4605 lines
162 KiB
GLSL
4605 lines
162 KiB
GLSL
// 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 "Water"
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{
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Properties
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{
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[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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_ColorSurface("Color Surface", Color) = (0.0509804,0.6705883,1,1)
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_ColorDepth("Color Depth", Color) = (0.01568628,0.4196079,0.6313726,1)
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_Metallic("Metallic", Range( 0 , 1)) = 0.1
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_Smoothness("Smoothness", Range( 0 , 1)) = 0.9
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_Depth("Depth", Float) = 5
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_DepthMultiply("Depth Multiply", Float) = 2
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_FoamWidth("Foam Width", Float) = 0.4
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_FoamScale("Foam Scale", Float) = 4
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_FoamDistortionSpeed("Foam Distortion Speed", Float) = 1.5
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_FoamDistortionScale("Foam Distortion Scale", Float) = 4
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_FoamDistortionAmount("Foam Distortion Amount", Range( 0 , 0.1)) = 0.03
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_FresnelBias("Fresnel Bias", Float) = 0
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_FresnelScale("Fresnel Scale", Range( 0 , 1)) = 0.1
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_FresnelPower("Fresnel Power", Float) = 5
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_RefractionDirection("Refraction Direction", Vector) = (0,1,0,0)
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_RefractionSpeed("Refraction Speed", Float) = 1
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_RefractionTillingNoise("Refraction Tilling Noise", Vector) = (0.3,1,0,0)
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_RefractionScale("Refraction Scale", Float) = 2
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_RefractionStr("Refraction Str", Range( 0 , 0.1)) = 0.04
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_WaveSmallSpeed("Wave Small Speed", Float) = 1.7
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_WaveSmallScale("Wave Small Scale", Float) = 1.6
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_WaveSmallPower("Wave Small Power", Float) = 4.4
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_WaveBigSpeed("Wave Big Speed", Float) = 1.5
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_WaveBigScale("Wave Big Scale", Float) = 0.9
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_WaveBigPower("Wave Big Power", Float) = 3.8
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_WavesMultiply("Waves Multiply", Float) = 3
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_WavesNormalStr("Waves Normal Str", Float) = 0
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_DisplacementAmount("Displacement Amount", Float) = 0.4
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_ShoreWaveWidth("Shore Wave Width", Float) = 0.05
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_ShoreWidth("Shore Width", Float) = 1
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_ShoreWaveSpeed("Shore Wave Speed", Float) = -1.8
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_ShoreWaveScale("Shore Wave Scale", Float) = 2.4
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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 ( "Edge length", Range( 2, 50 ) ) = 16
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_TessMaxDisp( "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"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" }
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Cull Back
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ZWrite Off
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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 SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
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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 _SURFACE_TYPE_TRANSPARENT 1
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#define ASE_TESSELLATION 1
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#pragma require tessellation tessHW
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#pragma hull HullFunction
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#pragma domain DomainFunction
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#define ASE_LENGTH_CULL_TESSELLATION
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#define _NORMALMAP 1
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#define ASE_SRP_VERSION 140009
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#define REQUIRE_DEPTH_TEXTURE 1
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#define REQUIRE_OPAQUE_TEXTURE 1
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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_VERT_NORMAL
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#define ASE_NEEDS_FRAG_SCREEN_POSITION
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#define ASE_NEEDS_FRAG_WORLD_POSITION
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#define ASE_NEEDS_FRAG_WORLD_NORMAL
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#define ASE_NEEDS_FRAG_WORLD_TANGENT
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#define ASE_NEEDS_FRAG_WORLD_BITANGENT
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#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
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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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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 _ColorDepth;
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float4 _ColorSurface;
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float2 _RefractionDirection;
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float2 _RefractionTillingNoise;
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float _WaveSmallScale;
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float _ShoreWidth;
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float _FoamWidth;
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float _FoamDistortionSpeed;
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float _FoamDistortionScale;
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float _FoamDistortionAmount;
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float _FoamScale;
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float _WaveSmallPower;
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float _WaveBigPower;
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float _WavesMultiply;
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float _WavesNormalStr;
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float _ShoreWaveScale;
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float _ShoreWaveSpeed;
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float _FresnelPower;
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float _DepthMultiply;
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float _Metallic;
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float _FresnelScale;
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float _FresnelBias;
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float _Depth;
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float _RefractionStr;
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float _RefractionScale;
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float _RefractionSpeed;
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float _DisplacementAmount;
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float _WaveBigSpeed;
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float _WaveBigScale;
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float _WaveSmallSpeed;
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float _ShoreWaveWidth;
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float _Smoothness;
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#ifdef ASE_TRANSMISSION
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float _TransmissionShadow;
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#endif
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#ifdef ASE_TRANSLUCENCY
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float _TransStrength;
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float _TransNormal;
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float _TransScattering;
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float _TransDirect;
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float _TransAmbient;
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float _TransShadow;
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#endif
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#ifdef ASE_TESSELLATION
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float _TessPhongStrength;
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float _TessValue;
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float _TessMin;
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float _TessMax;
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float _TessEdgeLength;
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float _TessMaxDisp;
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#endif
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CBUFFER_END
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||
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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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uniform float4 _CameraDepthTexture_TexelSize;
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||
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float2 voronoihash130( float2 p )
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{
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p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
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return frac( sin( p ) *43758.5453);
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||
}
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||
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float voronoi130( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
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||
{
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||
float2 n = floor( v );
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||
float2 f = frac( v );
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||
float F1 = 8.0;
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float F2 = 8.0; float2 mg = 0;
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||
for ( int j = -1; j <= 1; j++ )
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||
{
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||
for ( int i = -1; i <= 1; i++ )
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||
{
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||
float2 g = float2( i, j );
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||
float2 o = voronoihash130( n + g );
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o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
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float d = 0.5 * dot( r, r );
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||
if( d<F1 ) {
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F2 = F1;
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F1 = d; mg = g; mr = r; id = o;
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||
} else if( d<F2 ) {
|
||
F2 = d;
|
||
|
||
}
|
||
}
|
||
}
|
||
return F1;
|
||
}
|
||
|
||
float2 voronoihash109( float2 p )
|
||
{
|
||
|
||
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
||
return frac( sin( p ) *43758.5453);
|
||
}
|
||
|
||
float voronoi109( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
||
{
|
||
float2 n = floor( v );
|
||
float2 f = frac( v );
|
||
float F1 = 8.0;
|
||
float F2 = 8.0; float2 mg = 0;
|
||
for ( int j = -1; j <= 1; j++ )
|
||
{
|
||
for ( int i = -1; i <= 1; i++ )
|
||
{
|
||
float2 g = float2( i, j );
|
||
float2 o = voronoihash109( n + g );
|
||
