1840 lines
76 KiB
GLSL
1840 lines
76 KiB
GLSL
// Made with Amplify Shader Editor v1.9.3.3
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Distant Lands/Cozy/URP/Stylized Fog (Stepped)"
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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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[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
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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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ReadMask 221
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WriteMask 221
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Comp NotEqual
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Pass Keep
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}
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HLSLINCLUDE
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#pragma target 4.5
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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 Always
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Offset 0 , 0
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ColorMask RGBA
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Stencil
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{
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Ref 221
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ReadMask 221
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WriteMask 221
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Comp NotEqual
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}
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HLSLPROGRAM
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#define _SURFACE_TYPE_TRANSPARENT 1
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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#define ASE_SRP_VERSION 120108
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#define REQUIRE_OPAQUE_TEXTURE 1
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#define REQUIRE_DEPTH_TEXTURE 1
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#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fragment _ DEBUG_DISPLAY
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#pragma multi_compile _ DOTS_INSTANCING_ON
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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.universal/ShaderLibrary/Input.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/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 positionOS : POSITION;
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float3 normalOS : NORMAL;
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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 positionCS : SV_POSITION;
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#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
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float3 positionWS : 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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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_FogDepthMultiplier;
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float CZY_FogColorStart4;
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float4 CZY_FogColor5;
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float CZY_FogColorStart3;
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float4 CZY_FogColor4;
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float CZY_FogColorStart2;
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float4 CZY_FogColor3;
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float CZY_FogColorStart1;
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float4 CZY_FogColor2;
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float4 CZY_FogColor1;
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float4 CZY_LightColor;
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float CZY_FlareSquish;
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float3 CZy_SunDirection;
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half CZY_LightIntensity;
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half CZY_LightFalloff;
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float _UnderwaterRenderingEnabled;
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float _FullySubmerged;
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sampler2D _UnderwaterMask;
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float CZY_FogSmoothness;
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float CZY_FogOffset;
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float CZY_FogIntensity;
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inline float4 ASE_ComputeGrabScreenPos( float4 pos )
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{
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#if UNITY_UV_STARTS_AT_TOP
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float scale = -1.0;
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#else
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float scale = 1.0;
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#endif
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float4 o = pos;
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o.y = pos.w * 0.5f;
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o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
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return o;
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}
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float2 UnStereo( float2 UV )
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{
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#if UNITY_SINGLE_PASS_STEREO
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float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ];
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UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy;
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#endif
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return UV;
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}
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float3 InvertDepthDirURP75_g65( float3 In )
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{
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float3 result = In;
