1987 lines
86 KiB
GLSL
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"
|
|
}
|
|
/*ASEBEGIN
|
|
Version=19501
|
|
Node;AmplifyShaderEditor.SaturateNode;240;304,112;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleDivideOpNode;239;160,112;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;1000;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.LerpOp;248;736,80;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.WorldSpaceCameraPos;230;-1248,-256;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
|
Node;AmplifyShaderEditor.SimpleSubtractOpNode;232;-976,-96;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;236;-832,144;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.ScreenDepthNode;237;-1056,128;Inherit;False;1;True;1;0;FLOAT4;0,0,0,0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.ProjectionParams;238;-1056,208;Inherit;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.NormalizeNode;233;-832,-96;Inherit;False;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;242;592,384;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;253;560,224;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.FunctionNode;241;224,384;Inherit;False;Stylized Fog (Desktop);0;;1;649d2917c22fd754aa7be82b00ec0d80;0;2;151;FLOAT;0;False;91;FLOAT3;0,0,0;False;2;COLOR;0;FLOAT;56
|
|
Node;AmplifyShaderEditor.ColorNode;243;272,496;Inherit;False;Property;_ShadowColor;Shadow Color;2;1;[HDR];Create;True;0;0;0;False;0;False;0,0,0,0;0.3497686,0.454963,0.5660378,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
|
Node;AmplifyShaderEditor.ColorNode;254;272,208;Inherit;False;Property;_LitColor;Lit Color;3;1;[HDR];Create;True;0;0;0;False;0;False;0,0,0,0;1,1,1,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
|
Node;AmplifyShaderEditor.LightColorNode;257;740.3152,245.435;Inherit;False;0;3;COLOR;0;FLOAT3;1;FLOAT;2
|
|
Node;AmplifyShaderEditor.LerpOp;255;1280,160;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SaturateNode;256;1024,224;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.LengthOpNode;258;880,240;Inherit;False;1;0;COLOR;0,0,0,0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;259;-144,64;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode;252;-832,320;Inherit;False;Constant;_DensityMultiplier;Density Multiplier;2;0;Create;True;0;0;0;True;0;False;1;1;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode;246;-144,160;Inherit;False;Constant;_Strength;Strength;8;0;Create;True;0;0;0;False;0;False;1000;1000;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.WorldPosInputsNode;231;-1400,-86;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
|
Node;AmplifyShaderEditor.WireNode;265;-700.74,-148.9762;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.CustomExpressionNode;229;-579,46;Inherit;False;SAMPLER_CMP(sampler_ButoLinearClampCompare)@ $$float density = 0@$float shadowAtten = 1@$$for (int i = 0@ i < maxSteps@ i++) {$$if (density < depth) {$ position+=direction*stepSize@$ density += stepSize@$} else$break@$$}$$return density@;1;File;8;True;position;FLOAT3;0,0,0;InOut;;Inherit;False;False;direction;FLOAT3;0,0,0;In;;Inherit;False;False;maxSteps;INT;0;In;;Inherit;False;False;stepSize;FLOAT;1;In;;Inherit;False;True;depth;FLOAT;0;In;;Inherit;False;True;sensitivity;FLOAT;0;In;;Inherit;False;True;densityMultiplier;FLOAT;0;In;;Inherit;False;True;density;FLOAT;0;Out;;Inherit;False;Raymarching;False;False;0;6d9b4b4d8aa743c4387ca12900aa7141;False;8;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;INT;0;False;3;FLOAT;1;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;3;FLOAT;0;FLOAT3;1;FLOAT;8
|
|
Node;AmplifyShaderEditor.RangedFloatNode;250;-832,238;Inherit;False;Constant;_Sensitivity;Sensitivity;1;0;Create;True;0;0;0;True;0;False;5;1;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.IntNode;234;-832,-16;Inherit;False;Constant;_MaxSteps;Max Steps;5;0;Create;True;0;0;0;True;0;False;100;100;False;0;1;INT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode;235;-832,64;Inherit;False;Constant;_StepSize;Step Size;0;0;Create;True;0;0;0;True;0;False;0.1;0.1;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;219;384,64;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;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;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;0;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;221;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;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;222;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;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;223;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;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;224;-82,289.5714;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Universal2D;0;5;Universal2D;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;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;225;-82,289.5714;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;SceneSelectionPass;0;6;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;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;226;-82,289.5714;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ScenePickingPass;0;7;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;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;227;-82,289.5714;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormals;0;8;DepthNormals;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;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;228;-82,289.5714;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormalsOnly;0;9;DepthNormalsOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;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;220;1489.6,141.2999;Float;False;True;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;Distant Lands/Cozy/Volumetric Fog;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;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;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;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;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;22;Surface;1;637952249253035686; Blend;0;637995432025269262;Two Sided;2;637952249225540023;Forward Only;0;0;Cast Shadows;0;638383494473251124; Use Shadow Threshold;0;0;Receive Shadows;0;637995432219543939;GPU Instancing;1;0;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;240;0;239;0
|
|
WireConnection;239;0;259;0
|
|
WireConnection;239;1;246;0
|
|
WireConnection;248;0;242;0
|
|
WireConnection;248;1;253;0
|
|
WireConnection;248;2;240;0
|
|
WireConnection;232;0;231;0
|
|
WireConnection;232;1;230;0
|
|
WireConnection;236;0;237;0
|
|
WireConnection;236;1;238;3
|
|
WireConnection;233;0;232;0
|
|
WireConnection;242;0;241;0
|
|
WireConnection;242;1;243;0
|
|
WireConnection;253;0;254;0
|
|
WireConnection;253;1;241;0
|
|
WireConnection;255;0;241;0
|
|
WireConnection;255;1;248;0
|
|
WireConnection;255;2;256;0
|
|
WireConnection;256;0;258;0
|
|
WireConnection;258;0;257;0
|
|
WireConnection;259;0;229;0
|
|
WireConnection;259;1;229;8
|
|
WireConnection;265;0;230;0
|
|
WireConnection;229;0;265;0
|
|
WireConnection;229;1;233;0
|
|
WireConnection;229;2;234;0
|
|
WireConnection;229;3;235;0
|
|
WireConnection;229;4;236;0
|
|
WireConnection;229;5;250;0
|
|
WireConnection;229;6;252;0
|
|
WireConnection;220;2;255;0
|
|
WireConnection;220;3;241;56
|
|
ASEEND*/
|
|
//CHKSM=132A61621847271C2659C72FEE90EE6C83382AAE |