3832 lines
143 KiB
GLSL
3832 lines
143 KiB
GLSL
// Made with Amplify Shader Editor v1.9.1.5
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Distant Lands/Cozy/URP/Demo/Stylized Tree Trunk"
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{
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Properties
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{
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
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[ASEBegin]_MainColor("Color", Color) = (0,0,0,0)
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_WindStrength("Wind Strength", Float) = 1
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_Smoothness("Smoothness", Range( 0 , 1)) = 0
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_WindNoiseSize("Wind Noise Size", Float) = 0.1
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[ASEEnd]_SnowAttraction1("Snow Attraction", Range( 0 , 1)) = 1
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
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//_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
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//_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
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//_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
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//_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
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//_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
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//_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
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//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
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//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
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//_TessMin( "Tess Min Distance", Float ) = 10
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//_TessMax( "Tess Max Distance", Float ) = 25
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//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
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//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
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[HideInInspector][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
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[HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
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[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
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[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
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[HideInInspector] _QueueControl("_QueueControl", Float) = -1
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[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
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}
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SubShader
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{
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LOD 0
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Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" "UniversalMaterialType"="Lit" }
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Cull Back
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ZWrite On
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ZTest LEqual
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Offset 0 , 0
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AlphaToMask Off
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HLSLINCLUDE
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#pragma target 3.5
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#pragma prefer_hlslcc gles
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// ensure rendering platforms toggle list is visible
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
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#ifndef ASE_TESS_FUNCS
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#define ASE_TESS_FUNCS
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float4 FixedTess( float tessValue )
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{
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return tessValue;
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}
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float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
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{
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float3 wpos = mul(o2w,vertex).xyz;
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float dist = distance (wpos, cameraPos);
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float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
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return f;
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}
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float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
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{
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float4 tess;
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tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
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tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
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tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
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tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
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return tess;
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}
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float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
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{
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float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
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float len = distance(wpos0, wpos1);
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float f = max(len * scParams.y / (edgeLen * dist), 1.0);
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return f;
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}
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float DistanceFromPlane (float3 pos, float4 plane)
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{
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float d = dot (float4(pos,1.0f), plane);
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return d;
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}
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bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
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{
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float4 planeTest;
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planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
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return !all (planeTest);
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}
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float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
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{
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float3 f;
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f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
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f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
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f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
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return CalcTriEdgeTessFactors (f);
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}
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float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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return tess;
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}
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float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
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{
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tess = 0.0f;
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}
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else
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{
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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}
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return tess;
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}
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#endif //ASE_TESS_FUNCS
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ENDHLSL
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Pass
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{
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Name "Forward"
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Tags { "LightMode"="UniversalForward" }
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Blend One Zero, One Zero
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ZWrite On
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ZTest LEqual
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Offset 0 , 0
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ColorMask RGBA
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HLSLPROGRAM
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#define _NORMAL_DROPOFF_TS 1
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
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#pragma multi_compile_fog
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#define ASE_FOG 1
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#define ASE_SRP_VERSION 120108
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
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#pragma multi_compile_fragment _ _SHADOWS_SOFT
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile_fragment _ _LIGHT_LAYERS
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#pragma multi_compile_fragment _ _LIGHT_COOKIES
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#pragma multi_compile _ _CLUSTERED_RENDERING
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#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
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#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fragment _ DEBUG_DISPLAY
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#pragma vertex vert
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#pragma fragment frag
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#define SHADERPASS SHADERPASS_FORWARD
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
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#define ENABLE_TERRAIN_PERPIXEL_NORMAL
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#endif
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#define ASE_NEEDS_VERT_POSITION
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#define ASE_NEEDS_FRAG_WORLD_NORMAL
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#define ASE_NEEDS_FRAG_WORLD_POSITION
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struct VertexInput
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{
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float4 vertex : POSITION;
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float3 ase_normal : NORMAL;
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float4 ase_tangent : TANGENT;
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float4 texcoord : TEXCOORD0;
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float4 texcoord1 : TEXCOORD1;
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float4 texcoord2 : TEXCOORD2;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 clipPos : SV_POSITION;
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float4 lightmapUVOrVertexSH : TEXCOORD0;
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half4 fogFactorAndVertexLight : TEXCOORD1;
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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float4 shadowCoord : TEXCOORD2;
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#endif
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float4 tSpace0 : TEXCOORD3;
