3996 lines
158 KiB
GLSL
3996 lines
158 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 "SimpleWater"
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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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_Pattern("Pattern", 2D) = "white" {}
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_Color1("Color 1", Color) = (0.1137255,0.3960785,0.6,1)
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_Color2("Color 2", Color) = (0.4453542,0.659279,0.6792453,1)
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_ScaleDistortion("Scale Distortion", Float) = 2.4
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_DistortionStr("Distortion Str", Float) = 0.24
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_Layer1Direction("Layer 1 Direction", Vector) = (0.5,0,0,0)
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_Layer1Speed("Layer 1 Speed", Float) = 0.6
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_Layer1Tiling("Layer 1 Tiling", Float) = 0.2
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_Layer2Direction("Layer 2 Direction", Vector) = (0.5,0,0,0)
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_Layer2Speed("Layer 2 Speed", Float) = 0.4
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_Layer2Tiling("Layer 2 Tiling", Float) = 0.15
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_Layer3Direction("Layer 3 Direction", Vector) = (0,-0.5,0,0)
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_Layer3Speed("Layer 3 Speed", Float) = 0.2
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_Layer3Tiling("Layer 3 Tiling", Float) = 0.2
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_Blend1("Blend 1", Float) = 0
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_Blend2("Blend 2", Float) = 0
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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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_WaveTiling("Wave Tiling", Vector) = (0.2,1,0,0)
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_WaveScale("Wave Scale", Float) = 0.04
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_WaveSpeed("Wave Speed", Float) = 4
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_WaveBlend("Wave Blend", Float) = 0
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_Metallic("Metallic", Range( 0 , 1)) = 0
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_Smoothness("Smoothness", Range( 0 , 1)) = 0
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[Toggle]_PatternInvertBW("Pattern Invert B/W", Float) = 0
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_DisplacementAmount("Displacement Amount", Float) = 0.4
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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( "Max Tessellation", Range( 1, 32 ) ) = 16
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//_TessMin( "Tess Min Distance", Float ) = 10
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//_TessMax( "Tess Max Distance", Float ) = 25
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//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
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//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
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[HideInInspector][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
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[HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
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[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
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[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
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[HideInInspector] _QueueControl("_QueueControl", Float) = -1
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[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
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}
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SubShader
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{
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LOD 0
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Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="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 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_FIXED_TESSELLATION
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#define _SURFACE_TYPE_TRANSPARENT 1
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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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#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_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_SCREEN_POSITION
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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 _Color1;
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float4 _Color2;
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float2 _WaveTiling;
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float2 _Layer3Direction;
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float2 _Layer2Direction;
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float2 _Layer1Direction;
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float _FoamScale;
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float _FoamDistortionAmount;
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float _FoamDistortionScale;
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float _FoamDistortionSpeed;
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float _FoamWidth;
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float _WaveBlend;
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float _Blend2;
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float _Blend1;
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float _Layer1Tiling;
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float _WaveSpeed;
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float _Metallic;
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float _Layer2Tiling;
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float _Layer2Speed;
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float _Layer3Tiling;
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float _DistortionStr;
