2025-01-24 16:28:13 +01:00

1987 lines
86 KiB
GLSL

// Made with Amplify Shader Editor v1.9.5.1
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Distant Lands/Cozy/Volumetric Fog"
{
Properties
{
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
_FogVariationTexture("Fog Variation Texture", 2D) = "white" {}
[HDR]_ShadowColor("Shadow Color", Color) = (0,0,0,0)
[HDR]_LitColor("Lit Color", Color) = (0,0,0,0)
//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
//_TessMin( "Tess Min Distance", Float ) = 10
//_TessMax( "Tess Max Distance", Float ) = 25
//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
[HideInInspector] _QueueControl("_QueueControl", Float) = -1
[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Unlit" }
Cull Front
AlphaToMask Off
Stencil
{
Ref 221
ReadMask 221
WriteMask 221
Comp NotEqual
Pass Keep
}
HLSLINCLUDE
#pragma target 4.5
#pragma prefer_hlslcc gles
// ensure rendering platforms toggle list is visible
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
#ifndef ASE_TESS_FUNCS
#define ASE_TESS_FUNCS
float4 FixedTess( float tessValue )
{
return tessValue;
}
float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
{
float3 wpos = mul(o2w,vertex).xyz;
float dist = distance (wpos, cameraPos);
float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
return f;
}
float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
{
float4 tess;
tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
return tess;
}
float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
{
float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
float len = distance(wpos0, wpos1);
float f = max(len * scParams.y / (edgeLen * dist), 1.0);
return f;
}
float DistanceFromPlane (float3 pos, float4 plane)
{
float d = dot (float4(pos,1.0f), plane);
return d;
}
bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
{
float4 planeTest;
planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
return !all (planeTest);
}
float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
{
float3 f;
f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
return CalcTriEdgeTessFactors (f);
}
float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
return tess;
}
float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
{
tess = 0.0f;
}
else
{
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
}
return tess;
}
#endif //ASE_TESS_FUNCS
ENDHLSL
Pass
{
Name "Forward"
Tags { "LightMode"="UniversalForward" }
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZWrite Off
ZTest Always
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 140010
#define REQUIRE_DEPTH_TEXTURE 1
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma vertex vert
#pragma fragment frag
#define SHADERPASS SHADERPASS_UNLIT
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#endif
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#if ASE_SRP_VERSION >=140010
//#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#include "Packages/com.distantlands.cozy.core/Runtime/Shaders/Includes/Raymarching.cginc"
#define ASE_NEEDS_FRAG_SCREEN_POSITION
#define ASE_NEEDS_FRAG_WORLD_POSITION
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 clipPosV : TEXCOORD0;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 positionWS : TEXCOORD1;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD2;
#endif
#ifdef ASE_FOG
float fogFactor : TEXCOORD3;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _ShadowColor;
float4 _LitColor;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
float4 CZY_LightColor;
float4 CZY_FogColor1;
float4 CZY_FogColor2;
float CZY_FogDepthMultiplier;
sampler2D _FogVariationTexture;
float3 CZY_VariationWindDirection;
float CZY_VariationScale;
float CZY_VariationAmount;
float CZY_VariationDistance;
float CZY_FogColorStart1;
float4 CZY_FogColor3;
float CZY_FogColorStart2;
float4 CZY_FogColor4;
float CZY_FogColorStart3;
float4 CZY_FogColor5;
float CZY_FogColorStart4;
float CZY_LightFlareSquish;
float3 CZY_SunDirection;
half CZY_LightIntensity;
half CZY_LightFalloff;
float CZY_FilterSaturation;
float CZY_FilterValue;
float4 CZY_FilterColor;
float4 CZY_SunFilterColor;
float3 CZY_MoonDirection;
float4 CZY_FogMoonFlareColor;
float CZY_FogSmoothness;
float CZY_FogOffset;
float CZY_FogIntensity;
float3 HSVToRGB( float3 c )
{
float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