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#if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301 || ASE_SRP_VERSION == 70503 || ASE_SRP_VERSION == 70600 || ASE_SRP_VERSION == 70700 || ASE_SRP_VERSION == 70701 || ASE_SRP_VERSION >= 80301
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result *= float3(1,1,-1);
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#endif
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return result;
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}
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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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float HLSL20_g68( 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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VertexOutput VertexFunction( VertexInput v )
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{
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VertexOutput o = (VertexOutput)0;
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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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float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz);
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float4 screenPos = ComputeScreenPos(ase_clipPos);
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o.ase_texcoord3 = screenPos;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = v.positionOS.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.positionOS.xyz = vertexValue;
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#else
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v.positionOS.xyz += vertexValue;
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#endif
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v.normalOS = v.normalOS;
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float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
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float4 positionCS = TransformWorldToHClip( positionWS );
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#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
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o.positionWS = positionWS;
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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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VertexPositionInputs vertexInput = (VertexPositionInputs)0;
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vertexInput.positionWS = positionWS;
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vertexInput.positionCS = positionCS;
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o.shadowCoord = GetShadowCoord( vertexInput );
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#endif
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#ifdef ASE_FOG
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o.fogFactor = ComputeFogFactor( positionCS.z );
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#endif
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o.positionCS = positionCS;
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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 normalOS : NORMAL;
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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.positionOS;
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o.normalOS = v.normalOS;
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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)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag ( VertexOutput IN ) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID( IN );
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 WorldPosition = IN.positionWS;
|
|
#endif
|
|
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
float4 screenPos = IN.ase_texcoord3;
|
|
float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( screenPos );
|
|
float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w;
|
|
float4 fetchOpaqueVal42_g64 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ase_grabScreenPosNorm ), 1.0 );
|
|
float2 appendResult5_g64 = (float2(_WorldSpaceCameraPos.x , _WorldSpaceCameraPos.z));
|
|
float4 ase_screenPosNorm = screenPos / screenPos.w;
|
|
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
|
float2 UV22_g66 = ase_screenPosNorm.xy;
|
|
float2 localUnStereo22_g66 = UnStereo( UV22_g66 );
|
|
float2 break64_g65 = localUnStereo22_g66;
|
|
float clampDepth69_g65 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
|
|
#ifdef UNITY_REVERSED_Z
|
|
float staticSwitch38_g65 = ( 1.0 - clampDepth69_g65 );
|
|
#else
|
|
float staticSwitch38_g65 = clampDepth69_g65;
|
|
#endif
|
|
float3 appendResult39_g65 = (float3(break64_g65.x , break64_g65.y , staticSwitch38_g65));
|
|
float4 appendResult42_g65 = (float4((appendResult39_g65*2.0 + -1.0) , 1.0));
|
|
float4 temp_output_43_0_g65 = mul( unity_CameraInvProjection, appendResult42_g65 );
|
|
float3 temp_output_46_0_g65 = ( (temp_output_43_0_g65).xyz / (temp_output_43_0_g65).w );
|
|
float3 In75_g65 = temp_output_46_0_g65;
|
|
float3 localInvertDepthDirURP75_g65 = InvertDepthDirURP75_g65( In75_g65 );
|
|
float4 appendResult49_g65 = (float4(localInvertDepthDirURP75_g65 , 1.0));
|
|
float4 break3_g64 = mul( unity_CameraToWorld, appendResult49_g65 );
|
|
float2 appendResult4_g64 = (float2(break3_g64.x , break3_g64.z));
|
|
float Distance9_g64 = ( CZY_FogDepthMultiplier * sqrt( distance( appendResult5_g64 , appendResult4_g64 ) ) );
|
|
float4 break26_g64 = ( Distance9_g64 > CZY_FogColorStart4 ? CZY_FogColor5 : ( Distance9_g64 > CZY_FogColorStart3 ? CZY_FogColor4 : ( Distance9_g64 > CZY_FogColorStart2 ? CZY_FogColor3 : ( Distance9_g64 > CZY_FogColorStart1 ? CZY_FogColor2 : CZY_FogColor1 ) ) ) );
|
|
float temp_output_1_0_g67 = Distance9_g64;
|
|
float4 appendResult22_g64 = (float4(CZY_FogColorStart1 , CZY_FogColorStart2 , CZY_FogColorStart3 , CZY_FogColorStart4));
|
|
float4 break116_g67 = appendResult22_g64;
|
|
float lerpResult28_g67 = lerp( CZY_FogColor1.a , CZY_FogColor2.a , saturate( ( temp_output_1_0_g67 / break116_g67.x ) ));
|
|
float lerpResult41_g67 = lerp( saturate( lerpResult28_g67 ) , CZY_FogColor3.a , saturate( ( ( break116_g67.x - temp_output_1_0_g67 ) / ( 0.0 - break116_g67.y ) ) ));
|
|
float lerpResult35_g67 = lerp( lerpResult41_g67 , CZY_FogColor4.a , saturate( ( ( break116_g67.y - temp_output_1_0_g67 ) / ( break116_g67.y - break116_g67.z ) ) ));
|
|