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float _ScaleDistortion;
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float _Layer3Speed;
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float _PatternInvertBW;
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float _DisplacementAmount;
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float _WaveScale;
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float _Layer1Speed;
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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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#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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sampler2D _Pattern;
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uniform float4 _CameraDepthTexture_TexelSize;
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float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
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float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
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float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
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float snoise( float2 v )
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{
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const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
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float2 i = floor( v + dot( v, C.yy ) );
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float2 x0 = v - i + dot( i, C.xx );
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float2 i1;
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i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
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float4 x12 = x0.xyxy + C.xxzz;
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x12.xy -= i1;
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i = mod2D289( i );
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float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
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float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
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m = m * m;
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m = m * m;
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float3 x = 2.0 * frac( p * C.www ) - 1.0;
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float3 h = abs( x ) - 0.5;
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float3 ox = floor( x + 0.5 );
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float3 a0 = x - ox;
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m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
|
|
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 mulTime45 = _TimeParameters.x * _WaveSpeed;
|
|
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
|
|
float2 temp_output_5_0 = (ase_worldPos).xz;
|
|
float2 panner46 = ( mulTime45 * float2( 0.5,0.5 ) + ( temp_output_5_0 * _WaveTiling ));
|
|
float simplePerlin2D39 = snoise( panner46*_WaveScale );
|
|
simplePerlin2D39 = simplePerlin2D39*0.5 + 0.5;
|
|
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 = ( ( ( simplePerlin2D39 * _DisplacementAmount ) * 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 );
|
|
|
|
float mulTime45 = _TimeParameters.x * _WaveSpeed;
|
|
float2 temp_output_5_0 = (WorldPosition).xz;
|
|
float2 panner46 = ( mulTime45 * float2( 0.5,0.5 ) + ( temp_output_5_0 * _WaveTiling ));
|
|
float simplePerlin2D39 = snoise( panner46*_WaveScale );
|
|
simplePerlin2D39 = simplePerlin2D39*0.5 + 0.5;
|
|
float4 temp_cast_0 = (simplePerlin2D39).xxxx;
|
|
float mulTime34 = _TimeParameters.x * _Layer3Speed;
|
|
float3 surf_pos107_g1 = WorldPosition;
|
|
float3 surf_norm107_g1 = WorldNormal;
|
|
float simplePerlin2D103 = snoise( (WorldPosition).xz*_ScaleDistortion );
|
|
simplePerlin2D103 = simplePerlin2D103*0.5 + 0.5;
|
|
float height107_g1 = simplePerlin2D103;
|
|
float scale107_g1 = _DistortionStr;
|
|
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);
|
|
float3 temp_output_107_40 = worldToTangentDir42_g1;
|
|
float3 temp_output_106_0 = ( float3( temp_output_5_0 , 0.0 ) + temp_output_107_40 );
|
|
float2 panner30 = ( mulTime34 * _Layer3Direction + temp_output_106_0.xy);
|
|
float4 tex2DNode27 = tex2D( _Pattern, ( panner30 * _Layer3Tiling ) );
|
|
float4 temp_cast_3 = (( (( _PatternInvertBW )?( 1.0 ):( 0.0 )) == 0.0 ? tex2DNode27.r : ( 1.0 - tex2DNode27.r ) )).xxxx;
|
|
float mulTime125 = _TimeParameters.x * _Layer2Speed;
|
|
float2 panner20 = ( mulTime125 * _Layer2Direction + temp_output_106_0.xy);
|
|
float4 tex2DNode17 = tex2D( _Pattern, ( panner20 * _Layer2Tiling ) );
|
|
float4 temp_cast_6 = (( (( _PatternInvertBW )?( 1.0 ):( 0.0 )) == 0.0 ? tex2DNode17.r : ( 1.0 - tex2DNode17.r ) )).xxxx;
|
|
float mulTime15 = _TimeParameters.x * _Layer1Speed;
|
|
float2 panner13 = ( mulTime15 * _Layer1Direction + temp_output_106_0.xy);
|
|
float4 tex2DNode9 = tex2D( _Pattern, ( panner13 * _Layer1Tiling ) );
|
|
float4 lerpResult10 = lerp( _Color1 , _Color2 , ( (( _PatternInvertBW )?( 1.0 ):( 0.0 )) == 0.0 ? tex2DNode9.r : ( 1.0 - tex2DNode9.r ) ));
|
|
float4 blendOpSrc24 = temp_cast_6;
|
|
float4 blendOpDest24 = lerpResult10;
|
|
float4 lerpBlendMode24 = lerp(blendOpDest24,min( blendOpSrc24 , blendOpDest24 ),_Blend1);
|
|
float4 blendOpSrc35 = temp_cast_3;
|
|
float4 blendOpDest35 = ( saturate( lerpBlendMode24 ));
|
|
float4 lerpBlendMode35 = lerp(blendOpDest35,min( blendOpSrc35 , blendOpDest35 ),_Blend2);
|
|
float4 blendOpSrc41 = temp_cast_0;
|
|
float4 blendOpDest41 = ( saturate( lerpBlendMode35 ));
|
|
float4 lerpBlendMode41 = lerp(blendOpDest41,( blendOpSrc41 * blendOpDest41 ),_WaveBlend);
|
|
float4 temp_cast_9 = (1.0).xxxx;
|
|
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 screenDepth59 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth59 = abs( ( screenDepth59 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _FoamWidth ) );
|
|
float2 temp_output_61_0 = (WorldPosition).xz;
|
|
float2 temp_cast_10 = (_FoamDistortionSpeed).xx;
|
|
float2 panner62 = ( 0.2 * _Time.y * temp_cast_10 + temp_output_61_0);
|
|
float simplePerlin2D65 = snoise( panner62*_FoamDistortionScale );
|
|
simplePerlin2D65 = simplePerlin2D65*0.5 + 0.5;
|
|