}
float3 RGBToHSV(float3 c)
{
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
float d = q.x - min( q.w, q.y );
float e = 1.0e-10;
return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
float2 UnStereo( float2 UV )
{
#if UNITY_SINGLE_PASS_STEREO
float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ];
UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy;
#endif
return UV;
}
float3 InvertDepthDirURP75_g14( 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;
}
float3 ASESafeNormalize(float3 inVec)
{
float dp3 = max(1.175494351e-38, dot(inVec, inVec));
return inVec* rsqrt(dp3);
}
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = v.normalOS;
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.positionWS = vertexInput.positionWS;
#endif
#ifdef ASE_FOG
o.fogFactor = ComputeFogFactor( vertexInput.positionCS.z );
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
o.positionCS = vertexInput.positionCS;
o.clipPosV = vertexInput.positionCS;
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
return o;
}
TessellationFactors TessellationFunction (InputPatch<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
#ifdef _WRITE_RENDERING_LAYERS
, out float4 outRenderingLayers : SV_Target1
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.positionWS;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
float4 ClipPos = IN.clipPosV;
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float4 ase_screenPosNorm = ScreenPos / ScreenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float2 UV22_g15 = ase_screenPosNorm.xy;
float2 localUnStereo22_g15 = UnStereo( UV22_g15 );
float2 break64_g14 = localUnStereo22_g15;
float clampDepth69_g14 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
#ifdef UNITY_REVERSED_Z
float staticSwitch38_g14 = ( 1.0 - clampDepth69_g14 );
#else
float staticSwitch38_g14 = clampDepth69_g14;
#endif
float3 appendResult39_g14 = (float3(break64_g14.x , break64_g14.y , staticSwitch38_g14));
float4 appendResult42_g14 = (float4((appendResult39_g14*2.0 + -1.0) , 1.0));
float4 temp_output_43_0_g14 = mul( unity_CameraInvProjection, appendResult42_g14 );
float3 temp_output_46_0_g14 = ( (temp_output_43_0_g14).xyz / (temp_output_43_0_g14).w );
float3 In75_g14 = temp_output_46_0_g14;
float3 localInvertDepthDirURP75_g14 = InvertDepthDirURP75_g14( In75_g14 );
float4 appendResult49_g14 = (float4(localInvertDepthDirURP75_g14 , 1.0));
float4 temp_output_97_0_g1 = mul( unity_CameraToWorld, appendResult49_g14 );
float preDepth120_g1 = distance( temp_output_97_0_g1 , float4( _WorldSpaceCameraPos , 0.0 ) );
float lerpResult114_g1 = lerp( preDepth120_g1 , ( preDepth120_g1 * (( 1.0 - CZY_VariationAmount ) + (tex2D( _FogVariationTexture, (( (temp_output_97_0_g1).xz + ( (CZY_VariationWindDirection).xz * _TimeParameters.x ) )*( 0.1 / CZY_VariationScale ) + 0.0) ).r - 0.0) * (1.0 - ( 1.0 - CZY_VariationAmount )) / (1.0 - 0.0)) ) , ( 1.0 - saturate( ( preDepth120_g1 / CZY_VariationDistance ) ) ));
float newFogDepth103_g1 = lerpResult114_g1;
float temp_output_15_0_g1 = ( CZY_FogDepthMultiplier * sqrt( newFogDepth103_g1 ) );
float temp_output_1_0_g18 = temp_output_15_0_g1;
float4 lerpResult28_g18 = lerp( CZY_FogColor1 , CZY_FogColor2 , saturate( ( temp_output_1_0_g18 / CZY_FogColorStart1 ) ));
float4 lerpResult41_g18 = lerp( saturate( lerpResult28_g18 ) , CZY_FogColor3 , saturate( ( ( CZY_FogColorStart1 - temp_output_1_0_g18 ) / ( CZY_FogColorStart1 - CZY_FogColorStart2 ) ) ));
float4 lerpResult35_g18 = lerp( lerpResult41_g18 , CZY_FogColor4 , saturate( ( ( CZY_FogColorStart2 - temp_output_1_0_g18 ) / ( CZY_FogColorStart2 - CZY_FogColorStart3 ) ) ));
float4 lerpResult113_g18 = lerp( lerpResult35_g18 , CZY_FogColor5 , saturate( ( ( CZY_FogColorStart3 - temp_output_1_0_g18 ) / ( CZY_FogColorStart3 - CZY_FogColorStart4 ) ) ));
float4 temp_output_142_0_g1 = lerpResult113_g18;
float3 hsvTorgb32_g1 = RGBToHSV( temp_output_142_0_g1.rgb );
float3 temp_output_91_0_g1 = WorldPosition;
float3 appendResult73_g1 = (float3(1.0 , CZY_LightFlareSquish , 1.0));
float3 normalizeResult5_g1 = normalize( ( ( temp_output_91_0_g1 * appendResult73_g1 ) - _WorldSpaceCameraPos ) );
float dotResult6_g1 = dot( normalizeResult5_g1 , CZY_SunDirection );
half LightMask27_g1 = saturate( pow( abs( ( (dotResult6_g1*0.5 + 0.5) * CZY_LightIntensity ) ) , CZY_LightFalloff ) );