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
||
float d = 0.5 * dot( r, r );
|
||
if( d<F1 ) {
|
||
F2 = F1;
|
||
F1 = d; mg = g; mr = r; id = o;
|
||
} else if( d<F2 ) {
|
||
F2 = d;
|
||
|
||
}
|
||
}
|
||
}
|
||
return F1;
|
||
}
|
||
|
||
float SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD(float2 uv)
|
||
{
|
||
#if defined(REQUIRE_DEPTH_TEXTURE)
|
||
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
|
||
float rawDepth = SAMPLE_TEXTURE2D_ARRAY_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, unity_StereoEyeIndex, 0).r;
|
||
#else
|
||
float rawDepth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, 0);
|
||
#endif
|
||
return rawDepth;
|
||
#endif // REQUIRE_DEPTH_TEXTURE
|
||
return 0;
|
||
}
|
||
|
||
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
||
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
||
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
|
||
float snoise( float2 v )
|
||
{
|
||
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
|
||
float2 i = floor( v + dot( v, C.yy ) );
|
||
float2 x0 = v - i + dot( i, C.xx );
|
||
float2 i1;
|
||
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
|
||
float4 x12 = x0.xyxy + C.xxzz;
|
||
x12.xy -= i1;
|
||
i = mod2D289( i );
|
||
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
|
||
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
|
||
m = m * m;
|
||
m = m * m;
|
||
float3 x = 2.0 * frac( p * C.www ) - 1.0;
|
||
float3 h = abs( x ) - 0.5;
|
||
float3 ox = floor( x + 0.5 );
|
||
float3 a0 = x - ox;
|
||
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
|
||
float3 g;
|
||
g.x = a0.x * x0.x + h.x * x0.y;
|
||
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
||
return 130.0 * dot( m, g );
|
||
}
|
||
|
||
float3 PerturbNormal107_g1( float3 surf_pos, float3 surf_norm, float height, float scale )
|
||
{
|
||
// "Bump Mapping Unparametrized Surfaces on the GPU" by Morten S. Mikkelsen
|
||
float3 vSigmaS = ddx( surf_pos );
|
||
float3 vSigmaT = ddy( surf_pos );
|
||
float3 vN = surf_norm;
|
||
float3 vR1 = cross( vSigmaT , vN );
|
||
float3 vR2 = cross( vN , vSigmaS );
|
||
float fDet = dot( vSigmaS , vR1 );
|
||
float dBs = ddx( height );
|
||
float dBt = ddy( height );
|
||
float3 vSurfGrad = scale * 0.05 * sign( fDet ) * ( dBs * vR1 + dBt * vR2 );
|
||
return normalize ( abs( fDet ) * vN - vSurfGrad );
|
||
}
|
||
|
||
float3 PerturbNormal107_g6( float3 surf_pos, float3 surf_norm, float height, float scale )
|
||
{
|
||
// "Bump Mapping Unparametrized Surfaces on the GPU" by Morten S. Mikkelsen
|
||
float3 vSigmaS = ddx( surf_pos );
|
||
float3 vSigmaT = ddy( surf_pos );
|
||
float3 vN = surf_norm;
|
||
float3 vR1 = cross( vSigmaT , vN );
|
||
float3 vR2 = cross( vN , vSigmaS );
|
||
float fDet = dot( vSigmaS , vR1 );
|
||
float dBs = ddx( height );
|
||
float dBt = ddy( height );
|
||
float3 vSurfGrad = scale * 0.05 * sign( fDet ) * ( dBs * vR1 + dBt * vR2 );
|
||
return normalize ( abs( fDet ) * vN - vSurfGrad );
|
||
}
|
||
|
||
|
||
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);
|
||
|
||
float mulTime124 = _TimeParameters.x * _WaveSmallSpeed;
|
||
float time130 = mulTime124;
|
||
float2 voronoiSmoothId130 = 0;
|
||
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
|
||
float2 coords130 = (ase_worldPos).xz * _WaveSmallScale;
|
||
float2 id130 = 0;
|
||
float2 uv130 = 0;
|
||
float voroi130 = voronoi130( coords130, time130, id130, uv130, 0, voronoiSmoothId130 );
|
||
float mulTime112 = _TimeParameters.x * _WaveBigSpeed;
|
||
float time109 = mulTime112;
|
||
float2 voronoiSmoothId109 = 0;
|
||
float2 coords109 = (ase_worldPos).xz * _WaveBigScale;
|
||
float2 id109 = 0;
|
||
float2 uv109 = 0;
|
||
float voroi109 = voronoi109( coords109, time109, id109, uv109, 0, voronoiSmoothId109 );
|
||
float temp_output_314_0 = max( voroi130 , voroi109 );
|
||
float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz);
|
||
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
||
float4 ase_screenPosNorm = screenPos / screenPos.w;
|
||
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
||
float screenDepth317 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD( ase_screenPosNorm.xy ),_ZBufferParams);
|
||
float distanceDepth317 = abs( ( screenDepth317 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 5.0 ) );
|
||
float lerpResult319 = lerp( 0.0 , ( temp_output_314_0 * _DisplacementAmount ) , saturate( distanceDepth317 ));
|
||
float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS);
|
||
|
||
|
||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
float3 defaultVertexValue = v.positionOS.xyz;
|
||
#else
|
||
float3 defaultVertexValue = float3(0, 0, 0);
|
||
#endif
|
||
|
||
float3 vertexValue = ( ( lerpResult319 * ase_worldNormal.y ) * v.normalOS );
|
||
|
||
#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(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 );
|
||
|
||
float4 ase_screenPosNorm = ScreenPos / ScreenPos.w;
|
||
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
||
float3 surf_pos107_g1 = WorldPosition;
|
||
float3 surf_norm107_g1 = WorldNormal;
|
||
float2 panner322 = ( _TimeParameters.x * ( _RefractionSpeed * _RefractionDirection ) + ( (WorldPosition).xz * _RefractionTillingNoise ));
|
||
float simplePerlin2D275 = snoise( panner322*_RefractionScale );
|
||
simplePerlin2D275 = simplePerlin2D275*0.5 + 0.5;
|
||
float height107_g1 = simplePerlin2D275;
|
||
float scale107_g1 = 1.0;
|
||
float3 localPerturbNormal107_g1 = PerturbNormal107_g1( surf_pos107_g1 , surf_norm107_g1 , height107_g1 , scale107_g1 );
|
||
float3x3 ase_worldToTangent = float3x3(WorldTangent,WorldBiTangent,WorldNormal);
|
||
float3 worldToTangentDir42_g1 = mul( ase_worldToTangent, localPerturbNormal107_g1);
|
||
float4 fetchOpaqueVal27 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ( float3( (ase_screenPosNorm).xy , 0.0 ) + ( worldToTangentDir42_g1 * _RefractionStr ) ).xy ), 1.0 );
|
||
float4 Refraction77 = fetchOpaqueVal27;
|
||
float eyeDepth182 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
||
float temp_output_181_0 = saturate( ( ( eyeDepth182 - ScreenPos.w ) / _Depth ) );
|
||
float4 lerpResult277 = lerp( _ColorSurface , _ColorDepth , temp_output_181_0);
|
||
float fresnelNdotV262 = dot( WorldNormal, WorldViewDirection );
|
||
float fresnelNode262 = ( _FresnelBias + _FresnelScale * pow( 1.0 - fresnelNdotV262, _FresnelPower ) );
|
||
float4 lerpResult282 = lerp( Refraction77 , ( lerpResult277 + fresnelNode262 ) , saturate( ( temp_output_181_0 * _DepthMultiply ) ));
|
||
float4 temp_cast_2 = (1.0).xxxx;
|
||
float screenDepth247 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
||
float distanceDepth247 = abs( ( screenDepth247 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 1.0 ) );
|
||
float simplePerlin2D245 = snoise( (WorldPosition).xz*_ShoreWaveScale );
|
||
simplePerlin2D245 = simplePerlin2D245*0.5 + 0.5;
|
||
float screenDepth249 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
||
float distanceDepth249 = abs( ( screenDepth249 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 1.0 ) );
|
||
float clampResult248 = clamp( ( sin( ( ( 1.0 - ( distanceDepth247 / _ShoreWaveWidth ) ) + ( _TimeParameters.x * _ShoreWaveSpeed ) ) ) + simplePerlin2D245 ) , 0.0 , ( 1.0 - ( distanceDepth249 / _ShoreWidth ) ) );
|
||
float screenDepth97 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
||
float distanceDepth97 = abs( ( screenDepth97 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _FoamWidth ) );
|
||
float2 temp_output_104_0 = (WorldPosition).xz;
|
||
float2 temp_cast_3 = (_FoamDistortionSpeed).xx;
|
||
float2 panner105 = ( 0.2 * _Time.y * temp_cast_3 + temp_output_104_0);
|
||
float simplePerlin2D290 = snoise( panner105*_FoamDistortionScale );
|
||
simplePerlin2D290 = simplePerlin2D290*0.5 + 0.5;
|
||
float simplePerlin2D100 = snoise( ( temp_output_104_0 + ( simplePerlin2D290 * _FoamDistortionAmount ) )*_FoamScale );
|
||
simplePerlin2D100 = simplePerlin2D100*0.5 + 0.5;
|
||
float4 lerpResult265 = lerp( lerpResult282 , temp_cast_2 , saturate( max( step( ( 1.0 - clampResult248 ) , 0.9 ) , saturate( step( distanceDepth97 , simplePerlin2D100 ) ) ) ));
|
||
float4 temp_cast_4 = (1.0).xxxx;
|
||
float mulTime124 = _TimeParameters.x * _WaveSmallSpeed;
|
||
float time130 = mulTime124;
|
||
float2 voronoiSmoothId130 = 0;
|
||
float2 coords130 = (WorldPosition).xz * _WaveSmallScale;
|
||
float2 id130 = 0;
|
||
float2 uv130 = 0;
|
||
float voroi130 = voronoi130( coords130, time130, id130, uv130, 0, voronoiSmoothId130 );
|
||
float mulTime112 = _TimeParameters.x * _WaveBigSpeed;
|
||
float time109 = mulTime112;
|
||
float2 voronoiSmoothId109 = 0;
|
||
float2 coords109 = (WorldPosition).xz * _WaveBigScale;
|
||
float2 id109 = 0;
|
||
float2 uv109 = 0;
|
||
float voroi109 = voronoi109( coords109, time109, id109, uv109, 0, voronoiSmoothId109 );
|
||
float4 lerpResult307 = lerp( lerpResult265 , temp_cast_4 , saturate( ( ( pow( voroi130 , _WaveSmallPower ) + pow( voroi109 , _WaveBigPower ) ) * _WavesMultiply ) ));
|
||
|
||
float3 surf_pos107_g6 = WorldPosition;
|
||
float3 surf_norm107_g6 = WorldNormal;
|
||
float temp_output_314_0 = max( voroi130 , voroi109 );
|
||
float height107_g6 = temp_output_314_0;
|
||
float scale107_g6 = _WavesNormalStr;
|
||
float3 localPerturbNormal107_g6 = PerturbNormal107_g6( surf_pos107_g6 , surf_norm107_g6 , height107_g6 , scale107_g6 );
|
||
float3 worldToTangentDir42_g6 = mul( ase_worldToTangent, localPerturbNormal107_g6);
|
||
|
||
float screenDepth81 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
||
float distanceDepth81 = abs( ( screenDepth81 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 0.2 ) );
|
||
|
||
|
||
float3 BaseColor = lerpResult307.rgb;
|
||
float3 Normal = worldToTangentDir42_g6;
|
||
float3 Emission = 0;
|
||
float3 Specular = 0.5;
|
||
float Metallic = _Metallic;
|
||
float Smoothness = _Smoothness;
|
||
float Occlusion = 1;
|
||
float Alpha = saturate( distanceDepth81 );
|
||
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 "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 _SURFACE_TYPE_TRANSPARENT 1
|
||
#define ASE_TESSELLATION 1
|
||
#pragma require tessellation tessHW
|
||
#pragma hull HullFunction
|
||
#pragma domain DomainFunction
|
||
#define ASE_LENGTH_CULL_TESSELLATION
|
||
#define _NORMALMAP 1
|
||
#define ASE_SRP_VERSION 140009
|
||
#define REQUIRE_DEPTH_TEXTURE 1
|
||
|
||
|
||
#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
|
||
|
||
#define ASE_NEEDS_VERT_NORMAL
|
||
#define ASE_NEEDS_FRAG_SCREEN_POSITION
|
||
|
||
|
||
#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 _ColorDepth;
|
||
float4 _ColorSurface;
|
||
float2 _RefractionDirection;
|
||
float2 _RefractionTillingNoise;
|
||
float _WaveSmallScale;
|
||
float _ShoreWidth;
|
||
float _FoamWidth;
|
||
float _FoamDistortionSpeed;
|
||
float _FoamDistortionScale;
|
||
float _FoamDistortionAmount;
|
||
float _FoamScale;
|
||
float _WaveSmallPower;
|
||
float _WaveBigPower;
|
||
float _WavesMultiply;
|
||
float _WavesNormalStr;
|
||
float _ShoreWaveScale;
|
||
float _ShoreWaveSpeed;
|
||
float _FresnelPower;
|
||
float _DepthMultiply;
|
||
float _Metallic;
|
||
float _FresnelScale;
|
||
float _FresnelBias;
|
||
float _Depth;
|
||
float _RefractionStr;
|
||
float _RefractionScale;
|
||
float _RefractionSpeed;
|
||
float _DisplacementAmount;
|
||
float _WaveBigSpeed;
|
||
float _WaveBigScale;
|
||
float _WaveSmallSpeed;
|
||
float _ShoreWaveWidth;
|
||
float _Smoothness;
|
||
#ifdef ASE_TRANSMISSION
|
||
float _TransmissionShadow;
|
||
#endif
|
||
#ifdef ASE_TRANSLUCENCY
|
||
float _TransStrength;
|
||
float _TransNormal;
|
||
float _TransScattering;
|
||
float _TransDirect;
|
||
float _TransAmbient;
|
||
float _TransShadow;
|
||
#endif
|
||
#ifdef ASE_TESSELLATION
|
||
float _TessPhongStrength;
|
||
float _TessValue;
|
||
float _TessMin;
|
||
float _TessMax;
|
||
float _TessEdgeLength;
|
||
float _TessMaxDisp;
|
||
#endif
|
||
CBUFFER_END
|
||
|
||
#ifdef SCENEPICKINGPASS
|
||
float4 _SelectionID;
|
||
#endif
|
||
|
||
#ifdef SCENESELECTIONPASS
|
||
int _ObjectId;
|
||
int _PassValue;
|
||
#endif
|
||
|
||
uniform float4 _CameraDepthTexture_TexelSize;
|
||
|
||
|
||
float2 voronoihash130( float2 p )
|
||
{
|
||
|
||
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
||
return frac( sin( p ) *43758.5453);
|
||
}
|
||
|
||
float voronoi130( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
||
{
|
||
float2 n = floor( v );
|
||
float2 f = frac( v );
|
||
float F1 = 8.0;
|
||
float F2 = 8.0; float2 mg = 0;
|
||
for ( int j = -1; j <= 1; j++ )
|
||
{
|
||
for ( int i = -1; i <= 1; i++ )
|
||
{
|
||
float2 g = float2( i, j );
|
||
float2 o = voronoihash130( n + g );
|
||