float lerpResult113_g67 = lerp( lerpResult35_g67 , CZY_FogColor5.a , saturate( ( ( break116_g67.z - temp_output_1_0_g67 ) / ( break116_g67.z - break116_g67.w ) ) ));
|
|
float4 appendResult27_g64 = (float4(break26_g64.r , break26_g64.g , break26_g64.b , lerpResult113_g67));
|
|
float4 FogColors28_g64 = appendResult27_g64;
|
|
float3 hsvTorgb35_g64 = RGBToHSV( CZY_LightColor.rgb );
|
|
float3 hsvTorgb34_g64 = RGBToHSV( FogColors28_g64.xyz );
|
|
float3 hsvTorgb40_g64 = HSVToRGB( float3(hsvTorgb35_g64.x,hsvTorgb35_g64.y,( hsvTorgb35_g64.z * hsvTorgb34_g64.z )) );
|
|
float3 appendResult55_g64 = (float3(1.0 , CZY_FlareSquish , 1.0));
|
|
float3 normalizeResult60_g64 = normalize( ( ( WorldPosition * appendResult55_g64 ) - _WorldSpaceCameraPos ) );
|
|
float dotResult61_g64 = dot( normalizeResult60_g64 , CZy_SunDirection );
|
|
half LightMask67_g64 = saturate( pow( abs( ( (dotResult61_g64*0.5 + 0.5) * CZY_LightIntensity ) ) , CZY_LightFalloff ) );
|
|
float temp_output_32_0_g64 = ( FogColors28_g64.w * saturate( Distance9_g64 ) );
|
|
float4 lerpResult41_g64 = lerp( FogColors28_g64 , float4( hsvTorgb40_g64 , 0.0 ) , saturate( ( LightMask67_g64 * ( 1.5 * temp_output_32_0_g64 ) ) ));
|
|
float4 lerpResult43_g64 = lerp( fetchOpaqueVal42_g64 , lerpResult41_g64 , temp_output_32_0_g64);
|
|
|
|
bool enabled20_g68 =(bool)_UnderwaterRenderingEnabled;
|
|
bool submerged20_g68 =(bool)_FullySubmerged;
|
|
float textureSample20_g68 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
|
|
float localHLSL20_g68 = HLSL20_g68( enabled20_g68 , submerged20_g68 , textureSample20_g68 );
|
|
float3 direction87_g64 = ( WorldPosition - _WorldSpaceCameraPos );
|
|
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
|
|
|
|
float3 BakedAlbedo = 0;
|
|
float3 BakedEmission = 0;
|
|
float3 Color = lerpResult43_g64.xyz;
|
|
float Alpha = ( ( 1.0 - localHLSL20_g68 ) * ( FogColors28_g64.w * saturate( ( ( 1.0 - saturate( ( ( ( direction87_g64.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) ) );
|
|
float AlphaClipThreshold = 0.5;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip( Alpha - AlphaClipThreshold );
|
|
#endif
|
|
|
|
#if defined(_DBUFFER)
|
|
ApplyDecalToBaseColor(IN.positionCS, Color);
|
|
#endif
|
|
|
|
#if defined(_ALPHAPREMULTIPLY_ON)
|
|
Color *= Alpha;
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
Color = MixFog( Color, IN.fogFactor );
|
|
#endif
|
|
|
|
return half4( Color, Alpha );
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DepthOnly"
|
|
Tags { "LightMode"="DepthOnly" }
|
|
|
|
ZWrite On
|
|
ColorMask 0
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#pragma multi_compile_instancing
|
|
#define ASE_SRP_VERSION 120108
|
|
#define REQUIRE_DEPTH_TEXTURE 1
|
|
|
|
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 positionWS : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
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 _UnderwaterRenderingEnabled;
|
|
float _FullySubmerged;
|
|
sampler2D _UnderwaterMask;
|
|
float CZY_FogDepthMultiplier;
|
|
float CZY_FogColorStart4;
|
|
float4 CZY_FogColor5;
|
|
float CZY_FogColorStart3;
|
|
float4 CZY_FogColor4;
|
|
float CZY_FogColorStart2;
|
|
float4 CZY_FogColor3;
|
|
float CZY_FogColorStart1;
|
|
float4 CZY_FogColor2;
|
|
float4 CZY_FogColor1;
|
|
float CZY_FogSmoothness;
|
|
float CZY_FogOffset;
|
|
float CZY_FogIntensity;
|
|
|
|
|
|
float HLSL20_g68( bool enabled, bool submerged, float textureSample )
|
|
{
|
|
if(enabled)
|
|
{
|
|
if(submerged) return 1.0;
|
|
else return textureSample;
|
|
}
|
|
else
|
|
{
|
|
return 0.0;
|
|
}
|
|
}
|
|
|
|
float2 UnStereo( float2 UV )
|
|
{
|
|
#if UNITY_SINGLE_PASS_STEREO
|
|
float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ];
|
|
UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy;
|
|
#endif
|
|
return UV;
|
|
}
|
|
|
|
float3 InvertDepthDirURP75_g65( float3 In )
|
|
{
|
|
float3 result = In;
|
|
#if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301 || ASE_SRP_VERSION == 70503 || ASE_SRP_VERSION == 70600 || ASE_SRP_VERSION == 70700 || ASE_SRP_VERSION == 70701 || ASE_SRP_VERSION >= 80301
|
|
result *= float3(1,1,-1);
|
|
#endif
|
|
return result;
|
|
}
|
|
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz);
|
|
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
|
o.ase_texcoord2 = screenPos;
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.positionOS.xyz = vertexValue;
|
|
#else
|
|
v.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.normalOS = v.normalOS;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.positionWS = positionWS;
|
|
#endif
|
|
|
|
o.positionCS = TransformWorldToHClip( positionWS );
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = o.positionCS;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 normalOS : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.positionOS;
|
|
o.normalOS = v.normalOS;
|
|
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(VertexOutput IN ) : SV_TARGET
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 WorldPosition = IN.positionWS;
|
|
#endif
|
|
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
bool enabled20_g68 =(bool)_UnderwaterRenderingEnabled;
|
|
bool submerged20_g68 =(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_g68 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
|
|
float localHLSL20_g68 = HLSL20_g68( enabled20_g68 , submerged20_g68 , textureSample20_g68 );
|
|
float2 appendResult5_g64 = (float2(_WorldSpaceCameraPos.x , _WorldSpaceCameraPos.z));
|
|
float2 UV22_g66 = ase_screenPosNorm.xy;
|
|
float2 localUnStereo22_g66 = UnStereo( UV22_g66 );
|
|
float2 break64_g65 = localUnStereo22_g66;
|
|
float clampDepth69_g65 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
|
|
#ifdef UNITY_REVERSED_Z
|
|
float staticSwitch38_g65 = ( 1.0 - clampDepth69_g65 );
|
|
#else
|
|
float staticSwitch38_g65 = clampDepth69_g65;
|
|
#endif
|
|
float3 appendResult39_g65 = (float3(break64_g65.x , break64_g65.y , staticSwitch38_g65));
|
|
float4 appendResult42_g65 = (float4((appendResult39_g65*2.0 + -1.0) , 1.0));
|
|
float4 temp_output_43_0_g65 = mul( unity_CameraInvProjection, appendResult42_g65 );
|
|
float3 temp_output_46_0_g65 = ( (temp_output_43_0_g65).xyz / (temp_output_43_0_g65).w );
|
|
float3 In75_g65 = temp_output_46_0_g65;
|
|
float3 localInvertDepthDirURP75_g65 = InvertDepthDirURP75_g65( In75_g65 );
|
|
float4 appendResult49_g65 = (float4(localInvertDepthDirURP75_g65 , 1.0));
|
|
float4 break3_g64 = mul( unity_CameraToWorld, appendResult49_g65 );
|
|
float2 appendResult4_g64 = (float2(break3_g64.x , break3_g64.z));
