 ) * CZY_AltocumulusMultiplier ) - 0.0) * (3.0 - -1.0) / (1.0 - 0.0)) );
|
|
float mulTime156_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D193_g108 = snoise( (Pos10_g108*1.0 + mulTime156_g108)*2.0 );
|
|
float mulTime133_g108 = _TimeParameters.x * CZY_ChemtrailsMoveSpeed;
|
|
float cos171_g108 = cos( ( mulTime133_g108 * 0.01 ) );
|
|
float sin171_g108 = sin( ( mulTime133_g108 * 0.01 ) );
|
|
float2 rotator171_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos171_g108 , -sin171_g108 , sin171_g108 , cos171_g108 )) + float2( 0.5,0.5 );
|
|
float cos188_g108 = cos( ( mulTime133_g108 * -0.02 ) );
|
|
float sin188_g108 = sin( ( mulTime133_g108 * -0.02 ) );
|
|
float2 rotator188_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos188_g108 , -sin188_g108 , sin188_g108 , cos188_g108 )) + float2( 0.5,0.5 );
|
|
float mulTime158_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D196_g108 = snoise( (Pos10_g108*1.0 + mulTime158_g108)*4.0 );
|
|
float4 ChemtrailsPattern247_g108 = ( ( saturate( simplePerlin2D193_g108 ) * tex2D( CZY_ChemtrailsTexture, (rotator171_g108*0.5 + 0.0) ) ) + ( tex2D( CZY_ChemtrailsTexture, rotator188_g108 ) * saturate( simplePerlin2D196_g108 ) ) );
|
|
float2 texCoord206_g108 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_227_0_g108 = ( texCoord206_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult240_g108 = dot( temp_output_227_0_g108 , temp_output_227_0_g108 );
|
|
float4 ChemtrailsFinal268_g108 = ( ChemtrailsPattern247_g108 * saturate( (0.4 + (dotResult240_g108 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) * ( CZY_ChemtrailsMultiplier * 0.5 ) );
|
|
float mulTime162_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D194_g108 = snoise( (Pos10_g108*1.0 + mulTime162_g108)*2.0 );
|
|
float mulTime128_g108 = _TimeParameters.x * CZY_CirrostratusMoveSpeed;
|
|
float cos172_g108 = cos( ( mulTime128_g108 * 0.01 ) );
|
|
float sin172_g108 = sin( ( mulTime128_g108 * 0.01 ) );
|
|
float2 rotator172_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos172_g108 , -sin172_g108 , sin172_g108 , cos172_g108 )) + float2( 0.5,0.5 );
|
|
float cos163_g108 = cos( ( mulTime128_g108 * -0.02 ) );
|
|
float sin163_g108 = sin( ( mulTime128_g108 * -0.02 ) );
|
|
float2 rotator163_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos163_g108 , -sin163_g108 , sin163_g108 , cos163_g108 )) + float2( 0.5,0.5 );
|
|
float mulTime155_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D192_g108 = snoise( (Pos10_g108*10.0 + mulTime155_g108)*4.0 );
|
|
float4 CirrostratPattern250_g108 = ( ( saturate( simplePerlin2D194_g108 ) * tex2D( CZY_CirrostratusTexture, (rotator172_g108*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrostratusTexture, (rotator163_g108*1.5 + 0.75) ) * saturate( simplePerlin2D192_g108 ) ) );
|
|
float2 texCoord213_g108 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_228_0_g108 = ( texCoord213_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult239_g108 = dot( temp_output_228_0_g108 , temp_output_228_0_g108 );
|
|
float4 CirrostratLightTransport267_g108 = ( CirrostratPattern250_g108 * saturate( (0.4 + (dotResult239_g108 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) * ( CZY_CirrostratusMultiplier * 1.0 ) );
|
|
float mulTime106_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D429_g108 = snoise( (Pos10_g108*1.0 + mulTime106_g108)*2.0 );
|
|
float mulTime79_g108 = _TimeParameters.x * CZY_CirrusMoveSpeed;
|
|
float cos118_g108 = cos( ( mulTime79_g108 * 0.01 ) );
|
|
float sin118_g108 = sin( ( mulTime79_g108 * 0.01 ) );
|
|
float2 rotator118_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos118_g108 , -sin118_g108 , sin118_g108 , cos118_g108 )) + float2( 0.5,0.5 );
|
|
float cos116_g108 = cos( ( mulTime79_g108 * -0.02 ) );
|
|
float sin116_g108 = sin( ( mulTime79_g108 * -0.02 ) );
|
|
float2 rotator116_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos116_g108 , -sin116_g108 , sin116_g108 , cos116_g108 )) + float2( 0.5,0.5 );
|
|
float mulTime111_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D132_g108 = snoise( (Pos10_g108*1.0 + mulTime111_g108) );
|
|
simplePerlin2D132_g108 = simplePerlin2D132_g108*0.5 + 0.5;
|
|
float4 CirrusPattern215_g108 = ( ( saturate( simplePerlin2D429_g108 ) * tex2D( CZY_CirrusTexture, (rotator118_g108*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrusTexture, (rotator116_g108*1.0 + 0.0) ) * saturate( simplePerlin2D132_g108 ) ) );
|
|
float2 texCoord157_g108 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_168_0_g108 = ( texCoord157_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult186_g108 = dot( temp_output_168_0_g108 , temp_output_168_0_g108 );
|
|
float CirrusAlpha269_g108 = ( ( ( CirrusPattern215_g108 * saturate( (0.0 + (dotResult186_g108 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) ) * ( CZY_CirrusMultiplier * 10.0 ) ).r * 0.6 );
|
|
float4 FinalAlpha278_g108 = saturate( ( saturate( ( temp_output_236_0_g108 + ( (-1.0 + (CloudTextureFinal222_g108 - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) * CZY_TextureAmount * sin( ( temp_output_236_0_g108 * PI ) ) ) ) ) + AltoCumulusLightTransport266_g108 + ChemtrailsFinal268_g108 + CirrostratLightTransport267_g108 + CirrusAlpha269_g108 ) );
|
|
bool enabled20_g113 =(bool)_UnderwaterRenderingEnabled;
|
|
bool submerged20_g113 =(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_g113 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
|
|
float localHLSL20_g113 = HLSL20_g113( enabled20_g113 , submerged20_g113 , textureSample20_g113 );
|
|
|
|
|
|
float Alpha = ( saturate( ( FinalAlpha278_g108.r + ( FinalAlpha278_g108.r * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g113 ) );
|
|
float AlphaClipThreshold = 0.5;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
#ifdef _ALPHATEST_SHADOW_ON
|
|
clip(Alpha - AlphaClipThresholdShadow);
|
|
#else
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
return 0;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DepthOnly"
|
|
Tags { "LightMode"="DepthOnly" }
|
|
|
|
ZWrite On
|
|
ColorMask 0
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma multi_compile_instancing
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define ASE_SRP_VERSION 120108
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 worldPos : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
float CZY_WindSpeed;
|
|
float CZY_MainCloudScale;
|
|
float CZY_CumulusCoverageMultiplier;
|
|
float CZY_DetailScale;
|
|
float CZY_DetailAmount;
|
|
float CZY_BorderHeight;
|
|
float CZY_BorderVariation;
|
|
float CZY_BorderEffect;
|
|
float3 CZY_StormDirection;
|
|
float CZY_NimbusHeight;
|
|
float CZY_NimbusMultiplier;
|
|
float CZY_NimbusVariation;
|
|
sampler2D CZY_CloudTexture;
|
|
float CZY_TextureAmount;
|
|
float CZY_AltocumulusScale;
|
|
float2 CZY_AltocumulusWindSpeed;
|
|
float CZY_AltocumulusMultiplier;
|
|
sampler2D CZY_ChemtrailsTexture;
|
|
float CZY_ChemtrailsMoveSpeed;
|
|
float CZY_ChemtrailsMultiplier;
|
|
sampler2D CZY_CirrostratusTexture;
|
|
float CZY_CirrostratusMoveSpeed;
|
|
float CZY_CirrostratusMultiplier;
|
|
sampler2D CZY_CirrusTexture;
|
|
float CZY_CirrusMoveSpeed;
|
|
float CZY_CirrusMultiplier;
|
|
float CZY_CloudThickness;
|
|
float _UnderwaterRenderingEnabled;
|
|
float _FullySubmerged;
|
|
sampler2D _UnderwaterMask;
|
|
|
|
|
|
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
|
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
|
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
|
|
float snoise( float2 v )
|
|
{
|
|
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
|
|
float2 i = floor( v + dot( v, C.yy ) );
|
|
float2 x0 = v - i + dot( i, C.xx );
|
|
float2 i1;
|
|
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
|
|
float4 x12 = x0.xyxy + C.xxzz;
|
|
x12.xy -= i1;
|
|
i = mod2D289( i );
|
|
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
|
|
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
|
|
m = m * m;
|
|
m = m * m;
|
|
float3 x = 2.0 * frac( p * C.www ) - 1.0;
|
|
float3 h = abs( x ) - 0.5;
|
|
float3 ox = floor( x + 0.5 );
|
|
float3 a0 = x - ox;
|
|
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
|
|
float3 g;
|
|
g.x = a0.x * x0.x + h.x * x0.y;
|
|
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
|
return 130.0 * dot( m, g );
|
|
}
|
|
|
|
float2 voronoihash20_g108( 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 voronoi20_g108( 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 = voronoihash20_g108( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return (F2 + F1) * 0.5;
|
|
}
|
|
|
|
float2 voronoihash23_g108( 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 voronoi23_g108( 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 = voronoihash23_g108( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return (F2 + F1) * 0.5;
|
|
}
|
|
|
|
float2 voronoihash32_g108( 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 voronoi32_g108( 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 = voronoihash32_g108( 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 voronoihash135_g108( 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 voronoi135_g108( 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 = voronoihash135_g108( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return (F2 + F1) * 0.5;
|
|
}
|
|
|
|
float2 voronoihash179_g108( 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 voronoi179_g108( 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 = voronoihash179_g108( 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 voronoihash205_g108( 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 voronoi205_g108( 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 = voronoihash205_g108( 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_g113( 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
|
|
|
|
float2 texCoord5_g108 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 Pos10_g108 = texCoord5_g108;
|
|
float mulTime4_g108 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed );
|
|
float TIme6_g108 = mulTime4_g108;
|
|
float simplePerlin2D47_g108 = snoise( ( Pos10_g108 + ( TIme6_g108 * float2( 0.2,-0.4 ) ) )*( 100.0 / CZY_MainCloudScale ) );
|
|
simplePerlin2D47_g108 = simplePerlin2D47_g108*0.5 + 0.5;
|
|
float SimpleCloudDensity52_g108 = simplePerlin2D47_g108;
|
|
float time20_g108 = 0.0;
|
|
float2 voronoiSmoothId20_g108 = 0;
|
|
float2 temp_output_18_0_g108 = ( Pos10_g108 + ( TIme6_g108 * float2( 0.3,0.2 ) ) );
|
|
float2 coords20_g108 = temp_output_18_0_g108 * ( 140.0 / CZY_MainCloudScale );
|
|
float2 id20_g108 = 0;
|
|
float2 uv20_g108 = 0;
|
|
float voroi20_g108 = voronoi20_g108( coords20_g108, time20_g108, id20_g108, uv20_g108, 0, voronoiSmoothId20_g108 );
|
|
float time23_g108 = 0.0;
|
|
float2 voronoiSmoothId23_g108 = 0;
|
|
float2 coords23_g108 = temp_output_18_0_g108 * ( 500.0 / CZY_MainCloudScale );
|
|
float2 id23_g108 = 0;
|
|
float2 uv23_g108 = 0;
|
|
float voroi23_g108 = voronoi23_g108( coords23_g108, time23_g108, id23_g108, uv23_g108, 0, voronoiSmoothId23_g108 );
|
|
float2 appendResult25_g108 = (float2(voroi20_g108 , voroi23_g108));
|
|
float2 VoroDetails33_g108 = appendResult25_g108;
|
|
float CumulusCoverage48_g108 = CZY_CumulusCoverageMultiplier;
|
|
float ComplexCloudDensity114_g108 = (0.0 + (min( SimpleCloudDensity52_g108 , ( 1.0 - VoroDetails33_g108.x ) ) - ( 1.0 - CumulusCoverage48_g108 )) * (1.0 - 0.0) / (1.0 - ( 1.0 - CumulusCoverage48_g108 )));
|
|
float time32_g108 = 0.0;
|
|
float2 voronoiSmoothId32_g108 = 0;
|
|
float2 coords32_g108 = ( Pos10_g108 + ( TIme6_g108 * float2( 0.3,0.2 ) ) ) * ( 100.0 / CZY_DetailScale );
|
|
float2 id32_g108 = 0;
|
|
float2 uv32_g108 = 0;
|
|
float fade32_g108 = 0.5;
|
|
float voroi32_g108 = 0;
|
|
float rest32_g108 = 0;
|
|
for( int it32_g108 = 0; it32_g108 <3; it32_g108++ ){
|
|
voroi32_g108 += fade32_g108 * voronoi32_g108( coords32_g108, time32_g108, id32_g108, uv32_g108, 0,voronoiSmoothId32_g108 );
|
|
rest32_g108 += fade32_g108;
|
|
coords32_g108 *= 2;
|
|
fade32_g108 *= 0.5;
|
|
}//Voronoi32_g108
|
|
voroi32_g108 /= rest32_g108;
|
|
float temp_output_75_0_g108 = ( (0.0 + (( 1.0 - voroi32_g108 ) - 0.3) * (0.5 - 0.0) / (1.0 - 0.3)) * 0.1 * CZY_DetailAmount );
|
|
float DetailedClouds190_g108 = saturate( ( ComplexCloudDensity114_g108 + temp_output_75_0_g108 ) );
|
|
float CloudDetail81_g108 = temp_output_75_0_g108;
|
|
float2 texCoord50_g108 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_71_0_g108 = ( texCoord50_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult77_g108 = dot( temp_output_71_0_g108 , temp_output_71_0_g108 );
|
|
float BorderHeight63_g108 = ( 1.0 - CZY_BorderHeight );
|
|
float temp_output_64_0_g108 = ( -2.0 * ( 1.0 - CZY_BorderVariation ) );
|
|
float clampResult166_g108 = clamp( ( ( ( CloudDetail81_g108 + SimpleCloudDensity52_g108 ) * saturate( (( BorderHeight63_g108 * temp_output_64_0_g108 ) + (dotResult77_g108 - 0.0) * (( temp_output_64_0_g108 * -4.0 ) - ( BorderHeight63_g108 * temp_output_64_0_g108 )) / (0.5 - 0.0)) ) ) * 10.0 * CZY_BorderEffect ) , -1.0 , 1.0 );
|
|
float BorderLightTransport185_g108 = clampResult166_g108;
|
|
float3 normalizeResult58_g108 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) );
|
|
float3 normalizeResult53_g108 = normalize( CZY_StormDirection );
|
|
float dotResult67_g108 = dot( normalizeResult58_g108 , normalizeResult53_g108 );
|
|
float2 texCoord39_g108 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_46_0_g108 = ( texCoord39_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult62_g108 = dot( temp_output_46_0_g108 , temp_output_46_0_g108 );
|
|
float temp_output_74_0_g108 = ( -2.0 * ( 1.0 - ( CZY_NimbusVariation * 0.9 ) ) );
|
|
float NimbusLightTransport198_g108 = saturate( ( ( ( CloudDetail81_g108 + SimpleCloudDensity52_g108 ) * saturate( (( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_74_0_g108 ) + (( dotResult67_g108 + ( CZY_NimbusHeight * 4.0 * dotResult62_g108 ) ) - 0.5) * (( temp_output_74_0_g108 * -4.0 ) - ( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_74_0_g108 )) / (7.0 - 0.5)) ) ) * 10.0 ) );
|
|
float temp_output_236_0_g108 = saturate( ( DetailedClouds190_g108 + BorderLightTransport185_g108 + NimbusLightTransport198_g108 ) );
|
|
float mulTime61_g108 = _TimeParameters.x * 0.5;
|
|
float2 panner89_g108 = ( ( mulTime61_g108 * 0.004 ) * float2( 0.2,-0.4 ) + Pos10_g108);
|
|
float cos80_g108 = cos( ( mulTime61_g108 * -0.01 ) );
|
|
float sin80_g108 = sin( ( mulTime61_g108 * -0.01 ) );
|
|
float2 rotator80_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos80_g108 , -sin80_g108 , sin80_g108 , cos80_g108 )) + float2( 0.5,0.5 );
|
|
float4 CloudTexture152_g108 = min( tex2D( CZY_CloudTexture, (panner89_g108*1.0 + 0.75) ) , tex2D( CZY_CloudTexture, (rotator80_g108*3.0 + 0.75) ) );