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
||
float d = 0.5 * dot( r, r );
|
||
if( d<F1 ) {
|
||
F2 = F1;
|
||
F1 = d; mg = g; mr = r; id = o;
|
||
} else if( d<F2 ) {
|
||
F2 = d;
|
||
|
||
}
|
||
}
|
||
}
|
||
return F1;
|
||
}
|
||
|
||
float2 voronoihash109( float2 p )
|
||
{
|
||
|
||
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
||
return frac( sin( p ) *43758.5453);
|
||
}
|
||
|
||
float voronoi109( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
||
{
|
||
float2 n = floor( v );
|
||
float2 f = frac( v );
|
||
float F1 = 8.0;
|
||
float F2 = 8.0; float2 mg = 0;
|
||
for ( int j = -1; j <= 1; j++ )
|
||
{
|
||
for ( int i = -1; i <= 1; i++ )
|
||
{
|
||
float2 g = float2( i, j );
|
||
float2 o = voronoihash109( n + g );
|
||
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
||
float d = 0.5 * dot( r, r );
|
||
if( d<F1 ) {
|
||
F2 = F1;
|
||
F1 = d; mg = g; mr = r; id = o;
|
||
} else if( d<F2 ) {
|
||
F2 = d;
|
||
|
||
}
|
||
}
|
||
}
|
||
return F1;
|
||
}
|
||
|
||
float SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD(float2 uv)
|
||
{
|
||
#if defined(REQUIRE_DEPTH_TEXTURE)
|
||
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
|
||
float rawDepth = SAMPLE_TEXTURE2D_ARRAY_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, unity_StereoEyeIndex, 0).r;
|
||
#else
|
||
float rawDepth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, 0);
|
||
#endif
|
||
return rawDepth;
|
||
#endif // REQUIRE_DEPTH_TEXTURE
|
||
return 0;
|
||
}
|
||
|
||
|
||
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);
|
||
|
||
float mulTime124 = _TimeParameters.x * _WaveSmallSpeed;
|
||
float time130 = mulTime124;
|
||
float2 voronoiSmoothId130 = 0;
|
||
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
|
||
float2 coords130 = (ase_worldPos).xz * _WaveSmallScale;
|
||
float2 id130 = 0;
|
||
float2 uv130 = 0;
|
||
float voroi130 = voronoi130( coords130, time130, id130, uv130, 0, voronoiSmoothId130 );
|
||
float mulTime112 = _TimeParameters.x * _WaveBigSpeed;
|
||
float time109 = mulTime112;
|
||
float2 voronoiSmoothId109 = 0;
|
||
float2 coords109 = (ase_worldPos).xz * _WaveBigScale;
|
||
float2 id109 = 0;
|
||
float2 uv109 = 0;
|
||
float voroi109 = voronoi109( coords109, time109, id109, uv109, 0, voronoiSmoothId109 );
|
||
float temp_output_314_0 = max( voroi130 , voroi109 );
|
||
float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz);
|
||
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
||
float4 ase_screenPosNorm = screenPos / screenPos.w;
|
||
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
||
float screenDepth317 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD( ase_screenPosNorm.xy ),_ZBufferParams);
|
||
float distanceDepth317 = abs( ( screenDepth317 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 5.0 ) );
|
||
float lerpResult319 = lerp( 0.0 , ( temp_output_314_0 * _DisplacementAmount ) , saturate( distanceDepth317 ));
|
||
float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS);
|
||
|
||
|
||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
float3 defaultVertexValue = v.positionOS.xyz;
|
||
#else
|
||
float3 defaultVertexValue = float3(0, 0, 0);
|
||
#endif
|
||
|
||
float3 vertexValue = ( ( lerpResult319 * ase_worldNormal.y ) * v.normalOS );
|
||
|
||
#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
|
||
|
||
float4 ase_screenPosNorm = ScreenPos / ScreenPos.w;
|
||
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
||
float screenDepth81 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
||
float distanceDepth81 = abs( ( screenDepth81 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 0.2 ) );
|
||
|
||
|
||
float Alpha = saturate( distanceDepth81 );
|
||
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 _SURFACE_TYPE_TRANSPARENT 1
|
||
#define ASE_TESSELLATION 1
|
||
#pragma require tessellation tessHW
|
||
#pragma hull HullFunction
|
||
#pragma domain DomainFunction
|
||
#define ASE_LENGTH_CULL_TESSELLATION
|
||
#define _NORMALMAP 1
|
||
#define ASE_SRP_VERSION 140009
|
||
#define REQUIRE_DEPTH_TEXTURE 1
|
||
#define REQUIRE_OPAQUE_TEXTURE 1
|
||
|
||
|
||
#pragma vertex vert
|
||
#pragma fragment frag
|
||
|
||
#pragma shader_feature EDITOR_VISUALIZATION
|
||
|
||
#define SHADERPASS SHADERPASS_META
|
||
|
||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||
|
||
#define ASE_NEEDS_VERT_NORMAL
|
||
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
||
|
||
|
||
struct VertexInput
|
||
{
|
||
float4 positionOS : POSITION;
|
||
float3 normalOS : NORMAL;
|
||
float4 texcoord0 : TEXCOORD0;
|
||
float4 texcoord1 : TEXCOORD1;
|
||
float4 texcoord2 : TEXCOORD2;
|
||
float4 ase_tangent : TANGENT;
|
||
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;
|
||
float4 ase_texcoord5 : TEXCOORD5;
|
||
float4 ase_texcoord6 : TEXCOORD6;
|
||
float4 ase_texcoord7 : TEXCOORD7;
|
||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
UNITY_VERTEX_OUTPUT_STEREO
|
||
};
|
||
|
||
CBUFFER_START(UnityPerMaterial)
|
||
float4 _ColorDepth;
|
||
float4 _ColorSurface;
|
||
float2 _RefractionDirection;
|
||
float2 _RefractionTillingNoise;
|
||
float _WaveSmallScale;
|
||
float _ShoreWidth;
|
||
float _FoamWidth;
|
||
float _FoamDistortionSpeed;
|
||
float _FoamDistortionScale;
|
||
float _FoamDistortionAmount;
|
||
float _FoamScale;
|
||
float _WaveSmallPower;
|
||
float _WaveBigPower;
|
||
float _WavesMultiply;
|
||
float _WavesNormalStr;
|
||
float _ShoreWaveScale;
|
||
float _ShoreWaveSpeed;
|
||
float _FresnelPower;
|
||
float _DepthMultiply;
|
||
float _Metallic;
|
||
float _FresnelScale;
|
||
float _FresnelBias;
|
||
float _Depth;
|
||
float _RefractionStr;
|
||
float _RefractionScale;
|
||
float _RefractionSpeed;
|
||
float _DisplacementAmount;
|
||
float _WaveBigSpeed;
|
||
float _WaveBigScale;
|
||
float _WaveSmallSpeed;
|
||
float _ShoreWaveWidth;
|
||
float _Smoothness;
|
||
#ifdef ASE_TRANSMISSION
|
||
float _TransmissionShadow;
|
||
#endif
|
||
#ifdef ASE_TRANSLUCENCY
|
||
float _TransStrength;
|
||
float _TransNormal;
|
||
float _TransScattering;
|
||
float _TransDirect;
|
||
float _TransAmbient;
|
||
float _TransShadow;
|
||
#endif
|
||
#ifdef ASE_TESSELLATION
|
||
float _TessPhongStrength;
|
||
float _TessValue;
|
||
float _TessMin;
|
||
float _TessMax;
|
||
float _TessEdgeLength;
|
||
float _TessMaxDisp;
|
||
#endif
|
||
CBUFFER_END
|
||
|
||
#ifdef SCENEPICKINGPASS
|
||
float4 _SelectionID;
|
||
#endif
|
||
|
||
#ifdef SCENESELECTIONPASS
|
||
int _ObjectId;
|
||
int _PassValue;
|
||
#endif
|
||
|
||
uniform float4 _CameraDepthTexture_TexelSize;
|
||
|
||
|
||
float2 voronoihash130( float2 p )
|
||
{
|
||
|
||
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
||
return frac( sin( p ) *43758.5453);
|
||
}
|
||
|
||
float voronoi130( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
||
{
|
||
float2 n = floor( v );
|
||
float2 f = frac( v );
|
||
float F1 = 8.0;
|
||
float F2 = 8.0; float2 mg = 0;
|
||
for ( int j = -1; j <= 1; j++ )
|
||
{
|
||
for ( int i = -1; i <= 1; i++ )
|
||
{
|
||
float2 g = float2( i, j );
|
||
float2 o = voronoihash130( n + g );
|
||
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
||
float d = 0.5 * dot( r, r );
|
||
if( d<F1 ) {
|
||
F2 = F1;
|
||
F1 = d; mg = g; mr = r; id = o;
|
||
} else if( d<F2 ) {
|
||
F2 = d;
|
||
|
||
}
|
||
}
|
||
}
|
||
return F1;
|
||
}
|
||
|
||
float2 voronoihash109( float2 p )
|
||
{
|
||
|
||
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
||
return frac( sin( p ) *43758.5453);
|
||
}
|
||
|
||
float voronoi109( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
||
{
|
||
float2 n = floor( v );
|
||
float2 f = frac( v );
|
||
float F1 = 8.0;
|
||
float F2 = 8.0; float2 mg = 0;
|
||
for ( int j = -1; j <= 1; j++ )
|
||
{
|
||
for ( int i = -1; i <= 1; i++ )
|
||
{
|
||
float2 g = float2( i, j );
|
||
float2 o = voronoihash109( n + g );
|
||
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
||
float d = 0.5 * dot( r, r );
|
||
if( d<F1 ) {
|
||
F2 = F1;
|
||
F1 = d; mg = g; mr = r; id = o;
|
||
} else if( d<F2 ) {
|
||
F2 = d;
|
||
|
||
}
|
||
}
|
||
}
|
||
return F1;
|
||
}
|
||
|
||
float SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD(float2 uv)
|
||
{
|
||
#if defined(REQUIRE_DEPTH_TEXTURE)
|
||
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
|
||
float rawDepth = SAMPLE_TEXTURE2D_ARRAY_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, unity_StereoEyeIndex, 0).r;
|
||
#else
|
||
float rawDepth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, 0);
|
||
#endif
|
||
return rawDepth;
|
||
#endif // REQUIRE_DEPTH_TEXTURE
|
||
return 0;
|
||
}
|
||
|
||
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
||
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
||
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
|
||
float snoise( float2 v )
|
||
{
|
||
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
|
||
float2 i = floor( v + dot( v, C.yy ) );
|
||
float2 x0 = v - i + dot( i, C.xx );
|
||
float2 i1;
|
||
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
|
||
float4 x12 = x0.xyxy + C.xxzz;
|
||
x12.xy -= i1;
|
||
i = mod2D289( i );
|
||
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
|
||
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
|
||
m = m * m;
|
||
m = m * m;
|
||
float3 x = 2.0 * frac( p * C.www ) - 1.0;
|
||
float3 h = abs( x ) - 0.5;
|
||
float3 ox = floor( x + 0.5 );
|
||
float3 a0 = x - ox;
|
||
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
|
||
float3 g;
|
||
g.x = a0.x * x0.x + h.x * x0.y;
|
||
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
||
return 130.0 * dot( m, g );
|
||
}
|
||
|
||
float3 PerturbNormal107_g1( float3 surf_pos, float3 surf_norm, float height, float scale )
|
||
{
|
||
// "Bump Mapping Unparametrized Surfaces on the GPU" by Morten S. Mikkelsen
|
||
float3 vSigmaS = ddx( surf_pos );
|
||
float3 vSigmaT = ddy( surf_pos );
|
||
float3 vN = surf_norm;
|
||
float3 vR1 = cross( vSigmaT , vN );
|
||
float3 vR2 = cross( vN , vSigmaS );
|
||
float fDet = dot( vSigmaS , vR1 );
|
||
float dBs = ddx( height );
|
||
float dBt = ddy( height );
|
||
float3 vSurfGrad = scale * 0.05 * sign( fDet ) * ( dBs * vR1 + dBt * vR2 );
|
||
return normalize ( abs( fDet ) * vN - vSurfGrad );
|
||
}
|
||
|
||
|
||
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);
|
||
|
||
float mulTime124 = _TimeParameters.x * _WaveSmallSpeed;
|
||
float time130 = mulTime124;
|
||
float2 voronoiSmoothId130 = 0;
|
||
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
|
||
float2 coords130 = (ase_worldPos).xz * _WaveSmallScale;
|
||
float2 id130 = 0;
|
||
float2 uv130 = 0;
|
||
float voroi130 = voronoi130( coords130, time130, id130, uv130, 0, voronoiSmoothId130 );
|
||
float mulTime112 = _TimeParameters.x * _WaveBigSpeed;
|
||
float time109 = mulTime112;
|
||
float2 voronoiSmoothId109 = 0;
|
||
float2 coords109 = (ase_worldPos).xz * _WaveBigScale;
|
||
float2 id109 = 0;
|
||
float2 uv109 = 0;
|
||
float voroi109 = voronoi109( coords109, time109, id109, uv109, 0, voronoiSmoothId109 );
|
||
float temp_output_314_0 = max( voroi130 , voroi109 );
|
||
float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz);
|
||
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
||
float4 ase_screenPosNorm = screenPos / screenPos.w;
|
||
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
||
float screenDepth317 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD( ase_screenPosNorm.xy ),_ZBufferParams);
|
||
float distanceDepth317 = abs( ( screenDepth317 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 5.0 ) );
|
||
float lerpResult319 = lerp( 0.0 , ( temp_output_314_0 * _DisplacementAmount ) , saturate( distanceDepth317 ));
|
||
float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS);
|
||
|
||
o.ase_texcoord4 = screenPos;
|
||
o.ase_texcoord5.xyz = ase_worldNormal;
|
||
float3 ase_worldTangent = TransformObjectToWorldDir(v.ase_tangent.xyz);
|
||
o.ase_texcoord6.xyz = ase_worldTangent;
|
||
float ase_vertexTangentSign = v.ase_tangent.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 );
|
||
float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign;
|
||
o.ase_texcoord7.xyz = ase_worldBitangent;
|
||
|
||
|
||
//setting value to unused interpolator channels and avoid initialization warnings
|
||
o.ase_texcoord5.w = 0;
|
||
o.ase_texcoord6.w = 0;
|
||
o.ase_texcoord7.w = 0;
|
||
|
||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
float3 defaultVertexValue = v.positionOS.xyz;
|
||
#else
|
||
float3 defaultVertexValue = float3(0, 0, 0);
|
||
#endif
|
||
|
||
float3 vertexValue = ( ( lerpResult319 * ase_worldNormal.y ) * v.normalOS );
|
||
|
||
#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;
|