|
|
float Distance9_g64 = ( CZY_FogDepthMultiplier * sqrt( distance( appendResult5_g64 , appendResult4_g64 ) ) );
|
|
float4 break26_g64 = ( Distance9_g64 > CZY_FogColorStart4 ? CZY_FogColor5 : ( Distance9_g64 > CZY_FogColorStart3 ? CZY_FogColor4 : ( Distance9_g64 > CZY_FogColorStart2 ? CZY_FogColor3 : ( Distance9_g64 > CZY_FogColorStart1 ? CZY_FogColor2 : CZY_FogColor1 ) ) ) );
|
|
float temp_output_1_0_g67 = Distance9_g64;
|
|
float4 appendResult22_g64 = (float4(CZY_FogColorStart1 , CZY_FogColorStart2 , CZY_FogColorStart3 , CZY_FogColorStart4));
|
|
float4 break116_g67 = appendResult22_g64;
|
|
float lerpResult28_g67 = lerp( CZY_FogColor1.a , CZY_FogColor2.a , saturate( ( temp_output_1_0_g67 / break116_g67.x ) ));
|
|
float lerpResult41_g67 = lerp( saturate( lerpResult28_g67 ) , CZY_FogColor3.a , saturate( ( ( break116_g67.x - temp_output_1_0_g67 ) / ( 0.0 - break116_g67.y ) ) ));
|
|
float lerpResult35_g67 = lerp( lerpResult41_g67 , CZY_FogColor4.a , saturate( ( ( break116_g67.y - temp_output_1_0_g67 ) / ( break116_g67.y - break116_g67.z ) ) ));
|
|
float lerpResult113_g67 = lerp( lerpResult35_g67 , CZY_FogColor5.a , saturate( ( ( break116_g67.z - temp_output_1_0_g67 ) / ( break116_g67.z - break116_g67.w ) ) ));
|
|
float4 appendResult27_g64 = (float4(break26_g64.r , break26_g64.g , break26_g64.b , lerpResult113_g67));
|
|
float4 FogColors28_g64 = appendResult27_g64;
|
|
float3 direction87_g64 = ( WorldPosition - _WorldSpaceCameraPos );
|
|
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
|
|
|
|
|
|
float Alpha = ( ( 1.0 - localHLSL20_g68 ) * ( FogColors28_g64.w * saturate( ( ( 1.0 - saturate( ( ( ( direction87_g64.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) ) );
|
|
float AlphaClipThreshold = 0.5;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
|
|
#endif
|
|
return 0;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "SceneSelectionPass"
|
|
Tags { "LightMode"="SceneSelectionPass" }
|
|
|
|
Cull Off
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define ASE_SRP_VERSION 120108
|
|
#define REQUIRE_DEPTH_TEXTURE 1
|
|
|
|
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_texcoord1 : TEXCOORD1;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
float _UnderwaterRenderingEnabled;
|
|
float _FullySubmerged;
|
|
sampler2D _UnderwaterMask;
|
|
float CZY_FogDepthMultiplier;
|
|
float CZY_FogColorStart4;
|
|
float4 CZY_FogColor5;
|
|
float CZY_FogColorStart3;
|
|
float4 CZY_FogColor4;
|
|
float CZY_FogColorStart2;
|
|
float4 CZY_FogColor3;
|
|
float CZY_FogColorStart1;
|
|
float4 CZY_FogColor2;
|
|
float4 CZY_FogColor1;
|
|
float CZY_FogSmoothness;
|
|
float CZY_FogOffset;
|
|
float CZY_FogIntensity;
|
|
|
|
|
|
float HLSL20_g68( bool enabled, bool submerged, float textureSample )
|
|
{
|
|
if(enabled)
|
|
{
|
|
if(submerged) return 1.0;
|
|
else return textureSample;
|
|
}
|
|
else
|
|
{
|
|
return 0.0;
|
|
}
|
|
}
|
|
|
|
float2 UnStereo( float2 UV )
|
|
{
|
|
#if UNITY_SINGLE_PASS_STEREO
|
|
float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ];
|
|
UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy;
|
|
#endif
|
|
return UV;
|
|
}
|
|
|
|
float3 InvertDepthDirURP75_g65( float3 In )
|
|
{
|
|
float3 result = In;
|
|
#if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301 || ASE_SRP_VERSION == 70503 || ASE_SRP_VERSION == 70600 || ASE_SRP_VERSION == 70700 || ASE_SRP_VERSION == 70701 || ASE_SRP_VERSION >= 80301
|
|
result *= float3(1,1,-1);
|
|
#endif
|
|
return result;
|
|
}
|
|
|
|
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
};
|
|
|
|
VertexOutput VertexFunction(VertexInput v )
|
|
{
|
|
VertexOutput o;
|
|
ZERO_INITIALIZE(VertexOutput, o);
|
|
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz);
|
|
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
|
o.ase_texcoord = screenPos;
|
|
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
|
|
o.ase_texcoord1.xyz = ase_worldPos;
|
|
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord1.w = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.positionOS.xyz = vertexValue;
|
|
#else
|
|
v.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.normalOS = v.normalOS;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
|
|
|
|
o.positionCS = TransformWorldToHClip(positionWS);
|
|
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 normalOS : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.positionOS;
|
|
o.normalOS = v.normalOS;
|
|
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(VertexOutput IN ) : SV_TARGET
|
|
{
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
|
|
bool enabled20_g68 =(bool)_UnderwaterRenderingEnabled;
|
|
bool submerged20_g68 =(bool)_FullySubmerged;
|
|
float4 screenPos = IN.ase_texcoord;
|
|
float4 ase_screenPosNorm = screenPos / screenPos.w;
|
|
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
|
float textureSample20_g68 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
|
|
float localHLSL20_g68 = HLSL20_g68( enabled20_g68 , submerged20_g68 , textureSample20_g68 );
|
|
float2 appendResult5_g64 = (float2(_WorldSpaceCameraPos.x , _WorldSpaceCameraPos.z));
|
|
float2 UV22_g66 = ase_screenPosNorm.xy;
|
|
float2 localUnStereo22_g66 = UnStereo( UV22_g66 );
|
|
float2 break64_g65 = localUnStereo22_g66;
|
|
float clampDepth69_g65 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
|
|
#ifdef UNITY_REVERSED_Z
|
|
float staticSwitch38_g65 = ( 1.0 - clampDepth69_g65 );
|
|
#else
|
|
float staticSwitch38_g65 = clampDepth69_g65;
|
|
#endif
|
|
float3 appendResult39_g65 = (float3(break64_g65.x , break64_g65.y , staticSwitch38_g65));
|
|
float4 appendResult42_g65 = (float4((appendResult39_g65*2.0 + -1.0) , 1.0));
|
|
float4 temp_output_43_0_g65 = mul( unity_CameraInvProjection, appendResult42_g65 );
|
|
float3 temp_output_46_0_g65 = ( (temp_output_43_0_g65).xyz / (temp_output_43_0_g65).w );
|
|
float3 In75_g65 = temp_output_46_0_g65;
|
|
float3 localInvertDepthDirURP75_g65 = InvertDepthDirURP75_g65( In75_g65 );
|
|
float4 appendResult49_g65 = (float4(localInvertDepthDirURP75_g65 , 1.0));
|
|
float4 break3_g64 = mul( unity_CameraToWorld, appendResult49_g65 );
|
|
float2 appendResult4_g64 = (float2(break3_g64.x , break3_g64.z));
|
|
float Distance9_g64 = ( CZY_FogDepthMultiplier * sqrt( distance( appendResult5_g64 , appendResult4_g64 ) ) );
|
|
float4 break26_g64 = ( Distance9_g64 > CZY_FogColorStart4 ? CZY_FogColor5 : ( Distance9_g64 > CZY_FogColorStart3 ? CZY_FogColor4 : ( Distance9_g64 > CZY_FogColorStart2 ? CZY_FogColor3 : ( Distance9_g64 > CZY_FogColorStart1 ? CZY_FogColor2 : CZY_FogColor1 ) ) ) );