|
|
float clampResult183_g108 = clamp( ( 2.0 * 0.5 ) , 0.0 , 0.98 );
|
|
float CloudTextureFinal222_g108 = ( CloudTexture152_g108 * clampResult183_g108 ).r;
|
|
float time135_g108 = 0.0;
|
|
float2 voronoiSmoothId135_g108 = 0;
|
|
float mulTime82_g108 = _TimeParameters.x * 0.003;
|
|
float2 coords135_g108 = (Pos10_g108*1.0 + ( float2( 1,-2 ) * mulTime82_g108 )) * 10.0;
|
|
float2 id135_g108 = 0;
|
|
float2 uv135_g108 = 0;
|
|
float voroi135_g108 = voronoi135_g108( coords135_g108, time135_g108, id135_g108, uv135_g108, 0, voronoiSmoothId135_g108 );
|
|
float time179_g108 = ( 10.0 * mulTime82_g108 );
|
|
float2 voronoiSmoothId179_g108 = 0;
|
|
float2 coords179_g108 = IN.ase_texcoord2.xy * 10.0;
|
|
float2 id179_g108 = 0;
|
|
float2 uv179_g108 = 0;
|
|
float voroi179_g108 = voronoi179_g108( coords179_g108, time179_g108, id179_g108, uv179_g108, 0, voronoiSmoothId179_g108 );
|
|
float AltoCumulusPlacement223_g108 = saturate( ( ( ( 1.0 - 0.0 ) - (1.0 + (voroi135_g108 - 0.0) * (-0.5 - 1.0) / (1.0 - 0.0)) ) - voroi179_g108 ) );
|
|
float time205_g108 = 51.2;
|
|
float2 voronoiSmoothId205_g108 = 0;
|
|
float2 coords205_g108 = (Pos10_g108*1.0 + ( CZY_AltocumulusWindSpeed * TIme6_g108 )) * ( 100.0 / CZY_AltocumulusScale );
|
|
float2 id205_g108 = 0;
|
|
float2 uv205_g108 = 0;
|
|
float fade205_g108 = 0.5;
|
|
float voroi205_g108 = 0;
|
|
float rest205_g108 = 0;
|
|
for( int it205_g108 = 0; it205_g108 <2; it205_g108++ ){
|
|
voroi205_g108 += fade205_g108 * voronoi205_g108( coords205_g108, time205_g108, id205_g108, uv205_g108, 0,voronoiSmoothId205_g108 );
|
|
rest205_g108 += fade205_g108;
|
|
coords205_g108 *= 2;
|
|
fade205_g108 *= 0.5;
|
|
}//Voronoi205_g108
|
|
voroi205_g108 /= rest205_g108;
|
|
float AltoCumulusLightTransport266_g108 = saturate( (-1.0 + (( AltoCumulusPlacement223_g108 * ( 0.1 > voroi205_g108 ? (0.5 + (voroi205_g108 - 0.0) * (0.0 - 0.5) / (0.15 - 0.0)) : 0.0 ) * CZY_AltocumulusMultiplier ) - 0.0) * (3.0 - -1.0) / (1.0 - 0.0)) );
|
|
float mulTime156_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D193_g108 = snoise( (Pos10_g108*1.0 + mulTime156_g108)*2.0 );
|
|
float mulTime133_g108 = _TimeParameters.x * CZY_ChemtrailsMoveSpeed;
|
|
float cos171_g108 = cos( ( mulTime133_g108 * 0.01 ) );
|
|
float sin171_g108 = sin( ( mulTime133_g108 * 0.01 ) );
|
|
float2 rotator171_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos171_g108 , -sin171_g108 , sin171_g108 , cos171_g108 )) + float2( 0.5,0.5 );
|
|
float cos188_g108 = cos( ( mulTime133_g108 * -0.02 ) );
|
|
float sin188_g108 = sin( ( mulTime133_g108 * -0.02 ) );
|
|
float2 rotator188_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos188_g108 , -sin188_g108 , sin188_g108 , cos188_g108 )) + float2( 0.5,0.5 );
|
|
float mulTime158_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D196_g108 = snoise( (Pos10_g108*1.0 + mulTime158_g108)*4.0 );
|
|
float4 ChemtrailsPattern247_g108 = ( ( saturate( simplePerlin2D193_g108 ) * tex2D( CZY_ChemtrailsTexture, (rotator171_g108*0.5 + 0.0) ) ) + ( tex2D( CZY_ChemtrailsTexture, rotator188_g108 ) * saturate( simplePerlin2D196_g108 ) ) );
|
|
float2 texCoord206_g108 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_227_0_g108 = ( texCoord206_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult240_g108 = dot( temp_output_227_0_g108 , temp_output_227_0_g108 );
|
|
float4 ChemtrailsFinal268_g108 = ( ChemtrailsPattern247_g108 * saturate( (0.4 + (dotResult240_g108 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) * ( CZY_ChemtrailsMultiplier * 0.5 ) );
|
|
float mulTime162_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D194_g108 = snoise( (Pos10_g108*1.0 + mulTime162_g108)*2.0 );
|
|
float mulTime128_g108 = _TimeParameters.x * CZY_CirrostratusMoveSpeed;
|
|
float cos172_g108 = cos( ( mulTime128_g108 * 0.01 ) );
|
|
float sin172_g108 = sin( ( mulTime128_g108 * 0.01 ) );
|
|
float2 rotator172_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos172_g108 , -sin172_g108 , sin172_g108 , cos172_g108 )) + float2( 0.5,0.5 );
|
|
float cos163_g108 = cos( ( mulTime128_g108 * -0.02 ) );
|
|
float sin163_g108 = sin( ( mulTime128_g108 * -0.02 ) );
|
|
float2 rotator163_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos163_g108 , -sin163_g108 , sin163_g108 , cos163_g108 )) + float2( 0.5,0.5 );
|
|
float mulTime155_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D192_g108 = snoise( (Pos10_g108*10.0 + mulTime155_g108)*4.0 );
|
|
float4 CirrostratPattern250_g108 = ( ( saturate( simplePerlin2D194_g108 ) * tex2D( CZY_CirrostratusTexture, (rotator172_g108*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrostratusTexture, (rotator163_g108*1.5 + 0.75) ) * saturate( simplePerlin2D192_g108 ) ) );
|
|
float2 texCoord213_g108 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_228_0_g108 = ( texCoord213_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult239_g108 = dot( temp_output_228_0_g108 , temp_output_228_0_g108 );
|
|
float4 CirrostratLightTransport267_g108 = ( CirrostratPattern250_g108 * saturate( (0.4 + (dotResult239_g108 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) * ( CZY_CirrostratusMultiplier * 1.0 ) );
|
|
float mulTime106_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D429_g108 = snoise( (Pos10_g108*1.0 + mulTime106_g108)*2.0 );
|
|
float mulTime79_g108 = _TimeParameters.x * CZY_CirrusMoveSpeed;
|
|
float cos118_g108 = cos( ( mulTime79_g108 * 0.01 ) );
|
|
float sin118_g108 = sin( ( mulTime79_g108 * 0.01 ) );
|
|
float2 rotator118_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos118_g108 , -sin118_g108 , sin118_g108 , cos118_g108 )) + float2( 0.5,0.5 );
|
|
float cos116_g108 = cos( ( mulTime79_g108 * -0.02 ) );
|
|
float sin116_g108 = sin( ( mulTime79_g108 * -0.02 ) );
|
|
float2 rotator116_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos116_g108 , -sin116_g108 , sin116_g108 , cos116_g108 )) + float2( 0.5,0.5 );
|
|
float mulTime111_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D132_g108 = snoise( (Pos10_g108*1.0 + mulTime111_g108) );
|
|
simplePerlin2D132_g108 = simplePerlin2D132_g108*0.5 + 0.5;
|
|
float4 CirrusPattern215_g108 = ( ( saturate( simplePerlin2D429_g108 ) * tex2D( CZY_CirrusTexture, (rotator118_g108*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrusTexture, (rotator116_g108*1.0 + 0.0) ) * saturate( simplePerlin2D132_g108 ) ) );
|
|
float2 texCoord157_g108 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_168_0_g108 = ( texCoord157_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult186_g108 = dot( temp_output_168_0_g108 , temp_output_168_0_g108 );
|
|
float CirrusAlpha269_g108 = ( ( ( CirrusPattern215_g108 * saturate( (0.0 + (dotResult186_g108 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) ) * ( CZY_CirrusMultiplier * 10.0 ) ).r * 0.6 );
|
|
float4 FinalAlpha278_g108 = saturate( ( saturate( ( temp_output_236_0_g108 + ( (-1.0 + (CloudTextureFinal222_g108 - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) * CZY_TextureAmount * sin( ( temp_output_236_0_g108 * PI ) ) ) ) ) + AltoCumulusLightTransport266_g108 + ChemtrailsFinal268_g108 + CirrostratLightTransport267_g108 + CirrusAlpha269_g108 ) );
|
|
bool enabled20_g113 =(bool)_UnderwaterRenderingEnabled;
|
|
bool submerged20_g113 =(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_g113 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
|
|
float localHLSL20_g113 = HLSL20_g113( enabled20_g113 , submerged20_g113 , textureSample20_g113 );
|
|
|
|
|
|
float Alpha = ( saturate( ( FinalAlpha278_g108.r + ( FinalAlpha278_g108.r * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g113 ) );
|
|
float AlphaClipThreshold = 0.5;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
return 0;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "SceneSelectionPass"
|
|
Tags { "LightMode"="SceneSelectionPass" }
|
|
|
|
Cull Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma multi_compile_instancing
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define ASE_SRP_VERSION 120108
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_texcoord1 : TEXCOORD1;
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
float CZY_WindSpeed;
|
|
float CZY_MainCloudScale;
|
|
float CZY_CumulusCoverageMultiplier;
|
|
float CZY_DetailScale;
|
|
float CZY_DetailAmount;
|
|
float CZY_BorderHeight;
|
|
float CZY_BorderVariation;
|
|
float CZY_BorderEffect;
|
|
float3 CZY_StormDirection;
|
|
float CZY_NimbusHeight;
|
|
float CZY_NimbusMultiplier;
|
|
float CZY_NimbusVariation;
|
|
sampler2D CZY_CloudTexture;
|
|
float CZY_TextureAmount;
|
|
float CZY_AltocumulusScale;
|
|
float2 CZY_AltocumulusWindSpeed;
|
|
float CZY_AltocumulusMultiplier;
|
|
sampler2D CZY_ChemtrailsTexture;
|
|
float CZY_ChemtrailsMoveSpeed;
|
|
float CZY_ChemtrailsMultiplier;
|
|
sampler2D CZY_CirrostratusTexture;
|
|
float CZY_CirrostratusMoveSpeed;
|
|
float CZY_CirrostratusMultiplier;
|
|
sampler2D CZY_CirrusTexture;
|
|
float CZY_CirrusMoveSpeed;
|
|
float CZY_CirrusMultiplier;
|
|
float CZY_CloudThickness;
|
|
float _UnderwaterRenderingEnabled;
|
|
float _FullySubmerged;
|
|
sampler2D _UnderwaterMask;
|
|
|
|
|
|
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
|
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
|
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
|
|
float snoise( float2 v )
|
|
{
|
|
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
|
|
float2 i = floor( v + dot( v, C.yy ) );
|
|
float2 x0 = v - i + dot( i, C.xx );
|
|
float2 i1;
|
|
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
|
|
float4 x12 = x0.xyxy + C.xxzz;
|
|
x12.xy -= i1;
|
|
i = mod2D289( i );
|
|
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
|
|
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
|
|
m = m * m;
|
|
m = m * m;
|
|
float3 x = 2.0 * frac( p * C.www ) - 1.0;
|
|
float3 h = abs( x ) - 0.5;
|
|
float3 ox = floor( x + 0.5 );
|
|
float3 a0 = x - ox;
|
|
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
|
|
float3 g;
|
|
g.x = a0.x * x0.x + h.x * x0.y;
|
|
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
|
return 130.0 * dot( m, g );
|
|
}
|
|
|
|
float2 voronoihash20_g108( 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 voronoi20_g108( 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 = voronoihash20_g108( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return (F2 + F1) * 0.5;
|
|
}
|
|
|
|
float2 voronoihash23_g108( 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 voronoi23_g108( 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 = voronoihash23_g108( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return (F2 + F1) * 0.5;
|
|
}
|
|
|
|
float2 voronoihash32_g108( 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 voronoi32_g108( 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 = voronoihash32_g108( 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 voronoihash135_g108( 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 voronoi135_g108( 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 = voronoihash135_g108( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return (F2 + F1) * 0.5;
|
|
}
|
|
|
|
float2 voronoihash179_g108( 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 voronoi179_g108( 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 = voronoihash179_g108( 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 voronoihash205_g108( 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 voronoi205_g108( 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 = voronoihash205_g108( 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_g113( bool enabled, bool submerged, float textureSample )
|
|
{
|
|
if(enabled)
|
|
{
|
|
if(submerged) return 1.0;
|
|
else return textureSample;
|
|
}
|
|
else
|
|
{
|
|
return 0.0;
|
|
}
|
|
}
|
|
|
|
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
};
|
|
|
|
VertexOutput VertexFunction(VertexInput v )
|
|
{
|
|
VertexOutput o;
|
|
ZERO_INITIALIZE(VertexOutput, o);
|
|
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz );
|
|
o.ase_texcoord1.xyz = ase_worldPos;
|
|
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
|
|
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
|
o.ase_texcoord2 = screenPos;
|
|
|
|
o.ase_texcoord.xy = v.ase_texcoord.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord.zw = 0;
|
|
o.ase_texcoord1.w = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.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;
|
|
|
|
float2 texCoord5_g108 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 Pos10_g108 = texCoord5_g108;
|
|
float mulTime4_g108 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed );
|
|
float TIme6_g108 = mulTime4_g108;
|
|
float simplePerlin2D47_g108 = snoise( ( Pos10_g108 + ( TIme6_g108 * float2( 0.2,-0.4 ) ) )*( 100.0 / CZY_MainCloudScale ) );
|
|
simplePerlin2D47_g108 = simplePerlin2D47_g108*0.5 + 0.5;
|
|
float SimpleCloudDensity52_g108 = simplePerlin2D47_g108;
|
|
float time20_g108 = 0.0;
|
|
float2 voronoiSmoothId20_g108 = 0;
|
|
float2 temp_output_18_0_g108 = ( Pos10_g108 + ( TIme6_g108 * float2( 0.3,0.2 ) ) );
|
|
float2 coords20_g108 = temp_output_18_0_g108 * ( 140.0 / CZY_MainCloudScale );
|
|
float2 id20_g108 = 0;
|
|
float2 uv20_g108 = 0;
|
|
float voroi20_g108 = voronoi20_g108( coords20_g108, time20_g108, id20_g108, uv20_g108, 0, voronoiSmoothId20_g108 );
|
|
float time23_g108 = 0.0;
|
|
float2 voronoiSmoothId23_g108 = 0;
|
|
float2 coords23_g108 = temp_output_18_0_g108 * ( 500.0 / CZY_MainCloudScale );
|
|
float2 id23_g108 = 0;
|
|
float2 uv23_g108 = 0;
|
|
float voroi23_g108 = voronoi23_g108( coords23_g108, time23_g108, id23_g108, uv23_g108, 0, voronoiSmoothId23_g108 );
|
|
float2 appendResult25_g108 = (float2(voroi20_g108 , voroi23_g108));
|
|
float2 VoroDetails33_g108 = appendResult25_g108;
|
|
float CumulusCoverage48_g108 = CZY_CumulusCoverageMultiplier;
|
|
float ComplexCloudDensity114_g108 = (0.0 + (min( SimpleCloudDensity52_g108 , ( 1.0 - VoroDetails33_g108.x ) ) - ( 1.0 - CumulusCoverage48_g108 )) * (1.0 - 0.0) / (1.0 - ( 1.0 - CumulusCoverage48_g108 )));
|
|
float time32_g108 = 0.0;
|
|
float2 voronoiSmoothId32_g108 = 0;
|
|
float2 coords32_g108 = ( Pos10_g108 + ( TIme6_g108 * float2( 0.3,0.2 ) ) ) * ( 100.0 / CZY_DetailScale );
|
|
float2 id32_g108 = 0;
|
|
float2 uv32_g108 = 0;
|
|
float fade32_g108 = 0.5;
|
|
float voroi32_g108 = 0;
|
|
float rest32_g108 = 0;
|
|
for( int it32_g108 = 0; it32_g108 <3; it32_g108++ ){
|
|
voroi32_g108 += fade32_g108 * voronoi32_g108( coords32_g108, time32_g108, id32_g108, uv32_g108, 0,voronoiSmoothId32_g108 );
|
|
rest32_g108 += fade32_g108;
|
|
coords32_g108 *= 2;
|
|
fade32_g108 *= 0.5;
|
|
}//Voronoi32_g108
|
|
voroi32_g108 /= rest32_g108;
|
|
float temp_output_75_0_g108 = ( (0.0 + (( 1.0 - voroi32_g108 ) - 0.3) * (0.5 - 0.0) / (1.0 - 0.3)) * 0.1 * CZY_DetailAmount );