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float4 tSpace1 : TEXCOORD4;
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float4 tSpace2 : TEXCOORD5;
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#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
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float4 screenPos : TEXCOORD6;
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#endif
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#if defined(DYNAMICLIGHTMAP_ON)
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float2 dynamicLightmapUV : TEXCOORD7;
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#endif
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float4 ase_texcoord8 : TEXCOORD8;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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CBUFFER_START(UnityPerMaterial)
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float4 CZY_SnowTexture_ST;
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float4 _MainColor;
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float _WindStrength;
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float _WindNoiseSize;
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float _SnowAttraction1;
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float _Smoothness;
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#ifdef ASE_TRANSMISSION
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float _TransmissionShadow;
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#endif
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#ifdef ASE_TRANSLUCENCY
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float _TransStrength;
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float _TransNormal;
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float _TransScattering;
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float _TransDirect;
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float _TransAmbient;
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float _TransShadow;
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#endif
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#ifdef ASE_TESSELLATION
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float _TessPhongStrength;
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float _TessValue;
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float _TessMin;
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float _TessMax;
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float _TessEdgeLength;
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float _TessMaxDisp;
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#endif
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CBUFFER_END
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// Property used by ScenePickingPass
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#ifdef SCENEPICKINGPASS
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float4 _SelectionID;
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#endif
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// Properties used by SceneSelectionPass
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#ifdef SCENESELECTIONPASS
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int _ObjectId;
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int _PassValue;
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#endif
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float3 CZY_WindDirection;
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float CZY_WindTime;
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float4 CZY_SnowColor;
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sampler2D CZY_SnowTexture;
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float CZY_SnowScale;
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float CZY_SnowAmount;
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//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
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//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl"
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//#ifdef HAVE_VFX_MODIFICATION
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//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
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//#endif
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float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
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float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
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float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
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float snoise( float2 v )
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{
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const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
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float2 i = floor( v + dot( v, C.yy ) );
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float2 x0 = v - i + dot( i, C.xx );
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float2 i1;
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i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
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float4 x12 = x0.xyxy + C.xxzz;
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x12.xy -= i1;
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i = mod2D289( i );
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float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
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float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
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m = m * m;
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m = m * m;
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float3 x = 2.0 * frac( p * C.www ) - 1.0;
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float3 h = abs( x ) - 0.5;
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float3 ox = floor( x + 0.5 );
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float3 a0 = x - ox;
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m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
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float3 g;
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g.x = a0.x * x0.x + h.x * x0.y;
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g.yz = a0.yz * x12.xz + h.yz * x12.yw;
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return 130.0 * dot( m, g );
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}
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float2 voronoihash5_g1( float2 p )
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{
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p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
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return frac( sin( p ) *43758.5453);
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}
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float voronoi5_g1( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
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{
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float2 n = floor( v );
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float2 f = frac( v );
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float F1 = 8.0;
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float F2 = 8.0; float2 mg = 0;
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for ( int j = -1; j <= 1; j++ )
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{
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for ( int i = -1; i <= 1; i++ )
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{
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float2 g = float2( i, j );
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float2 o = voronoihash5_g1( n + g );
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o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
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float d = 0.5 * dot( r, r );
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if( d<F1 ) {
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F2 = F1;
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F1 = d; mg = g; mr = r; id = o;
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} else if( d<F2 ) {
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F2 = d;
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}
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}
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}
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return F1;
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}
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VertexOutput VertexFunction( VertexInput v )
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{
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VertexOutput o = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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float4 transform63 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
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float2 appendResult68 = (float2(( ( transform63.x + transform63.z ) / 10.0 ) , CZY_WindTime));
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float2 texCoord69 = v.texcoord.xy * float2( 0,0 ) + appendResult68;
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float simplePerlin2D74 = snoise( texCoord69*_WindNoiseSize );
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float clampResult85 = clamp( v.vertex.xyz.y , 0.0 , 1000.0 );
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float3 MainWind83 = ( CZY_WindDirection * ( _WindStrength * simplePerlin2D74 * ( 0.1 * clampResult85 ) ) );
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float3 worldToObjDir61 = mul( GetWorldToObjectMatrix(), float4( MainWind83, 0 ) ).xyz;
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o.ase_texcoord8.xy = v.texcoord.xy;
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//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord8.zw = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = worldToObjDir61;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
v.ase_normal = v.ase_normal;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
float3 positionVS = TransformWorldToView( positionWS );
|
|
float4 positionCS = TransformWorldToHClip( positionWS );
|
|
|
|
VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent );
|
|
|
|
o.tSpace0 = float4( normalInput.normalWS, positionWS.x);
|
|
o.tSpace1 = float4( normalInput.tangentWS, positionWS.y);
|
|
o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z);
|
|
|
|
#if defined(LIGHTMAP_ON)
|
|
OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy );
|
|
#endif
|
|
|
|
#if !defined(LIGHTMAP_ON)
|
|
OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz );
|
|
#endif
|
|
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#endif
|
|
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
o.lightmapUVOrVertexSH.zw = v.texcoord;
|
|
o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
#endif
|
|
|
|
half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );
|
|
|
|
#ifdef ASE_FOG
|
|
half fogFactor = ComputeFogFactor( positionCS.z );
|
|
#else
|
|
half fogFactor = 0;
|
|
#endif
|
|
|
|
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = positionCS;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
o.clipPos = positionCS;
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
|
o.screenPos = ComputeScreenPos(positionCS);
|
|
#endif
|
|
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_tangent : TANGENT;
|
|
float4 texcoord : TEXCOORD0;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.ase_tangent = v.ase_tangent;
|
|
o.texcoord = v.texcoord;
|
|
o.texcoord1 = v.texcoord1;
|
|
o.texcoord2 = v.texcoord2;
|
|
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
|
|
o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
|
|
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
|
o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#endif
|
|
|
|
half4 frag ( VertexOutput IN
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
|
|
float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
|
|
float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
|
|