|
|
float temp_output_1_0_g67 = Distance9_g64;
|
|
float4 appendResult22_g64 = (float4(CZY_FogColorStart1 , CZY_FogColorStart2 , CZY_FogColorStart3 , CZY_FogColorStart4));
|
|
float4 break116_g67 = appendResult22_g64;
|
|
float lerpResult28_g67 = lerp( CZY_FogColor1.a , CZY_FogColor2.a , saturate( ( temp_output_1_0_g67 / break116_g67.x ) ));
|
|
float lerpResult41_g67 = lerp( saturate( lerpResult28_g67 ) , CZY_FogColor3.a , saturate( ( ( break116_g67.x - temp_output_1_0_g67 ) / ( 0.0 - break116_g67.y ) ) ));
|
|
float lerpResult35_g67 = lerp( lerpResult41_g67 , CZY_FogColor4.a , saturate( ( ( break116_g67.y - temp_output_1_0_g67 ) / ( break116_g67.y - break116_g67.z ) ) ));
|
|
float lerpResult113_g67 = lerp( lerpResult35_g67 , CZY_FogColor5.a , saturate( ( ( break116_g67.z - temp_output_1_0_g67 ) / ( break116_g67.z - break116_g67.w ) ) ));
|
|
float4 appendResult27_g64 = (float4(break26_g64.r , break26_g64.g , break26_g64.b , lerpResult113_g67));
|
|
float4 FogColors28_g64 = appendResult27_g64;
|
|
float3 ase_worldPos = IN.ase_texcoord1.xyz;
|
|
float3 direction87_g64 = ( ase_worldPos - _WorldSpaceCameraPos );
|
|
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
|
|
|
|
|
|
surfaceDescription.Alpha = ( ( 1.0 - localHLSL20_g68 ) * ( FogColors28_g64.w * saturate( ( ( 1.0 - saturate( ( ( ( direction87_g64.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) ) );
|
|
surfaceDescription.AlphaClipThreshold = 0.5;
|
|
|
|
#if _ALPHATEST_ON
|
|
float alphaClipThreshold = 0.01f;
|
|
#if ALPHA_CLIP_THRESHOLD
|
|
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
|
|
#endif
|
|
clip(surfaceDescription.Alpha - alphaClipThreshold);
|
|
#endif
|
|
|
|
half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
|
|
return outColor;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "ScenePickingPass"
|
|
Tags { "LightMode"="Picking" }
|
|
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define ASE_SRP_VERSION 120108
|
|
#define REQUIRE_DEPTH_TEXTURE 1
|
|
|
|
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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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 positionOS : POSITION;
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float3 normalOS : NORMAL;
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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 positionCS : SV_POSITION;
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float4 ase_texcoord : TEXCOORD0;
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float4 ase_texcoord1 : TEXCOORD1;
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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 _UnderwaterRenderingEnabled;
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float _FullySubmerged;
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sampler2D _UnderwaterMask;
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float CZY_FogDepthMultiplier;
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float CZY_FogColorStart4;
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float4 CZY_FogColor5;
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float CZY_FogColorStart3;
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float4 CZY_FogColor4;
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float CZY_FogColorStart2;
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float4 CZY_FogColor3;
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float CZY_FogColorStart1;
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float4 CZY_FogColor2;
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float4 CZY_FogColor1;
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float CZY_FogSmoothness;
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float CZY_FogOffset;
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float CZY_FogIntensity;
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float HLSL20_g68( 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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float2 UnStereo( float2 UV )
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{
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#if UNITY_SINGLE_PASS_STEREO
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float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ];
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UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy;
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#endif
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return UV;
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}
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float3 InvertDepthDirURP75_g65( float3 In )
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{
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float3 result = In;
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#if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301 || ASE_SRP_VERSION == 70503 || ASE_SRP_VERSION == 70600 || ASE_SRP_VERSION == 70700 || ASE_SRP_VERSION == 70701 || ASE_SRP_VERSION >= 80301
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result *= float3(1,1,-1);
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#endif
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return result;
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}
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float4 _SelectionID;
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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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float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz);
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float4 screenPos = ComputeScreenPos(ase_clipPos);
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o.ase_texcoord = screenPos;
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float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
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o.ase_texcoord1.xyz = ase_worldPos;
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//setting value to unused interpolator channels and avoid initialization warnings
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o.ase_texcoord1.w = 0;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = v.positionOS.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.positionOS.xyz = vertexValue;