float simplePerlin2D69 = snoise( ( temp_output_61_0 + ( simplePerlin2D65 * _FoamDistortionAmount ) )*_FoamScale );
|
|
simplePerlin2D69 = simplePerlin2D69*0.5 + 0.5;
|
|
float4 lerpResult55 = lerp( ( saturate( lerpBlendMode41 )) , temp_cast_9 , saturate( step( distanceDepth59 , simplePerlin2D69 ) ));
|
|
float4 Base_Color118 = lerpResult55;
|
|
|
|
float3 Normal120 = temp_output_107_40;
|
|
|
|
|
|
float3 BaseColor = Base_Color118.rgb;
|
|
float3 Normal = Normal120;
|
|
float3 Emission = 0;
|
|
float3 Specular = 0.5;
|
|
float Metallic = _Metallic;
|
|
float Smoothness = _Smoothness;
|
|
float Occlusion = 1;
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
float3 BakedGI = 0;
|
|
float3 RefractionColor = 1;
|
|
float RefractionIndex = 1;
|
|
float3 Transmission = 1;
|
|
float3 Translucency = 1;
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = 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 ASE_TESSELLATION 1
|
|
#pragma require tessellation tessHW
|
|
#pragma hull HullFunction
|
|
#pragma domain DomainFunction
|
|
#define ASE_FIXED_TESSELLATION
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_SRP_VERSION 140009
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
|
#endif
|
|
|
|
#define ASE_NEEDS_VERT_NORMAL
|
|
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
|
#endif
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
|
|
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 _Color1;
|
|
float4 _Color2;
|
|
float2 _WaveTiling;
|
|
float2 _Layer3Direction;
|
|
float2 _Layer2Direction;
|
|
float2 _Layer1Direction;
|
|
float _FoamScale;
|
|
float _FoamDistortionAmount;
|
|
float _FoamDistortionScale;
|
|
float _FoamDistortionSpeed;
|
|
float _FoamWidth;
|
|
float _WaveBlend;
|
|
float _Blend2;
|
|
float _Blend1;
|
|
float _Layer1Tiling;
|
|
float _WaveSpeed;
|
|
float _Metallic;
|
|
float _Layer2Tiling;
|
|
float _Layer2Speed;
|
|
float _Layer3Tiling;
|
|
float _DistortionStr;
|
|
float _ScaleDistortion;
|
|
float _Layer3Speed;
|
|
float _PatternInvertBW;
|
|
float _DisplacementAmount;
|
|
float _WaveScale;
|
|
float _Layer1Speed;
|
|
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
|
|
|
|
|
|
|
|
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
|
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
|
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
|
|
float snoise( float2 v )
|
|
{
|
|
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
|
|
float2 i = floor( v + dot( v, C.yy ) );
|
|
float2 x0 = v - i + dot( i, C.xx );
|
|
float2 i1;
|
|
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
|
|
float4 x12 = x0.xyxy + C.xxzz;
|
|
x12.xy -= i1;
|
|
i = mod2D289( i );
|
|
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
|
|
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
|
|
m = m * m;
|
|
m = m * m;
|
|
float3 x = 2.0 * frac( p * C.www ) - 1.0;
|
|
float3 h = abs( x ) - 0.5;
|
|
float3 ox = floor( x + 0.5 );
|
|
float3 a0 = x - ox;
|
|
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
|
|
float3 g;
|
|
g.x = a0.x * x0.x + h.x * x0.y;
|
|
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
|
return 130.0 * dot( m, g );
|
|
}
|
|
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float mulTime45 = _TimeParameters.x * _WaveSpeed;
|
|
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
|
|
float2 temp_output_5_0 = (ase_worldPos).xz;
|
|
float2 panner46 = ( mulTime45 * float2( 0.5,0.5 ) + ( temp_output_5_0 * _WaveTiling ));
|
|
float simplePerlin2D39 = snoise( panner46*_WaveScale );
|
|
simplePerlin2D39 = simplePerlin2D39*0.5 + 0.5;
|
|
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 = ( ( ( simplePerlin2D39 * _DisplacementAmount ) * 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
|
|
|
|
|
|
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = IN.positionCS.z;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODFadeCrossFade( IN.positionCS );
|
|
#endif
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
return 0;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
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{
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Name "Meta"
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Tags { "LightMode"="Meta" }
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Cull Off
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HLSLPROGRAM
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#define _NORMAL_DROPOFF_TS 1
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#define ASE_FOG 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_FIXED_TESSELLATION
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#define _SURFACE_TYPE_TRANSPARENT 1
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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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#pragma vertex vert
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#pragma fragment frag
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#pragma shader_feature EDITOR_VISUALIZATION
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#define SHADERPASS SHADERPASS_META
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#define ASE_NEEDS_VERT_NORMAL
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#define ASE_NEEDS_FRAG_WORLD_POSITION
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struct VertexInput
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float4 texcoord0 : TEXCOORD0;
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float4 texcoord1 : TEXCOORD1;
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float4 texcoord2 : TEXCOORD2;
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float4 ase_tangent : TANGENT;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 positionCS : SV_POSITION;
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#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
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float3 positionWS : TEXCOORD0;
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#endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
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float4 shadowCoord : TEXCOORD1;
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#endif
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#ifdef EDITOR_VISUALIZATION
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float4 VizUV : TEXCOORD2;
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float4 LightCoord : TEXCOORD3;