float temp_output_26_0_g1 = ( (temp_output_142_0_g1).a * saturate( temp_output_15_0_g1 ) );
float3 hsvTorgb2_g17 = RGBToHSV( ( CZY_LightColor * hsvTorgb32_g1.z * saturate( ( LightMask27_g1 * ( 1.5 * temp_output_26_0_g1 ) ) ) ).rgb );
float3 hsvTorgb3_g17 = HSVToRGB( float3(hsvTorgb2_g17.x,saturate( ( hsvTorgb2_g17.y + CZY_FilterSaturation ) ),( hsvTorgb2_g17.z + CZY_FilterValue )) );
float4 temp_output_10_0_g17 = ( float4( hsvTorgb3_g17 , 0.0 ) * CZY_FilterColor );
float3 direction90_g1 = ( temp_output_91_0_g1 - _WorldSpaceCameraPos );
float3 normalizeResult93_g1 = normalize( direction90_g1 );
float3 normalizeResult88_g1 = normalize( CZY_MoonDirection );
float dotResult49_g1 = dot( normalizeResult93_g1 , normalizeResult88_g1 );
half MoonMask47_g1 = saturate( pow( abs( ( saturate( (dotResult49_g1*1.0 + 0.0) ) * CZY_LightIntensity ) ) , ( CZY_LightFalloff * 3.0 ) ) );
float3 hsvTorgb2_g16 = RGBToHSV( ( temp_output_142_0_g1 + ( hsvTorgb32_g1.z * saturate( ( temp_output_26_0_g1 * MoonMask47_g1 ) ) * CZY_FogMoonFlareColor ) ).rgb );
float3 hsvTorgb3_g16 = HSVToRGB( float3(hsvTorgb2_g16.x,saturate( ( hsvTorgb2_g16.y + CZY_FilterSaturation ) ),( hsvTorgb2_g16.z + CZY_FilterValue )) );
float4 temp_output_10_0_g16 = ( float4( hsvTorgb3_g16 , 0.0 ) * CZY_FilterColor );
float4 temp_output_241_0 = ( ( temp_output_10_0_g17 * CZY_SunFilterColor ) + temp_output_10_0_g16 );
float3 position229 = _WorldSpaceCameraPos;
float3 normalizeResult233 = ASESafeNormalize( ( WorldPosition - _WorldSpaceCameraPos ) );
float3 direction229 = normalizeResult233;
int maxSteps229 = 100;
float stepSize229 = 0.1;
float clampDepth237 = Linear01Depth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float depth229 = ( clampDepth237 * _ProjectionParams.z );
float sensitivity229 = 5.0;
float densityMultiplier229 = 1.0;
float density229 = 0.0;
float localRaymarching229 = Raymarching( position229 , direction229 , maxSteps229 , stepSize229 , depth229 , sensitivity229 , densityMultiplier229 , density229 );
float4 lerpResult248 = lerp( ( temp_output_241_0 * _ShadowColor ) , ( _LitColor * temp_output_241_0 ) , saturate( ( ( localRaymarching229 * density229 ) / 1000.0 ) ));
float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b );
float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity );
float4 lerpResult255 = lerp( temp_output_241_0 , lerpResult248 , saturate( length( ase_lightColor ) ));
float finalAlpha141_g1 = temp_output_26_0_g1;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float temp_output_75_0_g1 = ( finalAlpha141_g1 * saturate( ( ( 1.0 - saturate( ( ( ( direction90_g1.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) );
float3 BakedAlbedo = 0;
float3 BakedEmission = 0;
float3 Color = lerpResult255.rgb;
float Alpha = temp_output_75_0_g1;
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
#ifdef _ALPHATEST_ON
clip( Alpha - AlphaClipThreshold );
#endif
#if defined(_DBUFFER)
ApplyDecalToBaseColor(IN.positionCS, Color);
#endif
#ifdef LOD_FADE_CROSSFADE
LODFadeCrossFade( IN.positionCS );
#endif
#ifdef ASE_FOG
Color = MixFog( Color, IN.fogFactor );
#endif
#ifdef _WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayer();
outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
#endif
return half4( Color, Alpha );
}
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags { "LightMode"="DepthOnly" }
ZWrite On
ColorMask 0
AlphaToMask Off
HLSLPROGRAM
#pragma multi_compile_instancing
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 140010
#define REQUIRE_DEPTH_TEXTURE 1
#pragma vertex vert
#pragma fragment frag
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#define ASE_NEEDS_FRAG_SCREEN_POSITION
#define ASE_NEEDS_FRAG_WORLD_POSITION
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 clipPosV : TEXCOORD0;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 positionWS : TEXCOORD1;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD2;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _ShadowColor;
float4 _LitColor;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
float4 CZY_FogColor1;
float4 CZY_FogColor2;
float CZY_FogDepthMultiplier;
sampler2D _FogVariationTexture;
float3 CZY_VariationWindDirection;
float CZY_VariationScale;
float CZY_VariationAmount;
float CZY_VariationDistance;