||
float4 ase_tangent : 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.texcoord0 = v.texcoord0;
|
||
o.texcoord1 = v.texcoord1;
|
||
o.texcoord2 = v.texcoord2;
|
||
o.ase_tangent = v.ase_tangent;
|
||
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;
|
||
o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
|
||
#if defined(ASE_PHONG_TESSELLATION)
|
||
float3 pp[3];
|
||
for (int i = 0; i < 3; ++i)
|
||
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
|
||
float phongStrength = _TessPhongStrength;
|
||
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
||
#endif
|
||
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||
return VertexFunction(o);
|
||
}
|
||
#else
|
||
VertexOutput vert ( VertexInput v )
|
||
{
|
||
return VertexFunction( v );
|
||
}
|
||
#endif
|
||
|
||
half4 frag(VertexOutput IN ) : SV_TARGET
|
||
{
|
||
UNITY_SETUP_INSTANCE_ID(IN);
|
||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
||
|
||
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
float3 WorldPosition = IN.positionWS;
|
||
#endif
|
||
|
||
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
||
|
||
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||
ShadowCoords = IN.shadowCoord;
|
||
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
||
#endif
|
||
#endif
|
||
|
||
float4 screenPos = IN.ase_texcoord4;
|
||
float4 ase_screenPosNorm = screenPos / screenPos.w;
|
||
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
||
float3 surf_pos107_g1 = WorldPosition;
|
||
float3 ase_worldNormal = IN.ase_texcoord5.xyz;
|
||
float3 surf_norm107_g1 = ase_worldNormal;
|
||
float2 panner322 = ( _TimeParameters.x * ( _RefractionSpeed * _RefractionDirection ) + ( (WorldPosition).xz * _RefractionTillingNoise ));
|
||
float simplePerlin2D275 = snoise( panner322*_RefractionScale );
|
||
simplePerlin2D275 = simplePerlin2D275*0.5 + 0.5;
|
||
float height107_g1 = simplePerlin2D275;
|
||
float scale107_g1 = 1.0;
|
||
float3 localPerturbNormal107_g1 = PerturbNormal107_g1( surf_pos107_g1 , surf_norm107_g1 , height107_g1 , scale107_g1 );
|
||
float3 ase_worldTangent = IN.ase_texcoord6.xyz;
|
||
float3 ase_worldBitangent = IN.ase_texcoord7.xyz;
|
||
float3x3 ase_worldToTangent = float3x3(ase_worldTangent,ase_worldBitangent,ase_worldNormal);
|
||
float3 worldToTangentDir42_g1 = mul( ase_worldToTangent, localPerturbNormal107_g1);
|
||
float4 fetchOpaqueVal27 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ( float3( (ase_screenPosNorm).xy , 0.0 ) + ( worldToTangentDir42_g1 * _RefractionStr ) ).xy ), 1.0 );
|
||
float4 Refraction77 = fetchOpaqueVal27;
|
||
float eyeDepth182 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
||
float temp_output_181_0 = saturate( ( ( eyeDepth182 - screenPos.w ) / _Depth ) );
|
||
float4 lerpResult277 = lerp( _ColorSurface , _ColorDepth , temp_output_181_0);
|
||
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
|
||
ase_worldViewDir = normalize(ase_worldViewDir);
|
||
float fresnelNdotV262 = dot( ase_worldNormal, ase_worldViewDir );
|
||
float fresnelNode262 = ( _FresnelBias + _FresnelScale * pow( 1.0 - fresnelNdotV262, _FresnelPower ) );
|
||
float4 lerpResult282 = lerp( Refraction77 , ( lerpResult277 + fresnelNode262 ) , saturate( ( temp_output_181_0 * _DepthMultiply ) ));
|
||
float4 temp_cast_2 = (1.0).xxxx;
|
||
float screenDepth247 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
||
float distanceDepth247 = abs( ( screenDepth247 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 1.0 ) );
|
||
float simplePerlin2D245 = snoise( (WorldPosition).xz*_ShoreWaveScale );
|
||
simplePerlin2D245 = simplePerlin2D245*0.5 + 0.5;
|
||
float screenDepth249 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
||
float distanceDepth249 = abs( ( screenDepth249 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 1.0 ) );
|
||
float clampResult248 = clamp( ( sin( ( ( 1.0 - ( distanceDepth247 / _ShoreWaveWidth ) ) + ( _TimeParameters.x * _ShoreWaveSpeed ) ) ) + simplePerlin2D245 ) , 0.0 , ( 1.0 - ( distanceDepth249 / _ShoreWidth ) ) );
|
||
float screenDepth97 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
||
float distanceDepth97 = abs( ( screenDepth97 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _FoamWidth ) );
|
||
float2 temp_output_104_0 = (WorldPosition).xz;
|
||
float2 temp_cast_3 = (_FoamDistortionSpeed).xx;
|
||
float2 panner105 = ( 0.2 * _Time.y * temp_cast_3 + temp_output_104_0);
|
||
float simplePerlin2D290 = snoise( panner105*_FoamDistortionScale );
|
||
simplePerlin2D290 = simplePerlin2D290*0.5 + 0.5;
|
||
float simplePerlin2D100 = snoise( ( temp_output_104_0 + ( simplePerlin2D290 * _FoamDistortionAmount ) )*_FoamScale );
|
||
simplePerlin2D100 = simplePerlin2D100*0.5 + 0.5;
|
||
float4 lerpResult265 = lerp( lerpResult282 , temp_cast_2 , saturate( max( step( ( 1.0 - clampResult248 ) , 0.9 ) , saturate( step( distanceDepth97 , simplePerlin2D100 ) ) ) ));
|
||
float4 temp_cast_4 = (1.0).xxxx;
|
||
float mulTime124 = _TimeParameters.x * _WaveSmallSpeed;
|
||
float time130 = mulTime124;
|
||
float2 voronoiSmoothId130 = 0;
|
||
float2 coords130 = (WorldPosition).xz * _WaveSmallScale;
|
||
float2 id130 = 0;
|
||
float2 uv130 = 0;
|
||
float voroi130 = voronoi130( coords130, time130, id130, uv130, 0, voronoiSmoothId130 );
|
||
float mulTime112 = _TimeParameters.x * _WaveBigSpeed;
|
||
float time109 = mulTime112;
|
||
float2 voronoiSmoothId109 = 0;
|
||
float2 coords109 = (WorldPosition).xz * _WaveBigScale;
|
||
float2 id109 = 0;
|
||
float2 uv109 = 0;
|
||
float voroi109 = voronoi109( coords109, time109, id109, uv109, 0, voronoiSmoothId109 );
|
||
float4 lerpResult307 = lerp( lerpResult265 , temp_cast_4 , saturate( ( ( pow( voroi130 , _WaveSmallPower ) + pow( voroi109 , _WaveBigPower ) ) * _WavesMultiply ) ));
|
||
|
||
float screenDepth81 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
||
float distanceDepth81 = abs( ( screenDepth81 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 0.2 ) );
|
||
|
||
|
||
float3 BaseColor = lerpResult307.rgb;
|
||
float3 Emission = 0;
|
||
float Alpha = saturate( distanceDepth81 );
|
||
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 SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
|
||
ZWrite On
|
||
ZTest LEqual
|
||
Offset 0 , 0
|
||
ColorMask RGBA
|
||
|
||
HLSLPROGRAM
|
||
|
||
#define _NORMAL_DROPOFF_TS 1
|
||
#define ASE_FOG 1
|
||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||
#define ASE_TESSELLATION 1
|
||
#pragma require tessellation tessHW
|
||
#pragma hull HullFunction
|
||
#pragma domain DomainFunction
|
||
#define ASE_LENGTH_CULL_TESSELLATION
|
||
#define _NORMALMAP 1
|
||
#define ASE_SRP_VERSION 140009
|
||
#define REQUIRE_DEPTH_TEXTURE 1
|
||
#define REQUIRE_OPAQUE_TEXTURE 1
|
||
|
||
|
||
#pragma vertex vert
|
||
#pragma fragment frag
|
||
|
||
#define SHADERPASS SHADERPASS_2D
|
||
|
||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||
|
||
#define ASE_NEEDS_VERT_NORMAL
|
||
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
||
|
||
|
||
struct VertexInput
|
||
{
|
||
float4 positionOS : POSITION;
|
||
float3 normalOS : NORMAL;
|
||
float4 ase_tangent : TANGENT;
|
||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
};
|
||
|
||
struct VertexOutput
|
||
{
|
||
float4 positionCS : SV_POSITION;
|
||
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
float3 positionWS : TEXCOORD0;
|
||
#endif
|
||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
float4 shadowCoord : TEXCOORD1;
|
||
#endif
|
||
float4 ase_texcoord2 : TEXCOORD2;
|
||
float4 ase_texcoord3 : TEXCOORD3;
|
||
float4 ase_texcoord4 : TEXCOORD4;
|
||
float4 ase_texcoord5 : TEXCOORD5;
|
||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
UNITY_VERTEX_OUTPUT_STEREO
|
||
};
|
||
|
||
CBUFFER_START(UnityPerMaterial)
|
||
float4 _ColorDepth;
|
||
float4 _ColorSurface;
|
||
float2 _RefractionDirection;
|
||
float2 _RefractionTillingNoise;
|
||
float _WaveSmallScale;
|
||
float _ShoreWidth;
|
||
float _FoamWidth;
|
||
float _FoamDistortionSpeed;
|
||
float _FoamDistortionScale;
|
||
float _FoamDistortionAmount;
|
||
float _FoamScale;
|
||
float _WaveSmallPower;
|
||
float _WaveBigPower;
|
||
float _WavesMultiply;
|
||
float _WavesNormalStr;
|
||
float _ShoreWaveScale;
|
||
float _ShoreWaveSpeed;
|
||
float _FresnelPower;
|
||
float _DepthMultiply;
|
||
float _Metallic;
|
||
float _FresnelScale;
|
||
float _FresnelBias;
|
||
float _Depth;
|
||
float _RefractionStr;
|
||
float _RefractionScale;
|
||
float _RefractionSpeed;
|
||
float _DisplacementAmount;
|
||
float _WaveBigSpeed;
|
||
float _WaveBigScale;
|
||
float _WaveSmallSpeed;
|
||
float _ShoreWaveWidth;
|
||
float _Smoothness;
|
||
#ifdef ASE_TRANSMISSION
|
||
float _TransmissionShadow;
|
||
#endif
|
||
#ifdef ASE_TRANSLUCENCY
|
||
float _TransStrength;
|
||
float _TransNormal;
|
||
float _TransScattering;
|
||
float _TransDirect;
|
||
float _TransAmbient;
|
||
float _TransShadow;
|
||
#endif
|
||
#ifdef ASE_TESSELLATION
|
||
float _TessPhongStrength;
|
||
float _TessValue;
|
||
float _TessMin;
|
||
float _TessMax;
|
||
float _TessEdgeLength;
|
||
float _TessMaxDisp;
|
||
#endif
|
||
CBUFFER_END
|
||
|
||
#ifdef SCENEPICKINGPASS
|
||
float4 _SelectionID;
|
||
#endif
|
||
|
||
#ifdef SCENESELECTIONPASS
|
||
int _ObjectId;
|
||
int _PassValue;
|
||
#endif
|
||
|
||
uniform float4 _CameraDepthTexture_TexelSize;
|
||
|
||
|
||
float2 voronoihash130( float2 p )
|
||
{
|
||
|
||
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
||
return frac( sin( p ) *43758.5453);
|
||
}
|
||
|
||
float voronoi130( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
||
{
|
||
float2 n = floor( v );
|
||
float2 f = frac( v );
|
||
float F1 = 8.0;
|
||
float F2 = 8.0; float2 mg = 0;
|
||
for ( int j = -1; j <= 1; j++ )
|
||
{
|
||
for ( int i = -1; i <= 1; i++ )
|
||
{
|
||
float2 g = float2( i, j );
|
||
float2 o = voronoihash130( n + g );
|
||
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
||
float d = 0.5 * dot( r, r );
|
||
if( d<F1 ) {
|
||
F2 = F1;
|
||
F1 = d; mg = g; mr = r; id = o;
|
||
} else if( d<F2 ) {
|
||
F2 = d;
|
||
|
||
}
|
||
}
|
||
}
|
||
return F1;
|
||
}
|
||
|
||
float2 voronoihash109( float2 p )
|
||
{
|
||
|
||
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
||
return frac( sin( p ) *43758.5453);
|
||
}
|
||
|
||
float voronoi109( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
||
{
|
||
float2 n = floor( v );
|
||
float2 f = frac( v );
|
||
float F1 = 8.0;
|
||
float F2 = 8.0; float2 mg = 0;
|
||
for ( int j = -1; j <= 1; j++ )
|
||
{
|
||
for ( int i = -1; i <= 1; i++ )
|
||
{
|
||
float2 g = float2( i, j );
|
||
float2 o = voronoihash109( n + g );
|
||
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
||
float d = 0.5 * dot( r, r );
|
||
if( d<F1 ) {
|
||
F2 = F1;
|
||
F1 = d; mg = g; mr = r; id = o;
|
||
} else if( d<F2 ) {
|
||
F2 = d;
|
||
|
||
}
|
||
}
|
||
}
|
||
return F1;
|
||
}
|
||
|
||
float SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD(float2 uv)
|
||
{
|
||
#if defined(REQUIRE_DEPTH_TEXTURE)
|
||
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
|
||
float rawDepth = SAMPLE_TEXTURE2D_ARRAY_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, unity_StereoEyeIndex, 0).r;
|
||
#else
|
||
float rawDepth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, 0);
|
||
#endif
|
||
return rawDepth;
|
||
#endif // REQUIRE_DEPTH_TEXTURE
|
||
return 0;
|
||
}
|
||
|
||
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
||
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
||
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
|
||
float snoise( float2 v )
|
||
{
|
||
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
|
||
float2 i = floor( v + dot( v, C.yy ) );
|
||
float2 x0 = v - i + dot( i, C.xx );
|
||
float2 i1;
|
||
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
|
||
float4 x12 = x0.xyxy + C.xxzz;
|
||
x12.xy -= i1;
|
||
i = mod2D289( i );
|
||
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
|
||
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
|
||
m = m * m;
|
||
m = m * m;
|
||
float3 x = 2.0 * frac( p * C.www ) - 1.0;
|
||
float3 h = abs( x ) - 0.5;
|
||
float3 ox = floor( x + 0.5 );
|
||
float3 a0 = x - ox;
|
||
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
|
||
float3 g;
|
||
g.x = a0.x * x0.x + h.x * x0.y;
|
||
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
||
return 130.0 * dot( m, g );
|
||
}
|
||
|
||
float3 PerturbNormal107_g1( float3 surf_pos, float3 surf_norm, float height, float scale )
|
||
{
|
||
// "Bump Mapping Unparametrized Surfaces on the GPU" by Morten S. Mikkelsen
|
||
float3 vSigmaS = ddx( surf_pos );
|
||
float3 vSigmaT = ddy( surf_pos );
|
||
float3 vN = surf_norm;
|
||
