3348 lines
115 KiB
Plaintext
3348 lines
115 KiB
Plaintext
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// Made with Amplify Shader Editor v1.9.2.2
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Glow"
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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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_Emission1("Emission 1", Color) = (1,0,0,0)
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_Emission1Str("Emission 1 Str", Float) = 1
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_Emission2("Emission 2", Color) = (0,1,0,0)
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_Emission2Str("Emission 2 Str", Float) = 1
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[Toggle]_FresnelEdge("Fresnel/Edge", Float) = 0
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_FresnelBias("Fresnel Bias", Float) = 0
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_FresnelScale("Fresnel Scale", Float) = 1
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_FresnelPower("Fresnel Power", Float) = 5
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_EdgeWidth("Edge Width", Float) = 0.509
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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 4.5
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#pragma prefer_hlslcc gles
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// ensure rendering platforms toggle list is visible
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
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#ifndef ASE_TESS_FUNCS
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#define ASE_TESS_FUNCS
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float4 FixedTess( float tessValue )
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{
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return tessValue;
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}
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float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
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{
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float3 wpos = mul(o2w,vertex).xyz;
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float dist = distance (wpos, cameraPos);
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float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
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return f;
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}
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float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
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{
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float4 tess;
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tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
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tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
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tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
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tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
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return tess;
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}
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float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
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{
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float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
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float len = distance(wpos0, wpos1);
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float f = max(len * scParams.y / (edgeLen * dist), 1.0);
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return f;
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}
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float DistanceFromPlane (float3 pos, float4 plane)
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{
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float d = dot (float4(pos,1.0f), plane);
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return d;
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}
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bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
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{
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float4 planeTest;
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planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
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return !all (planeTest);
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}
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float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
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{
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float3 f;
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f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
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f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
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f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
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return CalcTriEdgeTessFactors (f);
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}
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float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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return tess;
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}
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float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
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{
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tess = 0.0f;
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}
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else
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{
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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}
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return tess;
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}
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#endif //ASE_TESS_FUNCS
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ENDHLSL
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Pass
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{
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Name "Forward"
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Tags { "LightMode"="UniversalForward" }
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Blend 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 _EMISSION
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#define ASE_SRP_VERSION 140009
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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 _ _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 _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
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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 _ _FORWARD_PLUS
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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 multi_compile_fragment _ _WRITE_RENDERING_LAYERS
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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(LOD_FADE_CROSSFADE)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
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#endif
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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_FRAG_WORLD_VIEW_DIR
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#define ASE_NEEDS_FRAG_WORLD_NORMAL
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#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
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#define ASE_SV_DEPTH SV_DepthLessEqual
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#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
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#else
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#define ASE_SV_DEPTH SV_Depth
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#define ASE_SV_POSITION_QUALIFIERS
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#endif
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struct VertexInput
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float4 tangentOS : 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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ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