float CZY_FogColorStart1;
float4 CZY_FogColor3;
float CZY_FogColorStart2;
float4 CZY_FogColor4;
float CZY_FogColorStart3;
float4 CZY_FogColor5;
float CZY_FogColorStart4;
float CZY_FogSmoothness;
float CZY_FogOffset;
float CZY_FogIntensity;
float2 UnStereo( float2 UV )
{
#if UNITY_SINGLE_PASS_STEREO
float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ];
UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy;
#endif
return UV;
}
float3 InvertDepthDirURP75_g14( float3 In )
{
float3 result = In;
#if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301 || ASE_SRP_VERSION == 70503 || ASE_SRP_VERSION == 70600 || ASE_SRP_VERSION == 70700 || ASE_SRP_VERSION == 70701 || ASE_SRP_VERSION >= 80301
result *= float3(1,1,-1);
#endif
return result;
}
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = v.normalOS;
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.positionWS = vertexInput.positionWS;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
o.positionCS = vertexInput.positionCS;
o.clipPosV = vertexInput.positionCS;
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
return o;
}
TessellationFactors TessellationFunction (InputPatch<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 );
float4 ClipPos = IN.clipPosV;
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float4 ase_screenPosNorm = ScreenPos / ScreenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float2 UV22_g15 = ase_screenPosNorm.xy;
float2 localUnStereo22_g15 = UnStereo( UV22_g15 );
float2 break64_g14 = localUnStereo22_g15;
float clampDepth69_g14 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
#ifdef UNITY_REVERSED_Z
float staticSwitch38_g14 = ( 1.0 - clampDepth69_g14 );
#else
float staticSwitch38_g14 = clampDepth69_g14;
#endif
float3 appendResult39_g14 = (float3(break64_g14.x , break64_g14.y , staticSwitch38_g14));
float4 appendResult42_g14 = (float4((appendResult39_g14*2.0 + -1.0) , 1.0));
float4 temp_output_43_0_g14 = mul( unity_CameraInvProjection, appendResult42_g14 );
float3 temp_output_46_0_g14 = ( (temp_output_43_0_g14).xyz / (temp_output_43_0_g14).w );
float3 In75_g14 = temp_output_46_0_g14;
float3 localInvertDepthDirURP75_g14 = InvertDepthDirURP75_g14( In75_g14 );
float4 appendResult49_g14 = (float4(localInvertDepthDirURP75_g14 , 1.0));
float4 temp_output_97_0_g1 = mul( unity_CameraToWorld, appendResult49_g14 );
float preDepth120_g1 = distance( temp_output_97_0_g1 , float4( _WorldSpaceCameraPos , 0.0 ) );
float lerpResult114_g1 = lerp( preDepth120_g1 , ( preDepth120_g1 * (( 1.0 - CZY_VariationAmount ) + (tex2D( _FogVariationTexture, (( (temp_output_97_0_g1).xz + ( (CZY_VariationWindDirection).xz * _TimeParameters.x ) )*( 0.1 / CZY_VariationScale ) + 0.0) ).r - 0.0) * (1.0 - ( 1.0 - CZY_VariationAmount )) / (1.0 - 0.0)) ) , ( 1.0 - saturate( ( preDepth120_g1 / CZY_VariationDistance ) ) ));
float newFogDepth103_g1 = lerpResult114_g1;
float temp_output_15_0_g1 = ( CZY_FogDepthMultiplier * sqrt( newFogDepth103_g1 ) );
float temp_output_1_0_g18 = temp_output_15_0_g1;
float4 lerpResult28_g18 = lerp( CZY_FogColor1 , CZY_FogColor2 , saturate( ( temp_output_1_0_g18 / CZY_FogColorStart1 ) ));
float4 lerpResult41_g18 = lerp( saturate( lerpResult28_g18 ) , CZY_FogColor3 , saturate( ( ( CZY_FogColorStart1 - temp_output_1_0_g18 ) / ( CZY_FogColorStart1 - CZY_FogColorStart2 ) ) ));
float4 lerpResult35_g18 = lerp( lerpResult41_g18 , CZY_FogColor4 , saturate( ( ( CZY_FogColorStart2 - temp_output_1_0_g18 ) / ( CZY_FogColorStart2 - CZY_FogColorStart3 ) ) ));
float4 lerpResult113_g18 = lerp( lerpResult35_g18 , CZY_FogColor5 , saturate( ( ( CZY_FogColorStart3 - temp_output_1_0_g18 ) / ( CZY_FogColorStart3 - CZY_FogColorStart4 ) ) ));
float4 temp_output_142_0_g1 = lerpResult113_g18;
float temp_output_26_0_g1 = ( (temp_output_142_0_g1).a * saturate( temp_output_15_0_g1 ) );
float finalAlpha141_g1 = temp_output_26_0_g1;
float3 temp_output_91_0_g1 = WorldPosition;
float3 direction90_g1 = ( temp_output_91_0_g1 - _WorldSpaceCameraPos );
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float temp_output_75_0_g1 = ( finalAlpha141_g1 * saturate( ( ( 1.0 - saturate( ( ( ( direction90_g1.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) );
float Alpha = temp_output_75_0_g1;
float AlphaClipThreshold = 0.5;
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