float3 vR1 = cross( vSigmaT , vN );
|
||
float3 vR2 = cross( vN , vSigmaS );
|
||
float fDet = dot( vSigmaS , vR1 );
|
||
float dBs = ddx( height );
|
||
float dBt = ddy( height );
|
||
float3 vSurfGrad = scale * 0.05 * sign( fDet ) * ( dBs * vR1 + dBt * vR2 );
|
||
return normalize ( abs( fDet ) * vN - vSurfGrad );
|
||
}
|
||
|
||
|
||
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 );
|
||
|
||
float mulTime124 = _TimeParameters.x * _WaveSmallSpeed;
|
||
float time130 = mulTime124;
|
||
float2 voronoiSmoothId130 = 0;
|
||
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
|
||
float2 coords130 = (ase_worldPos).xz * _WaveSmallScale;
|
||
float2 id130 = 0;
|
||
float2 uv130 = 0;
|
||
float voroi130 = voronoi130( coords130, time130, id130, uv130, 0, voronoiSmoothId130 );
|
||
float mulTime112 = _TimeParameters.x * _WaveBigSpeed;
|
||
float time109 = mulTime112;
|
||
float2 voronoiSmoothId109 = 0;
|
||
float2 coords109 = (ase_worldPos).xz * _WaveBigScale;
|
||
float2 id109 = 0;
|
||
float2 uv109 = 0;
|
||
float voroi109 = voronoi109( coords109, time109, id109, uv109, 0, voronoiSmoothId109 );
|
||
float temp_output_314_0 = max( voroi130 , voroi109 );
|
||
float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz);
|
||
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
||
float4 ase_screenPosNorm = screenPos / screenPos.w;
|
||
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
||
float screenDepth317 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD( ase_screenPosNorm.xy ),_ZBufferParams);
|
||
float distanceDepth317 = abs( ( screenDepth317 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 5.0 ) );
|
||
float lerpResult319 = lerp( 0.0 , ( temp_output_314_0 * _DisplacementAmount ) , saturate( distanceDepth317 ));
|
||
float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS);
|
||
|
||
o.ase_texcoord2 = screenPos;
|
||
o.ase_texcoord3.xyz = ase_worldNormal;
|
||
float3 ase_worldTangent = TransformObjectToWorldDir(v.ase_tangent.xyz);
|
||
o.ase_texcoord4.xyz = ase_worldTangent;
|
||
float ase_vertexTangentSign = v.ase_tangent.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 );
|
||
float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign;
|
||
o.ase_texcoord5.xyz = ase_worldBitangent;
|
||
|
||
|
||
//setting value to unused interpolator channels and avoid initialization warnings
|
||
o.ase_texcoord3.w = 0;
|
||
o.ase_texcoord4.w = 0;
|
||
o.ase_texcoord5.w = 0;
|
||
|
||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
float3 defaultVertexValue = v.positionOS.xyz;
|
||
#else
|
||
float3 defaultVertexValue = float3(0, 0, 0);
|
||
#endif
|
||
|
||
float3 vertexValue = ( ( lerpResult319 * ase_worldNormal.y ) * v.normalOS );
|
||
|
||
#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;
|
||
float4 ase_tangent : 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.ase_tangent = v.ase_tangent;
|
||
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.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
|
||
#if defined(ASE_PHONG_TESSELLATION)
|
||
float3 pp[3];
|
||
for (int i = 0; i < 3; ++i)
|
||
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
|
||
float phongStrength = _TessPhongStrength;
|
||
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
||
#endif
|
||
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||
return VertexFunction(o);
|
||
}
|
||
#else
|
||
VertexOutput vert ( VertexInput v )
|
||
{
|
||
return VertexFunction( v );
|
||
}
|
||
#endif
|
||
|
||
half4 frag(VertexOutput IN ) : SV_TARGET
|
||
{
|
||
UNITY_SETUP_INSTANCE_ID( IN );
|
||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
||
|
||
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
float3 WorldPosition = IN.positionWS;
|
||
#endif
|
||
|
||
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
||
|
||
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||
ShadowCoords = IN.shadowCoord;
|
||
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
||
#endif
|
||
#endif
|
||
|
||
float4 screenPos = IN.ase_texcoord2;
|
||
float4 ase_screenPosNorm = screenPos / screenPos.w;
|
||
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
||
float3 surf_pos107_g1 = WorldPosition;
|
||
float3 ase_worldNormal = IN.ase_texcoord3.xyz;
|
||
float3 surf_norm107_g1 = ase_worldNormal;
|
||
float2 panner322 = ( _TimeParameters.x * ( _RefractionSpeed * _RefractionDirection ) + ( (WorldPosition).xz * _RefractionTillingNoise ));
|
||
float simplePerlin2D275 = snoise( panner322*_RefractionScale );
|
||
simplePerlin2D275 = simplePerlin2D275*0.5 + 0.5;
|
||
float height107_g1 = simplePerlin2D275;
|
||
float scale107_g1 = 1.0;
|
||
float3 localPerturbNormal107_g1 = PerturbNormal107_g1( surf_pos107_g1 , surf_norm107_g1 , height107_g1 , scale107_g1 );
|
||
float3 ase_worldTangent = IN.ase_texcoord4.xyz;
|
||
float3 ase_worldBitangent = IN.ase_texcoord5.xyz;
|
||
float3x3 ase_worldToTangent = float3x3(ase_worldTangent,ase_worldBitangent,ase_worldNormal);
|
||
float3 worldToTangentDir42_g1 = mul( ase_worldToTangent, localPerturbNormal107_g1);
|
||
float4 fetchOpaqueVal27 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ( float3( (ase_screenPosNorm).xy , 0.0 ) + ( worldToTangentDir42_g1 * _RefractionStr ) ).xy ), 1.0 );
|
||
float4 Refraction77 = fetchOpaqueVal27;
|
||
float eyeDepth182 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
||
float temp_output_181_0 = saturate( ( ( eyeDepth182 - screenPos.w ) / _Depth ) );
|
||
float4 lerpResult277 = lerp( _ColorSurface , _ColorDepth , temp_output_181_0);
|
||
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
|
||
ase_worldViewDir = normalize(ase_worldViewDir);
|
||
float fresnelNdotV262 = dot( ase_worldNormal, ase_worldViewDir );
|
||
float fresnelNode262 = ( _FresnelBias + _FresnelScale * pow( 1.0 - fresnelNdotV262, _FresnelPower ) );
|
||
float4 lerpResult282 = lerp( Refraction77 , ( lerpResult277 + fresnelNode262 ) , saturate( ( temp_output_181_0 * _DepthMultiply ) ));
|
||
float4 temp_cast_2 = (1.0).xxxx;
|
||
float screenDepth247 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
||
float distanceDepth247 = abs( ( screenDepth247 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 1.0 ) );
|
||
float simplePerlin2D245 = snoise( (WorldPosition).xz*_ShoreWaveScale );
|
||
simplePerlin2D245 = simplePerlin2D245*0.5 + 0.5;
|
||
float screenDepth249 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
||
float distanceDepth249 = abs( ( screenDepth249 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 1.0 ) );
|
||
float clampResult248 = clamp( ( sin( ( ( 1.0 - ( distanceDepth247 / _ShoreWaveWidth ) ) + ( _TimeParameters.x * _ShoreWaveSpeed ) ) ) + simplePerlin2D245 ) , 0.0 , ( 1.0 - ( distanceDepth249 / _ShoreWidth ) ) );
|
||
float screenDepth97 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
||
float distanceDepth97 = abs( ( screenDepth97 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _FoamWidth ) );
|
||
float2 temp_output_104_0 = (WorldPosition).xz;
|
||
float2 temp_cast_3 = (_FoamDistortionSpeed).xx;
|
||
float2 panner105 = ( 0.2 * _Time.y * temp_cast_3 + temp_output_104_0);
|
||
float simplePerlin2D290 = snoise( panner105*_FoamDistortionScale );
|
||
simplePerlin2D290 = simplePerlin2D290*0.5 + 0.5;
|
||
float simplePerlin2D100 = snoise( ( temp_output_104_0 + ( simplePerlin2D290 * _FoamDistortionAmount ) )*_FoamScale );
|
||
simplePerlin2D100 = simplePerlin2D100*0.5 + 0.5;
|
||
float4 lerpResult265 = lerp( lerpResult282 , temp_cast_2 , saturate( max( step( ( 1.0 - clampResult248 ) , 0.9 ) , saturate( step( distanceDepth97 , simplePerlin2D100 ) ) ) ));
|
||
float4 temp_cast_4 = (1.0).xxxx;
|
||
float mulTime124 = _TimeParameters.x * _WaveSmallSpeed;
|
||
float time130 = mulTime124;
|
||
float2 voronoiSmoothId130 = 0;
|
||
float2 coords130 = (WorldPosition).xz * _WaveSmallScale;
|
||
float2 id130 = 0;
|
||
float2 uv130 = 0;
|
||
float voroi130 = voronoi130( coords130, time130, id130, uv130, 0, voronoiSmoothId130 );
|
||
float mulTime112 = _TimeParameters.x * _WaveBigSpeed;
|
||
float time109 = mulTime112;
|
||
float2 voronoiSmoothId109 = 0;
|
||
float2 coords109 = (WorldPosition).xz * _WaveBigScale;
|
||
float2 id109 = 0;
|
||
float2 uv109 = 0;
|
||
float voroi109 = voronoi109( coords109, time109, id109, uv109, 0, voronoiSmoothId109 );
|
||
float4 lerpResult307 = lerp( lerpResult265 , temp_cast_4 , saturate( ( ( pow( voroi130 , _WaveSmallPower ) + pow( voroi109 , _WaveBigPower ) ) * _WavesMultiply ) ));
|
||
|
||
float screenDepth81 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
||
float distanceDepth81 = abs( ( screenDepth81 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 0.2 ) );
|
||
|
||
|
||
float3 BaseColor = lerpResult307.rgb;
|
||
float Alpha = saturate( distanceDepth81 );
|
||
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 _SURFACE_TYPE_TRANSPARENT 1
|
||
#define ASE_TESSELLATION 1
|
||
#pragma require tessellation tessHW
|
||
#pragma hull HullFunction
|
||
#pragma domain DomainFunction
|
||
#define ASE_LENGTH_CULL_TESSELLATION
|
||
#define _NORMALMAP 1
|
||
#define ASE_SRP_VERSION 140009
|
||
#define REQUIRE_DEPTH_TEXTURE 1
|
||
|
||
|
||
#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
|
||
|
||
#define ASE_NEEDS_VERT_NORMAL
|
||
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
||
#define ASE_NEEDS_FRAG_WORLD_NORMAL
|
||
#define ASE_NEEDS_FRAG_WORLD_TANGENT
|
||
#define ASE_NEEDS_VERT_TANGENT
|
||
#define ASE_NEEDS_FRAG_SCREEN_POSITION
|
||
|
||
|
||
#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
|
||
float4 ase_texcoord5 : TEXCOORD5;
|
||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
UNITY_VERTEX_OUTPUT_STEREO
|
||
};
|
||
|
||
CBUFFER_START(UnityPerMaterial)
|
||
float4 _ColorDepth;
|
||
float4 _ColorSurface;
|
||
float2 _RefractionDirection;
|
||
float2 _RefractionTillingNoise;
|
||
float _WaveSmallScale;
|
||
float _ShoreWidth;
|
||
float _FoamWidth;
|
||
float _FoamDistortionSpeed;
|
||
float _FoamDistortionScale;
|
||
float _FoamDistortionAmount;
|
||
float _FoamScale;
|
||
float _WaveSmallPower;
|
||
float _WaveBigPower;
|
||
float _WavesMultiply;
|
||
float _WavesNormalStr;
|
||
float _ShoreWaveScale;
|
||
float _ShoreWaveSpeed;
|
||
float _FresnelPower;
|
||
float _DepthMultiply;
|
||
float _Metallic;
|
||
float _FresnelScale;
|
||
float _FresnelBias;
|
||
float _Depth;
|
||
float _RefractionStr;
|
||
float _RefractionScale;
|
||
float _RefractionSpeed;
|
||
float _DisplacementAmount;
|
||
float _WaveBigSpeed;
|
||
float _WaveBigScale;
|
||
float _WaveSmallSpeed;
|
||
float _ShoreWaveWidth;
|
||
float _Smoothness;
|
||
#ifdef ASE_TRANSMISSION
|
||
float _TransmissionShadow;
|
||
#endif
|
||
#ifdef ASE_TRANSLUCENCY
|
||
float _TransStrength;
|
||
float _TransNormal;
|
||
float _TransScattering;
|
||
float _TransDirect;
|
||
float _TransAmbient;
|
||
float _TransShadow;
|
||
#endif
|
||
#ifdef ASE_TESSELLATION
|
||
float _TessPhongStrength;
|
||
float _TessValue;
|
||
float _TessMin;
|
||
float _TessMax;
|
||
float _TessEdgeLength;
|
||
float _TessMaxDisp;
|
||
#endif
|
||
CBUFFER_END
|
||
|
||
#ifdef SCENEPICKINGPASS
|
||
float4 _SelectionID;
|
||
#endif
|
||
|
||
#ifdef SCENESELECTIONPASS
|
||
int _ObjectId;
|
||
int _PassValue;
|
||
#endif
|
||
|
||
uniform float4 _CameraDepthTexture_TexelSize;
|
||
|
||
|
||
float2 voronoihash130( float2 p )
|
||
{
|
||
|
||
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
||
return frac( sin( p ) *43758.5453);
|
||
}
|
||
|
||
float voronoi130( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
||
{
|
||
float2 n = floor( v );
|
||
float2 f = frac( v );
|
||
float F1 = 8.0;
|
||
float F2 = 8.0; float2 mg = 0;
|
||
for ( int j = -1; j <= 1; j++ )
|
||
{
|
||
for ( int i = -1; i <= 1; i++ )
|
||
{
|
||
float2 g = float2( i, j );
|
||
float2 o = voronoihash130( n + g );
|
||
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
||
float d = 0.5 * dot( r, r );
|
||
if( d<F1 ) {
|
||
F2 = F1;
|
||
F1 = d; mg = g; mr = r; id = o;
|
||
} else if( d<F2 ) {
|
||
F2 = d;
|
||
|
||
}
|
||
}
|
||
}
|
||
return F1;
|
||
}
|
||
|
||
float2 voronoihash109( float2 p )
|
||
{
|
||
|
||
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
||
return frac( sin( p ) *43758.5453);
|
||
}
|
||
|
||
float voronoi109( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
||
{
|
||
float2 n = floor( v );
|
||
float2 f = frac( v );
|
||
float F1 = 8.0;
|
||
float F2 = 8.0; float2 mg = 0;
|
||
for ( int j = -1; j <= 1; j++ )
|
||
{
|
||
for ( int i = -1; i <= 1; i++ )
|
||
{
|
||
float2 g = float2( i, j );
|
||
float2 o = voronoihash109( n + g );
|
||
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
||
float d = 0.5 * dot( r, r );
|
||
if( d<F1 ) {
|
||
F2 = F1;
|
||
F1 = d; mg = g; mr = r; id = o;
|
||