float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
|
|
#else
|
|
float3 WorldNormal = normalize( IN.tSpace0.xyz );
|
|
float3 WorldTangent = IN.tSpace1.xyz;
|
|
float3 WorldBiTangent = IN.tSpace2.xyz;
|
|
#endif
|
|
|
|
float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
|
|
float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
|
float4 ScreenPos = IN.screenPos;
|
|
#endif
|
|
|
|
float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.clipPos);
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
|
|
WorldViewDirection = SafeNormalize( WorldViewDirection );
|
|
|
|
float2 uvCZY_SnowTexture = IN.ase_texcoord8.xy * CZY_SnowTexture_ST.xy + CZY_SnowTexture_ST.zw;
|
|
float2 appendResult3_g1 = (float2(WorldPosition.x , WorldPosition.z));
|
|
float temp_output_6_0_g1 = ( 1.0 / CZY_SnowScale );
|
|
float simplePerlin2D7_g1 = snoise( appendResult3_g1*temp_output_6_0_g1 );
|
|
simplePerlin2D7_g1 = simplePerlin2D7_g1*0.5 + 0.5;
|
|
float time5_g1 = 0.0;
|
|
float2 voronoiSmoothId5_g1 = 0;
|
|
float2 coords5_g1 = appendResult3_g1 * ( temp_output_6_0_g1 / 0.1 );
|
|
float2 id5_g1 = 0;
|
|
float2 uv5_g1 = 0;
|
|
float voroi5_g1 = voronoi5_g1( coords5_g1, time5_g1, id5_g1, uv5_g1, 0, voronoiSmoothId5_g1 );
|
|
float4 lerpResult19_g1 = lerp( ( CZY_SnowColor * tex2D( CZY_SnowTexture, uvCZY_SnowTexture ) ) , _MainColor , ( ( pow( ( pow( WorldNormal.y , 7.0 ) * ( simplePerlin2D7_g1 * ( 1.0 - voroi5_g1 ) ) ) , 0.5 ) * _SnowAttraction1 ) > ( 1.0 - CZY_SnowAmount ) ? 0.0 : 1.0 ));
|
|
|
|
|
|
float3 BaseColor = lerpResult19_g1.rgb;
|
|
float3 Normal = float3(0, 0, 1);
|
|
float3 Emission = 0;
|
|
float3 Specular = 0.5;
|
|
float Metallic = 0;
|
|
float Smoothness = _Smoothness;
|
|
float Occlusion = 1;
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
float3 BakedGI = 0;
|
|
float3 RefractionColor = 1;
|
|
float RefractionIndex = 1;
|
|
float3 Transmission = 1;
|
|
float3 Translucency = 1;
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = 0;
|
|
#endif
|
|
|
|
#ifdef _CLEARCOAT
|
|
float CoatMask = 0;
|
|
float CoatSmoothness = 0;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
InputData inputData = (InputData)0;
|
|
inputData.positionWS = WorldPosition;
|
|
inputData.viewDirectionWS = WorldViewDirection;
|
|
|
|
#ifdef _NORMALMAP
|
|
#if _NORMAL_DROPOFF_TS
|
|
inputData.normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent, WorldBiTangent, WorldNormal));
|
|
#elif _NORMAL_DROPOFF_OS
|
|
inputData.normalWS = TransformObjectToWorldNormal(Normal);
|
|
#elif _NORMAL_DROPOFF_WS
|
|
inputData.normalWS = Normal;
|
|
#endif
|
|
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
|
|
#else
|
|
inputData.normalWS = WorldNormal;
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
inputData.shadowCoord = ShadowCoords;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
|
|
#else
|
|
inputData.shadowCoord = float4(0, 0, 0, 0);
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
inputData.fogCoord = IN.fogFactorAndVertexLight.x;
|
|
#endif
|
|
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
|
|
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
float3 SH = SampleSH(inputData.normalWS.xyz);
|
|
#else
|
|
float3 SH = IN.lightmapUVOrVertexSH.xyz;
|
|
#endif
|
|
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.bakedGI = SAMPLE_GI(IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, SH, inputData.normalWS);
|
|
#else
|
|
inputData.bakedGI = SAMPLE_GI(IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
|
|
#endif
|
|
|
|
#ifdef ASE_BAKEDGI
|
|
inputData.bakedGI = BakedGI;
|
|
#endif
|
|
|
|
inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy);
|
|
|
|
#if defined(DEBUG_DISPLAY)
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy;
|
|
#endif
|
|
#if defined(LIGHTMAP_ON)
|
|
inputData.staticLightmapUV = IN.lightmapUVOrVertexSH.xy;
|
|
#else
|
|
inputData.vertexSH = SH;
|
|
#endif
|
|
#endif
|
|
|
|
SurfaceData surfaceData;
|
|
surfaceData.albedo = BaseColor;
|
|
surfaceData.metallic = saturate(Metallic);
|
|
surfaceData.specular = Specular;
|
|
surfaceData.smoothness = saturate(Smoothness),
|
|
surfaceData.occlusion = Occlusion,
|
|
surfaceData.emission = Emission,
|
|
surfaceData.alpha = saturate(Alpha);
|
|
surfaceData.normalTS = Normal;
|
|
surfaceData.clearCoatMask = 0;
|
|
surfaceData.clearCoatSmoothness = 1;
|
|
|
|
#ifdef _CLEARCOAT
|
|
surfaceData.clearCoatMask = saturate(CoatMask);
|
|
surfaceData.clearCoatSmoothness = saturate(CoatSmoothness);
|
|
#endif
|
|
|
|
#ifdef _DBUFFER
|
|
ApplyDecalToSurfaceData(IN.clipPos, surfaceData, inputData);
|
|
#endif
|
|
|
|
half4 color = UniversalFragmentPBR( inputData, surfaceData);
|
|
|
|
#ifdef ASE_TRANSMISSION
|
|
{
|
|
float shadow = _TransmissionShadow;
|
|
|
|
Light mainLight = GetMainLight( inputData.shadowCoord );
|
|
float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
|
|
mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
|
|
half3 mainTransmission = max(0 , -dot(inputData.normalWS, mainLight.direction)) * mainAtten * Transmission;
|
|
color.rgb += BaseColor * mainTransmission;
|
|
|
|
#ifdef _ADDITIONAL_LIGHTS
|
|
int transPixelLightCount = GetAdditionalLightsCount();
|
|
for (int i = 0; i < transPixelLightCount; ++i)
|
|
{
|
|
Light light = GetAdditionalLight(i, inputData.positionWS);
|
|
float3 atten = light.color * light.distanceAttenuation;
|
|
atten = lerp( atten, atten * light.shadowAttenuation, shadow );
|
|
|
|
half3 transmission = max(0 , -dot(inputData.normalWS, light.direction)) * atten * Transmission;
|
|
color.rgb += BaseColor * transmission;
|
|
}
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
#ifdef ASE_TRANSLUCENCY
|
|
{
|
|
float shadow = _TransShadow;
|
|
float normal = _TransNormal;
|
|
float scattering = _TransScattering;
|
|
float direct = _TransDirect;
|
|
float ambient = _TransAmbient;
|
|
float strength = _TransStrength;
|
|
|
|
Light mainLight = GetMainLight( inputData.shadowCoord );
|
|
float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
|
|
mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
|
|
|
|
half3 mainLightDir = mainLight.direction + inputData.normalWS * normal;
|
|
half mainVdotL = pow( saturate( dot( inputData.viewDirectionWS, -mainLightDir ) ), scattering );
|
|
half3 mainTranslucency = mainAtten * ( mainVdotL * direct + inputData.bakedGI * ambient ) * Translucency;
|
|
color.rgb += BaseColor * mainTranslucency * strength;
|
|
|
|
#ifdef _ADDITIONAL_LIGHTS
|
|
int transPixelLightCount = GetAdditionalLightsCount();
|
|
for (int i = 0; i < transPixelLightCount; ++i)
|
|
{
|
|
Light light = GetAdditionalLight(i, inputData.positionWS);
|
|
float3 atten = light.color * light.distanceAttenuation;
|
|
atten = lerp( atten, atten * light.shadowAttenuation, shadow );
|
|
|
|
half3 lightDir = light.direction + inputData.normalWS * normal;
|
|
half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );
|
|
half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;
|
|
color.rgb += BaseColor * translucency * strength;
|
|
}
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
#ifdef ASE_REFRACTION
|
|
float4 projScreenPos = ScreenPos / ScreenPos.w;
|
|
float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
|
|
projScreenPos.xy += refractionOffset.xy;
|
|
float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
|
|
color.rgb = lerp( refraction, color.rgb, color.a );
|
|
color.a = 1;
|
|
#endif
|
|
|
|
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
|
|
color.rgb *= color.a;
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
#ifdef TERRAIN_SPLAT_ADDPASS
|
|
color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x );
|
|
#else
|
|
color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x);
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
return color;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "ShadowCaster"
|
|
Tags { "LightMode"="ShadowCaster" }
|
|
|
|
ZWrite On
|
|
ZTest LEqual
|
|
AlphaToMask Off
|
|
ColorMask 0
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
|
#define ASE_FOG 1
|
|
#define ASE_SRP_VERSION 120108
|
|
|
|
|
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
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#define SHADERPASS SHADERPASS_SHADOWCASTER
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#define ASE_NEEDS_VERT_POSITION
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struct VertexInput
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{
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float4 vertex : POSITION;
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float3 ase_normal : NORMAL;
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float4 ase_texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 clipPos : SV_POSITION;
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#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
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float3 worldPos : TEXCOORD0;
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#endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
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float4 shadowCoord : TEXCOORD1;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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CBUFFER_START(UnityPerMaterial)
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float4 CZY_SnowTexture_ST;
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float4 _MainColor;
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float _WindStrength;
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float _WindNoiseSize;
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float _SnowAttraction1;
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float _Smoothness;
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#ifdef ASE_TRANSMISSION
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float _TransmissionShadow;
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#endif
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#ifdef ASE_TRANSLUCENCY
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float _TransStrength;
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float _TransNormal;
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float _TransScattering;
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float _TransDirect;
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float _TransAmbient;
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float _TransShadow;
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#endif
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#ifdef ASE_TESSELLATION
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float _TessPhongStrength;
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float _TessValue;
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float _TessMin;
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float _TessMax;
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float _TessEdgeLength;
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float _TessMaxDisp;
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#endif
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CBUFFER_END
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// Property used by ScenePickingPass
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#ifdef SCENEPICKINGPASS
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float4 _SelectionID;
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#endif
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// Properties used by SceneSelectionPass
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#ifdef SCENESELECTIONPASS
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int _ObjectId;
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int _PassValue;
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#endif
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float3 CZY_WindDirection;
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float CZY_WindTime;
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//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
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//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShadowCasterPass.hlsl"
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//#ifdef HAVE_VFX_MODIFICATION
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//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
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//#endif
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float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