#ifdef LOD_FADE_CROSSFADE
LODFadeCrossFade( IN.positionCS );
#endif
return 0;
}
ENDHLSL
}
Pass
{
Name "SceneSelectionPass"
Tags { "LightMode"="SceneSelectionPass" }
Cull Off
AlphaToMask Off
HLSLPROGRAM
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 140010
#define REQUIRE_DEPTH_TEXTURE 1
#pragma vertex vert
#pragma fragment frag
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define SHADERPASS SHADERPASS_DEPTHONLY
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#endif
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#if ASE_SRP_VERSION >=140010
//#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#endif
#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)
float4 _ShadowColor;
float4 _LitColor;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
float4 CZY_FogColor1;
float4 CZY_FogColor2;
float CZY_FogDepthMultiplier;
sampler2D _FogVariationTexture;
float3 CZY_VariationWindDirection;
float CZY_VariationScale;
float CZY_VariationAmount;
float CZY_VariationDistance;
float CZY_FogColorStart1;
float4 CZY_FogColor3;
float CZY_FogColorStart2;
float4 CZY_FogColor4;
float CZY_FogColorStart3;
float4 CZY_FogColor5;
float CZY_FogColorStart4;
float CZY_FogSmoothness;
float CZY_FogOffset;
float CZY_FogIntensity;
float2 UnStereo( float2 UV )
{
#if UNITY_SINGLE_PASS_STEREO
float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ];
UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy;
#endif
return UV;
}
float3 InvertDepthDirURP75_g14( 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;
float4 screenPos = IN.ase_texcoord;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float2 UV22_g15 = ase_screenPosNorm.xy;
float2 localUnStereo22_g15 = UnStereo( UV22_g15 );
float2 break64_g14 = localUnStereo22_g15;
float clampDepth69_g14 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
#ifdef UNITY_REVERSED_Z
float staticSwitch38_g14 = ( 1.0 - clampDepth69_g14 );
#else
float staticSwitch38_g14 = clampDepth69_g14;
#endif
float3 appendResult39_g14 = (float3(break64_g14.x , break64_g14.y , staticSwitch38_g14));
float4 appendResult42_g14 = (float4((appendResult39_g14*2.0 + -1.0) , 1.0));
float4 temp_output_43_0_g14 = mul( unity_CameraInvProjection, appendResult42_g14 );
float3 temp_output_46_0_g14 = ( (temp_output_43_0_g14).xyz / (temp_output_43_0_g14).w );
float3 In75_g14 = temp_output_46_0_g14;
float3 localInvertDepthDirURP75_g14 = InvertDepthDirURP75_g14( In75_g14 );
float4 appendResult49_g14 = (float4(localInvertDepthDirURP75_g14 , 1.0));
float4 temp_output_97_0_g1 = mul( unity_CameraToWorld, appendResult49_g14 );
float preDepth120_g1 = distance( temp_output_97_0_g1 , float4( _WorldSpaceCameraPos , 0.0 ) );
float lerpResult114_g1 = lerp( preDepth120_g1 , ( preDepth120_g1 * (( 1.0 - CZY_VariationAmount ) + (tex2D( _FogVariationTexture, (( (temp_output_97_0_g1).xz + ( (CZY_VariationWindDirection).xz * _TimeParameters.x ) )*( 0.1 / CZY_VariationScale ) + 0.0) ).r - 0.0) * (1.0 - ( 1.0 - CZY_VariationAmount )) / (1.0 - 0.0)) ) , ( 1.0 - saturate( ( preDepth120_g1 / CZY_VariationDistance ) ) ));
float newFogDepth103_g1 = lerpResult114_g1;
float temp_output_15_0_g1 = ( CZY_FogDepthMultiplier * sqrt( newFogDepth103_g1 ) );
float temp_output_1_0_g18 = temp_output_15_0_g1;
float4 lerpResult28_g18 = lerp( CZY_FogColor1 , CZY_FogColor2 , saturate( ( temp_output_1_0_g18 / CZY_FogColorStart1 ) ));
float4 lerpResult41_g18 = lerp( saturate( lerpResult28_g18 ) , CZY_FogColor3 , saturate( ( ( CZY_FogColorStart1 - temp_output_1_0_g18 ) / ( CZY_FogColorStart1 - CZY_FogColorStart2 ) ) ));
float4 lerpResult35_g18 = lerp( lerpResult41_g18 , CZY_FogColor4 , saturate( ( ( CZY_FogColorStart2 - temp_output_1_0_g18 ) / ( CZY_FogColorStart2 - CZY_FogColorStart3 ) ) ));
float4 lerpResult113_g18 = lerp( lerpResult35_g18 , CZY_FogColor5 , saturate( ( ( CZY_FogColorStart3 - temp_output_1_0_g18 ) / ( CZY_FogColorStart3 - CZY_FogColorStart4 ) ) ));
float4 temp_output_142_0_g1 = lerpResult113_g18;
float temp_output_26_0_g1 = ( (temp_output_142_0_g1).a * saturate( temp_output_15_0_g1 ) );
float finalAlpha141_g1 = temp_output_26_0_g1;
float3 ase_worldPos = IN.ase_texcoord1.xyz;
float3 temp_output_91_0_g1 = ase_worldPos;
float3 direction90_g1 = ( temp_output_91_0_g1 - _WorldSpaceCameraPos );