|
|
float DetailedClouds190_g108 = saturate( ( ComplexCloudDensity114_g108 + temp_output_75_0_g108 ) );
|
|
float CloudDetail81_g108 = temp_output_75_0_g108;
|
|
float2 texCoord50_g108 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_71_0_g108 = ( texCoord50_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult77_g108 = dot( temp_output_71_0_g108 , temp_output_71_0_g108 );
|
|
float BorderHeight63_g108 = ( 1.0 - CZY_BorderHeight );
|
|
float temp_output_64_0_g108 = ( -2.0 * ( 1.0 - CZY_BorderVariation ) );
|
|
float clampResult166_g108 = clamp( ( ( ( CloudDetail81_g108 + SimpleCloudDensity52_g108 ) * saturate( (( BorderHeight63_g108 * temp_output_64_0_g108 ) + (dotResult77_g108 - 0.0) * (( temp_output_64_0_g108 * -4.0 ) - ( BorderHeight63_g108 * temp_output_64_0_g108 )) / (0.5 - 0.0)) ) ) * 10.0 * CZY_BorderEffect ) , -1.0 , 1.0 );
|
|
float BorderLightTransport185_g108 = clampResult166_g108;
|
|
float3 ase_worldPos = IN.ase_texcoord1.xyz;
|
|
float3 normalizeResult58_g108 = normalize( ( ase_worldPos - _WorldSpaceCameraPos ) );
|
|
float3 normalizeResult53_g108 = normalize( CZY_StormDirection );
|
|
float dotResult67_g108 = dot( normalizeResult58_g108 , normalizeResult53_g108 );
|
|
float2 texCoord39_g108 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_46_0_g108 = ( texCoord39_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult62_g108 = dot( temp_output_46_0_g108 , temp_output_46_0_g108 );
|
|
float temp_output_74_0_g108 = ( -2.0 * ( 1.0 - ( CZY_NimbusVariation * 0.9 ) ) );
|
|
float NimbusLightTransport198_g108 = saturate( ( ( ( CloudDetail81_g108 + SimpleCloudDensity52_g108 ) * saturate( (( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_74_0_g108 ) + (( dotResult67_g108 + ( CZY_NimbusHeight * 4.0 * dotResult62_g108 ) ) - 0.5) * (( temp_output_74_0_g108 * -4.0 ) - ( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_74_0_g108 )) / (7.0 - 0.5)) ) ) * 10.0 ) );
|
|
float temp_output_236_0_g108 = saturate( ( DetailedClouds190_g108 + BorderLightTransport185_g108 + NimbusLightTransport198_g108 ) );
|
|
float mulTime61_g108 = _TimeParameters.x * 0.5;
|
|
float2 panner89_g108 = ( ( mulTime61_g108 * 0.004 ) * float2( 0.2,-0.4 ) + Pos10_g108);
|
|
float cos80_g108 = cos( ( mulTime61_g108 * -0.01 ) );
|
|
float sin80_g108 = sin( ( mulTime61_g108 * -0.01 ) );
|
|
float2 rotator80_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos80_g108 , -sin80_g108 , sin80_g108 , cos80_g108 )) + float2( 0.5,0.5 );
|
|
float4 CloudTexture152_g108 = min( tex2D( CZY_CloudTexture, (panner89_g108*1.0 + 0.75) ) , tex2D( CZY_CloudTexture, (rotator80_g108*3.0 + 0.75) ) );
|
|
float clampResult183_g108 = clamp( ( 2.0 * 0.5 ) , 0.0 , 0.98 );
|
|
float CloudTextureFinal222_g108 = ( CloudTexture152_g108 * clampResult183_g108 ).r;
|
|
float time135_g108 = 0.0;
|
|
float2 voronoiSmoothId135_g108 = 0;
|
|
float mulTime82_g108 = _TimeParameters.x * 0.003;
|
|
float2 coords135_g108 = (Pos10_g108*1.0 + ( float2( 1,-2 ) * mulTime82_g108 )) * 10.0;
|
|
float2 id135_g108 = 0;
|
|
float2 uv135_g108 = 0;
|
|
float voroi135_g108 = voronoi135_g108( coords135_g108, time135_g108, id135_g108, uv135_g108, 0, voronoiSmoothId135_g108 );
|
|
float time179_g108 = ( 10.0 * mulTime82_g108 );
|
|
float2 voronoiSmoothId179_g108 = 0;
|
|
float2 coords179_g108 = IN.ase_texcoord.xy * 10.0;
|
|
float2 id179_g108 = 0;
|
|
float2 uv179_g108 = 0;
|
|
float voroi179_g108 = voronoi179_g108( coords179_g108, time179_g108, id179_g108, uv179_g108, 0, voronoiSmoothId179_g108 );
|
|
float AltoCumulusPlacement223_g108 = saturate( ( ( ( 1.0 - 0.0 ) - (1.0 + (voroi135_g108 - 0.0) * (-0.5 - 1.0) / (1.0 - 0.0)) ) - voroi179_g108 ) );
|
|
float time205_g108 = 51.2;
|
|
float2 voronoiSmoothId205_g108 = 0;
|
|
float2 coords205_g108 = (Pos10_g108*1.0 + ( CZY_AltocumulusWindSpeed * TIme6_g108 )) * ( 100.0 / CZY_AltocumulusScale );
|
|
float2 id205_g108 = 0;
|
|
float2 uv205_g108 = 0;
|
|
float fade205_g108 = 0.5;
|
|
float voroi205_g108 = 0;
|
|
float rest205_g108 = 0;
|
|
for( int it205_g108 = 0; it205_g108 <2; it205_g108++ ){
|
|
voroi205_g108 += fade205_g108 * voronoi205_g108( coords205_g108, time205_g108, id205_g108, uv205_g108, 0,voronoiSmoothId205_g108 );
|
|
rest205_g108 += fade205_g108;
|
|
coords205_g108 *= 2;
|
|
fade205_g108 *= 0.5;
|
|
}//Voronoi205_g108
|
|
voroi205_g108 /= rest205_g108;
|
|
float AltoCumulusLightTransport266_g108 = saturate( (-1.0 + (( AltoCumulusPlacement223_g108 * ( 0.1 > voroi205_g108 ? (0.5 + (voroi205_g108 - 0.0) * (0.0 - 0.5) / (0.15 - 0.0)) : 0.0 ) * CZY_AltocumulusMultiplier ) - 0.0) * (3.0 - -1.0) / (1.0 - 0.0)) );
|
|
float mulTime156_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D193_g108 = snoise( (Pos10_g108*1.0 + mulTime156_g108)*2.0 );
|
|
float mulTime133_g108 = _TimeParameters.x * CZY_ChemtrailsMoveSpeed;
|
|
float cos171_g108 = cos( ( mulTime133_g108 * 0.01 ) );
|
|
float sin171_g108 = sin( ( mulTime133_g108 * 0.01 ) );
|
|
float2 rotator171_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos171_g108 , -sin171_g108 , sin171_g108 , cos171_g108 )) + float2( 0.5,0.5 );
|
|
float cos188_g108 = cos( ( mulTime133_g108 * -0.02 ) );
|
|
float sin188_g108 = sin( ( mulTime133_g108 * -0.02 ) );
|
|
float2 rotator188_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos188_g108 , -sin188_g108 , sin188_g108 , cos188_g108 )) + float2( 0.5,0.5 );
|
|
float mulTime158_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D196_g108 = snoise( (Pos10_g108*1.0 + mulTime158_g108)*4.0 );
|
|
float4 ChemtrailsPattern247_g108 = ( ( saturate( simplePerlin2D193_g108 ) * tex2D( CZY_ChemtrailsTexture, (rotator171_g108*0.5 + 0.0) ) ) + ( tex2D( CZY_ChemtrailsTexture, rotator188_g108 ) * saturate( simplePerlin2D196_g108 ) ) );
|
|
float2 texCoord206_g108 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_227_0_g108 = ( texCoord206_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult240_g108 = dot( temp_output_227_0_g108 , temp_output_227_0_g108 );
|
|
float4 ChemtrailsFinal268_g108 = ( ChemtrailsPattern247_g108 * saturate( (0.4 + (dotResult240_g108 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) * ( CZY_ChemtrailsMultiplier * 0.5 ) );
|
|
float mulTime162_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D194_g108 = snoise( (Pos10_g108*1.0 + mulTime162_g108)*2.0 );
|
|
float mulTime128_g108 = _TimeParameters.x * CZY_CirrostratusMoveSpeed;
|
|
float cos172_g108 = cos( ( mulTime128_g108 * 0.01 ) );
|
|
float sin172_g108 = sin( ( mulTime128_g108 * 0.01 ) );
|
|
float2 rotator172_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos172_g108 , -sin172_g108 , sin172_g108 , cos172_g108 )) + float2( 0.5,0.5 );
|
|
float cos163_g108 = cos( ( mulTime128_g108 * -0.02 ) );
|
|
float sin163_g108 = sin( ( mulTime128_g108 * -0.02 ) );
|
|
float2 rotator163_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos163_g108 , -sin163_g108 , sin163_g108 , cos163_g108 )) + float2( 0.5,0.5 );
|
|
float mulTime155_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D192_g108 = snoise( (Pos10_g108*10.0 + mulTime155_g108)*4.0 );
|
|
float4 CirrostratPattern250_g108 = ( ( saturate( simplePerlin2D194_g108 ) * tex2D( CZY_CirrostratusTexture, (rotator172_g108*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrostratusTexture, (rotator163_g108*1.5 + 0.75) ) * saturate( simplePerlin2D192_g108 ) ) );
|
|
float2 texCoord213_g108 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_228_0_g108 = ( texCoord213_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult239_g108 = dot( temp_output_228_0_g108 , temp_output_228_0_g108 );
|
|
float4 CirrostratLightTransport267_g108 = ( CirrostratPattern250_g108 * saturate( (0.4 + (dotResult239_g108 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) * ( CZY_CirrostratusMultiplier * 1.0 ) );
|
|
float mulTime106_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D429_g108 = snoise( (Pos10_g108*1.0 + mulTime106_g108)*2.0 );
|
|
float mulTime79_g108 = _TimeParameters.x * CZY_CirrusMoveSpeed;
|
|
float cos118_g108 = cos( ( mulTime79_g108 * 0.01 ) );
|
|
float sin118_g108 = sin( ( mulTime79_g108 * 0.01 ) );
|
|
float2 rotator118_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos118_g108 , -sin118_g108 , sin118_g108 , cos118_g108 )) + float2( 0.5,0.5 );
|
|
float cos116_g108 = cos( ( mulTime79_g108 * -0.02 ) );
|
|
float sin116_g108 = sin( ( mulTime79_g108 * -0.02 ) );
|
|
float2 rotator116_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos116_g108 , -sin116_g108 , sin116_g108 , cos116_g108 )) + float2( 0.5,0.5 );
|
|
float mulTime111_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D132_g108 = snoise( (Pos10_g108*1.0 + mulTime111_g108) );
|
|
simplePerlin2D132_g108 = simplePerlin2D132_g108*0.5 + 0.5;
|
|
float4 CirrusPattern215_g108 = ( ( saturate( simplePerlin2D429_g108 ) * tex2D( CZY_CirrusTexture, (rotator118_g108*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrusTexture, (rotator116_g108*1.0 + 0.0) ) * saturate( simplePerlin2D132_g108 ) ) );
|
|
float2 texCoord157_g108 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_168_0_g108 = ( texCoord157_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult186_g108 = dot( temp_output_168_0_g108 , temp_output_168_0_g108 );
|
|
float CirrusAlpha269_g108 = ( ( ( CirrusPattern215_g108 * saturate( (0.0 + (dotResult186_g108 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) ) * ( CZY_CirrusMultiplier * 10.0 ) ).r * 0.6 );
|
|
float4 FinalAlpha278_g108 = saturate( ( saturate( ( temp_output_236_0_g108 + ( (-1.0 + (CloudTextureFinal222_g108 - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) * CZY_TextureAmount * sin( ( temp_output_236_0_g108 * PI ) ) ) ) ) + AltoCumulusLightTransport266_g108 + ChemtrailsFinal268_g108 + CirrostratLightTransport267_g108 + CirrusAlpha269_g108 ) );
|
|
bool enabled20_g113 =(bool)_UnderwaterRenderingEnabled;
|
|
bool submerged20_g113 =(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_g113 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
|
|
float localHLSL20_g113 = HLSL20_g113( enabled20_g113 , submerged20_g113 , textureSample20_g113 );
|
|
|
|
|
|
surfaceDescription.Alpha = ( saturate( ( FinalAlpha278_g108.r + ( FinalAlpha278_g108.r * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g113 ) );
|
|
surfaceDescription.AlphaClipThreshold = 0.5;
|
|
|
|
#if _ALPHATEST_ON
|
|
float alphaClipThreshold = 0.01f;
|
|
#if ALPHA_CLIP_THRESHOLD
|
|
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
|
|
#endif
|
|
clip(surfaceDescription.Alpha - alphaClipThreshold);
|
|
#endif
|
|
|
|
half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
|
|
return outColor;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "ScenePickingPass"
|
|
Tags { "LightMode"="Picking" }
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma multi_compile_instancing
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define ASE_SRP_VERSION 120108
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_texcoord1 : TEXCOORD1;
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
float CZY_WindSpeed;
|
|
float CZY_MainCloudScale;
|
|
float CZY_CumulusCoverageMultiplier;
|
|
float CZY_DetailScale;
|
|
float CZY_DetailAmount;
|
|
float CZY_BorderHeight;
|
|
float CZY_BorderVariation;
|
|
float CZY_BorderEffect;
|
|
float3 CZY_StormDirection;
|
|
float CZY_NimbusHeight;
|
|
float CZY_NimbusMultiplier;
|
|
float CZY_NimbusVariation;
|
|
sampler2D CZY_CloudTexture;
|
|
float CZY_TextureAmount;
|
|
float CZY_AltocumulusScale;
|
|
float2 CZY_AltocumulusWindSpeed;
|
|
float CZY_AltocumulusMultiplier;
|
|
sampler2D CZY_ChemtrailsTexture;
|
|
float CZY_ChemtrailsMoveSpeed;
|
|
float CZY_ChemtrailsMultiplier;
|
|
sampler2D CZY_CirrostratusTexture;
|
|
float CZY_CirrostratusMoveSpeed;
|
|
float CZY_CirrostratusMultiplier;
|
|
sampler2D CZY_CirrusTexture;
|
|
float CZY_CirrusMoveSpeed;
|
|
float CZY_CirrusMultiplier;
|
|
float CZY_CloudThickness;
|
|
float _UnderwaterRenderingEnabled;
|
|
float _FullySubmerged;
|
|
sampler2D _UnderwaterMask;
|
|
|
|
|
|
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
|
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
|
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
|
|
float snoise( float2 v )
|
|
{
|
|
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
|
|
float2 i = floor( v + dot( v, C.yy ) );
|
|
float2 x0 = v - i + dot( i, C.xx );
|
|
float2 i1;
|
|
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
|
|
float4 x12 = x0.xyxy + C.xxzz;
|
|
x12.xy -= i1;
|
|
i = mod2D289( i );
|
|
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
|
|
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
|
|
m = m * m;
|
|
m = m * m;
|
|
float3 x = 2.0 * frac( p * C.www ) - 1.0;
|
|
float3 h = abs( x ) - 0.5;
|
|
float3 ox = floor( x + 0.5 );
|
|
float3 a0 = x - ox;
|
|
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
|
|
float3 g;
|
|
g.x = a0.x * x0.x + h.x * x0.y;
|
|
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
|
return 130.0 * dot( m, g );
|
|
}
|
|
|
|
float2 voronoihash20_g108( 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 voronoi20_g108( 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 = voronoihash20_g108( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return (F2 + F1) * 0.5;
|
|
}
|
|
|
|
float2 voronoihash23_g108( 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 voronoi23_g108( 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 = voronoihash23_g108( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return (F2 + F1) * 0.5;
|
|
}
|
|
|
|
float2 voronoihash32_g108( 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 voronoi32_g108( 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 = voronoihash32_g108( 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 voronoihash135_g108( 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 voronoi135_g108( 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 = voronoihash135_g108( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return (F2 + F1) * 0.5;
|
|
}
|
|
|
|
float2 voronoihash179_g108( 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 voronoi179_g108( 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 = voronoihash179_g108( 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 voronoihash205_g108( 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 voronoi205_g108( 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 = voronoihash205_g108( 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_g113( bool enabled, bool submerged, float textureSample )
|
|
{
|
|
if(enabled)
|
|
{
|
|
if(submerged) return 1.0;
|
|
else return textureSample;
|
|
}
|
|
else
|
|
{
|
|
return 0.0;
|
|
}
|
|
}
|
|
|
|
|
|
float4 _SelectionID;
|
|
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
};
|
|
|
|
VertexOutput VertexFunction(VertexInput v )
|
|
{
|
|
VertexOutput o;
|
|