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float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
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float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
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float snoise( float2 v )
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{
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const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
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float2 i = floor( v + dot( v, C.yy ) );
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float2 x0 = v - i + dot( i, C.xx );
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float2 i1;
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i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
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float4 x12 = x0.xyxy + C.xxzz;
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x12.xy -= i1;
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i = mod2D289( i );
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float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
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float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
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m = m * m;
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m = m * m;
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float3 x = 2.0 * frac( p * C.www ) - 1.0;
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float3 h = abs( x ) - 0.5;
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float3 ox = floor( x + 0.5 );
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float3 a0 = x - ox;
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m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
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float3 g;
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g.x = a0.x * x0.x + h.x * x0.y;
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g.yz = a0.yz * x12.xz + h.yz * x12.yw;
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return 130.0 * dot( m, g );
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}
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float3 _LightDirection;
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float3 _LightPosition;
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VertexOutput VertexFunction( VertexInput v )
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{
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VertexOutput o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
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float4 transform63 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
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float2 appendResult68 = (float2(( ( transform63.x + transform63.z ) / 10.0 ) , CZY_WindTime));
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float2 texCoord69 = v.ase_texcoord.xy * float2( 0,0 ) + appendResult68;
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float simplePerlin2D74 = snoise( texCoord69*_WindNoiseSize );
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float clampResult85 = clamp( v.vertex.xyz.y , 0.0 , 1000.0 );
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float3 MainWind83 = ( CZY_WindDirection * ( _WindStrength * simplePerlin2D74 * ( 0.1 * clampResult85 ) ) );
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float3 worldToObjDir61 = mul( GetWorldToObjectMatrix(), float4( MainWind83, 0 ) ).xyz;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = v.vertex.xyz;
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#else
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float3 defaultVertexValue = float3(0, 0, 0);
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#endif
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float3 vertexValue = worldToObjDir61;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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v.vertex.xyz = vertexValue;
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#else
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v.vertex.xyz += vertexValue;
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#endif
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v.ase_normal = v.ase_normal;
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float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
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#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
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o.worldPos = positionWS;
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#endif
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float3 normalWS = TransformObjectToWorldDir(v.ase_normal);
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#if _CASTING_PUNCTUAL_LIGHT_SHADOW
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float3 lightDirectionWS = normalize(_LightPosition - positionWS);
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#else
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float3 lightDirectionWS = _LightDirection;
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#endif
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float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
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#if UNITY_REVERSED_Z
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clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE);
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#else
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clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE);
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#endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
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VertexPositionInputs vertexInput = (VertexPositionInputs)0;
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vertexInput.positionWS = positionWS;
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vertexInput.positionCS = clipPos;
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o.shadowCoord = GetShadowCoord( vertexInput );
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#endif
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o.clipPos = clipPos;
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return o;
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}
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#if defined(ASE_TESSELLATION)
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struct VertexControl
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{
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float4 vertex : INTERNALTESSPOS;
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float3 ase_normal : NORMAL;
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float4 ase_texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct TessellationFactors
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{
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float edge[3] : SV_TessFactor;
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float inside : SV_InsideTessFactor;
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};
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VertexControl vert ( VertexInput v )
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{
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VertexControl o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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o.vertex = v.vertex;
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o.ase_normal = v.ase_normal;
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o.ase_texcoord = v.ase_texcoord;
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return o;
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}
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TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
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{
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TessellationFactors o;
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float4 tf = 1;
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float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
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float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
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#if defined(ASE_FIXED_TESSELLATION)
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tf = FixedTess( tessValue );
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#elif defined(ASE_DISTANCE_TESSELLATION)
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tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
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#elif defined(ASE_LENGTH_TESSELLATION)
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tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
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#elif defined(ASE_LENGTH_CULL_TESSELLATION)
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tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
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#endif
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o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
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return o;
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}
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[domain("tri")]
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[partitioning("fractional_odd")]
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[outputtopology("triangle_cw")]
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[patchconstantfunc("TessellationFunction")]
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[outputcontrolpoints(3)]
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VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
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{
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return patch[id];
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}
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[domain("tri")]
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VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
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{
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VertexInput o = (VertexInput) 0;
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o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
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o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
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o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
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#if defined(ASE_PHONG_TESSELLATION)
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float3 pp[3];
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for (int i = 0; i < 3; ++i)
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pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
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float phongStrength = _TessPhongStrength;
|
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o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
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#endif
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UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
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return VertexFunction(o);
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}
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#else
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VertexOutput vert ( VertexInput v )
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{
|
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return VertexFunction( v );
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}
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#endif
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#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
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#define ASE_SV_DEPTH SV_DepthLessEqual
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#else
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#define ASE_SV_DEPTH SV_Depth
|
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#endif