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float temp_output_75_0_g1 = ( finalAlpha141_g1 * saturate( ( ( 1.0 - saturate( ( ( ( direction90_g1.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) );
surfaceDescription.Alpha = temp_output_75_0_g1;
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
float alphaClipThreshold = 0.01f;
#if ALPHA_CLIP_THRESHOLD
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
#endif
clip(surfaceDescription.Alpha - alphaClipThreshold);
#endif
half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
return outColor;
}
ENDHLSL
}
Pass
{
Name "ScenePickingPass"
Tags { "LightMode"="Picking" }
AlphaToMask Off
HLSLPROGRAM
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 140010
#define REQUIRE_DEPTH_TEXTURE 1
#pragma vertex vert
#pragma fragment frag
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define SHADERPASS SHADERPASS_DEPTHONLY
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#endif
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#if ASE_SRP_VERSION >=140010
//#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _ShadowColor;
float4 _LitColor;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
float4 CZY_FogColor1;
float4 CZY_FogColor2;
float CZY_FogDepthMultiplier;
sampler2D _FogVariationTexture;
float3 CZY_VariationWindDirection;
float CZY_VariationScale;
float CZY_VariationAmount;
float CZY_VariationDistance;
float CZY_FogColorStart1;
float4 CZY_FogColor3;
float CZY_FogColorStart2;
float4 CZY_FogColor4;
float CZY_FogColorStart3;
float4 CZY_FogColor5;
float CZY_FogColorStart4;
float CZY_FogSmoothness;
float CZY_FogOffset;
float CZY_FogIntensity;
float2 UnStereo( float2 UV )
{
#if UNITY_SINGLE_PASS_STEREO
float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ];
UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy;
#endif
return UV;
}
float3 InvertDepthDirURP75_g14( float3 In )
{
float3 result = In;
#if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301 || ASE_SRP_VERSION == 70503 || ASE_SRP_VERSION == 70600 || ASE_SRP_VERSION == 70700 || ASE_SRP_VERSION == 70701 || ASE_SRP_VERSION >= 80301
result *= float3(1,1,-1);
#endif
return result;
}
float4 _SelectionID;
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
VertexOutput VertexFunction(VertexInput v )
{
VertexOutput o;
ZERO_INITIALIZE(VertexOutput, o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord = screenPos;
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
o.ase_texcoord1.xyz = ase_worldPos;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord1.w = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = v.normalOS;
float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
o.positionCS = TransformWorldToHClip(positionWS);
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
return o;
}
TessellationFactors TessellationFunction (InputPatch<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;
float4 screenPos = IN.ase_texcoord;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float2 UV22_g15 = ase_screenPosNorm.xy;
float2 localUnStereo22_g15 = UnStereo( UV22_g15 );
float2 break64_g14 = localUnStereo22_g15;
float clampDepth69_g14 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
#ifdef UNITY_REVERSED_Z
float staticSwitch38_g14 = ( 1.0 - clampDepth69_g14 );
#else
float staticSwitch38_g14 = clampDepth69_g14;
#endif
float3 appendResult39_g14 = (float3(break64_g14.x , break64_g14.y , staticSwitch38_g14));
float4 appendResult42_g14 = (float4((appendResult39_g14*2.0 + -1.0) , 1.0));
float4 temp_output_43_0_g14 = mul( unity_CameraInvProjection, appendResult42_g14 );
float3 temp_output_46_0_g14 = ( (temp_output_43_0_g14).xyz / (temp_output_43_0_g14).w );
float3 In75_g14 = temp_output_46_0_g14;
float3 localInvertDepthDirURP75_g14 = InvertDepthDirURP75_g14( In75_g14 );
float4 appendResult49_g14 = (float4(localInvertDepthDirURP75_g14 , 1.0));
float4 temp_output_97_0_g1 = mul( unity_CameraToWorld, appendResult49_g14 );
float preDepth120_g1 = distance( temp_output_97_0_g1 , float4( _WorldSpaceCameraPos , 0.0 ) );
float lerpResult114_g1 = lerp( preDepth120_g1 , ( preDepth120_g1 * (( 1.0 - CZY_VariationAmount ) + (tex2D( _FogVariationTexture, (( (temp_output_97_0_g1).xz + ( (CZY_VariationWindDirection).xz * _TimeParameters.x ) )*( 0.1 / CZY_VariationScale ) + 0.0) ).r - 0.0) * (1.0 - ( 1.0 - CZY_VariationAmount )) / (1.0 - 0.0)) ) , ( 1.0 - saturate( ( preDepth120_g1 / CZY_VariationDistance ) ) ));