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#endif
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float4 ase_texcoord4 : TEXCOORD4;
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float4 ase_texcoord5 : TEXCOORD5;
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float4 ase_texcoord6 : TEXCOORD6;
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float4 ase_texcoord7 : TEXCOORD7;
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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 _Color1;
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float4 _Color2;
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float2 _WaveTiling;
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float2 _Layer3Direction;
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float2 _Layer2Direction;
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float2 _Layer1Direction;
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float _FoamScale;
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float _FoamDistortionAmount;
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float _FoamDistortionScale;
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float _FoamDistortionSpeed;
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float _FoamWidth;
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float _WaveBlend;
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float _Blend2;
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float _Blend1;
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float _Layer1Tiling;
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float _WaveSpeed;
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float _Metallic;
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float _Layer2Tiling;
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float _Layer2Speed;
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float _Layer3Tiling;
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float _DistortionStr;
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float _ScaleDistortion;
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float _Layer3Speed;
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float _PatternInvertBW;
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float _DisplacementAmount;
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float _WaveScale;
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float _Layer1Speed;
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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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#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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sampler2D _Pattern;
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uniform float4 _CameraDepthTexture_TexelSize;
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float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
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float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
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float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
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float snoise( float2 v )
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{
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const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
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float2 i = floor( v + dot( v, C.yy ) );
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float2 x0 = v - i + dot( i, C.xx );
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float2 i1;
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i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
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float4 x12 = x0.xyxy + C.xxzz;
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x12.xy -= i1;
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i = mod2D289( i );
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float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
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float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
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m = m * m;
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m = m * m;
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float3 x = 2.0 * frac( p * C.www ) - 1.0;
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float3 h = abs( x ) - 0.5;
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float3 ox = floor( x + 0.5 );
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float3 a0 = x - ox;
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m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
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float3 g;
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g.x = a0.x * x0.x + h.x * x0.y;
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g.yz = a0.yz * x12.xz + h.yz * x12.yw;
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return 130.0 * dot( m, g );
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}
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float3 PerturbNormal107_g1( float3 surf_pos, float3 surf_norm, float height, float scale )
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{
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// "Bump Mapping Unparametrized Surfaces on the GPU" by Morten S. Mikkelsen
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float3 vSigmaS = ddx( surf_pos );
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float3 vSigmaT = ddy( surf_pos );
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float3 vN = surf_norm;
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float3 vR1 = cross( vSigmaT , vN );
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float3 vR2 = cross( vN , vSigmaS );
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float fDet = dot( vSigmaS , vR1 );
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float dBs = ddx( height );
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float dBt = ddy( height );
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float3 vSurfGrad = scale * 0.05 * sign( fDet ) * ( dBs * vR1 + dBt * vR2 );
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return normalize ( abs( fDet ) * vN - vSurfGrad );