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half4 frag( VertexOutput IN
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#ifdef ASE_DEPTH_WRITE_ON
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,out float outputDepth : ASE_SV_DEPTH
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#endif
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) : SV_TARGET
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{
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UNITY_SETUP_INSTANCE_ID( IN );
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
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#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
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float3 WorldPosition = IN.worldPos;
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#endif
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float4 ShadowCoords = float4( 0, 0, 0, 0 );
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#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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ShadowCoords = IN.shadowCoord;
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#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
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ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
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#endif
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#endif
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|
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float Alpha = 1;
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float AlphaClipThreshold = 0.5;
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float AlphaClipThresholdShadow = 0.5;
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#ifdef ASE_DEPTH_WRITE_ON
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float DepthValue = 0;
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#endif
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#ifdef _ALPHATEST_ON
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#ifdef _ALPHATEST_SHADOW_ON
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clip(Alpha - AlphaClipThresholdShadow);
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#else
|
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clip(Alpha - AlphaClipThreshold);
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#endif
|
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#endif
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#ifdef LOD_FADE_CROSSFADE
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LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
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#endif
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#ifdef ASE_DEPTH_WRITE_ON
|
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outputDepth = DepthValue;
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#endif
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|
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return 0;
|
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}
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ENDHLSL
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}
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Pass
|
|
{
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|
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Name "DepthOnly"
|
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Tags { "LightMode"="DepthOnly" }
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ZWrite On
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ColorMask 0
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AlphaToMask Off
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HLSLPROGRAM
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|
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#define _NORMAL_DROPOFF_TS 1
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#pragma multi_compile_instancing
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#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
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#define ASE_FOG 1
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#define ASE_SRP_VERSION 120108
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|
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#pragma vertex vert
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|
#pragma fragment frag
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|
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#define SHADERPASS SHADERPASS_DEPTHONLY
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|
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#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"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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|
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#define ASE_NEEDS_VERT_POSITION
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 worldPos : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 CZY_SnowTexture_ST;
|
|
float4 _MainColor;
|
|
float _WindStrength;
|
|
float _WindNoiseSize;
|
|
float _SnowAttraction1;
|
|
float _Smoothness;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
// Property used by ScenePickingPass
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
// Properties used by SceneSelectionPass
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
float3 CZY_WindDirection;
|
|
float CZY_WindTime;
|
|
|
|
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl"
|
|
|
|
//#ifdef HAVE_VFX_MODIFICATION
|
|
//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
|
|
//#endif
|
|
|
|
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
|
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
|
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
|
|
float snoise( float2 v )
|
|
{
|
|
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
|
|
float2 i = floor( v + dot( v, C.yy ) );
|
|
float2 x0 = v - i + dot( i, C.xx );
|
|
float2 i1;
|
|
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
|
|
float4 x12 = x0.xyxy + C.xxzz;
|
|
x12.xy -= i1;
|
|
i = mod2D289( i );
|
|
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
|
|
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
|
|
m = m * m;
|
|
m = m * m;
|
|
float3 x = 2.0 * frac( p * C.www ) - 1.0;
|
|
float3 h = abs( x ) - 0.5;
|
|
float3 ox = floor( x + 0.5 );
|
|
float3 a0 = x - ox;
|
|
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
|
|
float3 g;
|
|
g.x = a0.x * x0.x + h.x * x0.y;
|
|
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
|
return 130.0 * dot( m, g );
|
|
}
|
|
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float4 transform63 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
|
|
float2 appendResult68 = (float2(( ( transform63.x + transform63.z ) / 10.0 ) , CZY_WindTime));
|
|
float2 texCoord69 = v.ase_texcoord.xy * float2( 0,0 ) + appendResult68;
|
|
float simplePerlin2D74 = snoise( texCoord69*_WindNoiseSize );
|
|
float clampResult85 = clamp( v.vertex.xyz.y , 0.0 , 1000.0 );
|
|
float3 MainWind83 = ( CZY_WindDirection * ( _WindStrength * simplePerlin2D74 * ( 0.1 * clampResult85 ) ) );
|
|
float3 worldToObjDir61 = mul( GetWorldToObjectMatrix(), float4( MainWind83, 0 ) ).xyz;
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = worldToObjDir61;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
float4 positionCS = TransformWorldToHClip( positionWS );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.worldPos = positionWS;
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = positionCS;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
o.clipPos = positionCS;
|
|
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#endif
|
|
|
|
half4 frag( VertexOutput IN
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#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.worldPos;
|
|
#endif
|
|
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
|
|
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = 0;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
return 0;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "Meta"
|
|
Tags { "LightMode"="Meta" }
|
|
|
|
Cull Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#define ASE_SRP_VERSION 120108
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#pragma shader_feature EDITOR_VISUALIZATION
|
|
|
|
#define SHADERPASS SHADERPASS_META
|
|
|
|
#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"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#define ASE_NEEDS_VERT_POSITION
|
|
#define ASE_NEEDS_VERT_NORMAL
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 texcoord0 : TEXCOORD0;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 worldPos : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
#ifdef EDITOR_VISUALIZATION
|
|
float4 VizUV : TEXCOORD2;
|
|
float4 LightCoord : TEXCOORD3;
|
|
#endif
|
|
float4 ase_texcoord4 : TEXCOORD4;
|
|
float4 ase_texcoord5 : TEXCOORD5;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 CZY_SnowTexture_ST;
|
|
float4 _MainColor;
|
|
float _WindStrength;
|
|
float _WindNoiseSize;
|
|
float _SnowAttraction1;
|
|
float _Smoothness;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
// Property used by ScenePickingPass
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
// Properties used by SceneSelectionPass
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
float3 CZY_WindDirection;
|
|
float CZY_WindTime;
|
|
float4 CZY_SnowColor;
|
|
sampler2D CZY_SnowTexture;
|
|
float CZY_SnowScale;
|
|
float CZY_SnowAmount;
|
|
|
|
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/LightingMetaPass.hlsl"
|
|
|
|
//#ifdef HAVE_VFX_MODIFICATION
|
|
//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
|
|
//#endif
|
|
|
|
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
|
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
|
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
|
|
float snoise( float2 v )
|
|
{
|
|
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
|
|
float2 i = floor( v + dot( v, C.yy ) );
|
|
float2 x0 = v - i + dot( i, C.xx );
|
|
float2 i1;
|
|
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
|
|
float4 x12 = x0.xyxy + C.xxzz;
|
|
x12.xy -= i1;
|
|
i = mod2D289( i );
|
|
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
|
|
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
|
|
m = m * m;
|
|
m = m * m;
|
|
float3 x = 2.0 * frac( p * C.www ) - 1.0;
|
|
float3 h = abs( x ) - 0.5;
|
|
float3 ox = floor( x + 0.5 );
|
|
float3 a0 = x - ox;
|
|
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
|
|
float3 g;
|
|
g.x = a0.x * x0.x + h.x * x0.y;
|
|
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
|
return 130.0 * dot( m, g );
|
|
}
|
|
|
|
float2 voronoihash5_g1( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi5_g1( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash5_g1( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float4 transform63 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
|
|
float2 appendResult68 = (float2(( ( transform63.x + transform63.z ) / 10.0 ) , CZY_WindTime));
|
|
float2 texCoord69 = v.texcoord0.xy * float2( 0,0 ) + appendResult68;
|
|
float simplePerlin2D74 = snoise( texCoord69*_WindNoiseSize );
|
|
float clampResult85 = clamp( v.vertex.xyz.y , 0.0 , 1000.0 );
|
|
float3 MainWind83 = ( CZY_WindDirection * ( _WindStrength * simplePerlin2D74 * ( 0.1 * clampResult85 ) ) );
|
|
float3 worldToObjDir61 = mul( GetWorldToObjectMatrix(), float4( MainWind83, 0 ) ).xyz;
|
|
|
|
float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal);
|
|
o.ase_texcoord5.xyz = ase_worldNormal;
|
|
|
|
o.ase_texcoord4.xy = v.texcoord0.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord4.zw = 0;
|
|
o.ase_texcoord5.w = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = worldToObjDir61;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.worldPos = positionWS;
|
|
#endif
|
|
|
|
o.clipPos = MetaVertexPosition( v.vertex, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
|
|
|
|
#ifdef EDITOR_VISUALIZATION
|
|
float2 VizUV = 0;
|
|
float4 LightCoord = 0;
|
|
UnityEditorVizData(v.vertex.xyz, v.texcoord0.xy, v.texcoord1.xy, v.texcoord2.xy, VizUV, LightCoord);
|
|
o.VizUV = float4(VizUV, 0, 0);
|
|
o.LightCoord = LightCoord;
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = o.clipPos;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 texcoord0 : TEXCOORD0;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.texcoord0 = v.texcoord0;