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float4 clipPosV : TEXCOORD0;
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float4 lightmapUVOrVertexSH : TEXCOORD1;
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half4 fogFactorAndVertexLight : TEXCOORD2;
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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(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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float4 shadowCoord : 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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float3 ase_normal : NORMAL;
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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 _Emission1;
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float4 _Emission2;
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float _FresnelEdge;
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float _Emission1Str;
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float _Emission2Str;
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float _FresnelBias;
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float _FresnelScale;
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float _FresnelPower;
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float _EdgeWidth;
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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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#ifdef SCENEPICKINGPASS
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float4 _SelectionID;
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#endif
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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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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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o.ase_normal = v.normalOS;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = v.positionOS.xyz;
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#else
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float3 defaultVertexValue = float3(0, 0, 0);
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#endif
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float3 vertexValue = defaultVertexValue;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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v.positionOS.xyz = vertexValue;
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#else
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v.positionOS.xyz += vertexValue;
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#endif
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v.normalOS = v.normalOS;
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v.tangentOS = v.tangentOS;
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VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
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VertexNormalInputs normalInput = GetVertexNormalInputs( v.normalOS, v.tangentOS );
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o.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x );
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o.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y );
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o.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z );
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||
|
#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.xy;
|
||
|
o.lightmapUVOrVertexSH.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
||
|
#endif
|
||
|
|
||
|
half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
|
||
|
|
||
|
#ifdef ASE_FOG
|
||
|
half fogFactor = ComputeFogFactor( vertexInput.positionCS.z );
|
||
|
#else
|
||
|
half fogFactor = 0;
|
||
|
#endif
|
||
|
|
||
|
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
|
||
|
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
||
|
#endif
|
||
|
|
||
|
o.positionCS = vertexInput.positionCS;
|
||
|
o.clipPosV = vertexInput.positionCS;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
#if defined(ASE_TESSELLATION)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float4 vertex : INTERNALTESSPOS;
|
||
|
float3 normalOS : NORMAL;
|
||
|
float4 tangentOS : 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.positionOS;
|
||
|
o.normalOS = v.normalOS;
|
||
|
o.tangentOS = v.tangentOS;
|
||
|
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.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
||
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * 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.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||
|
return VertexFunction(o);
|
||
|
}
|
||
|
#else
|
||
|
VertexOutput vert ( VertexInput v )
|
||
|
{
|
||
|
return VertexFunction( v );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
half4 frag ( VertexOutput IN
|
||
|
#ifdef ASE_DEPTH_WRITE_ON
|
||
|
,out float outputDepth : ASE_SV_DEPTH
|
||
|
#endif
|
||
|
#ifdef _WRITE_RENDERING_LAYERS
|
||
|
, out float4 outRenderingLayers : SV_Target1
|
||
|
#endif
|
||
|
) : SV_Target
|
||
|
{
|
||
|
UNITY_SETUP_INSTANCE_ID(IN);
|
||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
|
||
|
|
||
|
#ifdef LOD_FADE_CROSSFADE
|
||
|
LODFadeCrossFade( IN.positionCS );
|
||
|
#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 );
|
||
|
|
||
|
float4 ClipPos = IN.clipPosV;
|
||
|
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
|
||
|
|
||
|
float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.positionCS);
|
||
|
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||
|
ShadowCoords = IN.shadowCoord;
|
||
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
||
|
#endif
|
||
|
|
||
|
WorldViewDirection = SafeNormalize( WorldViewDirection );
|
||
|
|
||
|
float fresnelNdotV17 = dot( WorldNormal, WorldViewDirection );
|
||
|
float fresnelNode17 = ( _FresnelBias + _FresnelScale * pow( 1.0 - fresnelNdotV17, _FresnelPower ) );
|
||
|
float4 lerpResult23 = lerp( ( _Emission1 * _Emission1Str ) , ( _Emission2 * _Emission2Str ) , saturate( fresnelNode17 ));
|
||
|
float3 temp_output_32_0 = abs( IN.ase_normal );
|
||
|
float3 temp_cast_0 = (_EdgeWidth).xxx;
|
||
|
float dotResult37 = dot( max( temp_output_32_0 , ( 1.0 - temp_output_32_0 ) ) , temp_cast_0 );
|
||
|
float3 _Vector0 = float3(1.5,1,0);
|
||
|
float ifLocalVar40 = 0;
|
||
|
if( dotResult37 >= _Vector0.x )
|
||
|
ifLocalVar40 = _Vector0.y;
|
||
|
else
|
||
|
ifLocalVar40 = _Vector0.z;
|
||
|
float4 lerpResult43 = lerp( ( _Emission1 * _Emission1Str ) , ( _Emission2 * _Emission2Str ) , ifLocalVar40);
|
||
|
|
||
|
|
||
|
float3 BaseColor = float3(0.5, 0.5, 0.5);
|
||
|
float3 Normal = float3(0, 0, 1);
|
||
|
float3 Emission = (( _FresnelEdge )?( lerpResult43 ):( lerpResult23 )).rgb;
|
||
|
float3 Specular = 0.5;
|
||
|
float Metallic = 0;
|
||
|
float Smoothness = 0.5;
|
||
|
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 = IN.positionCS.z;
|
||
|
#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.positionCS, surfaceData, inputData);
|
||
|
#endif
|
||
|
|
||
|
half4 color = UniversalFragmentPBR( inputData, surfaceData);
|
||
|
|
||
|
#ifdef ASE_TRANSMISSION
|
||
|
{
|
||
|
float shadow = _TransmissionShadow;
|
||
|
|
||
|
#define SUM_LIGHT_TRANSMISSION(Light)\
|
||
|
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;
|
||
|
|
||
|
SUM_LIGHT_TRANSMISSION( GetMainLight( inputData.shadowCoord ) );
|
||
|
|
||
|
#if defined(_ADDITIONAL_LIGHTS)
|
||
|
uint meshRenderingLayers = GetMeshRenderingLayer();
|
||
|
uint pixelLightCount = GetAdditionalLightsCount();
|
||
|
#if USE_FORWARD_PLUS
|
||
|
for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
|
||
|
{
|
||
|
FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
|
||
|
|
||
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS);
|
||
|
#ifdef _LIGHT_LAYERS
|
||
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
||
|
#endif
|
||
|
{
|
||
|
SUM_LIGHT_TRANSMISSION( light );
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
LIGHT_LOOP_BEGIN( pixelLightCount )
|
||
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS);
|
||
|
#ifdef _LIGHT_LAYERS
|
||
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
||
|
#endif
|
||
|
{
|
||
|
SUM_LIGHT_TRANSMISSION( light );
|
||
|
}
|
||
|
LIGHT_LOOP_END
|
||
|
#endif
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
#ifdef ASE_TRANSLUCENCY
|
||
|
{
|
||
|
float shadow = _TransShadow;
|
||
|
float normal = _TransNormal;
|
||
|
float scattering = _TransScattering;
|
||
|
float direct = _TransDirect;
|
||
|
float ambient = _TransAmbient;
|
||
|
float strength = _TransStrength;