} else if( d<F2 ) {
|
||
F2 = d;
|
||
|
||
}
|
||
}
|
||
}
|
||
return F1;
|
||
}
|
||
|
||
float SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD(float2 uv)
|
||
{
|
||
#if defined(REQUIRE_DEPTH_TEXTURE)
|
||
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
|
||
float rawDepth = SAMPLE_TEXTURE2D_ARRAY_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, unity_StereoEyeIndex, 0).r;
|
||
#else
|
||
float rawDepth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, 0);
|
||
#endif
|
||
return rawDepth;
|
||
#endif // REQUIRE_DEPTH_TEXTURE
|
||
return 0;
|
||
}
|
||
|
||
float3 PerturbNormal107_g6( float3 surf_pos, float3 surf_norm, float height, float scale )
|
||
{
|
||
// "Bump Mapping Unparametrized Surfaces on the GPU" by Morten S. Mikkelsen
|
||
float3 vSigmaS = ddx( surf_pos );
|
||
float3 vSigmaT = ddy( surf_pos );
|
||
float3 vN = surf_norm;
|
||
float3 vR1 = cross( vSigmaT , vN );
|
||
float3 vR2 = cross( vN , vSigmaS );
|
||
float fDet = dot( vSigmaS , vR1 );
|
||
float dBs = ddx( height );
|
||
float dBt = ddy( height );
|
||
float3 vSurfGrad = scale * 0.05 * sign( fDet ) * ( dBs * vR1 + dBt * vR2 );
|
||
return normalize ( abs( fDet ) * vN - vSurfGrad );
|
||
}
|
||
|
||
|
||
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);
|
||
|
||
float mulTime124 = _TimeParameters.x * _WaveSmallSpeed;
|
||
float time130 = mulTime124;
|
||
float2 voronoiSmoothId130 = 0;
|
||
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
|
||
float2 coords130 = (ase_worldPos).xz * _WaveSmallScale;
|
||
float2 id130 = 0;
|
||
float2 uv130 = 0;
|
||
float voroi130 = voronoi130( coords130, time130, id130, uv130, 0, voronoiSmoothId130 );
|
||
float mulTime112 = _TimeParameters.x * _WaveBigSpeed;
|
||
float time109 = mulTime112;
|
||
float2 voronoiSmoothId109 = 0;
|
||
float2 coords109 = (ase_worldPos).xz * _WaveBigScale;
|
||
float2 id109 = 0;
|
||
float2 uv109 = 0;
|
||
float voroi109 = voronoi109( coords109, time109, id109, uv109, 0, voronoiSmoothId109 );
|
||
float temp_output_314_0 = max( voroi130 , voroi109 );
|
||
float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz);
|
||
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
||
float4 ase_screenPosNorm = screenPos / screenPos.w;
|
||
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
||
float screenDepth317 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD( ase_screenPosNorm.xy ),_ZBufferParams);
|
||
float distanceDepth317 = abs( ( screenDepth317 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 5.0 ) );
|
||
float lerpResult319 = lerp( 0.0 , ( temp_output_314_0 * _DisplacementAmount ) , saturate( distanceDepth317 ));
|
||
float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS);
|
||
|
||
float3 ase_worldTangent = TransformObjectToWorldDir(v.tangentOS.xyz);
|
||
float ase_vertexTangentSign = v.tangentOS.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 );
|
||
float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign;
|
||
o.ase_texcoord5.xyz = ase_worldBitangent;
|
||
|
||
|
||
//setting value to unused interpolator channels and avoid initialization warnings
|
||
o.ase_texcoord5.w = 0;
|
||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
float3 defaultVertexValue = v.positionOS.xyz;
|
||
#else
|
||
float3 defaultVertexValue = float3(0, 0, 0);
|
||
#endif
|
||
|
||
float3 vertexValue = ( ( lerpResult319 * ase_worldNormal.y ) * v.normalOS );
|
||
|
||
#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 surf_pos107_g6 = WorldPosition;
|
||
float3 surf_norm107_g6 = WorldNormal;
|
||
float mulTime124 = _TimeParameters.x * _WaveSmallSpeed;
|
||
float time130 = mulTime124;
|
||
float2 voronoiSmoothId130 = 0;
|
||
float2 coords130 = (WorldPosition).xz * _WaveSmallScale;
|
||
float2 id130 = 0;
|
||
float2 uv130 = 0;
|
||
float voroi130 = voronoi130( coords130, time130, id130, uv130, 0, voronoiSmoothId130 );
|
||
float mulTime112 = _TimeParameters.x * _WaveBigSpeed;
|
||
float time109 = mulTime112;
|
||
float2 voronoiSmoothId109 = 0;
|
||
float2 coords109 = (WorldPosition).xz * _WaveBigScale;
|
||
float2 id109 = 0;
|
||
float2 uv109 = 0;
|
||
float voroi109 = voronoi109( coords109, time109, id109, uv109, 0, voronoiSmoothId109 );
|
||
float temp_output_314_0 = max( voroi130 , voroi109 );
|
||
float height107_g6 = temp_output_314_0;
|
||
float scale107_g6 = _WavesNormalStr;
|
||
float3 localPerturbNormal107_g6 = PerturbNormal107_g6( surf_pos107_g6 , surf_norm107_g6 , height107_g6 , scale107_g6 );
|
||
float3 ase_worldBitangent = IN.ase_texcoord5.xyz;
|
||
float3x3 ase_worldToTangent = float3x3(WorldTangent.xyz,ase_worldBitangent,WorldNormal);
|
||
float3 worldToTangentDir42_g6 = mul( ase_worldToTangent, localPerturbNormal107_g6);
|
||
|
||
float4 ase_screenPosNorm = ScreenPos / ScreenPos.w;
|
||
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
||
float screenDepth81 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
||
float distanceDepth81 = abs( ( screenDepth81 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 0.2 ) );
|
||
|
||
|
||
float3 Normal = worldToTangentDir42_g6;
|
||
float Alpha = saturate( distanceDepth81 );
|
||
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 SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
|
||
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 _SURFACE_TYPE_TRANSPARENT 1
|
||
#define ASE_TESSELLATION 1
|
||
#pragma require tessellation tessHW
|
||
#pragma hull HullFunction
|
||
#pragma domain DomainFunction
|
||
#define ASE_LENGTH_CULL_TESSELLATION
|
||
#define _NORMALMAP 1
|
||
#define ASE_SRP_VERSION 140009
|
||
#define REQUIRE_DEPTH_TEXTURE 1
|
||
#define REQUIRE_OPAQUE_TEXTURE 1
|
||
|
||
|
||
#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_VERT_NORMAL
|
||
#define ASE_NEEDS_FRAG_SCREEN_POSITION
|
||
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
||
#define ASE_NEEDS_FRAG_WORLD_NORMAL
|
||
#define ASE_NEEDS_FRAG_WORLD_TANGENT
|
||
#define ASE_NEEDS_FRAG_WORLD_BITANGENT
|
||
#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
|
||
|
||
|
||
#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
|
||
|
||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
UNITY_VERTEX_OUTPUT_STEREO
|
||
};
|
||
|
||
CBUFFER_START(UnityPerMaterial)
|
||
float4 _ColorDepth;
|
||
float4 _ColorSurface;
|
||
float2 _RefractionDirection;
|
||
float2 _RefractionTillingNoise;
|
||
float _WaveSmallScale;
|
||
float _ShoreWidth;
|
||
float _FoamWidth;
|
||
float _FoamDistortionSpeed;
|
||
float _FoamDistortionScale;
|
||
float _FoamDistortionAmount;
|
||
float _FoamScale;
|
||
float _WaveSmallPower;
|
||
float _WaveBigPower;
|
||
float _WavesMultiply;
|
||
float _WavesNormalStr;
|
||
float _ShoreWaveScale;
|
||
float _ShoreWaveSpeed;
|
||
float _FresnelPower;
|
||
float _DepthMultiply;
|
||
float _Metallic;
|
||
float _FresnelScale;
|
||
float _FresnelBias;
|
||
float _Depth;
|
||
float _RefractionStr;
|
||
float _RefractionScale;
|
||
float _RefractionSpeed;
|
||
float _DisplacementAmount;
|
||
float _WaveBigSpeed;
|
||
float _WaveBigScale;
|
||
float _WaveSmallSpeed;
|
||
float _ShoreWaveWidth;
|
||
float _Smoothness;
|
||
#ifdef ASE_TRANSMISSION
|
||
float _TransmissionShadow;
|
||
#endif
|
||
#ifdef ASE_TRANSLUCENCY
|
||
float _TransStrength;
|
||
float _TransNormal;
|
||
float _TransScattering;
|
||
float _TransDirect;
|
||
float _TransAmbient;
|
||
float _TransShadow;
|
||
#endif
|
||
#ifdef ASE_TESSELLATION
|
||
float _TessPhongStrength;
|
||
float _TessValue;
|
||
float _TessMin;
|
||
float _TessMax;
|
||
float _TessEdgeLength;
|
||
float _TessMaxDisp;
|
||
#endif
|
||
CBUFFER_END
|
||
|
||
#ifdef SCENEPICKINGPASS
|
||
float4 _SelectionID;
|
||
#endif
|
||
|
||
#ifdef SCENESELECTIONPASS
|
||
int _ObjectId;
|
||
int _PassValue;
|
||
#endif
|
||
|
||
uniform float4 _CameraDepthTexture_TexelSize;
|
||
|
||
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
|
||
|
||
float2 voronoihash130( float2 p )
|
||
{
|
||
|
||
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
||
return frac( sin( p ) *43758.5453);
|
||
}
|
||
|
||
float voronoi130( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
||
{
|
||
float2 n = floor( v );
|
||
float2 f = frac( v );
|
||
float F1 = 8.0;
|
||
float F2 = 8.0; float2 mg = 0;
|
||
for ( int j = -1; j <= 1; j++ )
|
||
{
|
||
for ( int i = -1; i <= 1; i++ )
|
||
{
|
||
float2 g = float2( i, j );
|
||
float2 o = voronoihash130( n + g );
|
||
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
||
float d = 0.5 * dot( r, r );
|
||
if( d<F1 ) {
|
||
F2 = F1;
|
||
F1 = d; mg = g; mr = r; id = o;
|
||
} else if( d<F2 ) {
|
||
F2 = d;
|
||
|
||
}
|
||
}
|
||
}
|
||
return F1;
|
||
}
|
||
|
||
float2 voronoihash109( float2 p )
|
||
{
|
||
|
||
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
||
return frac( sin( p ) *43758.5453);
|
||
}
|
||
|
||
float voronoi109( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
||
{
|
||
float2 n = floor( v );
|
||
float2 f = frac( v );
|
||
float F1 = 8.0;
|
||
float F2 = 8.0; float2 mg = 0;
|
||
for ( int j = -1; j <= 1; j++ )
|
||
{
|
||
for ( int i = -1; i <= 1; i++ )
|
||
{
|
||
float2 g = float2( i, j );
|
||
float2 o = voronoihash109( n + g );
|
||
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
||
float d = 0.5 * dot( r, r );
|
||
if( d<F1 ) {
|
||
F2 = F1;
|
||
F1 = d; mg = g; mr = r; id = o;
|
||
} else if( d<F2 ) {
|
||
F2 = d;
|
||
|
||
}
|
||
}
|
||
}
|
||
return F1;
|
||
}
|
||
|
||
float SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD(float2 uv)
|
||
{
|
||
#if defined(REQUIRE_DEPTH_TEXTURE)
|
||
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
|
||
float rawDepth = SAMPLE_TEXTURE2D_ARRAY_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, unity_StereoEyeIndex, 0).r;
|
||
#else
|
||
float rawDepth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, 0);
|
||
#endif
|
||
return rawDepth;
|
||
#endif // REQUIRE_DEPTH_TEXTURE
|
||
return 0;
|
||
}
|
||
|
||
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
||
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
||
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
|
||
float snoise( float2 v )
|
||
{
|
||
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
|
||
float2 i = floor( v + dot( v, C.yy ) );
|
||
float2 x0 = v - i + dot( i, C.xx );
|
||
float2 i1;
|
||
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
|
||
float4 x12 = x0.xyxy + C.xxzz;
|
||
x12.xy -= i1;
|
||
i = mod2D289( i );
|
||
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
|
||
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
|
||
m = m * m;
|
||
m = m * m;
|
||
float3 x = 2.0 * frac( p * C.www ) - 1.0;
|
||
float3 h = abs( x ) - 0.5;
|
||
float3 ox = floor( x + 0.5 );
|
||
float3 a0 = x - ox;
|
||
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
|
||
float3 g;
|
||
g.x = a0.x * x0.x + h.x * x0.y;
|
||
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
||
return 130.0 * dot( m, g );
|
||
}
|
||
|
||
float3 PerturbNormal107_g1( float3 surf_pos, float3 surf_norm, float height, float scale )
|
||
{
|
||
// "Bump Mapping Unparametrized Surfaces on the GPU" by Morten S. Mikkelsen
|
||
float3 vSigmaS = ddx( surf_pos );
|
||
float3 vSigmaT = ddy( surf_pos );
|
||
float3 vN = surf_norm;
|
||
float3 vR1 = cross( vSigmaT , vN );
|
||
float3 vR2 = cross( vN , vSigmaS );
|
||
float fDet = dot( vSigmaS , vR1 );
|
||
float dBs = ddx( height );
|
||
float dBt = ddy( height );
|
||
float3 vSurfGrad = scale * 0.05 * sign( fDet ) * ( dBs * vR1 + dBt * vR2 );
|
||
return normalize ( abs( fDet ) * vN - vSurfGrad );
|
||
}
|
||
|
||
float3 PerturbNormal107_g6( float3 surf_pos, float3 surf_norm, float height, float scale )
|
||
{
|
||
// "Bump Mapping Unparametrized Surfaces on the GPU" by Morten S. Mikkelsen
|
||
float3 vSigmaS = ddx( surf_pos );
|
||
float3 vSigmaT = ddy( surf_pos );
|
||
float3 vN = surf_norm;
|
||
float3 vR1 = cross( vSigmaT , vN );
|
||
float3 vR2 = cross( vN , vSigmaS );
|
||
float fDet = dot( vSigmaS , vR1 );
|
||
float dBs = ddx( height );
|
||
float dBt = ddy( height );
|
||
float3 vSurfGrad = scale * 0.05 * sign( fDet ) * ( dBs * vR1 + dBt * vR2 );
|
||
return normalize ( abs( fDet ) * vN - vSurfGrad );
|
||
}
|
||
|
||
|
||
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);
|
||
|
||
float mulTime124 = _TimeParameters.x * _WaveSmallSpeed;
|
||
float time130 = mulTime124;
|
||
float2 voronoiSmoothId130 = 0;
|
||
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
|
||
float2 coords130 = (ase_worldPos).xz * _WaveSmallScale;
|
||
float2 id130 = 0;
|
||
float2 uv130 = 0;
|
||
float voroi130 = voronoi130( coords130, time130, id130, uv130, 0, voronoiSmoothId130 );
|
||
float mulTime112 = _TimeParameters.x * _WaveBigSpeed;
|
||
float time109 = mulTime112;