ZERO_INITIALIZE(VertexOutput, o);
|
|
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz );
|
|
o.ase_texcoord1.xyz = ase_worldPos;
|
|
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
|
|
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
|
o.ase_texcoord2 = screenPos;
|
|
|
|
o.ase_texcoord.xy = v.ase_texcoord.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord.zw = 0;
|
|
o.ase_texcoord1.w = 0;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.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;
|
|
|
|
float2 texCoord5_g108 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 Pos10_g108 = texCoord5_g108;
|
|
float mulTime4_g108 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed );
|
|
float TIme6_g108 = mulTime4_g108;
|
|
float simplePerlin2D47_g108 = snoise( ( Pos10_g108 + ( TIme6_g108 * float2( 0.2,-0.4 ) ) )*( 100.0 / CZY_MainCloudScale ) );
|
|
simplePerlin2D47_g108 = simplePerlin2D47_g108*0.5 + 0.5;
|
|
float SimpleCloudDensity52_g108 = simplePerlin2D47_g108;
|
|
float time20_g108 = 0.0;
|
|
float2 voronoiSmoothId20_g108 = 0;
|
|
float2 temp_output_18_0_g108 = ( Pos10_g108 + ( TIme6_g108 * float2( 0.3,0.2 ) ) );
|
|
float2 coords20_g108 = temp_output_18_0_g108 * ( 140.0 / CZY_MainCloudScale );
|
|
float2 id20_g108 = 0;
|
|
float2 uv20_g108 = 0;
|
|
float voroi20_g108 = voronoi20_g108( coords20_g108, time20_g108, id20_g108, uv20_g108, 0, voronoiSmoothId20_g108 );
|
|
float time23_g108 = 0.0;
|
|
float2 voronoiSmoothId23_g108 = 0;
|
|
float2 coords23_g108 = temp_output_18_0_g108 * ( 500.0 / CZY_MainCloudScale );
|
|
float2 id23_g108 = 0;
|
|
float2 uv23_g108 = 0;
|
|
float voroi23_g108 = voronoi23_g108( coords23_g108, time23_g108, id23_g108, uv23_g108, 0, voronoiSmoothId23_g108 );
|
|
float2 appendResult25_g108 = (float2(voroi20_g108 , voroi23_g108));
|
|
float2 VoroDetails33_g108 = appendResult25_g108;
|
|
float CumulusCoverage48_g108 = CZY_CumulusCoverageMultiplier;
|
|
float ComplexCloudDensity114_g108 = (0.0 + (min( SimpleCloudDensity52_g108 , ( 1.0 - VoroDetails33_g108.x ) ) - ( 1.0 - CumulusCoverage48_g108 )) * (1.0 - 0.0) / (1.0 - ( 1.0 - CumulusCoverage48_g108 )));
|
|
float time32_g108 = 0.0;
|
|
float2 voronoiSmoothId32_g108 = 0;
|
|
float2 coords32_g108 = ( Pos10_g108 + ( TIme6_g108 * float2( 0.3,0.2 ) ) ) * ( 100.0 / CZY_DetailScale );
|
|
float2 id32_g108 = 0;
|
|
float2 uv32_g108 = 0;
|
|
float fade32_g108 = 0.5;
|
|
float voroi32_g108 = 0;
|
|
float rest32_g108 = 0;
|
|
for( int it32_g108 = 0; it32_g108 <3; it32_g108++ ){
|
|
voroi32_g108 += fade32_g108 * voronoi32_g108( coords32_g108, time32_g108, id32_g108, uv32_g108, 0,voronoiSmoothId32_g108 );
|
|
rest32_g108 += fade32_g108;
|
|
coords32_g108 *= 2;
|
|
fade32_g108 *= 0.5;
|
|
}//Voronoi32_g108
|
|
voroi32_g108 /= rest32_g108;
|
|
float temp_output_75_0_g108 = ( (0.0 + (( 1.0 - voroi32_g108 ) - 0.3) * (0.5 - 0.0) / (1.0 - 0.3)) * 0.1 * CZY_DetailAmount );
|
|
float DetailedClouds190_g108 = saturate( ( ComplexCloudDensity114_g108 + temp_output_75_0_g108 ) );
|
|
float CloudDetail81_g108 = temp_output_75_0_g108;
|
|
float2 texCoord50_g108 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_71_0_g108 = ( texCoord50_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult77_g108 = dot( temp_output_71_0_g108 , temp_output_71_0_g108 );
|
|
float BorderHeight63_g108 = ( 1.0 - CZY_BorderHeight );
|
|
float temp_output_64_0_g108 = ( -2.0 * ( 1.0 - CZY_BorderVariation ) );
|
|
float clampResult166_g108 = clamp( ( ( ( CloudDetail81_g108 + SimpleCloudDensity52_g108 ) * saturate( (( BorderHeight63_g108 * temp_output_64_0_g108 ) + (dotResult77_g108 - 0.0) * (( temp_output_64_0_g108 * -4.0 ) - ( BorderHeight63_g108 * temp_output_64_0_g108 )) / (0.5 - 0.0)) ) ) * 10.0 * CZY_BorderEffect ) , -1.0 , 1.0 );
|
|
float BorderLightTransport185_g108 = clampResult166_g108;
|
|
float3 ase_worldPos = IN.ase_texcoord1.xyz;
|
|
float3 normalizeResult58_g108 = normalize( ( ase_worldPos - _WorldSpaceCameraPos ) );
|
|
float3 normalizeResult53_g108 = normalize( CZY_StormDirection );
|
|
float dotResult67_g108 = dot( normalizeResult58_g108 , normalizeResult53_g108 );
|
|
float2 texCoord39_g108 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_46_0_g108 = ( texCoord39_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult62_g108 = dot( temp_output_46_0_g108 , temp_output_46_0_g108 );
|
|
float temp_output_74_0_g108 = ( -2.0 * ( 1.0 - ( CZY_NimbusVariation * 0.9 ) ) );
|
|
float NimbusLightTransport198_g108 = saturate( ( ( ( CloudDetail81_g108 + SimpleCloudDensity52_g108 ) * saturate( (( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_74_0_g108 ) + (( dotResult67_g108 + ( CZY_NimbusHeight * 4.0 * dotResult62_g108 ) ) - 0.5) * (( temp_output_74_0_g108 * -4.0 ) - ( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_74_0_g108 )) / (7.0 - 0.5)) ) ) * 10.0 ) );
|
|
float temp_output_236_0_g108 = saturate( ( DetailedClouds190_g108 + BorderLightTransport185_g108 + NimbusLightTransport198_g108 ) );
|
|
float mulTime61_g108 = _TimeParameters.x * 0.5;
|
|
float2 panner89_g108 = ( ( mulTime61_g108 * 0.004 ) * float2( 0.2,-0.4 ) + Pos10_g108);
|
|
float cos80_g108 = cos( ( mulTime61_g108 * -0.01 ) );
|
|
float sin80_g108 = sin( ( mulTime61_g108 * -0.01 ) );
|
|
float2 rotator80_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos80_g108 , -sin80_g108 , sin80_g108 , cos80_g108 )) + float2( 0.5,0.5 );
|
|
float4 CloudTexture152_g108 = min( tex2D( CZY_CloudTexture, (panner89_g108*1.0 + 0.75) ) , tex2D( CZY_CloudTexture, (rotator80_g108*3.0 + 0.75) ) );
|
|
float clampResult183_g108 = clamp( ( 2.0 * 0.5 ) , 0.0 , 0.98 );
|
|
float CloudTextureFinal222_g108 = ( CloudTexture152_g108 * clampResult183_g108 ).r;
|
|
float time135_g108 = 0.0;
|
|
float2 voronoiSmoothId135_g108 = 0;
|
|
float mulTime82_g108 = _TimeParameters.x * 0.003;
|
|
float2 coords135_g108 = (Pos10_g108*1.0 + ( float2( 1,-2 ) * mulTime82_g108 )) * 10.0;
|
|
float2 id135_g108 = 0;
|
|
float2 uv135_g108 = 0;
|
|
float voroi135_g108 = voronoi135_g108( coords135_g108, time135_g108, id135_g108, uv135_g108, 0, voronoiSmoothId135_g108 );
|
|
float time179_g108 = ( 10.0 * mulTime82_g108 );
|
|
float2 voronoiSmoothId179_g108 = 0;
|
|
float2 coords179_g108 = IN.ase_texcoord.xy * 10.0;
|
|
float2 id179_g108 = 0;
|
|
float2 uv179_g108 = 0;
|
|
float voroi179_g108 = voronoi179_g108( coords179_g108, time179_g108, id179_g108, uv179_g108, 0, voronoiSmoothId179_g108 );
|
|
float AltoCumulusPlacement223_g108 = saturate( ( ( ( 1.0 - 0.0 ) - (1.0 + (voroi135_g108 - 0.0) * (-0.5 - 1.0) / (1.0 - 0.0)) ) - voroi179_g108 ) );
|
|
float time205_g108 = 51.2;
|
|
float2 voronoiSmoothId205_g108 = 0;
|
|
float2 coords205_g108 = (Pos10_g108*1.0 + ( CZY_AltocumulusWindSpeed * TIme6_g108 )) * ( 100.0 / CZY_AltocumulusScale );
|
|
float2 id205_g108 = 0;
|
|
float2 uv205_g108 = 0;
|
|
float fade205_g108 = 0.5;
|
|
float voroi205_g108 = 0;
|
|
float rest205_g108 = 0;
|
|
for( int it205_g108 = 0; it205_g108 <2; it205_g108++ ){
|
|
voroi205_g108 += fade205_g108 * voronoi205_g108( coords205_g108, time205_g108, id205_g108, uv205_g108, 0,voronoiSmoothId205_g108 );
|
|
rest205_g108 += fade205_g108;
|
|
coords205_g108 *= 2;
|
|
fade205_g108 *= 0.5;
|
|
}//Voronoi205_g108
|
|
voroi205_g108 /= rest205_g108;
|
|
float AltoCumulusLightTransport266_g108 = saturate( (-1.0 + (( AltoCumulusPlacement223_g108 * ( 0.1 > voroi205_g108 ? (0.5 + (voroi205_g108 - 0.0) * (0.0 - 0.5) / (0.15 - 0.0)) : 0.0 ) * CZY_AltocumulusMultiplier ) - 0.0) * (3.0 - -1.0) / (1.0 - 0.0)) );
|
|
float mulTime156_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D193_g108 = snoise( (Pos10_g108*1.0 + mulTime156_g108)*2.0 );
|
|
float mulTime133_g108 = _TimeParameters.x * CZY_ChemtrailsMoveSpeed;
|
|
float cos171_g108 = cos( ( mulTime133_g108 * 0.01 ) );
|
|
float sin171_g108 = sin( ( mulTime133_g108 * 0.01 ) );
|
|
float2 rotator171_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos171_g108 , -sin171_g108 , sin171_g108 , cos171_g108 )) + float2( 0.5,0.5 );
|
|
float cos188_g108 = cos( ( mulTime133_g108 * -0.02 ) );
|
|
float sin188_g108 = sin( ( mulTime133_g108 * -0.02 ) );
|
|
float2 rotator188_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos188_g108 , -sin188_g108 , sin188_g108 , cos188_g108 )) + float2( 0.5,0.5 );
|
|
float mulTime158_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D196_g108 = snoise( (Pos10_g108*1.0 + mulTime158_g108)*4.0 );
|
|
float4 ChemtrailsPattern247_g108 = ( ( saturate( simplePerlin2D193_g108 ) * tex2D( CZY_ChemtrailsTexture, (rotator171_g108*0.5 + 0.0) ) ) + ( tex2D( CZY_ChemtrailsTexture, rotator188_g108 ) * saturate( simplePerlin2D196_g108 ) ) );
|
|
float2 texCoord206_g108 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_227_0_g108 = ( texCoord206_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult240_g108 = dot( temp_output_227_0_g108 , temp_output_227_0_g108 );
|
|
float4 ChemtrailsFinal268_g108 = ( ChemtrailsPattern247_g108 * saturate( (0.4 + (dotResult240_g108 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) * ( CZY_ChemtrailsMultiplier * 0.5 ) );
|
|
float mulTime162_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D194_g108 = snoise( (Pos10_g108*1.0 + mulTime162_g108)*2.0 );
|
|
float mulTime128_g108 = _TimeParameters.x * CZY_CirrostratusMoveSpeed;
|
|
float cos172_g108 = cos( ( mulTime128_g108 * 0.01 ) );
|
|
float sin172_g108 = sin( ( mulTime128_g108 * 0.01 ) );
|
|
float2 rotator172_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos172_g108 , -sin172_g108 , sin172_g108 , cos172_g108 )) + float2( 0.5,0.5 );
|
|
float cos163_g108 = cos( ( mulTime128_g108 * -0.02 ) );
|
|
float sin163_g108 = sin( ( mulTime128_g108 * -0.02 ) );
|
|
float2 rotator163_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos163_g108 , -sin163_g108 , sin163_g108 , cos163_g108 )) + float2( 0.5,0.5 );
|
|
float mulTime155_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D192_g108 = snoise( (Pos10_g108*10.0 + mulTime155_g108)*4.0 );
|
|
float4 CirrostratPattern250_g108 = ( ( saturate( simplePerlin2D194_g108 ) * tex2D( CZY_CirrostratusTexture, (rotator172_g108*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrostratusTexture, (rotator163_g108*1.5 + 0.75) ) * saturate( simplePerlin2D192_g108 ) ) );
|
|
float2 texCoord213_g108 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_228_0_g108 = ( texCoord213_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult239_g108 = dot( temp_output_228_0_g108 , temp_output_228_0_g108 );
|
|
float4 CirrostratLightTransport267_g108 = ( CirrostratPattern250_g108 * saturate( (0.4 + (dotResult239_g108 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) * ( CZY_CirrostratusMultiplier * 1.0 ) );
|
|
float mulTime106_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D429_g108 = snoise( (Pos10_g108*1.0 + mulTime106_g108)*2.0 );
|
|
float mulTime79_g108 = _TimeParameters.x * CZY_CirrusMoveSpeed;
|
|
float cos118_g108 = cos( ( mulTime79_g108 * 0.01 ) );
|
|
float sin118_g108 = sin( ( mulTime79_g108 * 0.01 ) );
|
|
float2 rotator118_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos118_g108 , -sin118_g108 , sin118_g108 , cos118_g108 )) + float2( 0.5,0.5 );
|
|
float cos116_g108 = cos( ( mulTime79_g108 * -0.02 ) );
|
|
float sin116_g108 = sin( ( mulTime79_g108 * -0.02 ) );
|
|
float2 rotator116_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos116_g108 , -sin116_g108 , sin116_g108 , cos116_g108 )) + float2( 0.5,0.5 );
|
|
float mulTime111_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D132_g108 = snoise( (Pos10_g108*1.0 + mulTime111_g108) );
|
|
simplePerlin2D132_g108 = simplePerlin2D132_g108*0.5 + 0.5;
|
|
float4 CirrusPattern215_g108 = ( ( saturate( simplePerlin2D429_g108 ) * tex2D( CZY_CirrusTexture, (rotator118_g108*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrusTexture, (rotator116_g108*1.0 + 0.0) ) * saturate( simplePerlin2D132_g108 ) ) );
|
|
float2 texCoord157_g108 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_168_0_g108 = ( texCoord157_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult186_g108 = dot( temp_output_168_0_g108 , temp_output_168_0_g108 );
|
|
float CirrusAlpha269_g108 = ( ( ( CirrusPattern215_g108 * saturate( (0.0 + (dotResult186_g108 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) ) * ( CZY_CirrusMultiplier * 10.0 ) ).r * 0.6 );
|
|
float4 FinalAlpha278_g108 = saturate( ( saturate( ( temp_output_236_0_g108 + ( (-1.0 + (CloudTextureFinal222_g108 - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) * CZY_TextureAmount * sin( ( temp_output_236_0_g108 * PI ) ) ) ) ) + AltoCumulusLightTransport266_g108 + ChemtrailsFinal268_g108 + CirrostratLightTransport267_g108 + CirrusAlpha269_g108 ) );
|
|
bool enabled20_g113 =(bool)_UnderwaterRenderingEnabled;
|
|
bool submerged20_g113 =(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_g113 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
|
|
float localHLSL20_g113 = HLSL20_g113( enabled20_g113 , submerged20_g113 , textureSample20_g113 );
|
|
|
|
|
|
surfaceDescription.Alpha = ( saturate( ( FinalAlpha278_g108.r + ( FinalAlpha278_g108.r * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g113 ) );
|
|
surfaceDescription.AlphaClipThreshold = 0.5;
|
|
|
|
#if _ALPHATEST_ON
|
|
float alphaClipThreshold = 0.01f;
|
|
#if ALPHA_CLIP_THRESHOLD
|
|
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
|
|
#endif
|
|
clip(surfaceDescription.Alpha - alphaClipThreshold);
|
|
#endif
|
|
|
|
half4 outColor = 0;
|
|
outColor = _SelectionID;
|
|
|
|
return outColor;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DepthNormals"
|
|
Tags { "LightMode"="DepthNormalsOnly" }
|
|
|
|
ZTest LEqual
|
|
ZWrite On
|
|
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma multi_compile_instancing
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define ASE_SRP_VERSION 120108
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define VARYINGS_NEED_NORMAL_WS
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
float3 normalWS : TEXCOORD0;
|
|
float4 ase_texcoord1 : TEXCOORD1;
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
float CZY_WindSpeed;
|
|
float CZY_MainCloudScale;
|
|
float CZY_CumulusCoverageMultiplier;
|
|
float CZY_DetailScale;
|
|
float CZY_DetailAmount;
|
|
float CZY_BorderHeight;
|
|
float CZY_BorderVariation;
|
|
float CZY_BorderEffect;
|
|
float3 CZY_StormDirection;
|
|
float CZY_NimbusHeight;
|
|
float CZY_NimbusMultiplier;
|
|
float CZY_NimbusVariation;
|
|
sampler2D CZY_CloudTexture;
|
|
float CZY_TextureAmount;
|
|
float CZY_AltocumulusScale;
|
|
float2 CZY_AltocumulusWindSpeed;
|
|
float CZY_AltocumulusMultiplier;
|
|
sampler2D CZY_ChemtrailsTexture;
|
|
float CZY_ChemtrailsMoveSpeed;
|
|
float CZY_ChemtrailsMultiplier;
|
|
sampler2D CZY_CirrostratusTexture;
|
|
float CZY_CirrostratusMoveSpeed;
|
|