|
||
|
|
||
|
#define SUM_LIGHT_TRANSLUCENCY(Light)\
|
||
|
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;
|
||
|
|
||
|
SUM_LIGHT_TRANSLUCENCY( GetMainLight( inputData.shadowCoord ) );
|
||
|
|
||
|
#if defined(_ADDITIONAL_LIGHTS)
|
||
|
uint meshRenderingLayers = GetMeshRenderingLayer();
|
||
|
uint pixelLightCount = GetAdditionalLightsCount();
|
||
|
#if USE_FORWARD_PLUS
|
||
|
for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
|
||
|
{
|
||
|
FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
|
||
|
|
||
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS);
|
||
|
#ifdef _LIGHT_LAYERS
|
||
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
||
|
#endif
|
||
|
{
|
||
|
SUM_LIGHT_TRANSLUCENCY( light );
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
LIGHT_LOOP_BEGIN( pixelLightCount )
|
||
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS);
|
||
|
#ifdef _LIGHT_LAYERS
|
||
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
||
|
#endif
|
||
|
{
|
||
|
SUM_LIGHT_TRANSLUCENCY( light );
|
||
|
}
|
||
|
LIGHT_LOOP_END
|
||
|
#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
|
||
|
|
||
|
#ifdef _WRITE_RENDERING_LAYERS
|
||
|
uint renderingLayers = GetMeshRenderingLayer();
|
||
|
outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
|
||
|
#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 _EMISSION
|
||
|
#define ASE_SRP_VERSION 140009
|
||
|
|
||
|
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
||
|
|
||
|
#define SHADERPASS SHADERPASS_SHADOWCASTER
|
||
|
|
||
|
#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"
|
||
|
|
||
|
#if defined(LOD_FADE_CROSSFADE)
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
||
|
#endif
|
||
|
|
||
|
|
||
|
|
||
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
||
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
||
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
||
|
#else
|
||
|
#define ASE_SV_DEPTH SV_Depth
|
||
|
#define ASE_SV_POSITION_QUALIFIERS
|
||
|
#endif
|
||
|
|
||
|
struct VertexInput
|
||
|
{
|
||
|
float4 positionOS : POSITION;
|
||
|
float3 normalOS : NORMAL;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct VertexOutput
|
||
|
{
|
||
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
||
|
float4 clipPosV : TEXCOORD0;
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
float3 positionWS : TEXCOORD1;
|
||
|
#endif
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
float4 shadowCoord : TEXCOORD2;
|
||
|
#endif
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
CBUFFER_START(UnityPerMaterial)
|
||
|
float4 _Emission1;
|
||
|
float4 _Emission2;
|
||
|
float _FresnelEdge;
|
||
|
float _Emission1Str;
|
||
|
float _Emission2Str;
|
||
|
float _FresnelBias;
|
||
|
float _FresnelScale;
|
||
|
float _FresnelPower;
|
||
|
float _EdgeWidth;
|
||
|
#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
|
||
|
|
||
|
#ifdef SCENEPICKINGPASS
|
||
|
float4 _SelectionID;
|
||
|
#endif
|
||
|
|
||
|
#ifdef SCENESELECTIONPASS
|
||
|
int _ObjectId;
|
||
|
int _PassValue;
|
||
|
#endif
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
float3 _LightDirection;
|
||
|
float3 _LightPosition;
|
||
|
|
||
|
VertexOutput VertexFunction( VertexInput v )
|
||
|
{
|
||
|
VertexOutput o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
||
|
|
||
|
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
float3 defaultVertexValue = v.positionOS.xyz;
|
||
|
#else
|
||
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
#endif
|
||
|
|
||
|
float3 vertexValue = defaultVertexValue;
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
v.positionOS.xyz = vertexValue;
|
||
|
#else
|
||
|
v.positionOS.xyz += vertexValue;
|
||
|
#endif
|
||
|
|
||
|
v.normalOS = v.normalOS;
|
||
|
|
||
|
float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
o.positionWS = positionWS;
|
||
|
#endif
|
||
|
|
||
|
float3 normalWS = TransformObjectToWorldDir(v.normalOS);
|
||
|
|
||
|
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
|
||
|
float3 lightDirectionWS = normalize(_LightPosition - positionWS);
|
||
|
#else
|
||
|
float3 lightDirectionWS = _LightDirection;
|
||
|
#endif
|
||
|
|
||
|
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
|
||
|
|
||
|
#if UNITY_REVERSED_Z
|
||
|
positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE);
|
||
|
#else
|
||
|
positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE);
|
||
|
#endif
|
||
|
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
||
|
vertexInput.positionWS = positionWS;
|
||
|
vertexInput.positionCS = positionCS;
|
||
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
||
|
#endif
|
||
|
|
||
|
o.positionCS = positionCS;
|
||
|
o.clipPosV = positionCS;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
#if defined(ASE_TESSELLATION)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float4 vertex : INTERNALTESSPOS;
|
||
|
float3 normalOS : NORMAL;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct TessellationFactors
|
||
|
{
|
||
|
float edge[3] : SV_TessFactor;
|
||
|
float inside : SV_InsideTessFactor;
|
||
|
};
|
||
|
|
||
|
VertexControl vert ( VertexInput v )
|
||
|
{
|
||
|
VertexControl o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
o.vertex = v.positionOS;
|
||
|
o.normalOS = v.normalOS;
|
||
|
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
||
|
{
|
||
|
TessellationFactors o;
|
||
|
float4 tf = 1;
|
||
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||
|
#if defined(ASE_FIXED_TESSELLATION)
|
||
|
tf = FixedTess( tessValue );
|
||
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
#endif
|
||
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
[partitioning("fractional_odd")]
|
||
|
[outputtopology("triangle_cw")]
|
||
|
[patchconstantfunc("TessellationFunction")]
|
||
|
[outputcontrolpoints(3)]
|
||
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
|
{
|
||
|
return patch[id];
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
{
|
||
|
VertexInput o = (VertexInput) 0;
|
||
|
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
||
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
|
||
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
float3 pp[3];
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||
|
return VertexFunction(o);
|
||
|
}
|
||
|
#else
|
||
|
VertexOutput vert ( VertexInput v )
|
||
|
{
|
||
|
return VertexFunction( v );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
half4 frag( VertexOutput IN
|
||
|
#ifdef 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.positionWS;
|
||
|
#endif
|
||
|
|
||
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
||
|
float4 ClipPos = IN.clipPosV;
|
||
|
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||
|
ShadowCoords = IN.shadowCoord;
|
||
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
|
||
|
|
||
|
float Alpha = 1;
|
||
|
float AlphaClipThreshold = 0.5;
|
||
|
float AlphaClipThresholdShadow = 0.5;
|
||
|
|
||
|
#ifdef ASE_DEPTH_WRITE_ON
|
||
|
float DepthValue = IN.positionCS.z;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
#ifdef _ALPHATEST_SHADOW_ON
|
||
|
clip(Alpha - AlphaClipThresholdShadow);
|
||
|
#else
|
||
|
clip(Alpha - AlphaClipThreshold);
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
#ifdef LOD_FADE_CROSSFADE
|
||
|
LODFadeCrossFade( IN.positionCS );
|
||
|
#endif
|
||
|
|
||
|
#ifdef ASE_DEPTH_WRITE_ON
|
||
|
outputDepth = DepthValue;
|
||
|
#endif
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
ENDHLSL
|
||
|
}
|
||
|
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
|
||
|
Name "DepthOnly"
|
||
|
Tags { "LightMode"="DepthOnly" }
|
||
|
|
||
|
ZWrite On
|
||
|
ColorMask R
|
||
|
AlphaToMask Off
|
||
|
|
||
|
HLSLPROGRAM
|
||
|
|
||
|
#define _NORMAL_DROPOFF_TS 1
|
||
|
#pragma multi_compile_instancing
|
||
|
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
||
|
#define ASE_FOG 1
|
||
|
#define _EMISSION
|
||
|
#define ASE_SRP_VERSION 140009
|
||
|
|
||
|
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
#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"
|
||
|
|
||
|
#if defined(LOD_FADE_CROSSFADE)
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
||
|
#endif
|
||
|
|
||
|
|
||
|
|
||
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
||
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
||
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
||
|
#else
|
||
|
#define ASE_SV_DEPTH SV_Depth
|
||
|
#define ASE_SV_POSITION_QUALIFIERS
|
||
|
#endif
|
||
|
|
||
|
struct VertexInput
|
||
|
{
|
||
|
float4 positionOS : POSITION;
|
||
|
float3 normalOS : NORMAL;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct VertexOutput
|
||
|
{
|
||
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
||
|