|
|
o.texcoord1 = v.texcoord1;
|
|
o.texcoord2 = v.texcoord2;
|
|
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
o.texcoord0 = patch[0].texcoord0 * bary.x + patch[1].texcoord0 * bary.y + patch[2].texcoord0 * bary.z;
|
|
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
|
o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(VertexOutput IN ) : SV_TARGET
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 WorldPosition = IN.worldPos;
|
|
#endif
|
|
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
float2 uvCZY_SnowTexture = IN.ase_texcoord4.xy * CZY_SnowTexture_ST.xy + CZY_SnowTexture_ST.zw;
|
|
float3 ase_worldNormal = IN.ase_texcoord5.xyz;
|
|
float2 appendResult3_g1 = (float2(WorldPosition.x , WorldPosition.z));
|
|
float temp_output_6_0_g1 = ( 1.0 / CZY_SnowScale );
|
|
float simplePerlin2D7_g1 = snoise( appendResult3_g1*temp_output_6_0_g1 );
|
|
simplePerlin2D7_g1 = simplePerlin2D7_g1*0.5 + 0.5;
|
|
float time5_g1 = 0.0;
|
|
float2 voronoiSmoothId5_g1 = 0;
|
|
float2 coords5_g1 = appendResult3_g1 * ( temp_output_6_0_g1 / 0.1 );
|
|
float2 id5_g1 = 0;
|
|
float2 uv5_g1 = 0;
|
|
float voroi5_g1 = voronoi5_g1( coords5_g1, time5_g1, id5_g1, uv5_g1, 0, voronoiSmoothId5_g1 );
|
|
float4 lerpResult19_g1 = lerp( ( CZY_SnowColor * tex2D( CZY_SnowTexture, uvCZY_SnowTexture ) ) , _MainColor , ( ( pow( ( pow( ase_worldNormal.y , 7.0 ) * ( simplePerlin2D7_g1 * ( 1.0 - voroi5_g1 ) ) ) , 0.5 ) * _SnowAttraction1 ) > ( 1.0 - CZY_SnowAmount ) ? 0.0 : 1.0 ));
|
|
|
|
|
|
float3 BaseColor = lerpResult19_g1.rgb;
|
|
float3 Emission = 0;
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
MetaInput metaInput = (MetaInput)0;
|
|
metaInput.Albedo = BaseColor;
|
|
metaInput.Emission = Emission;
|
|
#ifdef EDITOR_VISUALIZATION
|
|
metaInput.VizUV = IN.VizUV.xy;
|
|
metaInput.LightCoord = IN.LightCoord;
|
|
#endif
|
|
|
|
return UnityMetaFragment(metaInput);
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "Universal2D"
|
|
Tags { "LightMode"="Universal2D" }
|
|
|
|
Blend One Zero, One Zero
|
|
ZWrite On
|
|
ZTest LEqual
|
|
Offset 0 , 0
|
|
ColorMask RGBA
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#define ASE_SRP_VERSION 120108
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SHADERPASS SHADERPASS_2D
|
|
|
|
#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"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#define ASE_NEEDS_VERT_POSITION
|
|
#define ASE_NEEDS_VERT_NORMAL
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 worldPos : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 CZY_SnowTexture_ST;
|
|
float4 _MainColor;
|
|
float _WindStrength;
|
|
float _WindNoiseSize;
|
|
float _SnowAttraction1;
|
|
float _Smoothness;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
// Property used by ScenePickingPass
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
// Properties used by SceneSelectionPass
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
float3 CZY_WindDirection;
|
|
float CZY_WindTime;
|
|
float4 CZY_SnowColor;
|
|
sampler2D CZY_SnowTexture;
|
|
float CZY_SnowScale;
|
|
float CZY_SnowAmount;
|
|
|
|
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBR2DPass.hlsl"
|
|
|
|
//#ifdef HAVE_VFX_MODIFICATION
|
|
//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
|
|
//#endif
|
|
|
|
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
|
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
|
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
|
|
float snoise( float2 v )
|
|
{
|
|
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
|
|
float2 i = floor( v + dot( v, C.yy ) );
|
|
float2 x0 = v - i + dot( i, C.xx );
|
|
float2 i1;
|
|
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
|
|
float4 x12 = x0.xyxy + C.xxzz;
|
|
x12.xy -= i1;
|
|
i = mod2D289( i );
|
|
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
|
|
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
|
|
m = m * m;
|
|
m = m * m;
|
|
float3 x = 2.0 * frac( p * C.www ) - 1.0;
|
|
float3 h = abs( x ) - 0.5;
|
|
float3 ox = floor( x + 0.5 );
|
|
float3 a0 = x - ox;
|
|
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
|
|
float3 g;
|
|
g.x = a0.x * x0.x + h.x * x0.y;
|
|
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
|
return 130.0 * dot( m, g );
|
|
}
|
|
|
|
float2 voronoihash5_g1( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi5_g1( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash5_g1( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID( v );
|
|
UNITY_TRANSFER_INSTANCE_ID( v, o );
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
|
|
|
float4 transform63 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
|
|
float2 appendResult68 = (float2(( ( transform63.x + transform63.z ) / 10.0 ) , CZY_WindTime));
|
|
float2 texCoord69 = v.ase_texcoord.xy * float2( 0,0 ) + appendResult68;
|
|
float simplePerlin2D74 = snoise( texCoord69*_WindNoiseSize );
|
|
float clampResult85 = clamp( v.vertex.xyz.y , 0.0 , 1000.0 );
|
|
float3 MainWind83 = ( CZY_WindDirection * ( _WindStrength * simplePerlin2D74 * ( 0.1 * clampResult85 ) ) );
|
|
float3 worldToObjDir61 = mul( GetWorldToObjectMatrix(), float4( MainWind83, 0 ) ).xyz;
|
|
|
|
float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal);
|
|
o.ase_texcoord3.xyz = ase_worldNormal;
|
|
|
|
o.ase_texcoord2.xy = v.ase_texcoord.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord2.zw = 0;
|
|
o.ase_texcoord3.w = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = worldToObjDir61;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
float4 positionCS = TransformWorldToHClip( positionWS );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.worldPos = positionWS;
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = positionCS;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
o.clipPos = positionCS;
|
|
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(VertexOutput IN ) : SV_TARGET
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID( IN );
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 WorldPosition = IN.worldPos;
|
|
#endif
|
|
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
float2 uvCZY_SnowTexture = IN.ase_texcoord2.xy * CZY_SnowTexture_ST.xy + CZY_SnowTexture_ST.zw;
|
|
float3 ase_worldNormal = IN.ase_texcoord3.xyz;
|
|
float2 appendResult3_g1 = (float2(WorldPosition.x , WorldPosition.z));
|
|
float temp_output_6_0_g1 = ( 1.0 / CZY_SnowScale );
|
|
float simplePerlin2D7_g1 = snoise( appendResult3_g1*temp_output_6_0_g1 );
|
|
simplePerlin2D7_g1 = simplePerlin2D7_g1*0.5 + 0.5;
|
|
float time5_g1 = 0.0;
|
|
float2 voronoiSmoothId5_g1 = 0;
|
|
float2 coords5_g1 = appendResult3_g1 * ( temp_output_6_0_g1 / 0.1 );
|
|
float2 id5_g1 = 0;
|
|
float2 uv5_g1 = 0;
|
|
float voroi5_g1 = voronoi5_g1( coords5_g1, time5_g1, id5_g1, uv5_g1, 0, voronoiSmoothId5_g1 );
|
|
float4 lerpResult19_g1 = lerp( ( CZY_SnowColor * tex2D( CZY_SnowTexture, uvCZY_SnowTexture ) ) , _MainColor , ( ( pow( ( pow( ase_worldNormal.y , 7.0 ) * ( simplePerlin2D7_g1 * ( 1.0 - voroi5_g1 ) ) ) , 0.5 ) * _SnowAttraction1 ) > ( 1.0 - CZY_SnowAmount ) ? 0.0 : 1.0 ));
|
|
|
|
|
|
float3 BaseColor = lerpResult19_g1.rgb;
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
|
|
half4 color = half4(BaseColor, Alpha );
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
return color;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DepthNormals"
|
|
Tags { "LightMode"="DepthNormals" }
|
|
|
|
ZWrite On
|
|
Blend One Zero
|
|
ZTest LEqual
|
|
ZWrite On
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
|
#define ASE_FOG 1
|
|
#define ASE_SRP_VERSION 120108
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#define ASE_NEEDS_VERT_POSITION
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_tangent : TANGENT;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 worldPos : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
float3 worldNormal : TEXCOORD2;
|
|
float4 worldTangent : TEXCOORD3;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 CZY_SnowTexture_ST;
|
|
float4 _MainColor;
|
|
float _WindStrength;
|
|
float _WindNoiseSize;
|
|
float _SnowAttraction1;
|
|
float _Smoothness;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
// Property used by ScenePickingPass
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
// Properties used by SceneSelectionPass
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
float3 CZY_WindDirection;
|
|
float CZY_WindTime;
|
|
|
|
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthNormalsOnlyPass.hlsl"
|
|
|
|
//#ifdef HAVE_VFX_MODIFICATION
|
|
//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
|
|
//#endif
|
|
|
|
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
|
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
|
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
|
|
float snoise( float2 v )
|
|
{
|
|
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
|
|
float2 i = floor( v + dot( v, C.yy ) );
|
|
float2 x0 = v - i + dot( i, C.xx );
|
|
float2 i1;
|
|
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
|
|
float4 x12 = x0.xyxy + C.xxzz;
|
|
x12.xy -= i1;
|
|
i = mod2D289( i );
|
|
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
|
|
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
|
|
m = m * m;
|
|
m = m * m;
|
|
float3 x = 2.0 * frac( p * C.www ) - 1.0;
|
|
float3 h = abs( x ) - 0.5;
|
|
float3 ox = floor( x + 0.5 );
|
|
float3 a0 = x - ox;
|
|
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
|
|
float3 g;
|
|
g.x = a0.x * x0.x + h.x * x0.y;
|
|
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
|
return 130.0 * dot( m, g );
|
|
}
|
|
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float4 transform63 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
|
|
float2 appendResult68 = (float2(( ( transform63.x + transform63.z ) / 10.0 ) , CZY_WindTime));
|
|
float2 texCoord69 = v.ase_texcoord.xy * float2( 0,0 ) + appendResult68;
|
|
float simplePerlin2D74 = snoise( texCoord69*_WindNoiseSize );
|
|
float clampResult85 = clamp( v.vertex.xyz.y , 0.0 , 1000.0 );
|
|
float3 MainWind83 = ( CZY_WindDirection * ( _WindStrength * simplePerlin2D74 * ( 0.1 * clampResult85 ) ) );
|
|
float3 worldToObjDir61 = mul( GetWorldToObjectMatrix(), float4( MainWind83, 0 ) ).xyz;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = worldToObjDir61;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
float3 normalWS = TransformObjectToWorldNormal( v.ase_normal );
|
|
float4 tangentWS = float4(TransformObjectToWorldDir( v.ase_tangent.xyz), v.ase_tangent.w);
|
|
float4 positionCS = TransformWorldToHClip( positionWS );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.worldPos = positionWS;
|
|
#endif
|
|
|
|
o.worldNormal = normalWS;
|
|
o.worldTangent = tangentWS;
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = positionCS;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
o.clipPos = positionCS;
|
|
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_tangent : TANGENT;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.ase_tangent = v.ase_tangent;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
|
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#endif
|
|
|
|
half4 frag( VertexOutput IN
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#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.worldPos;
|
|
#endif
|
|
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
float3 WorldNormal = IN.worldNormal;
|
|
float4 WorldTangent = IN.worldTangent;
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
|
|
|
|
float3 Normal = float3(0, 0, 1);
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = 0;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
#if defined(_GBUFFER_NORMALS_OCT)
|
|
float2 octNormalWS = PackNormalOctQuadEncode(WorldNormal);
|
|
float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);
|
|
half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);
|
|
return half4(packedNormalWS, 0.0);
|
|
#else
|
|
#if defined(_NORMALMAP)
|
|
#if _NORMAL_DROPOFF_TS
|
|
float crossSign = (WorldTangent.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
|
|
float3 bitangent = crossSign * cross(WorldNormal.xyz, WorldTangent.xyz);
|
|
float3 normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent.xyz, bitangent, WorldNormal.xyz));
|
|
#elif _NORMAL_DROPOFF_OS
|
|
float3 normalWS = TransformObjectToWorldNormal(Normal);
|
|
#elif _NORMAL_DROPOFF_WS
|
|
float3 normalWS = Normal;
|
|
#endif
|
|
#else
|
|
float3 normalWS = WorldNormal;
|
|
#endif