float CZY_CirrostratusMultiplier;
|
|
sampler2D CZY_CirrusTexture;
|
|
float CZY_CirrusMoveSpeed;
|
|
float CZY_CirrusMultiplier;
|
|
float CZY_CloudThickness;
|
|
float _UnderwaterRenderingEnabled;
|
|
float _FullySubmerged;
|
|
sampler2D _UnderwaterMask;
|
|
|
|
|
|
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
|
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
|
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
|
|
float snoise( float2 v )
|
|
{
|
|
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
|
|
float2 i = floor( v + dot( v, C.yy ) );
|
|
float2 x0 = v - i + dot( i, C.xx );
|
|
float2 i1;
|
|
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
|
|
float4 x12 = x0.xyxy + C.xxzz;
|
|
x12.xy -= i1;
|
|
i = mod2D289( i );
|
|
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
|
|
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
|
|
m = m * m;
|
|
m = m * m;
|
|
float3 x = 2.0 * frac( p * C.www ) - 1.0;
|
|
float3 h = abs( x ) - 0.5;
|
|
float3 ox = floor( x + 0.5 );
|
|
float3 a0 = x - ox;
|
|
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
|
|
float3 g;
|
|
g.x = a0.x * x0.x + h.x * x0.y;
|
|
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
|
return 130.0 * dot( m, g );
|
|
}
|
|
|
|
float2 voronoihash20_g108( 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 voronoi20_g108( 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 = voronoihash20_g108( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return (F2 + F1) * 0.5;
|
|
}
|
|
|
|
float2 voronoihash23_g108( 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 voronoi23_g108( 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 = voronoihash23_g108( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return (F2 + F1) * 0.5;
|
|
}
|
|
|
|
float2 voronoihash32_g108( 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 voronoi32_g108( 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 = voronoihash32_g108( 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 voronoihash135_g108( 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 voronoi135_g108( 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 = voronoihash135_g108( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return (F2 + F1) * 0.5;
|
|
}
|
|
|
|
float2 voronoihash179_g108( 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 voronoi179_g108( 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 = voronoihash179_g108( 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 voronoihash205_g108( 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 voronoi205_g108( 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 = voronoihash205_g108( 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_g113( bool enabled, bool submerged, float textureSample )
|
|
{
|
|
if(enabled)
|
|
{
|
|
if(submerged) return 1.0;
|
|
else return textureSample;
|
|
}
|
|
else
|
|
{
|
|
return 0.0;
|
|
}
|
|
}
|
|
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
};
|
|
|
|
VertexOutput VertexFunction(VertexInput v )
|
|
{
|
|
VertexOutput o;
|
|
ZERO_INITIALIZE(VertexOutput, o);
|
|
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz );
|
|
o.ase_texcoord2.xyz = ase_worldPos;
|
|
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
|
|
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
|
o.ase_texcoord3 = screenPos;
|
|
|
|
o.ase_texcoord1.xy = v.ase_texcoord.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord1.zw = 0;
|
|
o.ase_texcoord2.w = 0;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.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;
|
|
|
|
float2 texCoord5_g108 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 Pos10_g108 = texCoord5_g108;
|
|
float mulTime4_g108 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed );
|
|
float TIme6_g108 = mulTime4_g108;
|
|
float simplePerlin2D47_g108 = snoise( ( Pos10_g108 + ( TIme6_g108 * float2( 0.2,-0.4 ) ) )*( 100.0 / CZY_MainCloudScale ) );
|
|
simplePerlin2D47_g108 = simplePerlin2D47_g108*0.5 + 0.5;
|
|
float SimpleCloudDensity52_g108 = simplePerlin2D47_g108;
|
|
float time20_g108 = 0.0;
|
|
float2 voronoiSmoothId20_g108 = 0;
|
|
float2 temp_output_18_0_g108 = ( Pos10_g108 + ( TIme6_g108 * float2( 0.3,0.2 ) ) );
|
|
float2 coords20_g108 = temp_output_18_0_g108 * ( 140.0 / CZY_MainCloudScale );
|
|
float2 id20_g108 = 0;
|
|
float2 uv20_g108 = 0;
|
|
float voroi20_g108 = voronoi20_g108( coords20_g108, time20_g108, id20_g108, uv20_g108, 0, voronoiSmoothId20_g108 );
|
|
float time23_g108 = 0.0;
|
|
float2 voronoiSmoothId23_g108 = 0;
|
|
float2 coords23_g108 = temp_output_18_0_g108 * ( 500.0 / CZY_MainCloudScale );
|
|
float2 id23_g108 = 0;
|
|
float2 uv23_g108 = 0;
|
|
float voroi23_g108 = voronoi23_g108( coords23_g108, time23_g108, id23_g108, uv23_g108, 0, voronoiSmoothId23_g108 );
|
|
float2 appendResult25_g108 = (float2(voroi20_g108 , voroi23_g108));
|
|
float2 VoroDetails33_g108 = appendResult25_g108;
|
|
float CumulusCoverage48_g108 = CZY_CumulusCoverageMultiplier;
|
|
float ComplexCloudDensity114_g108 = (0.0 + (min( SimpleCloudDensity52_g108 , ( 1.0 - VoroDetails33_g108.x ) ) - ( 1.0 - CumulusCoverage48_g108 )) * (1.0 - 0.0) / (1.0 - ( 1.0 - CumulusCoverage48_g108 )));
|
|
float time32_g108 = 0.0;
|
|
float2 voronoiSmoothId32_g108 = 0;
|
|
float2 coords32_g108 = ( Pos10_g108 + ( TIme6_g108 * float2( 0.3,0.2 ) ) ) * ( 100.0 / CZY_DetailScale );
|
|
float2 id32_g108 = 0;
|
|
float2 uv32_g108 = 0;
|
|
float fade32_g108 = 0.5;
|
|
float voroi32_g108 = 0;
|
|
float rest32_g108 = 0;
|
|
for( int it32_g108 = 0; it32_g108 <3; it32_g108++ ){
|
|
voroi32_g108 += fade32_g108 * voronoi32_g108( coords32_g108, time32_g108, id32_g108, uv32_g108, 0,voronoiSmoothId32_g108 );
|
|
rest32_g108 += fade32_g108;
|
|
coords32_g108 *= 2;
|
|
fade32_g108 *= 0.5;
|
|
}//Voronoi32_g108
|
|
voroi32_g108 /= rest32_g108;
|
|
float temp_output_75_0_g108 = ( (0.0 + (( 1.0 - voroi32_g108 ) - 0.3) * (0.5 - 0.0) / (1.0 - 0.3)) * 0.1 * CZY_DetailAmount );
|
|
float DetailedClouds190_g108 = saturate( ( ComplexCloudDensity114_g108 + temp_output_75_0_g108 ) );
|
|
float CloudDetail81_g108 = temp_output_75_0_g108;
|
|
float2 texCoord50_g108 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_71_0_g108 = ( texCoord50_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult77_g108 = dot( temp_output_71_0_g108 , temp_output_71_0_g108 );
|
|
float BorderHeight63_g108 = ( 1.0 - CZY_BorderHeight );
|
|
float temp_output_64_0_g108 = ( -2.0 * ( 1.0 - CZY_BorderVariation ) );
|
|
float clampResult166_g108 = clamp( ( ( ( CloudDetail81_g108 + SimpleCloudDensity52_g108 ) * saturate( (( BorderHeight63_g108 * temp_output_64_0_g108 ) + (dotResult77_g108 - 0.0) * (( temp_output_64_0_g108 * -4.0 ) - ( BorderHeight63_g108 * temp_output_64_0_g108 )) / (0.5 - 0.0)) ) ) * 10.0 * CZY_BorderEffect ) , -1.0 , 1.0 );
|
|
float BorderLightTransport185_g108 = clampResult166_g108;
|
|
float3 ase_worldPos = IN.ase_texcoord2.xyz;
|
|
float3 normalizeResult58_g108 = normalize( ( ase_worldPos - _WorldSpaceCameraPos ) );
|
|
float3 normalizeResult53_g108 = normalize( CZY_StormDirection );
|
|
float dotResult67_g108 = dot( normalizeResult58_g108 , normalizeResult53_g108 );
|
|
float2 texCoord39_g108 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_46_0_g108 = ( texCoord39_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult62_g108 = dot( temp_output_46_0_g108 , temp_output_46_0_g108 );
|
|
float temp_output_74_0_g108 = ( -2.0 * ( 1.0 - ( CZY_NimbusVariation * 0.9 ) ) );
|
|
float NimbusLightTransport198_g108 = saturate( ( ( ( CloudDetail81_g108 + SimpleCloudDensity52_g108 ) * saturate( (( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_74_0_g108 ) + (( dotResult67_g108 + ( CZY_NimbusHeight * 4.0 * dotResult62_g108 ) ) - 0.5) * (( temp_output_74_0_g108 * -4.0 ) - ( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_74_0_g108 )) / (7.0 - 0.5)) ) ) * 10.0 ) );
|
|
float temp_output_236_0_g108 = saturate( ( DetailedClouds190_g108 + BorderLightTransport185_g108 + NimbusLightTransport198_g108 ) );
|
|
float mulTime61_g108 = _TimeParameters.x * 0.5;
|
|
float2 panner89_g108 = ( ( mulTime61_g108 * 0.004 ) * float2( 0.2,-0.4 ) + Pos10_g108);
|
|
float cos80_g108 = cos( ( mulTime61_g108 * -0.01 ) );
|
|
float sin80_g108 = sin( ( mulTime61_g108 * -0.01 ) );
|
|
float2 rotator80_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos80_g108 , -sin80_g108 , sin80_g108 , cos80_g108 )) + float2( 0.5,0.5 );
|
|
float4 CloudTexture152_g108 = min( tex2D( CZY_CloudTexture, (panner89_g108*1.0 + 0.75) ) , tex2D( CZY_CloudTexture, (rotator80_g108*3.0 + 0.75) ) );
|
|
float clampResult183_g108 = clamp( ( 2.0 * 0.5 ) , 0.0 , 0.98 );
|
|
float CloudTextureFinal222_g108 = ( CloudTexture152_g108 * clampResult183_g108 ).r;
|
|
float time135_g108 = 0.0;
|
|
float2 voronoiSmoothId135_g108 = 0;
|
|
float mulTime82_g108 = _TimeParameters.x * 0.003;
|
|
float2 coords135_g108 = (Pos10_g108*1.0 + ( float2( 1,-2 ) * mulTime82_g108 )) * 10.0;
|
|
float2 id135_g108 = 0;
|
|
float2 uv135_g108 = 0;
|
|
float voroi135_g108 = voronoi135_g108( coords135_g108, time135_g108, id135_g108, uv135_g108, 0, voronoiSmoothId135_g108 );
|
|
float time179_g108 = ( 10.0 * mulTime82_g108 );
|
|
float2 voronoiSmoothId179_g108 = 0;
|
|
float2 coords179_g108 = IN.ase_texcoord1.xy * 10.0;
|
|
float2 id179_g108 = 0;
|
|
float2 uv179_g108 = 0;
|
|
float voroi179_g108 = voronoi179_g108( coords179_g108, time179_g108, id179_g108, uv179_g108, 0, voronoiSmoothId179_g108 );
|
|
float AltoCumulusPlacement223_g108 = saturate( ( ( ( 1.0 - 0.0 ) - (1.0 + (voroi135_g108 - 0.0) * (-0.5 - 1.0) / (1.0 - 0.0)) ) - voroi179_g108 ) );
|
|
float time205_g108 = 51.2;
|
|
float2 voronoiSmoothId205_g108 = 0;
|
|
float2 coords205_g108 = (Pos10_g108*1.0 + ( CZY_AltocumulusWindSpeed * TIme6_g108 )) * ( 100.0 / CZY_AltocumulusScale );
|
|
float2 id205_g108 = 0;
|
|
float2 uv205_g108 = 0;
|
|
float fade205_g108 = 0.5;
|
|
float voroi205_g108 = 0;
|
|
float rest205_g108 = 0;
|
|
for( int it205_g108 = 0; it205_g108 <2; it205_g108++ ){
|
|
voroi205_g108 += fade205_g108 * voronoi205_g108( coords205_g108, time205_g108, id205_g108, uv205_g108, 0,voronoiSmoothId205_g108 );
|
|
rest205_g108 += fade205_g108;
|
|
coords205_g108 *= 2;
|
|
fade205_g108 *= 0.5;
|
|
}//Voronoi205_g108
|
|
voroi205_g108 /= rest205_g108;
|
|
float AltoCumulusLightTransport266_g108 = saturate( (-1.0 + (( AltoCumulusPlacement223_g108 * ( 0.1 > voroi205_g108 ? (0.5 + (voroi205_g108 - 0.0) * (0.0 - 0.5) / (0.15 - 0.0)) : 0.0 ) * CZY_AltocumulusMultiplier ) - 0.0) * (3.0 - -1.0) / (1.0 - 0.0)) );
|
|
float mulTime156_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D193_g108 = snoise( (Pos10_g108*1.0 + mulTime156_g108)*2.0 );
|
|
float mulTime133_g108 = _TimeParameters.x * CZY_ChemtrailsMoveSpeed;
|
|
float cos171_g108 = cos( ( mulTime133_g108 * 0.01 ) );
|
|
float sin171_g108 = sin( ( mulTime133_g108 * 0.01 ) );
|
|
float2 rotator171_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos171_g108 , -sin171_g108 , sin171_g108 , cos171_g108 )) + float2( 0.5,0.5 );
|
|
float cos188_g108 = cos( ( mulTime133_g108 * -0.02 ) );
|
|
float sin188_g108 = sin( ( mulTime133_g108 * -0.02 ) );
|
|
float2 rotator188_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos188_g108 , -sin188_g108 , sin188_g108 , cos188_g108 )) + float2( 0.5,0.5 );
|
|
float mulTime158_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D196_g108 = snoise( (Pos10_g108*1.0 + mulTime158_g108)*4.0 );
|
|
float4 ChemtrailsPattern247_g108 = ( ( saturate( simplePerlin2D193_g108 ) * tex2D( CZY_ChemtrailsTexture, (rotator171_g108*0.5 + 0.0) ) ) + ( tex2D( CZY_ChemtrailsTexture, rotator188_g108 ) * saturate( simplePerlin2D196_g108 ) ) );
|
|
float2 texCoord206_g108 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_227_0_g108 = ( texCoord206_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult240_g108 = dot( temp_output_227_0_g108 , temp_output_227_0_g108 );
|
|
float4 ChemtrailsFinal268_g108 = ( ChemtrailsPattern247_g108 * saturate( (0.4 + (dotResult240_g108 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) * ( CZY_ChemtrailsMultiplier * 0.5 ) );
|
|
float mulTime162_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D194_g108 = snoise( (Pos10_g108*1.0 + mulTime162_g108)*2.0 );
|
|
float mulTime128_g108 = _TimeParameters.x * CZY_CirrostratusMoveSpeed;
|
|
float cos172_g108 = cos( ( mulTime128_g108 * 0.01 ) );
|
|
float sin172_g108 = sin( ( mulTime128_g108 * 0.01 ) );
|
|
float2 rotator172_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos172_g108 , -sin172_g108 , sin172_g108 , cos172_g108 )) + float2( 0.5,0.5 );
|
|
float cos163_g108 = cos( ( mulTime128_g108 * -0.02 ) );
|
|
float sin163_g108 = sin( ( mulTime128_g108 * -0.02 ) );
|
|
float2 rotator163_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos163_g108 , -sin163_g108 , sin163_g108 , cos163_g108 )) + float2( 0.5,0.5 );
|
|
float mulTime155_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D192_g108 = snoise( (Pos10_g108*10.0 + mulTime155_g108)*4.0 );
|
|
float4 CirrostratPattern250_g108 = ( ( saturate( simplePerlin2D194_g108 ) * tex2D( CZY_CirrostratusTexture, (rotator172_g108*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrostratusTexture, (rotator163_g108*1.5 + 0.75) ) * saturate( simplePerlin2D192_g108 ) ) );
|
|
float2 texCoord213_g108 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_228_0_g108 = ( texCoord213_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult239_g108 = dot( temp_output_228_0_g108 , temp_output_228_0_g108 );
|
|
float4 CirrostratLightTransport267_g108 = ( CirrostratPattern250_g108 * saturate( (0.4 + (dotResult239_g108 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) * ( CZY_CirrostratusMultiplier * 1.0 ) );
|
|
float mulTime106_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D429_g108 = snoise( (Pos10_g108*1.0 + mulTime106_g108)*2.0 );
|
|
float mulTime79_g108 = _TimeParameters.x * CZY_CirrusMoveSpeed;
|
|
float cos118_g108 = cos( ( mulTime79_g108 * 0.01 ) );
|
|
float sin118_g108 = sin( ( mulTime79_g108 * 0.01 ) );
|
|
float2 rotator118_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos118_g108 , -sin118_g108 , sin118_g108 , cos118_g108 )) + float2( 0.5,0.5 );
|
|
float cos116_g108 = cos( ( mulTime79_g108 * -0.02 ) );
|
|
float sin116_g108 = sin( ( mulTime79_g108 * -0.02 ) );
|
|
float2 rotator116_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos116_g108 , -sin116_g108 , sin116_g108 , cos116_g108 )) + float2( 0.5,0.5 );
|
|
float mulTime111_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D132_g108 = snoise( (Pos10_g108*1.0 + mulTime111_g108) );
|
|
simplePerlin2D132_g108 = simplePerlin2D132_g108*0.5 + 0.5;
|
|
float4 CirrusPattern215_g108 = ( ( saturate( simplePerlin2D429_g108 ) * tex2D( CZY_CirrusTexture, (rotator118_g108*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrusTexture, (rotator116_g108*1.0 + 0.0) ) * saturate( simplePerlin2D132_g108 ) ) );