|
||
float2 voronoiSmoothId109 = 0;
|
||
float2 coords109 = (ase_worldPos).xz * _WaveBigScale;
|
||
float2 id109 = 0;
|
||
float2 uv109 = 0;
|
||
float voroi109 = voronoi109( coords109, time109, id109, uv109, 0, voronoiSmoothId109 );
|
||
float temp_output_314_0 = max( voroi130 , voroi109 );
|
||
float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz);
|
||
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
||
float4 ase_screenPosNorm = screenPos / screenPos.w;
|
||
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
||
float screenDepth317 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD( ase_screenPosNorm.xy ),_ZBufferParams);
|
||
float distanceDepth317 = abs( ( screenDepth317 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 5.0 ) );
|
||
float lerpResult319 = lerp( 0.0 , ( temp_output_314_0 * _DisplacementAmount ) , saturate( distanceDepth317 ));
|
||
float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS);
|
||
|
||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
float3 defaultVertexValue = v.positionOS.xyz;
|
||
#else
|
||
float3 defaultVertexValue = float3(0, 0, 0);
|
||
#endif
|
||
|
||
float3 vertexValue = ( ( lerpResult319 * ase_worldNormal.y ) * v.normalOS );
|
||
|
||
#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 );
|
||
|
||
float4 ase_screenPosNorm = ScreenPos / ScreenPos.w;
|
||
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
||
float3 surf_pos107_g1 = WorldPosition;
|
||
float3 surf_norm107_g1 = WorldNormal;
|
||
float2 panner322 = ( _TimeParameters.x * ( _RefractionSpeed * _RefractionDirection ) + ( (WorldPosition).xz * _RefractionTillingNoise ));
|
||
float simplePerlin2D275 = snoise( panner322*_RefractionScale );
|
||
simplePerlin2D275 = simplePerlin2D275*0.5 + 0.5;
|
||
float height107_g1 = simplePerlin2D275;
|
||
float scale107_g1 = 1.0;
|
||
float3 localPerturbNormal107_g1 = PerturbNormal107_g1( surf_pos107_g1 , surf_norm107_g1 , height107_g1 , scale107_g1 );
|
||
float3x3 ase_worldToTangent = float3x3(WorldTangent,WorldBiTangent,WorldNormal);
|
||
float3 worldToTangentDir42_g1 = mul( ase_worldToTangent, localPerturbNormal107_g1);
|
||
float4 fetchOpaqueVal27 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ( float3( (ase_screenPosNorm).xy , 0.0 ) + ( worldToTangentDir42_g1 * _RefractionStr ) ).xy ), 1.0 );
|
||
float4 Refraction77 = fetchOpaqueVal27;
|
||
float eyeDepth182 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
||
float temp_output_181_0 = saturate( ( ( eyeDepth182 - ScreenPos.w ) / _Depth ) );
|
||
float4 lerpResult277 = lerp( _ColorSurface , _ColorDepth , temp_output_181_0);
|
||
float fresnelNdotV262 = dot( WorldNormal, WorldViewDirection );
|
||
float fresnelNode262 = ( _FresnelBias + _FresnelScale * pow( 1.0 - fresnelNdotV262, _FresnelPower ) );
|
||
float4 lerpResult282 = lerp( Refraction77 , ( lerpResult277 + fresnelNode262 ) , saturate( ( temp_output_181_0 * _DepthMultiply ) ));
|
||
float4 temp_cast_2 = (1.0).xxxx;
|
||
float screenDepth247 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
||
float distanceDepth247 = abs( ( screenDepth247 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 1.0 ) );
|
||
float simplePerlin2D245 = snoise( (WorldPosition).xz*_ShoreWaveScale );
|
||
simplePerlin2D245 = simplePerlin2D245*0.5 + 0.5;
|
||
float screenDepth249 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
||
float distanceDepth249 = abs( ( screenDepth249 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 1.0 ) );
|
||
float clampResult248 = clamp( ( sin( ( ( 1.0 - ( distanceDepth247 / _ShoreWaveWidth ) ) + ( _TimeParameters.x * _ShoreWaveSpeed ) ) ) + simplePerlin2D245 ) , 0.0 , ( 1.0 - ( distanceDepth249 / _ShoreWidth ) ) );
|
||
float screenDepth97 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
||
float distanceDepth97 = abs( ( screenDepth97 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _FoamWidth ) );
|
||
float2 temp_output_104_0 = (WorldPosition).xz;
|
||
float2 temp_cast_3 = (_FoamDistortionSpeed).xx;
|
||
float2 panner105 = ( 0.2 * _Time.y * temp_cast_3 + temp_output_104_0);
|
||
float simplePerlin2D290 = snoise( panner105*_FoamDistortionScale );
|
||
simplePerlin2D290 = simplePerlin2D290*0.5 + 0.5;
|
||
float simplePerlin2D100 = snoise( ( temp_output_104_0 + ( simplePerlin2D290 * _FoamDistortionAmount ) )*_FoamScale );
|
||
simplePerlin2D100 = simplePerlin2D100*0.5 + 0.5;
|
||
float4 lerpResult265 = lerp( lerpResult282 , temp_cast_2 , saturate( max( step( ( 1.0 - clampResult248 ) , 0.9 ) , saturate( step( distanceDepth97 , simplePerlin2D100 ) ) ) ));
|
||
float4 temp_cast_4 = (1.0).xxxx;
|
||
float mulTime124 = _TimeParameters.x * _WaveSmallSpeed;
|
||
float time130 = mulTime124;
|
||
float2 voronoiSmoothId130 = 0;
|
||
float2 coords130 = (WorldPosition).xz * _WaveSmallScale;
|
||
float2 id130 = 0;
|
||
float2 uv130 = 0;
|
||
float voroi130 = voronoi130( coords130, time130, id130, uv130, 0, voronoiSmoothId130 );
|
||
float mulTime112 = _TimeParameters.x * _WaveBigSpeed;
|
||
float time109 = mulTime112;
|
||
float2 voronoiSmoothId109 = 0;
|
||
float2 coords109 = (WorldPosition).xz * _WaveBigScale;
|
||
float2 id109 = 0;
|
||
float2 uv109 = 0;
|
||
float voroi109 = voronoi109( coords109, time109, id109, uv109, 0, voronoiSmoothId109 );
|
||
float4 lerpResult307 = lerp( lerpResult265 , temp_cast_4 , saturate( ( ( pow( voroi130 , _WaveSmallPower ) + pow( voroi109 , _WaveBigPower ) ) * _WavesMultiply ) ));
|
||
|
||
float3 surf_pos107_g6 = WorldPosition;
|
||
float3 surf_norm107_g6 = WorldNormal;
|
||
float temp_output_314_0 = max( voroi130 , voroi109 );
|
||
float height107_g6 = temp_output_314_0;
|
||
float scale107_g6 = _WavesNormalStr;
|
||
float3 localPerturbNormal107_g6 = PerturbNormal107_g6( surf_pos107_g6 , surf_norm107_g6 , height107_g6 , scale107_g6 );
|
||
float3 worldToTangentDir42_g6 = mul( ase_worldToTangent, localPerturbNormal107_g6);
|
||
|
||
float screenDepth81 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
||
float distanceDepth81 = abs( ( screenDepth81 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 0.2 ) );
|
||
|
||
|
||
float3 BaseColor = lerpResult307.rgb;
|
||
float3 Normal = worldToTangentDir42_g6;
|
||
float3 Emission = 0;
|
||
float3 Specular = 0.5;
|
||
float Metallic = _Metallic;
|
||
float Smoothness = _Smoothness;
|
||
float Occlusion = 1;
|
||
float Alpha = saturate( distanceDepth81 );
|
||
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 _SURFACE_TYPE_TRANSPARENT 1
|
||
#define ASE_TESSELLATION 1
|
||
#pragma require tessellation tessHW
|
||
#pragma hull HullFunction
|
||
#pragma domain DomainFunction
|
||
#define ASE_LENGTH_CULL_TESSELLATION
|
||
#define _NORMALMAP 1
|
||
#define ASE_SRP_VERSION 140009
|
||
#define REQUIRE_DEPTH_TEXTURE 1
|
||
|
||
|
||
#pragma vertex vert
|
||
#pragma fragment frag
|
||
|
||
#define SCENESELECTIONPASS 1
|
||
|
||
#define ATTRIBUTES_NEED_NORMAL
|
||
#define ATTRIBUTES_NEED_TANGENT
|
||
#define SHADERPASS SHADERPASS_DEPTHONLY
|
||
|
||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||
|
||
#define ASE_NEEDS_VERT_NORMAL
|
||
|
||
|
||
struct VertexInput
|
||
{
|
||
float4 positionOS : POSITION;
|
||
float3 normalOS : NORMAL;
|
||
|
||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
};
|
||
|
||
struct VertexOutput
|
||
{
|
||
float4 positionCS : SV_POSITION;
|
||
float4 ase_texcoord : TEXCOORD0;
|
||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
UNITY_VERTEX_OUTPUT_STEREO
|
||
};
|
||
|
||
CBUFFER_START(UnityPerMaterial)
|
||
float4 _ColorDepth;
|
||
float4 _ColorSurface;
|
||
float2 _RefractionDirection;
|
||
float2 _RefractionTillingNoise;
|
||
float _WaveSmallScale;
|
||
float _ShoreWidth;
|
||
float _FoamWidth;
|
||
float _FoamDistortionSpeed;
|
||
float _FoamDistortionScale;
|
||
float _FoamDistortionAmount;
|
||
float _FoamScale;
|
||
float _WaveSmallPower;
|
||
float _WaveBigPower;
|
||
float _WavesMultiply;
|
||
float _WavesNormalStr;
|
||
float _ShoreWaveScale;
|
||
float _ShoreWaveSpeed;
|
||
float _FresnelPower;
|
||
float _DepthMultiply;
|
||
float _Metallic;
|
||
float _FresnelScale;
|
||
float _FresnelBias;
|
||
float _Depth;
|
||
float _RefractionStr;
|
||
float _RefractionScale;
|
||
float _RefractionSpeed;
|
||
float _DisplacementAmount;
|
||
float _WaveBigSpeed;
|
||
float _WaveBigScale;
|
||
float _WaveSmallSpeed;
|
||
float _ShoreWaveWidth;
|
||
float _Smoothness;
|
||
#ifdef ASE_TRANSMISSION
|
||
float _TransmissionShadow;
|
||
#endif
|
||
#ifdef ASE_TRANSLUCENCY
|
||
float _TransStrength;
|
||
float _TransNormal;
|
||
float _TransScattering;
|
||
float _TransDirect;
|
||
float _TransAmbient;
|
||
float _TransShadow;
|
||
#endif
|
||
#ifdef ASE_TESSELLATION
|
||
float _TessPhongStrength;
|
||
float _TessValue;
|
||
float _TessMin;
|
||
float _TessMax;
|
||
float _TessEdgeLength;
|
||
float _TessMaxDisp;
|
||
#endif
|
||
CBUFFER_END
|
||
|
||
#ifdef SCENEPICKINGPASS
|
||
float4 _SelectionID;
|
||
#endif
|
||
|
||
#ifdef SCENESELECTIONPASS
|
||
int _ObjectId;
|
||
int _PassValue;
|
||
#endif
|
||
|
||
uniform float4 _CameraDepthTexture_TexelSize;
|
||
|
||
|
||
float2 voronoihash130( float2 p )
|
||
{
|
||
|
||
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
||
return frac( sin( p ) *43758.5453);
|
||
}
|
||
|
||
float voronoi130( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
||
{
|
||
float2 n = floor( v );
|
||
float2 f = frac( v );
|
||
float F1 = 8.0;
|
||
float F2 = 8.0; float2 mg = 0;
|
||
for ( int j = -1; j <= 1; j++ )
|
||
{
|
||
for ( int i = -1; i <= 1; i++ )
|
||
{
|
||
float2 g = float2( i, j );
|
||
float2 o = voronoihash130( n + g );
|
||
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
||
float d = 0.5 * dot( r, r );
|
||
if( d<F1 ) {
|
||
F2 = F1;
|
||
F1 = d; mg = g; mr = r; id = o;
|
||
} else if( d<F2 ) {
|
||
F2 = d;
|
||
|
||
}
|
||
}
|
||
}
|
||
return F1;
|
||
}
|
||
|
||
float2 voronoihash109( float2 p )
|
||
{
|
||
|
||
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
||
return frac( sin( p ) *43758.5453);
|
||
}
|
||
|
||
float voronoi109( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
||
{
|
||
float2 n = floor( v );
|
||
float2 f = frac( v );
|
||
float F1 = 8.0;
|
||
float F2 = 8.0; float2 mg = 0;
|
||
for ( int j = -1; j <= 1; j++ )
|
||
{
|
||
for ( int i = -1; i <= 1; i++ )
|
||
{
|
||
float2 g = float2( i, j );
|
||
float2 o = voronoihash109( n + g );
|
||
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
||
float d = 0.5 * dot( r, r );
|
||
if( d<F1 ) {
|
||
F2 = F1;
|
||
F1 = d; mg = g; mr = r; id = o;
|
||
} else if( d<F2 ) {
|
||
F2 = d;
|
||
|
||
}
|
||
}
|
||
}
|
||
return F1;
|
||
}
|
||
|
||
float SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD(float2 uv)
|
||
{
|
||
#if defined(REQUIRE_DEPTH_TEXTURE)
|
||
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
|
||
float rawDepth = SAMPLE_TEXTURE2D_ARRAY_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, unity_StereoEyeIndex, 0).r;
|
||
#else
|
||
float rawDepth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, 0);
|
||
#endif
|
||
return rawDepth;
|
||
#endif // REQUIRE_DEPTH_TEXTURE
|
||
return 0;
|
||
}
|
||
|
||
|
||
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);
|
||
|
||
float mulTime124 = _TimeParameters.x * _WaveSmallSpeed;
|
||
float time130 = mulTime124;
|
||
float2 voronoiSmoothId130 = 0;
|
||
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
|
||
float2 coords130 = (ase_worldPos).xz * _WaveSmallScale;
|
||
float2 id130 = 0;
|
||
float2 uv130 = 0;
|
||
float voroi130 = voronoi130( coords130, time130, id130, uv130, 0, voronoiSmoothId130 );
|
||
float mulTime112 = _TimeParameters.x * _WaveBigSpeed;
|
||
float time109 = mulTime112;
|
||
float2 voronoiSmoothId109 = 0;
|
||
float2 coords109 = (ase_worldPos).xz * _WaveBigScale;
|
||
float2 id109 = 0;
|
||
float2 uv109 = 0;
|
||
float voroi109 = voronoi109( coords109, time109, id109, uv109, 0, voronoiSmoothId109 );
|
||
float temp_output_314_0 = max( voroi130 , voroi109 );
|
||
float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz);
|
||
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
||
float4 ase_screenPosNorm = screenPos / screenPos.w;
|
||
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
||
float screenDepth317 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD( ase_screenPosNorm.xy ),_ZBufferParams);
|
||
float distanceDepth317 = abs( ( screenDepth317 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 5.0 ) );
|
||
float lerpResult319 = lerp( 0.0 , ( temp_output_314_0 * _DisplacementAmount ) , saturate( distanceDepth317 ));
|
||
float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS);
|
||
|
||
o.ase_texcoord = screenPos;
|
||
|
||
|
||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