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}
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VertexOutput VertexFunction( VertexInput v )
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{
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VertexOutput o = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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float mulTime45 = _TimeParameters.x * _WaveSpeed;
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float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
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float2 temp_output_5_0 = (ase_worldPos).xz;
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float2 panner46 = ( mulTime45 * float2( 0.5,0.5 ) + ( temp_output_5_0 * _WaveTiling ));
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float simplePerlin2D39 = snoise( panner46*_WaveScale );
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simplePerlin2D39 = simplePerlin2D39*0.5 + 0.5;
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float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS);
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o.ase_texcoord4.xyz = ase_worldNormal;
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float3 ase_worldTangent = TransformObjectToWorldDir(v.ase_tangent.xyz);
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o.ase_texcoord5.xyz = ase_worldTangent;
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float ase_vertexTangentSign = v.ase_tangent.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 );
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float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign;
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o.ase_texcoord6.xyz = ase_worldBitangent;
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float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz);
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float4 screenPos = ComputeScreenPos(ase_clipPos);
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o.ase_texcoord7 = screenPos;
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//setting value to unused interpolator channels and avoid initialization warnings
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o.ase_texcoord4.w = 0;
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o.ase_texcoord5.w = 0;
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o.ase_texcoord6.w = 0;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = v.positionOS.xyz;
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#else
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float3 defaultVertexValue = float3(0, 0, 0);
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#endif
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float3 vertexValue = ( ( ( simplePerlin2D39 * _DisplacementAmount ) * ase_worldNormal.y ) * v.normalOS );
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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v.positionOS.xyz = vertexValue;
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#else
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v.positionOS.xyz += vertexValue;
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#endif
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v.normalOS = v.normalOS;
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float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
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#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
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o.positionWS = positionWS;
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#endif
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o.positionCS = MetaVertexPosition( v.positionOS, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
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#ifdef EDITOR_VISUALIZATION
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float2 VizUV = 0;
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float4 LightCoord = 0;
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UnityEditorVizData(v.positionOS.xyz, v.texcoord0.xy, v.texcoord1.xy, v.texcoord2.xy, VizUV, LightCoord);
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o.VizUV = float4(VizUV, 0, 0);
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o.LightCoord = LightCoord;
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#endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
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VertexPositionInputs vertexInput = (VertexPositionInputs)0;
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vertexInput.positionWS = positionWS;
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vertexInput.positionCS = o.positionCS;
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o.shadowCoord = GetShadowCoord( vertexInput );
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#endif
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return o;
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}
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#if defined(ASE_TESSELLATION)
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struct VertexControl
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{
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float4 vertex : INTERNALTESSPOS;
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float3 normalOS : NORMAL;
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float4 texcoord0 : TEXCOORD0;
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float4 texcoord1 : TEXCOORD1;
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float4 texcoord2 : TEXCOORD2;
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float4 ase_tangent : TANGENT;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct TessellationFactors
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{
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float edge[3] : SV_TessFactor;
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float inside : SV_InsideTessFactor;
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};
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VertexControl vert ( VertexInput v )
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{
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VertexControl o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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o.vertex = v.positionOS;