|
|
float2 texCoord157_g108 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_168_0_g108 = ( texCoord157_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult186_g108 = dot( temp_output_168_0_g108 , temp_output_168_0_g108 );
|
|
float CirrusAlpha269_g108 = ( ( ( CirrusPattern215_g108 * saturate( (0.0 + (dotResult186_g108 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) ) * ( CZY_CirrusMultiplier * 10.0 ) ).r * 0.6 );
|
|
float4 FinalAlpha278_g108 = saturate( ( saturate( ( temp_output_236_0_g108 + ( (-1.0 + (CloudTextureFinal222_g108 - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) * CZY_TextureAmount * sin( ( temp_output_236_0_g108 * PI ) ) ) ) ) + AltoCumulusLightTransport266_g108 + ChemtrailsFinal268_g108 + CirrostratLightTransport267_g108 + CirrusAlpha269_g108 ) );
|
|
bool enabled20_g113 =(bool)_UnderwaterRenderingEnabled;
|
|
bool submerged20_g113 =(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_g113 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
|
|
float localHLSL20_g113 = HLSL20_g113( enabled20_g113 , submerged20_g113 , textureSample20_g113 );
|
|
|
|
|
|
surfaceDescription.Alpha = ( saturate( ( FinalAlpha278_g108.r + ( FinalAlpha278_g108.r * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g113 ) );
|
|
surfaceDescription.AlphaClipThreshold = 0.5;
|
|
|
|
#if _ALPHATEST_ON
|
|
clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold);
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
|
|
float3 normalWS = IN.normalWS;
|
|
|
|
return half4(NormalizeNormalPerPixel(normalWS), 0.0);
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DepthNormalsOnly"
|
|
Tags { "LightMode"="DepthNormalsOnly" }
|
|
|
|
ZTest LEqual
|
|
ZWrite On
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma multi_compile_instancing
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define ASE_SRP_VERSION 120108
|
|
|
|
|
|
#pragma exclude_renderers glcore gles gles3
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define ATTRIBUTES_NEED_TEXCOORD1
|
|
#define VARYINGS_NEED_NORMAL_WS
|
|
#define VARYINGS_NEED_TANGENT_WS
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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struct VertexInput
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{
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float4 vertex : POSITION;
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float3 ase_normal : NORMAL;
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float4 ase_texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 clipPos : SV_POSITION;
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float3 normalWS : TEXCOORD0;
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float4 ase_texcoord1 : TEXCOORD1;
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float4 ase_texcoord2 : TEXCOORD2;
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float4 ase_texcoord3 : TEXCOORD3;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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CBUFFER_START(UnityPerMaterial)
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#ifdef ASE_TESSELLATION
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float _TessPhongStrength;
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float _TessValue;
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float _TessMin;
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float _TessMax;
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float _TessEdgeLength;
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float _TessMaxDisp;
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#endif
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CBUFFER_END
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float CZY_WindSpeed;
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float CZY_MainCloudScale;
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float CZY_CumulusCoverageMultiplier;
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float CZY_DetailScale;
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float CZY_DetailAmount;
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float CZY_BorderHeight;
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float CZY_BorderVariation;
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float CZY_BorderEffect;
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float3 CZY_StormDirection;
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float CZY_NimbusHeight;
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float CZY_NimbusMultiplier;
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float CZY_NimbusVariation;
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sampler2D CZY_CloudTexture;
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float CZY_TextureAmount;
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float CZY_AltocumulusScale;
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float2 CZY_AltocumulusWindSpeed;
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float CZY_AltocumulusMultiplier;
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sampler2D CZY_ChemtrailsTexture;
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float CZY_ChemtrailsMoveSpeed;
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float CZY_ChemtrailsMultiplier;
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sampler2D CZY_CirrostratusTexture;
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float CZY_CirrostratusMoveSpeed;
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float CZY_CirrostratusMultiplier;
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sampler2D CZY_CirrusTexture;
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float CZY_CirrusMoveSpeed;
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float CZY_CirrusMultiplier;
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float CZY_CloudThickness;
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float _UnderwaterRenderingEnabled;
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float _FullySubmerged;
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sampler2D _UnderwaterMask;
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float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
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float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
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float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
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float snoise( float2 v )
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{
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const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
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float2 i = floor( v + dot( v, C.yy ) );
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float2 x0 = v - i + dot( i, C.xx );
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float2 i1;
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i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
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float4 x12 = x0.xyxy + C.xxzz;
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x12.xy -= i1;
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i = mod2D289( i );
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float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
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float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
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m = m * m;
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m = m * m;
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float3 x = 2.0 * frac( p * C.www ) - 1.0;
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float3 h = abs( x ) - 0.5;
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float3 ox = floor( x + 0.5 );
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float3 a0 = x - ox;
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m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
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float3 g;
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g.x = a0.x * x0.x + h.x * x0.y;
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g.yz = a0.yz * x12.xz + h.yz * x12.yw;
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return 130.0 * dot( m, g );
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}
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float2 voronoihash20_g108( float2 p )
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{
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p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
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return frac( sin( p ) *43758.5453);
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}
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float voronoi20_g108( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
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{
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float2 n = floor( v );
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float2 f = frac( v );
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float F1 = 8.0;
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float F2 = 8.0; float2 mg = 0;
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for ( int j = -1; j <= 1; j++ )
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{
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for ( int i = -1; i <= 1; i++ )
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{
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float2 g = float2( i, j );
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float2 o = voronoihash20_g108( n + g );
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o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
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float d = 0.5 * dot( r, r );
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if( d<F1 ) {
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F2 = F1;
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F1 = d; mg = g; mr = r; id = o;
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} else if( d<F2 ) {
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F2 = d;
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}
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}
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}
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return (F2 + F1) * 0.5;
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}
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float2 voronoihash23_g108( float2 p )
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{
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p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
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return frac( sin( p ) *43758.5453);
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}
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float voronoi23_g108( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
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{
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float2 n = floor( v );
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float2 f = frac( v );
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float F1 = 8.0;
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float F2 = 8.0; float2 mg = 0;
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for ( int j = -1; j <= 1; j++ )
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{
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for ( int i = -1; i <= 1; i++ )
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{
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float2 g = float2( i, j );
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float2 o = voronoihash23_g108( n + g );
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o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
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float d = 0.5 * dot( r, r );
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if( d<F1 ) {
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F2 = F1;
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F1 = d; mg = g; mr = r; id = o;
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} else if( d<F2 ) {
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F2 = d;
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}
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}
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}
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return (F2 + F1) * 0.5;
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}
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float2 voronoihash32_g108( float2 p )
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{
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p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
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return frac( sin( p ) *43758.5453);
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}
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float voronoi32_g108( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
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{
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float2 n = floor( v );
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float2 f = frac( v );
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float F1 = 8.0;
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float F2 = 8.0; float2 mg = 0;
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for ( int j = -1; j <= 1; j++ )
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{
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for ( int i = -1; i <= 1; i++ )
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{
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float2 g = float2( i, j );
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float2 o = voronoihash32_g108( n + g );
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o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
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float d = 0.5 * dot( r, r );
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if( d<F1 ) {
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F2 = F1;
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F1 = d; mg = g; mr = r; id = o;
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} else if( d<F2 ) {
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F2 = d;