|
|
return half4(NormalizeNormalPerPixel(normalWS), 0.0);
|
|
#endif
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "GBuffer"
|
|
Tags { "LightMode"="UniversalGBuffer" }
|
|
|
|
Blend One Zero, One Zero
|
|
ZWrite On
|
|
ZTest LEqual
|
|
Offset 0 , 0
|
|
ColorMask RGBA
|
|
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options renderinglayer
|
|
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
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#pragma multi_compile_fog
|
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#define ASE_FOG 1
|
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#define ASE_SRP_VERSION 120108
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
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#pragma multi_compile_fragment _ _SHADOWS_SOFT
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile_fragment _ _LIGHT_LAYERS
|
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#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
|
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#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
|
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#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
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|
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#pragma vertex vert
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#pragma fragment frag
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#define SHADERPASS SHADERPASS_GBUFFER
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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|
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#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
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#define ENABLE_TERRAIN_PERPIXEL_NORMAL
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#endif
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|
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#define ASE_NEEDS_VERT_POSITION
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#define ASE_NEEDS_FRAG_WORLD_NORMAL
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#define ASE_NEEDS_FRAG_WORLD_POSITION
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struct VertexInput
|
|
{
|
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float4 vertex : POSITION;
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float3 ase_normal : NORMAL;
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float4 ase_tangent : TANGENT;
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float4 texcoord : TEXCOORD0;
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float4 texcoord1 : TEXCOORD1;
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float4 texcoord2 : TEXCOORD2;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
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float4 lightmapUVOrVertexSH : TEXCOORD0;
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|
half4 fogFactorAndVertexLight : TEXCOORD1;
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
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float4 shadowCoord : TEXCOORD2;
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#endif
|
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float4 tSpace0 : TEXCOORD3;
|
|
float4 tSpace1 : TEXCOORD4;
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|
float4 tSpace2 : TEXCOORD5;
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|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
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float4 screenPos : TEXCOORD6;
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|
#endif
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
float2 dynamicLightmapUV : TEXCOORD7;
|
|
#endif
|
|
float4 ase_texcoord8 : TEXCOORD8;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
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UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
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CBUFFER_START(UnityPerMaterial)
|
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float4 CZY_SnowTexture_ST;
|
|
float4 _MainColor;
|
|
float _WindStrength;
|
|
float _WindNoiseSize;
|
|
float _SnowAttraction1;
|
|
float _Smoothness;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
// Property used by ScenePickingPass
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
// Properties used by SceneSelectionPass
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
float3 CZY_WindDirection;
|
|
float CZY_WindTime;
|
|
float4 CZY_SnowColor;
|
|
sampler2D CZY_SnowTexture;
|
|
float CZY_SnowScale;
|
|
float CZY_SnowAmount;
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|
|
|
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRGBufferPass.hlsl"
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|
|
|
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
|
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
|
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
|
|
float snoise( float2 v )
|
|
{
|
|
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
|
|
float2 i = floor( v + dot( v, C.yy ) );
|
|
float2 x0 = v - i + dot( i, C.xx );
|
|
float2 i1;
|
|
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
|
|
float4 x12 = x0.xyxy + C.xxzz;
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|
x12.xy -= i1;
|
|
i = mod2D289( i );
|
|
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
|
|
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
|
|
m = m * m;
|
|
m = m * m;
|
|
float3 x = 2.0 * frac( p * C.www ) - 1.0;
|
|
float3 h = abs( x ) - 0.5;
|
|
float3 ox = floor( x + 0.5 );
|
|
float3 a0 = x - ox;
|
|
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
|
|
float3 g;
|
|
g.x = a0.x * x0.x + h.x * x0.y;
|
|
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
|
return 130.0 * dot( m, g );
|
|
}
|
|
|
|
float2 voronoihash5_g1( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi5_g1( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash5_g1( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float4 transform63 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
|
|
float2 appendResult68 = (float2(( ( transform63.x + transform63.z ) / 10.0 ) , CZY_WindTime));
|
|
float2 texCoord69 = v.texcoord.xy * float2( 0,0 ) + appendResult68;
|
|
float simplePerlin2D74 = snoise( texCoord69*_WindNoiseSize );
|
|
float clampResult85 = clamp( v.vertex.xyz.y , 0.0 , 1000.0 );
|
|
float3 MainWind83 = ( CZY_WindDirection * ( _WindStrength * simplePerlin2D74 * ( 0.1 * clampResult85 ) ) );
|
|
float3 worldToObjDir61 = mul( GetWorldToObjectMatrix(), float4( MainWind83, 0 ) ).xyz;
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|
|
|
o.ase_texcoord8.xy = v.texcoord.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord8.zw = 0;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = worldToObjDir61;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
float3 positionVS = TransformWorldToView( positionWS );
|
|
float4 positionCS = TransformWorldToHClip( positionWS );
|
|
|
|
VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent );
|
|
|
|
o.tSpace0 = float4( normalInput.normalWS, positionWS.x);
|
|
o.tSpace1 = float4( normalInput.tangentWS, positionWS.y);
|
|
o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z);
|
|
|
|
#if defined(LIGHTMAP_ON)
|
|
OUTPUT_LIGHTMAP_UV(v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy);
|
|
#endif
|
|
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#endif
|
|
|
|
#if !defined(LIGHTMAP_ON)
|
|
OUTPUT_SH(normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz);
|
|
#endif
|
|
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
o.lightmapUVOrVertexSH.zw = v.texcoord;
|
|
o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
#endif
|
|
|
|
half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );
|
|
|
|
o.fogFactorAndVertexLight = half4(0, vertexLight);
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = positionCS;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
o.clipPos = positionCS;
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
|
o.screenPos = ComputeScreenPos(positionCS);
|
|
#endif
|
|
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_tangent : TANGENT;
|
|
float4 texcoord : TEXCOORD0;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.ase_tangent = v.ase_tangent;
|
|
o.texcoord = v.texcoord;
|
|
o.texcoord1 = v.texcoord1;
|
|
o.texcoord2 = v.texcoord2;
|
|
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
|
|
o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
|
|
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
|
o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#endif
|
|
|
|
FragmentOutput frag ( VertexOutput IN
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
)
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
|
|
float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
|
|
float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
|
|
float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
|
|
#else
|
|
float3 WorldNormal = normalize( IN.tSpace0.xyz );
|
|
float3 WorldTangent = IN.tSpace1.xyz;
|
|
float3 WorldBiTangent = IN.tSpace2.xyz;
|
|
#endif
|
|
|
|
float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
|
|
float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
|
float4 ScreenPos = IN.screenPos;
|
|
#endif
|
|
|
|
float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.clipPos);
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#else
|
|
ShadowCoords = float4(0, 0, 0, 0);
|
|
#endif
|
|
|
|
WorldViewDirection = SafeNormalize( WorldViewDirection );
|
|
|
|
float2 uvCZY_SnowTexture = IN.ase_texcoord8.xy * CZY_SnowTexture_ST.xy + CZY_SnowTexture_ST.zw;
|
|
float2 appendResult3_g1 = (float2(WorldPosition.x , WorldPosition.z));
|
|
float temp_output_6_0_g1 = ( 1.0 / CZY_SnowScale );
|
|
float simplePerlin2D7_g1 = snoise( appendResult3_g1*temp_output_6_0_g1 );
|
|
simplePerlin2D7_g1 = simplePerlin2D7_g1*0.5 + 0.5;
|
|
float time5_g1 = 0.0;
|
|
float2 voronoiSmoothId5_g1 = 0;
|
|
float2 coords5_g1 = appendResult3_g1 * ( temp_output_6_0_g1 / 0.1 );
|
|
float2 id5_g1 = 0;
|
|
float2 uv5_g1 = 0;
|
|
float voroi5_g1 = voronoi5_g1( coords5_g1, time5_g1, id5_g1, uv5_g1, 0, voronoiSmoothId5_g1 );
|
|
float4 lerpResult19_g1 = lerp( ( CZY_SnowColor * tex2D( CZY_SnowTexture, uvCZY_SnowTexture ) ) , _MainColor , ( ( pow( ( pow( WorldNormal.y , 7.0 ) * ( simplePerlin2D7_g1 * ( 1.0 - voroi5_g1 ) ) ) , 0.5 ) * _SnowAttraction1 ) > ( 1.0 - CZY_SnowAmount ) ? 0.0 : 1.0 ));
|
|
|
|
|
|
float3 BaseColor = lerpResult19_g1.rgb;
|
|
float3 Normal = float3(0, 0, 1);
|
|
float3 Emission = 0;
|
|
float3 Specular = 0.5;
|
|
float Metallic = 0;
|
|
float Smoothness = _Smoothness;
|
|
float Occlusion = 1;
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
float3 BakedGI = 0;
|
|
float3 RefractionColor = 1;
|
|
float RefractionIndex = 1;
|
|
float3 Transmission = 1;
|
|
float3 Translucency = 1;
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = 0;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
InputData inputData = (InputData)0;
|
|
inputData.positionWS = WorldPosition;
|
|
inputData.positionCS = IN.clipPos;
|
|
inputData.shadowCoord = ShadowCoords;
|
|
|
|
#ifdef _NORMALMAP
|
|
#if _NORMAL_DROPOFF_TS
|
|
inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal ));
|
|
#elif _NORMAL_DROPOFF_OS
|
|
inputData.normalWS = TransformObjectToWorldNormal(Normal);
|
|
#elif _NORMAL_DROPOFF_WS
|
|
inputData.normalWS = Normal;
|
|
#endif
|
|
#else
|
|
inputData.normalWS = WorldNormal;
|
|
#endif
|
|
|
|
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
|
|
inputData.viewDirectionWS = SafeNormalize( WorldViewDirection );
|
|
|
|
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
|
|
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
float3 SH = SampleSH(inputData.normalWS.xyz);
|
|
#else
|
|
float3 SH = IN.lightmapUVOrVertexSH.xyz;
|
|
#endif
|
|
|
|
#ifdef ASE_BAKEDGI
|
|
inputData.bakedGI = BakedGI;
|
|
#else
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, SH, inputData.normalWS);
|
|
#else
|
|
inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS );
|
|
#endif
|
|
#endif
|
|
|
|
inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy);
|
|
|
|
#if defined(DEBUG_DISPLAY)
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy;
|
|
#endif
|
|
#if defined(LIGHTMAP_ON)
|
|
inputData.staticLightmapUV = IN.lightmapUVOrVertexSH.xy;
|
|
#else
|
|
inputData.vertexSH = SH;
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef _DBUFFER