float4 clipPosV : TEXCOORD0;
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
float3 positionWS : TEXCOORD1;
|
||
|
#endif
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
float4 shadowCoord : TEXCOORD2;
|
||
|
#endif
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
CBUFFER_START(UnityPerMaterial)
|
||
|
float4 _Emission1;
|
||
|
float4 _Emission2;
|
||
|
float _FresnelEdge;
|
||
|
float _Emission1Str;
|
||
|
float _Emission2Str;
|
||
|
float _FresnelBias;
|
||
|
float _FresnelScale;
|
||
|
float _FresnelPower;
|
||
|
float _EdgeWidth;
|
||
|
#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
|
||
|
|
||
|
#ifdef SCENEPICKINGPASS
|
||
|
float4 _SelectionID;
|
||
|
#endif
|
||
|
|
||
|
#ifdef SCENESELECTIONPASS
|
||
|
int _ObjectId;
|
||
|
int _PassValue;
|
||
|
#endif
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
VertexOutput VertexFunction( VertexInput v )
|
||
|
{
|
||
|
VertexOutput o = (VertexOutput)0;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||
|
|
||
|
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
float3 defaultVertexValue = v.positionOS.xyz;
|
||
|
#else
|
||
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
#endif
|
||
|
|
||
|
float3 vertexValue = defaultVertexValue;
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
v.positionOS.xyz = vertexValue;
|
||
|
#else
|
||
|
v.positionOS.xyz += vertexValue;
|
||
|
#endif
|
||
|
|
||
|
v.normalOS = v.normalOS;
|
||
|
|
||
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
o.positionWS = vertexInput.positionWS;
|
||
|
#endif
|
||
|
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
||
|
#endif
|
||
|
|
||
|
o.positionCS = vertexInput.positionCS;
|
||
|
o.clipPosV = vertexInput.positionCS;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
#if defined(ASE_TESSELLATION)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float4 vertex : INTERNALTESSPOS;
|
||
|
float3 normalOS : NORMAL;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct TessellationFactors
|
||
|
{
|
||
|
float edge[3] : SV_TessFactor;
|
||
|
float inside : SV_InsideTessFactor;
|
||
|
};
|
||
|
|
||
|
VertexControl vert ( VertexInput v )
|
||
|
{
|
||
|
VertexControl o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
o.vertex = v.positionOS;
|
||
|
o.normalOS = v.normalOS;
|
||
|
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
||
|
{
|
||
|
TessellationFactors o;
|
||
|
float4 tf = 1;
|
||
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||
|
#if defined(ASE_FIXED_TESSELLATION)
|
||
|
tf = FixedTess( tessValue );
|
||
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
#endif
|
||
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
[partitioning("fractional_odd")]
|
||
|
[outputtopology("triangle_cw")]
|
||
|
[patchconstantfunc("TessellationFunction")]
|
||
|
[outputcontrolpoints(3)]
|
||
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
|
{
|
||
|
return patch[id];
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
{
|
||
|
VertexInput o = (VertexInput) 0;
|
||
|
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
||
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
|
||
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
float3 pp[3];
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||
|
return VertexFunction(o);
|
||
|
}
|
||
|
#else
|
||
|
VertexOutput vert ( VertexInput v )
|
||
|
{
|
||
|
return VertexFunction( v );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
half4 frag( VertexOutput IN
|
||
|
#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.positionWS;
|
||
|
#endif
|
||
|
|
||
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
||
|
float4 ClipPos = IN.clipPosV;
|
||
|
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||
|
ShadowCoords = IN.shadowCoord;
|
||
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
|
||
|
|
||
|
float Alpha = 1;
|
||
|
float AlphaClipThreshold = 0.5;
|
||
|
|
||
|
#ifdef ASE_DEPTH_WRITE_ON
|
||
|
float DepthValue = IN.positionCS.z;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
clip(Alpha - AlphaClipThreshold);
|
||
|
#endif
|
||
|
|
||
|
#ifdef LOD_FADE_CROSSFADE
|
||
|
LODFadeCrossFade( IN.positionCS );
|
||
|
#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 _EMISSION
|
||
|
#define ASE_SRP_VERSION 140009
|
||
|
|
||
|
|
||
|
#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_FRAG_WORLD_POSITION
|
||
|
#define ASE_NEEDS_VERT_NORMAL
|
||
|
|
||
|
|
||
|
struct VertexInput
|
||
|
{
|
||
|
float4 positionOS : POSITION;
|
||
|
float3 normalOS : NORMAL;
|
||
|
float4 texcoord0 : TEXCOORD0;
|
||
|
float4 texcoord1 : TEXCOORD1;
|
||
|
float4 texcoord2 : TEXCOORD2;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct VertexOutput
|
||
|
{
|
||
|
float4 positionCS : SV_POSITION;
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
float3 positionWS : TEXCOORD0;
|
||
|
#endif
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
float4 shadowCoord : TEXCOORD1;
|
||
|
#endif
|
||
|
#ifdef EDITOR_VISUALIZATION
|
||
|
float4 VizUV : TEXCOORD2;
|
||
|
float4 LightCoord : TEXCOORD3;
|
||
|
#endif
|
||
|
float4 ase_texcoord4 : TEXCOORD4;
|
||
|
float3 ase_normal : NORMAL;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
CBUFFER_START(UnityPerMaterial)
|
||
|
float4 _Emission1;
|
||
|
float4 _Emission2;
|
||
|
float _FresnelEdge;
|
||
|
float _Emission1Str;
|
||
|
float _Emission2Str;
|
||
|
float _FresnelBias;
|
||
|
float _FresnelScale;
|
||
|
float _FresnelPower;
|
||
|
float _EdgeWidth;
|
||
|
#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
|
||
|
|
||
|
#ifdef SCENEPICKINGPASS
|
||
|
float4 _SelectionID;
|
||
|
#endif
|
||
|
|
||
|
#ifdef SCENESELECTIONPASS
|
||
|
int _ObjectId;
|
||
|
int _PassValue;
|
||
|
#endif
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
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);
|
||
|
|
||
|
float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS);
|
||
|
o.ase_texcoord4.xyz = ase_worldNormal;
|
||
|
|
||
|
o.ase_normal = v.normalOS;
|
||
|
|
||
|
//setting value to unused interpolator channels and avoid initialization warnings
|
||
|
o.ase_texcoord4.w = 0;
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
float3 defaultVertexValue = v.positionOS.xyz;
|
||
|
#else
|
||
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
#endif
|
||
|
|
||
|
float3 vertexValue = defaultVertexValue;
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
v.positionOS.xyz = vertexValue;
|
||
|
#else
|
||
|
v.positionOS.xyz += vertexValue;
|
||
|
#endif
|
||
|
|
||
|
v.normalOS = v.normalOS;
|
||
|
|
||
|
float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
o.positionWS = positionWS;
|
||
|
#endif
|
||
|
|
||
|
o.positionCS = MetaVertexPosition( v.positionOS, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
|
||
|
|
||
|
#ifdef EDITOR_VISUALIZATION
|
||
|
float2 VizUV = 0;
|
||
|
float4 LightCoord = 0;
|
||
|
UnityEditorVizData(v.positionOS.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.positionCS;
|
||
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
||
|
#endif
|
||
|
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
#if defined(ASE_TESSELLATION)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float4 vertex : INTERNALTESSPOS;
|
||
|
float3 normalOS : 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.positionOS;
|
||
|
o.normalOS = v.normalOS;
|
||
|
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.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
||
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
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.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||
|
return VertexFunction(o);
|
||
|
}
|
||
|
#else
|
||
|
VertexOutput vert ( VertexInput v )
|
||
|
{
|
||
|
return VertexFunction( v );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
half4 frag(VertexOutput IN ) : SV_TARGET
|
||
|
{
|
||
|
UNITY_SETUP_INSTANCE_ID(IN);
|
||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
float3 WorldPosition = IN.positionWS;
|
||
|
#endif
|
||
|
|
||
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||
|
ShadowCoords = IN.shadowCoord;
|
||
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
|
||
|
ase_worldViewDir = normalize(ase_worldViewDir);
|
||
|
float3 ase_worldNormal = IN.ase_texcoord4.xyz;
|
||
|
float fresnelNdotV17 = dot( ase_worldNormal, ase_worldViewDir );
|
||
|
float fresnelNode17 = ( _FresnelBias + _FresnelScale * pow( 1.0 - fresnelNdotV17, _FresnelPower ) );
|
||
|
float4 lerpResult23 = lerp( ( _Emission1 * _Emission1Str ) , ( _Emission2 * _Emission2Str ) , saturate( fresnelNode17 ));
|
||
|
float3 temp_output_32_0 = abs( IN.ase_normal );
|
||
|
float3 temp_cast_0 = (_EdgeWidth).xxx;
|
||
|
float dotResult37 = dot( max( temp_output_32_0 , ( 1.0 - temp_output_32_0 ) ) , temp_cast_0 );