float newFogDepth103_g1 = lerpResult114_g1;
float temp_output_15_0_g1 = ( CZY_FogDepthMultiplier * sqrt( newFogDepth103_g1 ) );
float temp_output_1_0_g18 = temp_output_15_0_g1;
float4 lerpResult28_g18 = lerp( CZY_FogColor1 , CZY_FogColor2 , saturate( ( temp_output_1_0_g18 / CZY_FogColorStart1 ) ));
float4 lerpResult41_g18 = lerp( saturate( lerpResult28_g18 ) , CZY_FogColor3 , saturate( ( ( CZY_FogColorStart1 - temp_output_1_0_g18 ) / ( CZY_FogColorStart1 - CZY_FogColorStart2 ) ) ));
float4 lerpResult35_g18 = lerp( lerpResult41_g18 , CZY_FogColor4 , saturate( ( ( CZY_FogColorStart2 - temp_output_1_0_g18 ) / ( CZY_FogColorStart2 - CZY_FogColorStart3 ) ) ));
float4 lerpResult113_g18 = lerp( lerpResult35_g18 , CZY_FogColor5 , saturate( ( ( CZY_FogColorStart3 - temp_output_1_0_g18 ) / ( CZY_FogColorStart3 - CZY_FogColorStart4 ) ) ));
float4 temp_output_142_0_g1 = lerpResult113_g18;
float temp_output_26_0_g1 = ( (temp_output_142_0_g1).a * saturate( temp_output_15_0_g1 ) );
float finalAlpha141_g1 = temp_output_26_0_g1;
float3 ase_worldPos = IN.ase_texcoord1.xyz;
float3 temp_output_91_0_g1 = ase_worldPos;
float3 direction90_g1 = ( temp_output_91_0_g1 - _WorldSpaceCameraPos );
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float temp_output_75_0_g1 = ( finalAlpha141_g1 * saturate( ( ( 1.0 - saturate( ( ( ( direction90_g1.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) );
surfaceDescription.Alpha = temp_output_75_0_g1;
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
float alphaClipThreshold = 0.01f;
#if ALPHA_CLIP_THRESHOLD
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
#endif
clip(surfaceDescription.Alpha - alphaClipThreshold);
#endif
half4 outColor = 0;
outColor = _SelectionID;
return outColor;
}
ENDHLSL
}
Pass
{
Name "DepthNormals"
Tags { "LightMode"="DepthNormalsOnly" }
ZTest LEqual
ZWrite On
HLSLPROGRAM
#pragma multi_compile_instancing
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 140010
#define REQUIRE_DEPTH_TEXTURE 1
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#pragma vertex vert
#pragma fragment frag
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define VARYINGS_NEED_NORMAL_WS
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#endif
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#if ASE_SRP_VERSION >=140010
//#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#define ASE_NEEDS_FRAG_SCREEN_POSITION
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 clipPosV : TEXCOORD0;
float3 normalWS : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _ShadowColor;
float4 _LitColor;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
float4 CZY_FogColor1;
float4 CZY_FogColor2;
float CZY_FogDepthMultiplier;
sampler2D _FogVariationTexture;
float3 CZY_VariationWindDirection;
float CZY_VariationScale;
float CZY_VariationAmount;
float CZY_VariationDistance;
float CZY_FogColorStart1;
float4 CZY_FogColor3;
float CZY_FogColorStart2;
float4 CZY_FogColor4;
float CZY_FogColorStart3;
float4 CZY_FogColor5;
float CZY_FogColorStart4;
float CZY_FogSmoothness;
float CZY_FogOffset;
float CZY_FogIntensity;
float2 UnStereo( float2 UV )
{
#if UNITY_SINGLE_PASS_STEREO
float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ];
UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy;
#endif
return UV;
}
float3 InvertDepthDirURP75_g14( float3 In )
{
float3 result = In;
#if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301 || ASE_SRP_VERSION == 70503 || ASE_SRP_VERSION == 70600 || ASE_SRP_VERSION == 70700 || ASE_SRP_VERSION == 70701 || ASE_SRP_VERSION >= 80301
result *= float3(1,1,-1);
#endif
return result;
}
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
VertexOutput VertexFunction(VertexInput v )
{
VertexOutput o;
ZERO_INITIALIZE(VertexOutput, o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
o.ase_texcoord2.xyz = ase_worldPos;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord2.w = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = v.normalOS;
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
o.positionCS = vertexInput.positionCS;
o.clipPosV = vertexInput.positionCS;
o.normalWS = TransformObjectToWorldNormal( v.normalOS );
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
return o;
}