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}
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}
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}
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return F1;
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}
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float2 voronoihash135_g108( float2 p )
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{
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p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
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return frac( sin( p ) *43758.5453);
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}
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float voronoi135_g108( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
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{
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float2 n = floor( v );
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float2 f = frac( v );
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float F1 = 8.0;
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float F2 = 8.0; float2 mg = 0;
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for ( int j = -1; j <= 1; j++ )
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{
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for ( int i = -1; i <= 1; i++ )
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{
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float2 g = float2( i, j );
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float2 o = voronoihash135_g108( n + g );
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o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
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float d = 0.5 * dot( r, r );
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if( d<F1 ) {
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F2 = F1;
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F1 = d; mg = g; mr = r; id = o;
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} else if( d<F2 ) {
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F2 = d;
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}
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}
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}
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return (F2 + F1) * 0.5;
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}
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float2 voronoihash179_g108( float2 p )
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{
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p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
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return frac( sin( p ) *43758.5453);
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}
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float voronoi179_g108( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
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{
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float2 n = floor( v );
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float2 f = frac( v );
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float F1 = 8.0;
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float F2 = 8.0; float2 mg = 0;
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for ( int j = -1; j <= 1; j++ )
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{
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for ( int i = -1; i <= 1; i++ )
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{
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float2 g = float2( i, j );
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float2 o = voronoihash179_g108( n + g );
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o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
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float d = 0.5 * dot( r, r );
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if( d<F1 ) {
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F2 = F1;
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F1 = d; mg = g; mr = r; id = o;
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} else if( d<F2 ) {
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F2 = d;
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}
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}
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}
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return F1;
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}
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float2 voronoihash205_g108( float2 p )
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{
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p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
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return frac( sin( p ) *43758.5453);
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}
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float voronoi205_g108( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
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{
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float2 n = floor( v );
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float2 f = frac( v );
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float F1 = 8.0;
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float F2 = 8.0; float2 mg = 0;
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for ( int j = -1; j <= 1; j++ )
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{
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for ( int i = -1; i <= 1; i++ )
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{
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float2 g = float2( i, j );
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float2 o = voronoihash205_g108( n + g );
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o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
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float d = 0.5 * dot( r, r );
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if( d<F1 ) {
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F2 = F1;
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F1 = d; mg = g; mr = r; id = o;
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} else if( d<F2 ) {
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F2 = d;
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}
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}
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}
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return F1;
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}
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float HLSL20_g113( bool enabled, bool submerged, float textureSample )
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{
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if(enabled)
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{
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if(submerged) return 1.0;
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else return textureSample;
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}
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else
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{
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return 0.0;
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}
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}
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struct SurfaceDescription
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{
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float Alpha;
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float AlphaClipThreshold;
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};
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VertexOutput VertexFunction(VertexInput v )
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{
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VertexOutput o;
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ZERO_INITIALIZE(VertexOutput, o);
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz );
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o.ase_texcoord2.xyz = ase_worldPos;
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float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
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float4 screenPos = ComputeScreenPos(ase_clipPos);
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o.ase_texcoord3 = screenPos;
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o.ase_texcoord1.xy = v.ase_texcoord.xy;
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//setting value to unused interpolator channels and avoid initialization warnings
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o.ase_texcoord1.zw = 0;
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o.ase_texcoord2.w = 0;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = v.vertex.xyz;
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#else
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float3 defaultVertexValue = float3(0, 0, 0);
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#endif
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float3 vertexValue = defaultVertexValue;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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v.vertex.xyz = vertexValue;
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#else
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v.vertex.xyz += vertexValue;
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#endif
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v.ase_normal = v.ase_normal;
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float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
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float3 normalWS = TransformObjectToWorldNormal(v.ase_normal);
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o.clipPos = TransformWorldToHClip(positionWS);
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o.normalWS.xyz = normalWS;
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return o;
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}
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#if defined(ASE_TESSELLATION)
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struct VertexControl
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{
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float4 vertex : INTERNALTESSPOS;
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float3 ase_normal : NORMAL;
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float4 ase_texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct TessellationFactors
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{
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float edge[3] : SV_TessFactor;
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float inside : SV_InsideTessFactor;
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};
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VertexControl vert ( VertexInput v )
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{
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VertexControl o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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o.vertex = v.vertex;
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o.ase_normal = v.ase_normal;
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o.ase_texcoord = v.ase_texcoord;
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return o;
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}
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TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
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{
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TessellationFactors o;
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float4 tf = 1;
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float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
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float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
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#if defined(ASE_FIXED_TESSELLATION)
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tf = FixedTess( tessValue );
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#elif defined(ASE_DISTANCE_TESSELLATION)
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tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
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#elif defined(ASE_LENGTH_TESSELLATION)
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tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
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#elif defined(ASE_LENGTH_CULL_TESSELLATION)
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tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
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#endif
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o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
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return o;
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}
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[domain("tri")]
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[partitioning("fractional_odd")]
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[outputtopology("triangle_cw")]
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[patchconstantfunc("TessellationFunction")]
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[outputcontrolpoints(3)]
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VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
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{
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return patch[id];
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}
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[domain("tri")]
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VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
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{
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VertexInput o = (VertexInput) 0;
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o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
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o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
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o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