|
||
|
float3 _Vector0 = float3(1.5,1,0);
|
||
|
float ifLocalVar40 = 0;
|
||
|
if( dotResult37 >= _Vector0.x )
|
||
|
ifLocalVar40 = _Vector0.y;
|
||
|
else
|
||
|
ifLocalVar40 = _Vector0.z;
|
||
|
float4 lerpResult43 = lerp( ( _Emission1 * _Emission1Str ) , ( _Emission2 * _Emission2Str ) , ifLocalVar40);
|
||
|
|
||
|
|
||
|
float3 BaseColor = float3(0.5, 0.5, 0.5);
|
||
|
float3 Emission = (( _FresnelEdge )?( lerpResult43 ):( lerpResult23 )).rgb;
|
||
|
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 _EMISSION
|
||
|
#define ASE_SRP_VERSION 140009
|
||
|
|
||
|
|
||
|
#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"
|
||
|
|
||
|
|
||
|
|
||
|
struct VertexInput
|
||
|
{
|
||
|
float4 positionOS : POSITION;
|
||
|
float3 normalOS : NORMAL;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct VertexOutput
|
||
|
{
|
||
|
float4 positionCS : SV_POSITION;
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
float3 positionWS : TEXCOORD0;
|
||
|
#endif
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
float4 shadowCoord : TEXCOORD1;
|
||
|
#endif
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
CBUFFER_START(UnityPerMaterial)
|
||
|
float4 _Emission1;
|
||
|
float4 _Emission2;
|
||
|
float _FresnelEdge;
|
||
|
float _Emission1Str;
|
||
|
float _Emission2Str;
|
||
|
float _FresnelBias;
|
||
|
float _FresnelScale;
|
||
|
float _FresnelPower;
|
||
|
float _EdgeWidth;
|
||
|
#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
|
||
|
|
||
|
#ifdef SCENEPICKINGPASS
|
||
|
float4 _SelectionID;
|
||
|
#endif
|
||
|
|
||
|
#ifdef SCENESELECTIONPASS
|
||
|
int _ObjectId;
|
||
|
int _PassValue;
|
||
|
#endif
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
VertexOutput VertexFunction( VertexInput v )
|
||
|
{
|
||
|
VertexOutput o = (VertexOutput)0;
|
||
|
UNITY_SETUP_INSTANCE_ID( v );
|
||
|
UNITY_TRANSFER_INSTANCE_ID( v, o );
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
||
|
|
||
|
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
float3 defaultVertexValue = v.positionOS.xyz;
|
||
|
#else
|
||
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
#endif
|
||
|
|
||
|
float3 vertexValue = defaultVertexValue;
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
v.positionOS.xyz = vertexValue;
|
||
|
#else
|
||
|
v.positionOS.xyz += vertexValue;
|
||
|
#endif
|
||
|
|
||
|
v.normalOS = v.normalOS;
|
||
|
|
||
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
o.positionWS = vertexInput.positionWS;
|
||
|
#endif
|
||
|
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
||
|
#endif
|
||
|
|
||
|
o.positionCS = vertexInput.positionCS;
|
||
|
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
#if defined(ASE_TESSELLATION)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float4 vertex : INTERNALTESSPOS;
|
||
|
float3 normalOS : NORMAL;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct TessellationFactors
|
||
|
{
|
||
|
float edge[3] : SV_TessFactor;
|
||
|
float inside : SV_InsideTessFactor;
|
||
|
};
|
||
|
|
||
|
VertexControl vert ( VertexInput v )
|
||
|
{
|
||
|
VertexControl o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
o.vertex = v.positionOS;
|
||
|
o.normalOS = v.normalOS;
|
||
|
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
||
|
{
|
||
|
TessellationFactors o;
|
||
|
float4 tf = 1;
|
||
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||
|
#if defined(ASE_FIXED_TESSELLATION)
|
||
|
tf = FixedTess( tessValue );
|
||
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
#endif
|
||
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
[partitioning("fractional_odd")]
|
||
|
[outputtopology("triangle_cw")]
|
||
|
[patchconstantfunc("TessellationFunction")]
|
||
|
[outputcontrolpoints(3)]
|
||
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
|
{
|
||
|
return patch[id];
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
{
|
||
|
VertexInput o = (VertexInput) 0;
|
||
|
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
||
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
|
||
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
float3 pp[3];
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||
|
return VertexFunction(o);
|
||
|
}
|
||
|
#else
|
||
|
VertexOutput vert ( VertexInput v )
|
||
|
{
|
||
|
return VertexFunction( v );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
half4 frag(VertexOutput IN ) : SV_TARGET
|
||
|
{
|
||
|
UNITY_SETUP_INSTANCE_ID( IN );
|
||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
float3 WorldPosition = IN.positionWS;
|
||
|
#endif
|
||
|
|
||
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||
|
ShadowCoords = IN.shadowCoord;
|
||
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
|
||
|
|
||
|
float3 BaseColor = float3(0.5, 0.5, 0.5);
|
||
|
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 _EMISSION
|
||
|
#define ASE_SRP_VERSION 140009
|
||
|
|
||
|
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
#pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
|
||
|
|
||
|
#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"
|
||
|
|
||
|
#if defined(LOD_FADE_CROSSFADE)
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
||
|
#endif
|
||
|
|
||
|
|
||
|
|
||
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
||
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
||
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
||
|
#else
|
||
|
#define ASE_SV_DEPTH SV_Depth
|
||
|
#define ASE_SV_POSITION_QUALIFIERS
|
||
|
#endif
|
||
|
|
||
|
struct VertexInput
|
||
|
{
|
||
|
float4 positionOS : POSITION;
|
||
|
float3 normalOS : NORMAL;
|
||
|
float4 tangentOS : TANGENT;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct VertexOutput
|
||
|
{
|
||
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
||
|
float4 clipPosV : TEXCOORD0;
|
||
|
float3 worldNormal : TEXCOORD1;
|
||
|
float4 worldTangent : TEXCOORD2;
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
float3 positionWS : TEXCOORD3;
|
||
|
#endif
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
float4 shadowCoord : TEXCOORD4;
|
||
|
#endif
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
CBUFFER_START(UnityPerMaterial)
|
||
|
float4 _Emission1;
|
||
|
float4 _Emission2;
|
||
|
float _FresnelEdge;
|
||
|
float _Emission1Str;
|
||
|
float _Emission2Str;
|
||
|
float _FresnelBias;
|
||
|
float _FresnelScale;
|
||
|
float _FresnelPower;
|
||
|
float _EdgeWidth;
|
||
|
#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
|
||
|
|
||
|
#ifdef SCENEPICKINGPASS
|
||
|
float4 _SelectionID;
|
||
|
#endif
|
||
|
|
||
|
#ifdef SCENESELECTIONPASS
|
||
|
int _ObjectId;
|
||
|
int _PassValue;
|
||
|
#endif
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
VertexOutput VertexFunction( VertexInput v )
|
||
|
{
|
||
|
VertexOutput o = (VertexOutput)0;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||
|
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
float3 defaultVertexValue = v.positionOS.xyz;
|
||
|
#else
|
||
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
#endif
|
||
|
|
||
|
float3 vertexValue = defaultVertexValue;
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
v.positionOS.xyz = vertexValue;
|
||
|
#else
|
||
|
v.positionOS.xyz += vertexValue;
|
||
|
#endif
|
||
|
|
||
|
v.normalOS = v.normalOS;
|
||
|
v.tangentOS = v.tangentOS;
|
||
|
|
||
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
|
||
|
|
||
|
float3 normalWS = TransformObjectToWorldNormal( v.normalOS );
|
||
|
float4 tangentWS = float4( TransformObjectToWorldDir( v.tangentOS.xyz ), v.tangentOS.w );
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
o.positionWS = vertexInput.positionWS;
|
||
|
#endif
|
||
|
|
||
|
o.worldNormal = normalWS;
|
||
|
o.worldTangent = tangentWS;
|
||
|
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
||
|
#endif
|
||
|
|
||
|
o.positionCS = vertexInput.positionCS;
|
||
|
o.clipPosV = vertexInput.positionCS;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
#if defined(ASE_TESSELLATION)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float4 vertex : INTERNALTESSPOS;
|
||
|
float3 normalOS : NORMAL;
|
||
|
float4 tangentOS : TANGENT;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct TessellationFactors
|
||
|
{
|
||
|
float edge[3] : SV_TessFactor;
|
||
|
float inside : SV_InsideTessFactor;
|
||
|
};
|
||
|
|
||
|
VertexControl vert ( VertexInput v )
|
||
|
{
|
||
|
VertexControl o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
o.vertex = v.positionOS;
|
||
|
o.normalOS = v.normalOS;
|
||
|
o.tangentOS = v.tangentOS;
|
||
|
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
||
|
{
|
||
|
TessellationFactors o;
|
||
|
float4 tf = 1;
|
||
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||