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#else
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v.positionOS.xyz += vertexValue;
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#endif
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v.normalOS = v.normalOS;
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float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
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o.positionCS = TransformWorldToHClip(positionWS);
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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 normalOS : NORMAL;
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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.positionOS;
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o.normalOS = v.normalOS;
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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.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
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o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * 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.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
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float phongStrength = _TessPhongStrength;
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o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.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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}
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#else
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VertexOutput vert ( VertexInput v )
|
|
{
|
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return VertexFunction( v );
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}
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#endif
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half4 frag(VertexOutput IN ) : SV_TARGET
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{
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SurfaceDescription surfaceDescription = (SurfaceDescription)0;
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bool enabled20_g68 =(bool)_UnderwaterRenderingEnabled;
|
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bool submerged20_g68 =(bool)_FullySubmerged;
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float4 screenPos = IN.ase_texcoord;
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float4 ase_screenPosNorm = screenPos / screenPos.w;
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ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
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float textureSample20_g68 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
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float localHLSL20_g68 = HLSL20_g68( enabled20_g68 , submerged20_g68 , textureSample20_g68 );
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float2 appendResult5_g64 = (float2(_WorldSpaceCameraPos.x , _WorldSpaceCameraPos.z));
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float2 UV22_g66 = ase_screenPosNorm.xy;
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float2 localUnStereo22_g66 = UnStereo( UV22_g66 );
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float2 break64_g65 = localUnStereo22_g66;
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float clampDepth69_g65 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
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#ifdef UNITY_REVERSED_Z
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float staticSwitch38_g65 = ( 1.0 - clampDepth69_g65 );
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#else
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float staticSwitch38_g65 = clampDepth69_g65;
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#endif
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float3 appendResult39_g65 = (float3(break64_g65.x , break64_g65.y , staticSwitch38_g65));
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float4 appendResult42_g65 = (float4((appendResult39_g65*2.0 + -1.0) , 1.0));
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float4 temp_output_43_0_g65 = mul( unity_CameraInvProjection, appendResult42_g65 );
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float3 temp_output_46_0_g65 = ( (temp_output_43_0_g65).xyz / (temp_output_43_0_g65).w );
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float3 In75_g65 = temp_output_46_0_g65;
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float3 localInvertDepthDirURP75_g65 = InvertDepthDirURP75_g65( In75_g65 );
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float4 appendResult49_g65 = (float4(localInvertDepthDirURP75_g65 , 1.0));
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float4 break3_g64 = mul( unity_CameraToWorld, appendResult49_g65 );
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float2 appendResult4_g64 = (float2(break3_g64.x , break3_g64.z));
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float Distance9_g64 = ( CZY_FogDepthMultiplier * sqrt( distance( appendResult5_g64 , appendResult4_g64 ) ) );
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float4 break26_g64 = ( Distance9_g64 > CZY_FogColorStart4 ? CZY_FogColor5 : ( Distance9_g64 > CZY_FogColorStart3 ? CZY_FogColor4 : ( Distance9_g64 > CZY_FogColorStart2 ? CZY_FogColor3 : ( Distance9_g64 > CZY_FogColorStart1 ? CZY_FogColor2 : CZY_FogColor1 ) ) ) );
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float temp_output_1_0_g67 = Distance9_g64;
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float4 appendResult22_g64 = (float4(CZY_FogColorStart1 , CZY_FogColorStart2 , CZY_FogColorStart3 , CZY_FogColorStart4));
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float4 break116_g67 = appendResult22_g64;
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float lerpResult28_g67 = lerp( CZY_FogColor1.a , CZY_FogColor2.a , saturate( ( temp_output_1_0_g67 / break116_g67.x ) ));
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float lerpResult41_g67 = lerp( saturate( lerpResult28_g67 ) , CZY_FogColor3.a , saturate( ( ( break116_g67.x - temp_output_1_0_g67 ) / ( 0.0 - break116_g67.y ) ) ));
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float lerpResult35_g67 = lerp( lerpResult41_g67 , CZY_FogColor4.a , saturate( ( ( break116_g67.y - temp_output_1_0_g67 ) / ( break116_g67.y - break116_g67.z ) ) ));