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#if defined(ASE_PHONG_TESSELLATION)
|
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float3 pp[3];
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for (int i = 0; i < 3; ++i)
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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));
|
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float phongStrength = _TessPhongStrength;
|
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o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
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#endif
|
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UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
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return VertexFunction(o);
|
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}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
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}
|
|
#endif
|
|
|
|
half4 frag(VertexOutput IN ) : SV_TARGET
|
|
{
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
|
|
float2 texCoord5_g108 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 Pos10_g108 = texCoord5_g108;
|
|
float mulTime4_g108 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed );
|
|
float TIme6_g108 = mulTime4_g108;
|
|
float simplePerlin2D47_g108 = snoise( ( Pos10_g108 + ( TIme6_g108 * float2( 0.2,-0.4 ) ) )*( 100.0 / CZY_MainCloudScale ) );
|
|
simplePerlin2D47_g108 = simplePerlin2D47_g108*0.5 + 0.5;
|
|
float SimpleCloudDensity52_g108 = simplePerlin2D47_g108;
|
|
float time20_g108 = 0.0;
|
|
float2 voronoiSmoothId20_g108 = 0;
|
|
float2 temp_output_18_0_g108 = ( Pos10_g108 + ( TIme6_g108 * float2( 0.3,0.2 ) ) );
|
|
float2 coords20_g108 = temp_output_18_0_g108 * ( 140.0 / CZY_MainCloudScale );
|
|
float2 id20_g108 = 0;
|
|
float2 uv20_g108 = 0;
|
|
float voroi20_g108 = voronoi20_g108( coords20_g108, time20_g108, id20_g108, uv20_g108, 0, voronoiSmoothId20_g108 );
|
|
float time23_g108 = 0.0;
|
|
float2 voronoiSmoothId23_g108 = 0;
|
|
float2 coords23_g108 = temp_output_18_0_g108 * ( 500.0 / CZY_MainCloudScale );
|
|
float2 id23_g108 = 0;
|
|
float2 uv23_g108 = 0;
|
|
float voroi23_g108 = voronoi23_g108( coords23_g108, time23_g108, id23_g108, uv23_g108, 0, voronoiSmoothId23_g108 );
|
|
float2 appendResult25_g108 = (float2(voroi20_g108 , voroi23_g108));
|
|
float2 VoroDetails33_g108 = appendResult25_g108;
|
|
float CumulusCoverage48_g108 = CZY_CumulusCoverageMultiplier;
|
|
float ComplexCloudDensity114_g108 = (0.0 + (min( SimpleCloudDensity52_g108 , ( 1.0 - VoroDetails33_g108.x ) ) - ( 1.0 - CumulusCoverage48_g108 )) * (1.0 - 0.0) / (1.0 - ( 1.0 - CumulusCoverage48_g108 )));
|
|
float time32_g108 = 0.0;
|
|
float2 voronoiSmoothId32_g108 = 0;
|
|
float2 coords32_g108 = ( Pos10_g108 + ( TIme6_g108 * float2( 0.3,0.2 ) ) ) * ( 100.0 / CZY_DetailScale );
|
|
float2 id32_g108 = 0;
|
|
float2 uv32_g108 = 0;
|
|
float fade32_g108 = 0.5;
|
|
float voroi32_g108 = 0;
|
|
float rest32_g108 = 0;
|
|
for( int it32_g108 = 0; it32_g108 <3; it32_g108++ ){
|
|
voroi32_g108 += fade32_g108 * voronoi32_g108( coords32_g108, time32_g108, id32_g108, uv32_g108, 0,voronoiSmoothId32_g108 );
|
|
rest32_g108 += fade32_g108;
|
|
coords32_g108 *= 2;
|
|
fade32_g108 *= 0.5;
|
|
}//Voronoi32_g108
|
|
voroi32_g108 /= rest32_g108;
|
|
float temp_output_75_0_g108 = ( (0.0 + (( 1.0 - voroi32_g108 ) - 0.3) * (0.5 - 0.0) / (1.0 - 0.3)) * 0.1 * CZY_DetailAmount );
|
|
float DetailedClouds190_g108 = saturate( ( ComplexCloudDensity114_g108 + temp_output_75_0_g108 ) );
|
|
float CloudDetail81_g108 = temp_output_75_0_g108;
|
|
float2 texCoord50_g108 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_71_0_g108 = ( texCoord50_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult77_g108 = dot( temp_output_71_0_g108 , temp_output_71_0_g108 );
|
|
float BorderHeight63_g108 = ( 1.0 - CZY_BorderHeight );
|
|
float temp_output_64_0_g108 = ( -2.0 * ( 1.0 - CZY_BorderVariation ) );
|
|
float clampResult166_g108 = clamp( ( ( ( CloudDetail81_g108 + SimpleCloudDensity52_g108 ) * saturate( (( BorderHeight63_g108 * temp_output_64_0_g108 ) + (dotResult77_g108 - 0.0) * (( temp_output_64_0_g108 * -4.0 ) - ( BorderHeight63_g108 * temp_output_64_0_g108 )) / (0.5 - 0.0)) ) ) * 10.0 * CZY_BorderEffect ) , -1.0 , 1.0 );
|
|
float BorderLightTransport185_g108 = clampResult166_g108;
|
|
float3 ase_worldPos = IN.ase_texcoord2.xyz;
|
|
float3 normalizeResult58_g108 = normalize( ( ase_worldPos - _WorldSpaceCameraPos ) );
|
|
float3 normalizeResult53_g108 = normalize( CZY_StormDirection );
|
|
float dotResult67_g108 = dot( normalizeResult58_g108 , normalizeResult53_g108 );
|
|
float2 texCoord39_g108 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_46_0_g108 = ( texCoord39_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult62_g108 = dot( temp_output_46_0_g108 , temp_output_46_0_g108 );
|
|
float temp_output_74_0_g108 = ( -2.0 * ( 1.0 - ( CZY_NimbusVariation * 0.9 ) ) );
|
|
float NimbusLightTransport198_g108 = saturate( ( ( ( CloudDetail81_g108 + SimpleCloudDensity52_g108 ) * saturate( (( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_74_0_g108 ) + (( dotResult67_g108 + ( CZY_NimbusHeight * 4.0 * dotResult62_g108 ) ) - 0.5) * (( temp_output_74_0_g108 * -4.0 ) - ( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_74_0_g108 )) / (7.0 - 0.5)) ) ) * 10.0 ) );
|
|
float temp_output_236_0_g108 = saturate( ( DetailedClouds190_g108 + BorderLightTransport185_g108 + NimbusLightTransport198_g108 ) );
|
|
float mulTime61_g108 = _TimeParameters.x * 0.5;
|
|
float2 panner89_g108 = ( ( mulTime61_g108 * 0.004 ) * float2( 0.2,-0.4 ) + Pos10_g108);
|
|
float cos80_g108 = cos( ( mulTime61_g108 * -0.01 ) );
|
|
float sin80_g108 = sin( ( mulTime61_g108 * -0.01 ) );
|
|
float2 rotator80_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos80_g108 , -sin80_g108 , sin80_g108 , cos80_g108 )) + float2( 0.5,0.5 );
|
|
float4 CloudTexture152_g108 = min( tex2D( CZY_CloudTexture, (panner89_g108*1.0 + 0.75) ) , tex2D( CZY_CloudTexture, (rotator80_g108*3.0 + 0.75) ) );
|
|
float clampResult183_g108 = clamp( ( 2.0 * 0.5 ) , 0.0 , 0.98 );
|
|
float CloudTextureFinal222_g108 = ( CloudTexture152_g108 * clampResult183_g108 ).r;
|
|
float time135_g108 = 0.0;
|
|
float2 voronoiSmoothId135_g108 = 0;
|
|
float mulTime82_g108 = _TimeParameters.x * 0.003;
|
|
float2 coords135_g108 = (Pos10_g108*1.0 + ( float2( 1,-2 ) * mulTime82_g108 )) * 10.0;
|
|
float2 id135_g108 = 0;
|
|
float2 uv135_g108 = 0;
|
|
float voroi135_g108 = voronoi135_g108( coords135_g108, time135_g108, id135_g108, uv135_g108, 0, voronoiSmoothId135_g108 );
|
|
float time179_g108 = ( 10.0 * mulTime82_g108 );
|
|
float2 voronoiSmoothId179_g108 = 0;
|
|
float2 coords179_g108 = IN.ase_texcoord1.xy * 10.0;
|
|
float2 id179_g108 = 0;
|
|
float2 uv179_g108 = 0;
|
|
float voroi179_g108 = voronoi179_g108( coords179_g108, time179_g108, id179_g108, uv179_g108, 0, voronoiSmoothId179_g108 );
|
|
float AltoCumulusPlacement223_g108 = saturate( ( ( ( 1.0 - 0.0 ) - (1.0 + (voroi135_g108 - 0.0) * (-0.5 - 1.0) / (1.0 - 0.0)) ) - voroi179_g108 ) );
|
|
float time205_g108 = 51.2;
|
|
float2 voronoiSmoothId205_g108 = 0;
|
|
float2 coords205_g108 = (Pos10_g108*1.0 + ( CZY_AltocumulusWindSpeed * TIme6_g108 )) * ( 100.0 / CZY_AltocumulusScale );
|
|
float2 id205_g108 = 0;
|
|
float2 uv205_g108 = 0;
|
|
float fade205_g108 = 0.5;
|
|
float voroi205_g108 = 0;
|
|
float rest205_g108 = 0;
|
|
for( int it205_g108 = 0; it205_g108 <2; it205_g108++ ){
|
|
voroi205_g108 += fade205_g108 * voronoi205_g108( coords205_g108, time205_g108, id205_g108, uv205_g108, 0,voronoiSmoothId205_g108 );
|
|
rest205_g108 += fade205_g108;
|
|
coords205_g108 *= 2;
|
|
fade205_g108 *= 0.5;
|
|
}//Voronoi205_g108
|
|
voroi205_g108 /= rest205_g108;
|
|
float AltoCumulusLightTransport266_g108 = saturate( (-1.0 + (( AltoCumulusPlacement223_g108 * ( 0.1 > voroi205_g108 ? (0.5 + (voroi205_g108 - 0.0) * (0.0 - 0.5) / (0.15 - 0.0)) : 0.0 ) * CZY_AltocumulusMultiplier ) - 0.0) * (3.0 - -1.0) / (1.0 - 0.0)) );
|
|
float mulTime156_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D193_g108 = snoise( (Pos10_g108*1.0 + mulTime156_g108)*2.0 );
|
|
float mulTime133_g108 = _TimeParameters.x * CZY_ChemtrailsMoveSpeed;
|
|
float cos171_g108 = cos( ( mulTime133_g108 * 0.01 ) );
|
|
float sin171_g108 = sin( ( mulTime133_g108 * 0.01 ) );
|
|
float2 rotator171_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos171_g108 , -sin171_g108 , sin171_g108 , cos171_g108 )) + float2( 0.5,0.5 );
|
|
float cos188_g108 = cos( ( mulTime133_g108 * -0.02 ) );
|
|
float sin188_g108 = sin( ( mulTime133_g108 * -0.02 ) );
|
|
float2 rotator188_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos188_g108 , -sin188_g108 , sin188_g108 , cos188_g108 )) + float2( 0.5,0.5 );
|
|
float mulTime158_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D196_g108 = snoise( (Pos10_g108*1.0 + mulTime158_g108)*4.0 );
|
|
float4 ChemtrailsPattern247_g108 = ( ( saturate( simplePerlin2D193_g108 ) * tex2D( CZY_ChemtrailsTexture, (rotator171_g108*0.5 + 0.0) ) ) + ( tex2D( CZY_ChemtrailsTexture, rotator188_g108 ) * saturate( simplePerlin2D196_g108 ) ) );
|
|
float2 texCoord206_g108 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_227_0_g108 = ( texCoord206_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult240_g108 = dot( temp_output_227_0_g108 , temp_output_227_0_g108 );
|
|
float4 ChemtrailsFinal268_g108 = ( ChemtrailsPattern247_g108 * saturate( (0.4 + (dotResult240_g108 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) * ( CZY_ChemtrailsMultiplier * 0.5 ) );
|
|
float mulTime162_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D194_g108 = snoise( (Pos10_g108*1.0 + mulTime162_g108)*2.0 );
|
|
float mulTime128_g108 = _TimeParameters.x * CZY_CirrostratusMoveSpeed;
|
|
float cos172_g108 = cos( ( mulTime128_g108 * 0.01 ) );
|
|
float sin172_g108 = sin( ( mulTime128_g108 * 0.01 ) );
|
|
float2 rotator172_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos172_g108 , -sin172_g108 , sin172_g108 , cos172_g108 )) + float2( 0.5,0.5 );
|
|
float cos163_g108 = cos( ( mulTime128_g108 * -0.02 ) );
|
|
float sin163_g108 = sin( ( mulTime128_g108 * -0.02 ) );
|
|
float2 rotator163_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos163_g108 , -sin163_g108 , sin163_g108 , cos163_g108 )) + float2( 0.5,0.5 );
|
|
float mulTime155_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D192_g108 = snoise( (Pos10_g108*10.0 + mulTime155_g108)*4.0 );
|
|
float4 CirrostratPattern250_g108 = ( ( saturate( simplePerlin2D194_g108 ) * tex2D( CZY_CirrostratusTexture, (rotator172_g108*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrostratusTexture, (rotator163_g108*1.5 + 0.75) ) * saturate( simplePerlin2D192_g108 ) ) );
|
|
float2 texCoord213_g108 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_228_0_g108 = ( texCoord213_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult239_g108 = dot( temp_output_228_0_g108 , temp_output_228_0_g108 );
|
|
float4 CirrostratLightTransport267_g108 = ( CirrostratPattern250_g108 * saturate( (0.4 + (dotResult239_g108 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) * ( CZY_CirrostratusMultiplier * 1.0 ) );
|
|
float mulTime106_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D429_g108 = snoise( (Pos10_g108*1.0 + mulTime106_g108)*2.0 );
|
|
float mulTime79_g108 = _TimeParameters.x * CZY_CirrusMoveSpeed;
|
|
float cos118_g108 = cos( ( mulTime79_g108 * 0.01 ) );
|
|
float sin118_g108 = sin( ( mulTime79_g108 * 0.01 ) );
|
|
float2 rotator118_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos118_g108 , -sin118_g108 , sin118_g108 , cos118_g108 )) + float2( 0.5,0.5 );
|
|
float cos116_g108 = cos( ( mulTime79_g108 * -0.02 ) );
|
|
float sin116_g108 = sin( ( mulTime79_g108 * -0.02 ) );
|
|
float2 rotator116_g108 = mul( Pos10_g108 - float2( 0.5,0.5 ) , float2x2( cos116_g108 , -sin116_g108 , sin116_g108 , cos116_g108 )) + float2( 0.5,0.5 );
|
|
float mulTime111_g108 = _TimeParameters.x * 0.01;
|
|
float simplePerlin2D132_g108 = snoise( (Pos10_g108*1.0 + mulTime111_g108) );
|
|
simplePerlin2D132_g108 = simplePerlin2D132_g108*0.5 + 0.5;
|
|
float4 CirrusPattern215_g108 = ( ( saturate( simplePerlin2D429_g108 ) * tex2D( CZY_CirrusTexture, (rotator118_g108*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrusTexture, (rotator116_g108*1.0 + 0.0) ) * saturate( simplePerlin2D132_g108 ) ) );
|
|
float2 texCoord157_g108 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_168_0_g108 = ( texCoord157_g108 - float2( 0.5,0.5 ) );
|
|
float dotResult186_g108 = dot( temp_output_168_0_g108 , temp_output_168_0_g108 );
|
|
float CirrusAlpha269_g108 = ( ( ( CirrusPattern215_g108 * saturate( (0.0 + (dotResult186_g108 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) ) * ( CZY_CirrusMultiplier * 10.0 ) ).r * 0.6 );
|
|
float4 FinalAlpha278_g108 = saturate( ( saturate( ( temp_output_236_0_g108 + ( (-1.0 + (CloudTextureFinal222_g108 - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) * CZY_TextureAmount * sin( ( temp_output_236_0_g108 * PI ) ) ) ) ) + AltoCumulusLightTransport266_g108 + ChemtrailsFinal268_g108 + CirrostratLightTransport267_g108 + CirrusAlpha269_g108 ) );
|
|
bool enabled20_g113 =(bool)_UnderwaterRenderingEnabled;
|
|
bool submerged20_g113 =(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_g113 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
|
|
float localHLSL20_g113 = HLSL20_g113( enabled20_g113 , submerged20_g113 , textureSample20_g113 );
|
|
|
|
|
|
surfaceDescription.Alpha = ( saturate( ( FinalAlpha278_g108.r + ( FinalAlpha278_g108.r * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g113 ) );
|
|
surfaceDescription.AlphaClipThreshold = 0.5;
|
|
|
|
#if _ALPHATEST_ON
|
|
clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold);
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
|
|
float3 normalWS = IN.normalWS;
|
|
|
|
return half4(NormalizeNormalPerPixel(normalWS), 0.0);
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
}
|
|
|
|
CustomEditor "EmptyShaderGUI"
|
|
FallBack "Hidden/Shader Graph/FallbackError"
|
|
|
|
Fallback "Hidden/InternalErrorShader"
|
|
}
|
|
/*ASEBEGIN
|
|
Version=19105
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;910;-678.2959,-671.1561;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;True;1;LightMode=DepthOnly;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;909;-678.2959,-671.1561;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=ShadowCaster;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;911;-678.2959,-671.1561;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
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ASEEND*/
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//CHKSM=991DBAFF56409BDE631F774070BB7D428E99F7FC |