|
#if defined(ASE_FIXED_TESSELLATION)
|
||
|
tf = FixedTess( tessValue );
|
||
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
#endif
|
||
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
[partitioning("fractional_odd")]
|
||
|
[outputtopology("triangle_cw")]
|
||
|
[patchconstantfunc("TessellationFunction")]
|
||
|
[outputcontrolpoints(3)]
|
||
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
|
{
|
||
|
return patch[id];
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
{
|
||
|
VertexInput o = (VertexInput) 0;
|
||
|
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
||
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
||
|
|
||
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
float3 pp[3];
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||
|
return VertexFunction(o);
|
||
|
}
|
||
|
#else
|
||
|
VertexOutput vert ( VertexInput v )
|
||
|
{
|
||
|
return VertexFunction( v );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
void frag( VertexOutput IN
|
||
|
, out half4 outNormalWS : SV_Target0
|
||
|
#ifdef ASE_DEPTH_WRITE_ON
|
||
|
,out float outputDepth : ASE_SV_DEPTH
|
||
|
#endif
|
||
|
#ifdef _WRITE_RENDERING_LAYERS
|
||
|
, out float4 outRenderingLayers : SV_Target1
|
||
|
#endif
|
||
|
)
|
||
|
{
|
||
|
UNITY_SETUP_INSTANCE_ID(IN);
|
||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
float3 WorldPosition = IN.positionWS;
|
||
|
#endif
|
||
|
|
||
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
||
|
float3 WorldNormal = IN.worldNormal;
|
||
|
float4 WorldTangent = IN.worldTangent;
|
||
|
|
||
|
float4 ClipPos = IN.clipPosV;
|
||
|
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||
|
ShadowCoords = IN.shadowCoord;
|
||
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
|
||
|
|
||
|
float3 Normal = float3(0, 0, 1);
|
||
|
float Alpha = 1;
|
||
|
float AlphaClipThreshold = 0.5;
|
||
|
#ifdef ASE_DEPTH_WRITE_ON
|
||
|
float DepthValue = IN.positionCS.z;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
clip(Alpha - AlphaClipThreshold);
|
||
|
#endif
|
||
|
|
||
|
#ifdef LOD_FADE_CROSSFADE
|
||
|
LODFadeCrossFade( IN.positionCS );
|
||
|
#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);
|
||
|
outNormalWS = 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
|
||
|
outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
|
||
|
#endif
|
||
|
|
||
|
#ifdef _WRITE_RENDERING_LAYERS
|
||
|
uint renderingLayers = GetMeshRenderingLayer();
|
||
|
outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 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
|
||
|
#pragma multi_compile_fog
|
||
|
#define ASE_FOG 1
|
||
|
#define _EMISSION
|
||
|
#define ASE_SRP_VERSION 140009
|
||
|
|
||
|
|
||
|
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
|
||
|
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
|
||
|
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
|
||
|
|
||
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
||
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
|
||
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
||
|
|
||
|
|
||
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
|
||
|
|
||
|
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
||
|
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
|
||
|
|
||
|
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
||
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
||
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||
|
#pragma multi_compile _ LIGHTMAP_ON
|
||
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
||
|
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
|
||
|
#pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
|
||
|
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
#define SHADERPASS SHADERPASS_GBUFFER
|
||
|
|
||
|
#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/Shadows.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||
|
|
||
|
#if defined(LOD_FADE_CROSSFADE)
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
||
|
#endif
|
||
|
|
||
|
#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
|
||
|
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
|
||
|
#endif
|
||
|
|
||
|
#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
|
||
|
#define ASE_NEEDS_FRAG_WORLD_NORMAL
|
||
|
|
||
|
|
||
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
||
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
||
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
||
|
#else
|
||
|
#define ASE_SV_DEPTH SV_Depth
|
||
|
#define ASE_SV_POSITION_QUALIFIERS
|
||
|
#endif
|
||
|
|
||
|
struct VertexInput
|
||
|
{
|
||
|
float4 positionOS : POSITION;
|
||
|
float3 normalOS : NORMAL;
|
||
|
float4 tangentOS : TANGENT;
|
||
|
float4 texcoord : TEXCOORD0;
|
||
|
float4 texcoord1 : TEXCOORD1;
|
||
|
float4 texcoord2 : TEXCOORD2;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct VertexOutput
|
||
|
{
|
||
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
||
|
float4 clipPosV : TEXCOORD0;
|
||
|
float4 lightmapUVOrVertexSH : TEXCOORD1;
|
||
|
half4 fogFactorAndVertexLight : TEXCOORD2;
|
||
|
float4 tSpace0 : TEXCOORD3;
|
||
|
float4 tSpace1 : TEXCOORD4;
|
||
|
float4 tSpace2 : TEXCOORD5;
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||
|
float4 shadowCoord : TEXCOORD6;
|
||
|
#endif
|
||
|
#if defined(DYNAMICLIGHTMAP_ON)
|
||
|
float2 dynamicLightmapUV : TEXCOORD7;
|
||
|
#endif
|
||
|
float3 ase_normal : NORMAL;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
CBUFFER_START(UnityPerMaterial)
|
||
|
float4 _Emission1;
|
||
|
float4 _Emission2;
|
||
|
float _FresnelEdge;
|
||
|
float _Emission1Str;
|
||
|
float _Emission2Str;
|
||
|
float _FresnelBias;
|
||
|
float _FresnelScale;
|
||
|
float _FresnelPower;
|
||
|
float _EdgeWidth;
|
||
|
#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
|
||
|
|
||
|
#ifdef SCENEPICKINGPASS
|
||
|
float4 _SelectionID;
|
||
|
#endif
|
||
|
|
||
|
#ifdef SCENESELECTIONPASS
|
||
|
int _ObjectId;
|
||
|
int _PassValue;
|
||
|
#endif
|
||
|
|
||
|
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
|
||
|
|
||
|
|
||
|
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);
|
||
|
|
||
|
o.ase_normal = v.normalOS;
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
float3 defaultVertexValue = v.positionOS.xyz;
|
||
|
#else
|
||
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
#endif
|
||
|
|
||
|
float3 vertexValue = defaultVertexValue;
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
v.positionOS.xyz = vertexValue;
|
||
|
#else
|
||
|
v.positionOS.xyz += vertexValue;
|
||
|
#endif
|
||
|
|
||
|
v.normalOS = v.normalOS;
|
||
|
v.tangentOS = v.tangentOS;
|
||
|
|
||
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
|
||
|
VertexNormalInputs normalInput = GetVertexNormalInputs( v.normalOS, v.tangentOS );
|
||
|
|
||
|
o.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x);
|
||
|
o.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y);
|
||
|
o.tSpace2 = float4( normalInput.bitangentWS, vertexInput.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.xy;
|
||
|
o.lightmapUVOrVertexSH.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
||
|
#endif
|
||
|
|
||
|
half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
|
||
|
|
||
|
o.fogFactorAndVertexLight = half4(0, vertexLight);
|
||
|
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
||
|
#endif
|
||
|
|
||
|
o.positionCS = vertexInput.positionCS;
|
||
|
o.clipPosV = vertexInput.positionCS;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
#if defined(ASE_TESSELLATION)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float4 vertex : INTERNALTESSPOS;
|
||
|
float3 normalOS : NORMAL;
|
||
|
float4 tangentOS : 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.positionOS;
|
||
|
o.normalOS = v.normalOS;
|
||
|
o.tangentOS = v.tangentOS;
|
||
|
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.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
||
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * 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.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||
|
return VertexFunction(o);
|
||
|
}
|
||
|
#else
|
||
|
VertexOutput vert ( VertexInput v )
|
||
|
{
|
||
|
return VertexFunction( v );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
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
|
||
|
LODFadeCrossFade( IN.positionCS );
|
||
|
#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 );
|
||
|
|
||
|
float4 ClipPos = IN.clipPosV;
|
||
|
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
|
||
|
|
||
|
float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.positionCS);
|
||
|
|
||
|
#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 );
|
||
|
|
||
|