float3 defaultVertexValue = v.positionOS.xyz;
|
||
#else
|
||
float3 defaultVertexValue = float3(0, 0, 0);
|
||
#endif
|
||
|
||
float3 vertexValue = ( ( lerpResult319 * ase_worldNormal.y ) * v.normalOS );
|
||
|
||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
v.positionOS.xyz = vertexValue;
|
||
#else
|
||
v.positionOS.xyz += vertexValue;
|
||
#endif
|
||
|
||
v.normalOS = v.normalOS;
|
||
|
||
float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
|
||
|
||
o.positionCS = TransformWorldToHClip(positionWS);
|
||
|
||
return o;
|
||
}
|
||
|
||
#if defined(ASE_TESSELLATION)
|
||
struct VertexControl
|
||
{
|
||
float4 vertex : INTERNALTESSPOS;
|
||
float3 normalOS : NORMAL;
|
||
|
||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
};
|
||
|
||
struct TessellationFactors
|
||
{
|
||
float edge[3] : SV_TessFactor;
|
||
float inside : SV_InsideTessFactor;
|
||
};
|
||
|
||
VertexControl vert ( VertexInput v )
|
||
{
|
||
VertexControl o;
|
||
UNITY_SETUP_INSTANCE_ID(v);
|
||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
o.vertex = v.positionOS;
|
||
o.normalOS = v.normalOS;
|
||
|
||
return o;
|
||
}
|
||
|
||
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
||
{
|
||
TessellationFactors o;
|
||
float4 tf = 1;
|
||
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||
#if defined(ASE_FIXED_TESSELLATION)
|
||
tf = FixedTess( tessValue );
|
||
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
#endif
|
||
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
||
return o;
|
||
}
|
||
|
||
[domain("tri")]
|
||
[partitioning("fractional_odd")]
|
||
[outputtopology("triangle_cw")]
|
||
[patchconstantfunc("TessellationFunction")]
|
||
[outputcontrolpoints(3)]
|
||
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
{
|
||
return patch[id];
|
||
}
|
||
|
||
[domain("tri")]
|
||
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
{
|
||
VertexInput o = (VertexInput) 0;
|
||
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
||
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
||
#if defined(ASE_PHONG_TESSELLATION)
|
||
float3 pp[3];
|
||
for (int i = 0; i < 3; ++i)
|
||
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
|
||
float phongStrength = _TessPhongStrength;
|
||
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
||
#endif
|
||
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||
return VertexFunction(o);
|
||
}
|
||
#else
|
||
VertexOutput vert ( VertexInput v )
|
||
{
|
||
return VertexFunction( v );
|
||
}
|
||
#endif
|
||
|
||
half4 frag(VertexOutput IN ) : SV_TARGET
|
||
{
|
||
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
||
|
||
float4 screenPos = IN.ase_texcoord;
|
||
float4 ase_screenPosNorm = screenPos / screenPos.w;
|
||
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
||
float screenDepth81 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
||
float distanceDepth81 = abs( ( screenDepth81 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 0.2 ) );
|
||
|
||
|
||
surfaceDescription.Alpha = saturate( distanceDepth81 );
|
||
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 _SURFACE_TYPE_TRANSPARENT 1
|
||
#define ASE_TESSELLATION 1
|
||
#pragma require tessellation tessHW
|
||
#pragma hull HullFunction
|
||
#pragma domain DomainFunction
|
||
#define ASE_LENGTH_CULL_TESSELLATION
|
||
#define _NORMALMAP 1
|
||
#define ASE_SRP_VERSION 140009
|
||
#define REQUIRE_DEPTH_TEXTURE 1
|
||
|
||
|
||
#pragma vertex vert
|
||
#pragma fragment frag
|
||
|
||
#define SCENEPICKINGPASS 1
|
||
|
||
#define ATTRIBUTES_NEED_NORMAL
|
||
#define ATTRIBUTES_NEED_TANGENT
|
||
#define SHADERPASS SHADERPASS_DEPTHONLY
|
||
|
||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||
|
||
#define ASE_NEEDS_VERT_NORMAL
|
||
|
||
|
||
struct VertexInput
|
||
{
|
||
float4 positionOS : POSITION;
|
||
float3 normalOS : NORMAL;
|
||
|
||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
};
|
||
|
||
struct VertexOutput
|
||
{
|
||
float4 positionCS : SV_POSITION;
|
||
float4 ase_texcoord : TEXCOORD0;
|
||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
UNITY_VERTEX_OUTPUT_STEREO
|
||
};
|
||
|
||
CBUFFER_START(UnityPerMaterial)
|
||
float4 _ColorDepth;
|
||
float4 _ColorSurface;
|
||
float2 _RefractionDirection;
|
||
float2 _RefractionTillingNoise;
|
||
float _WaveSmallScale;
|
||
float _ShoreWidth;
|
||
float _FoamWidth;
|
||
float _FoamDistortionSpeed;
|
||
float _FoamDistortionScale;
|
||
float _FoamDistortionAmount;
|
||
float _FoamScale;
|
||
float _WaveSmallPower;
|
||
float _WaveBigPower;
|
||
float _WavesMultiply;
|
||
float _WavesNormalStr;
|
||
float _ShoreWaveScale;
|
||
float _ShoreWaveSpeed;
|
||
float _FresnelPower;
|
||
float _DepthMultiply;
|
||
float _Metallic;
|
||
float _FresnelScale;
|
||
float _FresnelBias;
|
||
float _Depth;
|
||
float _RefractionStr;
|
||
float _RefractionScale;
|
||
float _RefractionSpeed;
|
||
float _DisplacementAmount;
|
||
float _WaveBigSpeed;
|
||
float _WaveBigScale;
|
||
float _WaveSmallSpeed;
|
||
float _ShoreWaveWidth;
|
||
float _Smoothness;
|
||
#ifdef ASE_TRANSMISSION
|
||
float _TransmissionShadow;
|
||
#endif
|
||
#ifdef ASE_TRANSLUCENCY
|
||
float _TransStrength;
|
||
float _TransNormal;
|
||
float _TransScattering;
|
||
float _TransDirect;
|
||
float _TransAmbient;
|
||
float _TransShadow;
|
||
#endif
|
||
#ifdef ASE_TESSELLATION
|
||
float _TessPhongStrength;
|
||
float _TessValue;
|
||
float _TessMin;
|
||
float _TessMax;
|
||
float _TessEdgeLength;
|
||
float _TessMaxDisp;
|
||
#endif
|
||
CBUFFER_END
|
||
|
||
#ifdef SCENEPICKINGPASS
|
||
float4 _SelectionID;
|
||
#endif
|
||
|
||
#ifdef SCENESELECTIONPASS
|
||
int _ObjectId;
|
||
int _PassValue;
|
||
#endif
|
||
|
||
uniform float4 _CameraDepthTexture_TexelSize;
|
||
|
||
|
||
float2 voronoihash130( float2 p )
|
||
{
|
||
|
||
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
||
return frac( sin( p ) *43758.5453);
|
||
}
|
||
|
||
float voronoi130( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
||
{
|
||
float2 n = floor( v );
|
||
float2 f = frac( v );
|
||
float F1 = 8.0;
|
||
float F2 = 8.0; float2 mg = 0;
|
||
for ( int j = -1; j <= 1; j++ )
|
||
{
|
||
for ( int i = -1; i <= 1; i++ )
|
||
{
|
||
float2 g = float2( i, j );
|
||
float2 o = voronoihash130( n + g );
|
||
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
||
float d = 0.5 * dot( r, r );
|
||
if( d<F1 ) {
|
||
F2 = F1;
|
||
F1 = d; mg = g; mr = r; id = o;
|
||
} else if( d<F2 ) {
|
||
F2 = d;
|
||
|
||
}
|
||
}
|
||
}
|
||
return F1;
|
||
}
|
||
|
||
float2 voronoihash109( float2 p )
|
||
{
|
||
|
||
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
||
return frac( sin( p ) *43758.5453);
|
||
}
|
||
|
||
float voronoi109( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
||
{
|
||
float2 n = floor( v );
|
||
float2 f = frac( v );
|
||
float F1 = 8.0;
|
||
float F2 = 8.0; float2 mg = 0;
|
||
for ( int j = -1; j <= 1; j++ )
|
||
{
|
||
for ( int i = -1; i <= 1; i++ )
|
||
{
|
||
float2 g = float2( i, j );
|
||
float2 o = voronoihash109( n + g );
|
||
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
||
float d = 0.5 * dot( r, r );
|
||
if( d<F1 ) {
|
||
F2 = F1;
|
||
F1 = d; mg = g; mr = r; id = o;
|
||
} else if( d<F2 ) {
|
||
F2 = d;
|
||
|
||
}
|
||
}
|
||
}
|
||
return F1;
|
||
}
|
||
|
||
float SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD(float2 uv)
|
||
{
|
||
#if defined(REQUIRE_DEPTH_TEXTURE)
|
||
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
|
||
float rawDepth = SAMPLE_TEXTURE2D_ARRAY_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, unity_StereoEyeIndex, 0).r;
|
||
#else
|
||
float rawDepth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, 0);
|
||
#endif
|
||
return rawDepth;
|
||
#endif // REQUIRE_DEPTH_TEXTURE
|
||
return 0;
|
||
}
|
||
|
||
|
||
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);
|
||
|
||
float mulTime124 = _TimeParameters.x * _WaveSmallSpeed;
|
||
float time130 = mulTime124;
|
||
float2 voronoiSmoothId130 = 0;
|
||
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
|
||
float2 coords130 = (ase_worldPos).xz * _WaveSmallScale;
|
||
float2 id130 = 0;
|
||
float2 uv130 = 0;
|
||
float voroi130 = voronoi130( coords130, time130, id130, uv130, 0, voronoiSmoothId130 );
|
||
float mulTime112 = _TimeParameters.x * _WaveBigSpeed;
|
||
float time109 = mulTime112;
|
||
float2 voronoiSmoothId109 = 0;
|
||
float2 coords109 = (ase_worldPos).xz * _WaveBigScale;
|
||
float2 id109 = 0;
|
||
float2 uv109 = 0;
|
||
float voroi109 = voronoi109( coords109, time109, id109, uv109, 0, voronoiSmoothId109 );
|
||
float temp_output_314_0 = max( voroi130 , voroi109 );
|
||
float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz);
|
||
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
||
float4 ase_screenPosNorm = screenPos / screenPos.w;
|
||
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
||
float screenDepth317 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD( ase_screenPosNorm.xy ),_ZBufferParams);
|
||
float distanceDepth317 = abs( ( screenDepth317 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 5.0 ) );
|
||
float lerpResult319 = lerp( 0.0 , ( temp_output_314_0 * _DisplacementAmount ) , saturate( distanceDepth317 ));
|
||
float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS);
|
||
|
||
o.ase_texcoord = screenPos;
|
||
|
||
|
||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
float3 defaultVertexValue = v.positionOS.xyz;
|
||
#else
|
||
float3 defaultVertexValue = float3(0, 0, 0);
|
||
#endif
|
||
|
||
float3 vertexValue = ( ( lerpResult319 * ase_worldNormal.y ) * v.normalOS );
|
||
|
||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
v.positionOS.xyz = vertexValue;
|
||
#else
|
||
v.positionOS.xyz += vertexValue;
|
||
#endif
|
||
|
||
v.normalOS = v.normalOS;
|
||
|
||
float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
|
||
o.positionCS = TransformWorldToHClip(positionWS);
|
||
|
||
return o;
|
||
}
|
||
|
||
#if defined(ASE_TESSELLATION)
|
||
struct VertexControl
|
||
{
|
||
float4 vertex : INTERNALTESSPOS;
|
||
float3 normalOS : NORMAL;
|
||
|
||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
};
|
||
|
||
struct TessellationFactors
|
||
{
|
||
float edge[3] : SV_TessFactor;
|
||
float inside : SV_InsideTessFactor;
|
||
};
|
||
|
||
VertexControl vert ( VertexInput v )
|
||
{
|
||
VertexControl o;
|
||
UNITY_SETUP_INSTANCE_ID(v);
|
||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
o.vertex = v.positionOS;
|
||
o.normalOS = v.normalOS;
|
||
|
||
return o;
|
||
}
|
||
|
||
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
||
{
|
||
TessellationFactors o;
|
||
float4 tf = 1;
|
||
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||
#if defined(ASE_FIXED_TESSELLATION)
|
||
tf = FixedTess( tessValue );
|
||
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
#endif
|
||
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
||
return o;
|
||
}
|
||
|
||
[domain("tri")]
|
||
[partitioning("fractional_odd")]
|
||
[outputtopology("triangle_cw")]
|
||
[patchconstantfunc("TessellationFunction")]
|
||
[outputcontrolpoints(3)]
|
||
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
{
|
||
return patch[id];
|
||
}
|
||
|
||
[domain("tri")]
|
||
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
{
|
||
VertexInput o = (VertexInput) 0;
|
||
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
||
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
||
#if defined(ASE_PHONG_TESSELLATION)
|
||
float3 pp[3];
|
||
for (int i = 0; i < 3; ++i)
|
||
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
|
||
float phongStrength = _TessPhongStrength;
|
||
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
||
#endif
|
||
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||
return VertexFunction(o);
|
||
}
|
||
#else
|
||
VertexOutput vert ( VertexInput v )
|
||
{
|
||
return VertexFunction( v );
|
||
}
|
||
#endif
|
||
|
||
half4 frag(VertexOutput IN ) : SV_TARGET
|
||
{
|
||
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
||
|
||
float4 screenPos = IN.ase_texcoord;
|
||
float4 ase_screenPosNorm = screenPos / screenPos.w;
|
||
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
||
float screenDepth81 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
||
float distanceDepth81 = abs( ( screenDepth81 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 0.2 ) );
|
||
|
||
|
||
surfaceDescription.Alpha = saturate( distanceDepth81 );
|
||
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
|
||
}
|
||
/*
|
||
Сontacts of the author who created this shader:
|
||
|
||
https://vk.com/maximlm_3d
|
||
https://gamedev.ru/job/forum/?id=268969
|
||
https://www.artstation.com/lapshin
|
||
|
||
*/ |