|
|
ApplyDecal(IN.clipPos,
|
|
BaseColor,
|
|
Specular,
|
|
inputData.normalWS,
|
|
Metallic,
|
|
Occlusion,
|
|
Smoothness);
|
|
#endif
|
|
|
|
BRDFData brdfData;
|
|
InitializeBRDFData
|
|
(BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData);
|
|
|
|
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
|
|
half4 color;
|
|
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
|
|
color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
|
|
color.a = Alpha;
|
|
|
|
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
|
|
color.rgb *= color.a;
|
|
#endif
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion);
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "SceneSelectionPass"
|
|
Tags { "LightMode"="SceneSelectionPass" }
|
|
|
|
Cull Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#define ASE_SRP_VERSION 120108
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SCENESELECTIONPASS 1
|
|
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#define ASE_NEEDS_VERT_POSITION
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 CZY_SnowTexture_ST;
|
|
float4 _MainColor;
|
|
float _WindStrength;
|
|
float _WindNoiseSize;
|
|
float _SnowAttraction1;
|
|
float _Smoothness;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
// Property used by ScenePickingPass
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
// Properties used by SceneSelectionPass
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
float3 CZY_WindDirection;
|
|
float CZY_WindTime;
|
|
|
|
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl"
|
|
|
|
//#ifdef HAVE_VFX_MODIFICATION
|
|
//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
|
|
//#endif
|
|
|
|
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
|
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
|
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
|
|
float snoise( float2 v )
|
|
{
|
|
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
|
|
float2 i = floor( v + dot( v, C.yy ) );
|
|
float2 x0 = v - i + dot( i, C.xx );
|
|
float2 i1;
|
|
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
|
|
float4 x12 = x0.xyxy + C.xxzz;
|
|
x12.xy -= i1;
|
|
i = mod2D289( i );
|
|
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
|
|
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
|
|
m = m * m;
|
|
m = m * m;
|
|
float3 x = 2.0 * frac( p * C.www ) - 1.0;
|
|
float3 h = abs( x ) - 0.5;
|
|
float3 ox = floor( x + 0.5 );
|
|
float3 a0 = x - ox;
|
|
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
|
|
float3 g;
|
|
g.x = a0.x * x0.x + h.x * x0.y;
|
|
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
|
return 130.0 * dot( m, g );
|
|
}
|
|
|
|
|
|
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 transform63 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
|
|
float2 appendResult68 = (float2(( ( transform63.x + transform63.z ) / 10.0 ) , CZY_WindTime));
|
|
float2 texCoord69 = v.ase_texcoord.xy * float2( 0,0 ) + appendResult68;
|
|
float simplePerlin2D74 = snoise( texCoord69*_WindNoiseSize );
|
|
float clampResult85 = clamp( v.vertex.xyz.y , 0.0 , 1000.0 );
|
|
float3 MainWind83 = ( CZY_WindDirection * ( _WindStrength * simplePerlin2D74 * ( 0.1 * clampResult85 ) ) );
|
|
float3 worldToObjDir61 = mul( GetWorldToObjectMatrix(), float4( MainWind83, 0 ) ).xyz;
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = worldToObjDir61;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
|
|
o.clipPos = TransformWorldToHClip(positionWS);
|
|
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(VertexOutput IN ) : SV_TARGET
|
|
{
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
|
|
|
|
|
|
surfaceDescription.Alpha = 1;
|
|
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;
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
|
|
#elif defined(SCENEPICKINGPASS)
|
|
outColor = _SelectionID;
|
|
#endif
|
|
|
|
return outColor;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "ScenePickingPass"
|
|
Tags { "LightMode"="Picking" }
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#define ASE_SRP_VERSION 120108
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SCENEPICKINGPASS 1
|
|
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#define ASE_NEEDS_VERT_POSITION
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 CZY_SnowTexture_ST;
|
|
float4 _MainColor;
|
|
float _WindStrength;
|
|
float _WindNoiseSize;
|
|
float _SnowAttraction1;
|
|
float _Smoothness;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
// Property used by ScenePickingPass
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
// Properties used by SceneSelectionPass
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
float3 CZY_WindDirection;
|
|
float CZY_WindTime;
|
|
|
|
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl"
|
|
|
|
//#ifdef HAVE_VFX_MODIFICATION
|
|
//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
|
|
//#endif
|
|
|
|
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
|
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
|
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
|
|
float snoise( float2 v )
|
|
{
|
|
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
|
|
float2 i = floor( v + dot( v, C.yy ) );
|
|
float2 x0 = v - i + dot( i, C.xx );
|
|
float2 i1;
|
|
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
|
|
float4 x12 = x0.xyxy + C.xxzz;
|
|
x12.xy -= i1;
|
|
i = mod2D289( i );
|
|
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
|
|
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
|
|
m = m * m;
|
|
m = m * m;
|
|
float3 x = 2.0 * frac( p * C.www ) - 1.0;
|
|
float3 h = abs( x ) - 0.5;
|
|
float3 ox = floor( x + 0.5 );
|
|
float3 a0 = x - ox;
|
|
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
|
|
float3 g;
|
|
g.x = a0.x * x0.x + h.x * x0.y;
|
|
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
|
return 130.0 * dot( m, g );
|
|
}
|
|
|
|
|
|
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 transform63 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
|
|
float2 appendResult68 = (float2(( ( transform63.x + transform63.z ) / 10.0 ) , CZY_WindTime));
|
|
float2 texCoord69 = v.ase_texcoord.xy * float2( 0,0 ) + appendResult68;
|
|
float simplePerlin2D74 = snoise( texCoord69*_WindNoiseSize );
|
|
float clampResult85 = clamp( v.vertex.xyz.y , 0.0 , 1000.0 );
|
|
float3 MainWind83 = ( CZY_WindDirection * ( _WindStrength * simplePerlin2D74 * ( 0.1 * clampResult85 ) ) );
|
|
float3 worldToObjDir61 = mul( GetWorldToObjectMatrix(), float4( MainWind83, 0 ) ).xyz;
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = worldToObjDir61;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
o.clipPos = TransformWorldToHClip(positionWS);
|
|
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(VertexOutput IN ) : SV_TARGET
|
|
{
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
|
|
|
|
|
|
surfaceDescription.Alpha = 1;
|
|
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;
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
|
|
#elif defined(SCENEPICKINGPASS)
|
|
outColor = _SelectionID;
|
|
#endif
|
|
|
|
return outColor;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
}
|
|
|
|
CustomEditor "UnityEditor.ShaderGraphLitGUI"
|
|
FallBack "Hidden/Shader Graph/FallbackError"
|
|
|
|
Fallback Off
|
|
}
|
|
/*ASEBEGIN
|
|
Version=19105
|
|
Node;AmplifyShaderEditor.CommentaryNode;62;-3102.156,612.8757;Inherit;False;2459.885;1017.709;;18;83;80;76;77;74;72;75;70;69;85;71;68;66;84;67;64;65;63;Main Wind Noise;1,1,1,1;0;0
|
|
Node;AmplifyShaderEditor.ObjectToWorldTransfNode;63;-3007.333,877.1843;Inherit;False;1;0;FLOAT4;0,0,0,1;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode;67;-2751.335,933.0962;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleDivideOpNode;84;-2613.434,1007.712;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;10;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode;64;-2937.719,1215.111;Inherit;False;Global;CZY_WindTime;CZY_WindTime;3;0;Create;True;0;0;0;False;0;False;1;57.1894;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.DynamicAppendNode;68;-2471.461,1080.277;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.PosVertexDataNode;71;-2084.459,1430.003;Inherit;False;0;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.TextureCoordinatesNode;69;-2272.579,1031.595;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.RangedFloatNode;70;-2265.072,1218.461;Inherit;False;Property;_WindNoiseSize;Wind Noise Size;5;0;Create;True;0;0;0;False;0;False;0.1;0.4;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.ClampOpNode;85;-1825.257,1395.195;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1000;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.NoiseGeneratorNode;74;-1964.967,1051.765;Inherit;True;Simplex2D;False;False;2;0;FLOAT2;0,0;False;1;FLOAT;0.1;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode;72;-1763.848,918.5268;Inherit;False;Property;_WindStrength;Wind Strength;3;0;Create;True;0;0;0;False;0;False;1;0.5;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;75;-1652.344,1278.744;Inherit;False;2;2;0;FLOAT;0.1;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.Vector3Node;76;-1465.965,811.3168;Inherit;False;Global;CZY_WindDirection;CZY_WindDirection;3;0;Create;True;0;0;0;False;0;False;0,0,0;0.09559926,0,0.4907757;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;77;-1473.783,1037.75;Inherit;False;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;80;-1137.27,830.1246;Inherit;True;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode;83;-886.0038,849.5569;Inherit;False;MainWind;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode;88;-387.5068,-48.97424;Inherit;False;Property;_SnowAttraction1;Snow Attraction;6;0;Create;True;0;0;0;False;0;False;1;1;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode;60;-217.3257,387.7493;Inherit;False;83;MainWind;1;0;OBJECT;;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.ColorNode;1;-326.4081,55.64683;Inherit;False;Property;_MainColor;Color;0;0;Create;False;0;0;0;False;0;False;0,0,0,0;0.509434,0.277534,0.1658062,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;66;-2665.806,1223.224;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.TransformDirectionNode;61;-4.122723,373.3203;Inherit;False;World;Object;False;Fast;False;1;0;FLOAT3;0,0,0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
|
Node;AmplifyShaderEditor.FunctionNode;86;-67.50684,36.02577;Inherit;False;Stylized Snow Blend;1;;1;359b695eb7172584f9df5a0d55bd52e9;0;2;34;FLOAT;1;False;22;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SimpleTimeNode;65;-2918.32,1342.237;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;89;271.3246,41.95449;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;3;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;0;False;False;0;;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;90;271.3246,41.95449;Float;False;True;-1;2;UnityEditor.ShaderGraphLitGUI;0;12;Distant Lands/Cozy/URP/Demo/Stylized Tree Trunk;94348b07e5e8bab40bd6c8a1e3df54cd;True;Forward;0;1;Forward;19;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;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;3;True;12;all;0;False;True;1;1;False;;0;False;;1;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;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=UniversalForward;False;False;0;;0;0;Standard;41;Workflow;1;0;Surface;0;0; Refraction Model;0;0; Blend;0;0;Two Sided;1;0;Fragment Normal Space,InvertActionOnDeselection;0;0;Forward Only;0;0;Transmission;0;0; Transmission Shadow;0.5,False,;0;Translucency;0;0; Translucency Strength;1,False,;0; Normal Distortion;0.5,False,;0; Scattering;2,False,;0; Direct;0.9,False,;0; Ambient;0.1,False,;0; Shadow;0.5,False,;0;Cast Shadows;1;0; Use Shadow Threshold;0;0;Receive Shadows;1;0;GPU Instancing;1;0;LOD CrossFade;1;0;Built-in Fog;1;0;_FinalColorxAlpha;0;0;Meta Pass;1;0;Override Baked GI;0;0;Extra Pre Pass;0;0;DOTS Instancing;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;Write Depth;0;0; Early Z;0;0;Vertex Position,InvertActionOnDeselection;1;0;Debug Display;0;0;Clear Coat;0;0;0;10;False;True;True;True;True;True;True;True;True;True;False;;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;91;271.3246,41.95449;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=ShadowCaster;False;False;0;;0;0;Standard;0;False;0
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ASEEND*/
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//CHKSM=3919BCFC3A443C617F185899D0B201D50B08BE51 |