float fresnelNdotV17 = dot( WorldNormal, WorldViewDirection );
|
||
|
float fresnelNode17 = ( _FresnelBias + _FresnelScale * pow( 1.0 - fresnelNdotV17, _FresnelPower ) );
|
||
|
float4 lerpResult23 = lerp( ( _Emission1 * _Emission1Str ) , ( _Emission2 * _Emission2Str ) , saturate( fresnelNode17 ));
|
||
|
float3 temp_output_32_0 = abs( IN.ase_normal );
|
||
|
float3 temp_cast_0 = (_EdgeWidth).xxx;
|
||
|
float dotResult37 = dot( max( temp_output_32_0 , ( 1.0 - temp_output_32_0 ) ) , temp_cast_0 );
|
||
|
float3 _Vector0 = float3(1.5,1,0);
|
||
|
float ifLocalVar40 = 0;
|
||
|
if( dotResult37 >= _Vector0.x )
|
||
|
ifLocalVar40 = _Vector0.y;
|
||
|
else
|
||
|
ifLocalVar40 = _Vector0.z;
|
||
|
float4 lerpResult43 = lerp( ( _Emission1 * _Emission1Str ) , ( _Emission2 * _Emission2Str ) , ifLocalVar40);
|
||
|
|
||
|
|
||
|
float3 BaseColor = float3(0.5, 0.5, 0.5);
|
||
|
float3 Normal = float3(0, 0, 1);
|
||
|
float3 Emission = (( _FresnelEdge )?( lerpResult43 ):( lerpResult23 )).rgb;
|
||
|
float3 Specular = 0.5;
|
||
|
float Metallic = 0;
|
||
|
float Smoothness = 0.5;
|
||
|
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 = IN.positionCS.z;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
clip(Alpha - AlphaClipThreshold);
|
||
|
#endif
|
||
|
|
||
|
InputData inputData = (InputData)0;
|
||
|
inputData.positionWS = WorldPosition;
|
||
|
inputData.positionCS = IN.positionCS;
|
||
|
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.positionCS,
|
||
|
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
|
||
|
AlphaToMask Off
|
||
|
|
||
|
HLSLPROGRAM
|
||
|
|
||
|
#define _NORMAL_DROPOFF_TS 1
|
||
|
#define ASE_FOG 1
|
||
|
#define _EMISSION
|
||
|
#define ASE_SRP_VERSION 140009
|
||
|
|
||
|
|
||
|
#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"
|
||
|
|
||
|
|
||
|
|
||
|
struct VertexInput
|
||
|
{
|
||
|
float4 positionOS : POSITION;
|
||
|
float3 normalOS : NORMAL;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct VertexOutput
|
||
|
{
|
||
|
float4 positionCS : SV_POSITION;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
CBUFFER_START(UnityPerMaterial)
|
||
|
float4 _Emission1;
|
||
|
float4 _Emission2;
|
||
|
float _FresnelEdge;
|
||
|
float _Emission1Str;
|
||
|
float _Emission2Str;
|
||
|
float _FresnelBias;
|
||
|
float _FresnelScale;
|
||
|
float _FresnelPower;
|
||
|
float _EdgeWidth;
|
||
|
#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
|
||
|
|
||
|
#ifdef SCENEPICKINGPASS
|
||
|
float4 _SelectionID;
|
||
|
#endif
|
||
|
|
||
|
#ifdef SCENESELECTIONPASS
|
||
|
int _ObjectId;
|
||
|
int _PassValue;
|
||
|
#endif
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
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);
|
||
|
|
||
|
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
float3 defaultVertexValue = v.positionOS.xyz;
|
||
|
#else
|
||
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
#endif
|
||
|
|
||
|
float3 vertexValue = defaultVertexValue;
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
v.positionOS.xyz = vertexValue;
|
||
|
#else
|
||
|
v.positionOS.xyz += vertexValue;
|
||
|
#endif
|
||
|
|
||
|
v.normalOS = v.normalOS;
|
||
|
|
||
|
float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
|
||
|
|
||
|
o.positionCS = TransformWorldToHClip(positionWS);
|
||
|
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
#if defined(ASE_TESSELLATION)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float4 vertex : INTERNALTESSPOS;
|
||
|
float3 normalOS : NORMAL;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct TessellationFactors
|
||
|
{
|
||
|
float edge[3] : SV_TessFactor;
|
||
|
float inside : SV_InsideTessFactor;
|
||
|
};
|
||
|
|
||
|
VertexControl vert ( VertexInput v )
|
||
|
{
|
||
|
VertexControl o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
o.vertex = v.positionOS;
|
||
|
o.normalOS = v.normalOS;
|
||
|
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
||
|
{
|
||
|
TessellationFactors o;
|
||
|
float4 tf = 1;
|
||
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||
|
#if defined(ASE_FIXED_TESSELLATION)
|
||
|
tf = FixedTess( tessValue );
|
||
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
#endif
|
||
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
[partitioning("fractional_odd")]
|
||
|
[outputtopology("triangle_cw")]
|
||
|
[patchconstantfunc("TessellationFunction")]
|
||
|
[outputcontrolpoints(3)]
|
||
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
|
{
|
||
|
return patch[id];
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
{
|
||
|
VertexInput o = (VertexInput) 0;
|
||
|
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
||
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
|
||
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
float3 pp[3];
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||
|
return VertexFunction(o);
|
||
|
}
|
||
|
#else
|
||
|
VertexOutput vert ( VertexInput v )
|
||
|
{
|
||
|
return VertexFunction( v );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
half4 frag(VertexOutput IN ) : SV_TARGET
|
||
|
{
|
||
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
||
|
|
||
|
|
||
|
|
||
|
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" }
|
||
|
|
||
|
AlphaToMask Off
|
||
|
|
||
|
HLSLPROGRAM
|
||
|
|
||
|
#define _NORMAL_DROPOFF_TS 1
|
||
|
#define ASE_FOG 1
|
||
|
#define _EMISSION
|
||
|
#define ASE_SRP_VERSION 140009
|
||
|
|
||
|
|
||
|
#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"
|
||
|
|
||
|
|
||
|
|
||
|
struct VertexInput
|
||
|
{
|
||
|
float4 positionOS : POSITION;
|
||
|
float3 normalOS : NORMAL;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct VertexOutput
|
||
|
{
|
||
|
float4 positionCS : SV_POSITION;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
CBUFFER_START(UnityPerMaterial)
|
||
|
float4 _Emission1;
|
||
|
float4 _Emission2;
|
||
|
float _FresnelEdge;
|
||
|
float _Emission1Str;
|
||
|
float _Emission2Str;
|
||
|
float _FresnelBias;
|
||
|
float _FresnelScale;
|
||
|
float _FresnelPower;
|
||
|
float _EdgeWidth;
|
||
|
#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
|
||
|
|
||
|
#ifdef SCENEPICKINGPASS
|
||
|
float4 _SelectionID;
|
||
|
#endif
|
||
|
|
||
|
#ifdef SCENESELECTIONPASS
|
||
|
int _ObjectId;
|
||
|
int _PassValue;
|
||
|
#endif
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
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);
|
||
|
|
||
|
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
float3 defaultVertexValue = v.positionOS.xyz;
|
||
|
#else
|
||
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
#endif
|
||
|
|
||
|
float3 vertexValue = defaultVertexValue;
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
v.positionOS.xyz = vertexValue;
|
||
|
#else
|
||
|
v.positionOS.xyz += vertexValue;
|
||
|
#endif
|
||
|
|
||
|
v.normalOS = v.normalOS;
|
||
|
|
||
|
float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
|
||
|
o.positionCS = TransformWorldToHClip(positionWS);
|
||
|
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
#if defined(ASE_TESSELLATION)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float4 vertex : INTERNALTESSPOS;
|
||
|
float3 normalOS : NORMAL;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct TessellationFactors
|
||
|
{
|
||
|
float edge[3] : SV_TessFactor;
|
||
|
float inside : SV_InsideTessFactor;
|
||
|
};
|
||
|
|
||
|
VertexControl vert ( VertexInput v )
|
||
|
{
|
||
|
VertexControl o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
o.vertex = v.positionOS;
|
||
|
o.normalOS = v.normalOS;
|
||
|
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
||
|
{
|
||
|
TessellationFactors o;
|
||
|
float4 tf = 1;
|
||
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||
|
#if defined(ASE_FIXED_TESSELLATION)
|
||
|
tf = FixedTess( tessValue );
|
||
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
#endif
|
||
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
[partitioning("fractional_odd")]
|
||
|
[outputtopology("triangle_cw")]
|
||
|
[patchconstantfunc("TessellationFunction")]
|
||
|
[outputcontrolpoints(3)]
|
||
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
|
{
|
||
|
return patch[id];
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
{
|
||
|
VertexInput o = (VertexInput) 0;
|
||
|
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
||
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
|
||
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
float3 pp[3];
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||
|
return VertexFunction(o);
|
||
|
}
|
||
|
#else
|
||
|
VertexOutput vert ( VertexInput v )
|
||
|
{
|
||
|
return VertexFunction( v );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
half4 frag(VertexOutput IN ) : SV_TARGET
|
||
|
{
|
||