TessellationFactors TessellationFunction (InputPatch<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
void frag( VertexOutput IN
, out half4 outNormalWS : SV_Target0
#ifdef _WRITE_RENDERING_LAYERS
, out float4 outRenderingLayers : SV_Target1
#endif
)
{
float4 ClipPos = IN.clipPosV;
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
float4 ase_screenPosNorm = ScreenPos / ScreenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float2 UV22_g15 = ase_screenPosNorm.xy;
float2 localUnStereo22_g15 = UnStereo( UV22_g15 );
float2 break64_g14 = localUnStereo22_g15;
float clampDepth69_g14 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
#ifdef UNITY_REVERSED_Z
float staticSwitch38_g14 = ( 1.0 - clampDepth69_g14 );
#else
float staticSwitch38_g14 = clampDepth69_g14;
#endif
float3 appendResult39_g14 = (float3(break64_g14.x , break64_g14.y , staticSwitch38_g14));
float4 appendResult42_g14 = (float4((appendResult39_g14*2.0 + -1.0) , 1.0));
float4 temp_output_43_0_g14 = mul( unity_CameraInvProjection, appendResult42_g14 );
float3 temp_output_46_0_g14 = ( (temp_output_43_0_g14).xyz / (temp_output_43_0_g14).w );
float3 In75_g14 = temp_output_46_0_g14;
float3 localInvertDepthDirURP75_g14 = InvertDepthDirURP75_g14( In75_g14 );
float4 appendResult49_g14 = (float4(localInvertDepthDirURP75_g14 , 1.0));
float4 temp_output_97_0_g1 = mul( unity_CameraToWorld, appendResult49_g14 );
float preDepth120_g1 = distance( temp_output_97_0_g1 , float4( _WorldSpaceCameraPos , 0.0 ) );
float lerpResult114_g1 = lerp( preDepth120_g1 , ( preDepth120_g1 * (( 1.0 - CZY_VariationAmount ) + (tex2D( _FogVariationTexture, (( (temp_output_97_0_g1).xz + ( (CZY_VariationWindDirection).xz * _TimeParameters.x ) )*( 0.1 / CZY_VariationScale ) + 0.0) ).r - 0.0) * (1.0 - ( 1.0 - CZY_VariationAmount )) / (1.0 - 0.0)) ) , ( 1.0 - saturate( ( preDepth120_g1 / CZY_VariationDistance ) ) ));
float newFogDepth103_g1 = lerpResult114_g1;
float temp_output_15_0_g1 = ( CZY_FogDepthMultiplier * sqrt( newFogDepth103_g1 ) );
float temp_output_1_0_g18 = temp_output_15_0_g1;
float4 lerpResult28_g18 = lerp( CZY_FogColor1 , CZY_FogColor2 , saturate( ( temp_output_1_0_g18 / CZY_FogColorStart1 ) ));
float4 lerpResult41_g18 = lerp( saturate( lerpResult28_g18 ) , CZY_FogColor3 , saturate( ( ( CZY_FogColorStart1 - temp_output_1_0_g18 ) / ( CZY_FogColorStart1 - CZY_FogColorStart2 ) ) ));
float4 lerpResult35_g18 = lerp( lerpResult41_g18 , CZY_FogColor4 , saturate( ( ( CZY_FogColorStart2 - temp_output_1_0_g18 ) / ( CZY_FogColorStart2 - CZY_FogColorStart3 ) ) ));
float4 lerpResult113_g18 = lerp( lerpResult35_g18 , CZY_FogColor5 , saturate( ( ( CZY_FogColorStart3 - temp_output_1_0_g18 ) / ( CZY_FogColorStart3 - CZY_FogColorStart4 ) ) ));
float4 temp_output_142_0_g1 = lerpResult113_g18;
float temp_output_26_0_g1 = ( (temp_output_142_0_g1).a * saturate( temp_output_15_0_g1 ) );
float finalAlpha141_g1 = temp_output_26_0_g1;
float3 ase_worldPos = IN.ase_texcoord2.xyz;
float3 temp_output_91_0_g1 = ase_worldPos;
float3 direction90_g1 = ( temp_output_91_0_g1 - _WorldSpaceCameraPos );
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float temp_output_75_0_g1 = ( finalAlpha141_g1 * saturate( ( ( 1.0 - saturate( ( ( ( direction90_g1.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) );
float Alpha = temp_output_75_0_g1;
float AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
clip( Alpha - AlphaClipThreshold );
#endif
#ifdef LOD_FADE_CROSSFADE
LODFadeCrossFade( IN.positionCS );
#endif
#if defined(_GBUFFER_NORMALS_OCT)
float3 normalWS = normalize(IN.normalWS);
float2 octNormalWS = PackNormalOctQuadEncode(normalWS); // values between [-1, +1], must use fp32 on some platforms
float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); // values between [ 0, 1]
half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); // values between [ 0, 1]
outNormalWS = half4(packedNormalWS, 0.0);
#else
float3 normalWS = IN.normalWS;
outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
#endif
#ifdef _WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayer();
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
#endif
}
ENDHLSL
}
}
CustomEditor "UnityEditor.ShaderGraphUnlitGUI"
FallBack "Hidden/Shader Graph/FallbackError"
Fallback "Hidden/InternalErrorShader"
}
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