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float lerpResult113_g67 = lerp( lerpResult35_g67 , CZY_FogColor5.a , saturate( ( ( break116_g67.z - temp_output_1_0_g67 ) / ( break116_g67.z - break116_g67.w ) ) ));
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float4 appendResult27_g64 = (float4(break26_g64.r , break26_g64.g , break26_g64.b , lerpResult113_g67));
|
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float4 FogColors28_g64 = appendResult27_g64;
|
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float3 ase_worldPos = IN.ase_texcoord1.xyz;
|
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float3 direction87_g64 = ( ase_worldPos - _WorldSpaceCameraPos );
|
|
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
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|
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surfaceDescription.Alpha = ( ( 1.0 - localHLSL20_g68 ) * ( FogColors28_g64.w * saturate( ( ( 1.0 - saturate( ( ( ( direction87_g64.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) ) );
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surfaceDescription.AlphaClipThreshold = 0.5;
|
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|
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#if _ALPHATEST_ON
|
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float alphaClipThreshold = 0.01f;
|
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#if ALPHA_CLIP_THRESHOLD
|
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alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
|
|
#endif
|
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clip(surfaceDescription.Alpha - alphaClipThreshold);
|
|
#endif
|
|
|
|
half4 outColor = 0;
|
|
outColor = _SelectionID;
|
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|
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return outColor;
|
|
}
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|
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ENDHLSL
|
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}
|
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|
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|
|
Pass
|
|
{
|
|
|
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Name "DepthNormals"
|
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Tags { "LightMode"="DepthNormalsOnly" }
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|
|
ZTest LEqual
|
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ZWrite On
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|
|
HLSLPROGRAM
|
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|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#pragma multi_compile_instancing
|
|
#define ASE_SRP_VERSION 120108
|
|
#define REQUIRE_DEPTH_TEXTURE 1
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|
|
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
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|
|
#pragma vertex vert
|
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#pragma fragment frag
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|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define VARYINGS_NEED_NORMAL_WS
|
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|
|
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float3 normalWS : TEXCOORD0;
|
|
float4 ase_texcoord1 : TEXCOORD1;
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
float _UnderwaterRenderingEnabled;
|
|
float _FullySubmerged;
|
|
sampler2D _UnderwaterMask;
|
|
float CZY_FogDepthMultiplier;
|
|
float CZY_FogColorStart4;
|
|
float4 CZY_FogColor5;
|
|
float CZY_FogColorStart3;
|
|
float4 CZY_FogColor4;
|
|
float CZY_FogColorStart2;
|
|
float4 CZY_FogColor3;
|
|
float CZY_FogColorStart1;
|
|
float4 CZY_FogColor2;
|
|
float4 CZY_FogColor1;
|
|
float CZY_FogSmoothness;
|
|
float CZY_FogOffset;
|
|
float CZY_FogIntensity;
|
|
|
|
|
|
float HLSL20_g68( bool enabled, bool submerged, float textureSample )
|
|
{
|
|
if(enabled)
|
|
{
|
|
if(submerged) return 1.0;
|
|
else return textureSample;
|
|
}
|
|
else
|
|
{
|
|
return 0.0;
|
|
}
|
|
}
|
|
|
|
float2 UnStereo( float2 UV )
|
|
{
|
|
#if UNITY_SINGLE_PASS_STEREO
|
|
float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ];
|
|
UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy;
|
|
#endif
|
|
return UV;
|
|
}
|
|
|
|
float3 InvertDepthDirURP75_g65( float3 In )
|
|
{
|
|
float3 result = In;
|
|
#if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301 || ASE_SRP_VERSION == 70503 || ASE_SRP_VERSION == 70600 || ASE_SRP_VERSION == 70700 || ASE_SRP_VERSION == 70701 || ASE_SRP_VERSION >= 80301
|
|
result *= float3(1,1,-1);
|
|
#endif
|
|
return result;
|
|
}
|
|
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
};
|
|
|
|
VertexOutput VertexFunction(VertexInput v )
|
|
{
|
|
VertexOutput o;
|
|
ZERO_INITIALIZE(VertexOutput, o);
|
|
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz);
|
|
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
|
o.ase_texcoord1 = screenPos;
|
|
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
|
|
o.ase_texcoord2.xyz = ase_worldPos;
|
|
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord2.w = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.positionOS.xyz = vertexValue;
|
|
#else
|
|
v.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.normalOS = v.normalOS;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
|
|
float3 normalWS = TransformObjectToWorldNormal(v.normalOS);
|
|
|
|
o.positionCS = TransformWorldToHClip(positionWS);
|
|
o.normalWS.xyz = normalWS;
|
|
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 normalOS : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.positionOS;
|
|
o.normalOS = v.normalOS;
|
|
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(VertexOutput IN ) : SV_TARGET
|
|
{
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
|
|
bool enabled20_g68 =(bool)_UnderwaterRenderingEnabled;
|
|
bool submerged20_g68 =(bool)_FullySubmerged;
|
|
float4 screenPos = IN.ase_texcoord1;
|
|
float4 ase_screenPosNorm = screenPos / screenPos.w;
|
|
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
|
float textureSample20_g68 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
|
|
float localHLSL20_g68 = HLSL20_g68( enabled20_g68 , submerged20_g68 , textureSample20_g68 );
|
|
float2 appendResult5_g64 = (float2(_WorldSpaceCameraPos.x , _WorldSpaceCameraPos.z));
|
|
float2 UV22_g66 = ase_screenPosNorm.xy;
|
|
float2 localUnStereo22_g66 = UnStereo( UV22_g66 );
|
|