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
||
|
|
||
|
|
||
|
|
||
|
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=19202
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||
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Node;AmplifyShaderEditor.FresnelNode;17;-499.274,490.9836;Inherit;True;Standard;WorldNormal;ViewDir;False;False;5;0;FLOAT3;0,0,1;False;4;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;5;False;1;FLOAT;0
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||
|
Node;AmplifyShaderEditor.NormalVertexDataNode;31;-700.4379,1140.575;Inherit;False;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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||
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Node;AmplifyShaderEditor.SimpleMaxOpNode;36;189.7439,1137.606;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.OneMinusNode;35;-88.03358,1255.127;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.DotProductOpNode;37;455.6506,1153.039;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.ConditionalIfNode;40;733.6237,1179.386;Inherit;False;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.LerpOp;43;1123.854,968.7936;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;46;271.2814,491.2436;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;48;-274.0272,53.21741;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;24;567.8964,792.4687;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;49;-401.504,200.6903;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.AbsOpNode;32;-354.505,1160.275;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.LerpOp;23;279.4174,174.574;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SaturateNode;45;-57.54808,471.7674;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.ToggleSwitchNode;42;1325.562,949.3626;Inherit;False;Property;_FresnelEdge;Fresnel/Edge;4;0;Create;True;0;0;0;False;0;False;0;True;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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||
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Node;AmplifyShaderEditor.ColorNode;22;-737.2172,221.7647;Inherit;False;Property;_Emission2;Emission 2;2;0;Create;True;0;0;0;False;0;False;0,1,0,0;0,1,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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||
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Node;AmplifyShaderEditor.ColorNode;1;-755.3853,-48.43875;Inherit;False;Property;_Emission1;Emission 1;0;0;Create;True;0;0;0;False;0;False;1,0,0,0;1,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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||
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Node;AmplifyShaderEditor.RangedFloatNode;50;-827.1448,466.2357;Inherit;False;Property;_FresnelBias;Fresnel Bias;5;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
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||
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Node;AmplifyShaderEditor.RangedFloatNode;27;-824.1708,579.8298;Inherit;False;Property;_FresnelScale;Fresnel Scale;6;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;28;-793.9357,675.502;Inherit;False;Property;_FresnelPower;Fresnel Power;7;0;Create;True;0;0;0;False;0;False;5;5;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;47;35.50903,747.483;Inherit;False;Property;_Emission1Str;Emission 1 Str;1;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
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||
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Node;AmplifyShaderEditor.RangedFloatNode;25;307.1289,932.7255;Inherit;False;Property;_Emission2Str;Emission 2 Str;3;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
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||
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Node;AmplifyShaderEditor.RangedFloatNode;38;153.018,1359.531;Inherit;False;Property;_EdgeWidth;Edge Width;8;0;Create;True;0;0;0;False;0;False;0.509;0.509;0;0;0;1;FLOAT;0
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||
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Node;AmplifyShaderEditor.Vector3Node;41;454.8986,1296.152;Inherit;False;Constant;_Vector0;Vector 0;9;0;Create;True;0;0;0;False;0;False;1.5,1,0;1.5,1,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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||
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;61;1621.192,874.6539;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;5;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;0;False;False;0;;0;0;Standard;0;False;0
|
||
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;62;1621.192,874.6539;Float;False;True;-1;2;UnityEditor.ShaderGraphLitGUI;0;12;Glow;94348b07e5e8bab40bd6c8a1e3df54cd;True;Forward;0;1;Forward;21;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;5;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;40;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;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;63;1621.192,874.6539;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;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=ShadowCaster;False;False;0;;0;0;Standard;0;False;0
|
||
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;64;1621.192,874.6539;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;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;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;True;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;True;1;LightMode=DepthOnly;False;False;0;;0;0;Standard;0;False;0
|
||
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;65;1621.192,874.6539;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;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;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;;0;0;Standard;0;False;0
|
||
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;66;1621.192,874.6539;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;Universal2D;0;5;Universal2D;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;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;5;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;False;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=Universal2D;False;False;0;;0;0;Standard;0;False;0
|
||
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;67;1621.192,874.6539;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;DepthNormals;0;6;DepthNormals;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;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;5;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormals;False;False;0;;0;0;Standard;0;False;0
|
||
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;68;1621.192,874.6539;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;GBuffer;0;7;GBuffer;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;5;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=UniversalGBuffer;False;False;0;;0;0;Standard;0;False;0
|
||
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;69;1621.192,874.6539;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;SceneSelectionPass;0;8;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;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;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;;0;0;Standard;0;False;0
|
||
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;70;1621.192,874.6539;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ScenePickingPass;0;9;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;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;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;;0;0;Standard;0;False;0
|
||
|
WireConnection;17;1;50;0
|
||
|
WireConnection;17;2;27;0
|
||
|
WireConnection;17;3;28;0
|
||
|
WireConnection;36;0;32;0
|
||
|
WireConnection;36;1;35;0
|
||
|
WireConnection;35;0;32;0
|
||
|
WireConnection;37;0;36;0
|
||
|
WireConnection;37;1;38;0
|
||
|
WireConnection;40;0;37;0
|
||
|
WireConnection;40;1;41;1
|
||
|
WireConnection;40;2;41;2
|
||
|
WireConnection;40;3;41;2
|
||
|
WireConnection;40;4;41;3
|
||
|
WireConnection;43;0;46;0
|
||
|
WireConnection;43;1;24;0
|
||
|
WireConnection;43;2;40;0
|
||
|
WireConnection;46;0;1;0
|
||
|
WireConnection;46;1;47;0
|
||
|
WireConnection;48;0;1;0
|
||
|
WireConnection;48;1;47;0
|
||
|
WireConnection;24;0;22;0
|
||
|
WireConnection;24;1;25;0
|
||
|
WireConnection;49;0;22;0
|
||
|
WireConnection;49;1;25;0
|
||
|
WireConnection;32;0;31;0
|
||
|
WireConnection;23;0;48;0
|
||
|
WireConnection;23;1;49;0
|
||
|
WireConnection;23;2;45;0
|
||
|
WireConnection;45;0;17;0
|
||
|
WireConnection;42;0;23;0
|
||
|
WireConnection;42;1;43;0
|
||
|
WireConnection;62;2;42;0
|
||
|
ASEEND*/
|
||
|
//CHKSM=682970A539F60CDFF503370F88259E254AEA0CA2
|