float2 break64_g65 = localUnStereo22_g66;
|
|
float clampDepth69_g65 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
|
|
#ifdef UNITY_REVERSED_Z
|
|
float staticSwitch38_g65 = ( 1.0 - clampDepth69_g65 );
|
|
#else
|
|
float staticSwitch38_g65 = clampDepth69_g65;
|
|
#endif
|
|
float3 appendResult39_g65 = (float3(break64_g65.x , break64_g65.y , staticSwitch38_g65));
|
|
float4 appendResult42_g65 = (float4((appendResult39_g65*2.0 + -1.0) , 1.0));
|
|
float4 temp_output_43_0_g65 = mul( unity_CameraInvProjection, appendResult42_g65 );
|
|
float3 temp_output_46_0_g65 = ( (temp_output_43_0_g65).xyz / (temp_output_43_0_g65).w );
|
|
float3 In75_g65 = temp_output_46_0_g65;
|
|
float3 localInvertDepthDirURP75_g65 = InvertDepthDirURP75_g65( In75_g65 );
|
|
float4 appendResult49_g65 = (float4(localInvertDepthDirURP75_g65 , 1.0));
|
|
float4 break3_g64 = mul( unity_CameraToWorld, appendResult49_g65 );
|
|
float2 appendResult4_g64 = (float2(break3_g64.x , break3_g64.z));
|
|
float Distance9_g64 = ( CZY_FogDepthMultiplier * sqrt( distance( appendResult5_g64 , appendResult4_g64 ) ) );
|
|
float4 break26_g64 = ( Distance9_g64 > CZY_FogColorStart4 ? CZY_FogColor5 : ( Distance9_g64 > CZY_FogColorStart3 ? CZY_FogColor4 : ( Distance9_g64 > CZY_FogColorStart2 ? CZY_FogColor3 : ( Distance9_g64 > CZY_FogColorStart1 ? CZY_FogColor2 : CZY_FogColor1 ) ) ) );
|
|
float temp_output_1_0_g67 = Distance9_g64;
|
|
float4 appendResult22_g64 = (float4(CZY_FogColorStart1 , CZY_FogColorStart2 , CZY_FogColorStart3 , CZY_FogColorStart4));
|
|
float4 break116_g67 = appendResult22_g64;
|
|
float lerpResult28_g67 = lerp( CZY_FogColor1.a , CZY_FogColor2.a , saturate( ( temp_output_1_0_g67 / break116_g67.x ) ));
|
|
float lerpResult41_g67 = lerp( saturate( lerpResult28_g67 ) , CZY_FogColor3.a , saturate( ( ( break116_g67.x - temp_output_1_0_g67 ) / ( 0.0 - break116_g67.y ) ) ));
|
|
float lerpResult35_g67 = lerp( lerpResult41_g67 , CZY_FogColor4.a , saturate( ( ( break116_g67.y - temp_output_1_0_g67 ) / ( break116_g67.y - break116_g67.z ) ) ));
|
|
float lerpResult113_g67 = lerp( lerpResult35_g67 , CZY_FogColor5.a , saturate( ( ( break116_g67.z - temp_output_1_0_g67 ) / ( break116_g67.z - break116_g67.w ) ) ));
|
|
float4 appendResult27_g64 = (float4(break26_g64.r , break26_g64.g , break26_g64.b , lerpResult113_g67));
|
|
float4 FogColors28_g64 = appendResult27_g64;
|
|
float3 ase_worldPos = IN.ase_texcoord2.xyz;
|
|
float3 direction87_g64 = ( ase_worldPos - _WorldSpaceCameraPos );
|
|
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
|
|
|
|
|
|
surfaceDescription.Alpha = ( ( 1.0 - localHLSL20_g68 ) * ( FogColors28_g64.w * saturate( ( ( 1.0 - saturate( ( ( ( direction87_g64.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) ) );
|
|
surfaceDescription.AlphaClipThreshold = 0.5;
|
|
|
|
#if _ALPHATEST_ON
|
|
clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold);
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
|
|
#endif
|
|
|
|
float3 normalWS = IN.normalWS;
|
|
|
|
return half4(NormalizeNormalPerPixel(normalWS), 0.0);
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
}
|
|
|
|
CustomEditor "EmptyShaderGUI"
|
|
FallBack "Hidden/Shader Graph/FallbackError"
|
|
|
|
Fallback "Hidden/InternalErrorShader"
|
|
}
|
|
/*ASEBEGIN
|
|
Version=19303
|
|
Node;AmplifyShaderEditor.FunctionNode;556;208,32;Inherit;False;Stylized Fog (Stepped);0;;64;f6a63b6a876e87b46a29d85f0581f5f2;0;0;2;FLOAT4;0;FLOAT;107
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;326;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;0;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;328;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;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;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;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;329;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;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;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;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;330;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;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;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;523;0,50;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Universal2D;0;5;Universal2D;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=Universal2D;False;False;0;;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;524;0,50;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;SceneSelectionPass;0;6;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;525;0,50;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ScenePickingPass;0;7;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;526;0,50;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormals;0;8;DepthNormals;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;False;0;;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;527;0,50;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormalsOnly;0;9;DepthNormalsOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;True;9;d3d11;metal;vulkan;xboxone;xboxseries;playstation;ps4;ps5;switch;0;;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;327;448,32;Float;False;True;-1;2;EmptyShaderGUI;0;13;Distant Lands/Cozy/URP/Stylized Fog (Stepped);2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;8;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;1;False;;False;False;False;False;False;False;False;False;True;True;True;221;False;;221;False;;221;False;;6;False;;1;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=1;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;True;1;5;False;;10;False;;1;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;True;True;True;221;False;;221;False;;221;False;;6;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;True;True;2;False;;True;7;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForward;False;False;0;Hidden/InternalErrorShader;0;0;Standard;21;Surface;1;638090620064741680; Blend;0;0;Two Sided;2;638090620113865693;Forward Only;0;0;Cast Shadows;0;638090620156104713; Use Shadow Threshold;0;0;GPU Instancing;1;638090620219765623;LOD CrossFade;0;0;Built-in Fog;0;0;Meta Pass;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Vertex Position,InvertActionOnDeselection;1;0;0;10;False;True;False;True;False;False;True;True;True;False;False;;False;0
|
|
WireConnection;327;2;556;0
|
|
WireConnection;327;3;556;107
|
|
ASEEND*/
|
|
//CHKSM=885E2BE0380F9A97419F60A8AD14E0E815F5F5AE |