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o.normalOS = v.normalOS;
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o.texcoord0 = v.texcoord0;
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o.texcoord1 = v.texcoord1;
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o.texcoord2 = v.texcoord2;
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o.ase_tangent = v.ase_tangent;
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return o;
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}
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TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
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{
|
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TessellationFactors o;
|
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float4 tf = 1;
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float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
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float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
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#if defined(ASE_FIXED_TESSELLATION)
|
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tf = FixedTess( tessValue );
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#elif defined(ASE_DISTANCE_TESSELLATION)
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tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
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#elif defined(ASE_LENGTH_TESSELLATION)
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tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
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#elif defined(ASE_LENGTH_CULL_TESSELLATION)
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tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
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#endif
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o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
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return o;
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}
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[domain("tri")]
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[partitioning("fractional_odd")]
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[outputtopology("triangle_cw")]
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[patchconstantfunc("TessellationFunction")]
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[outputcontrolpoints(3)]
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VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
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{
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return patch[id];
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}
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[domain("tri")]
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VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
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{
|
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VertexInput o = (VertexInput) 0;
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o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
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o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
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o.texcoord0 = patch[0].texcoord0 * bary.x + patch[1].texcoord0 * bary.y + patch[2].texcoord0 * bary.z;
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o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
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o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
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o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
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#if defined(ASE_PHONG_TESSELLATION)
|
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float3 pp[3];
|
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for (int i = 0; i < 3; ++i)
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pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
|
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float phongStrength = _TessPhongStrength;
|
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o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
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#endif
|
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UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
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return VertexFunction(o);
|
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}
|
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#else
|
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VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
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half4 frag(VertexOutput IN ) : SV_TARGET
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
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#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
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
|
|
|
|
float mulTime45 = _TimeParameters.x * _WaveSpeed;
|
|
float2 temp_output_5_0 = (WorldPosition).xz;
|
|
float2 panner46 = ( mulTime45 * float2( 0.5,0.5 ) + ( temp_output_5_0 * _WaveTiling ));
|
|
float simplePerlin2D39 = snoise( panner46*_WaveScale );
|
|
simplePerlin2D39 = simplePerlin2D39*0.5 + 0.5;
|
|
float4 temp_cast_0 = (simplePerlin2D39).xxxx;
|
|
float mulTime34 = _TimeParameters.x * _Layer3Speed;
|
|
float3 surf_pos107_g1 = WorldPosition;
|
|
float3 ase_worldNormal = IN.ase_texcoord4.xyz;
|
|
float3 surf_norm107_g1 = ase_worldNormal;
|
|
float simplePerlin2D103 = snoise( (WorldPosition).xz*_ScaleDistortion );
|
|
simplePerlin2D103 = simplePerlin2D103*0.5 + 0.5;
|
|
float height107_g1 = simplePerlin2D103;
|
|
float scale107_g1 = _DistortionStr;
|
|
float3 localPerturbNormal107_g1 = PerturbNormal107_g1( surf_pos107_g1 , surf_norm107_g1 , height107_g1 , scale107_g1 );
|
|
float3 ase_worldTangent = IN.ase_texcoord5.xyz;
|
|
float3 ase_worldBitangent = IN.ase_texcoord6.xyz;
|
|
float3x3 ase_worldToTangent = float3x3(ase_worldTangent,ase_worldBitangent,ase_worldNormal);
|
|
float3 worldToTangentDir42_g1 = mul( ase_worldToTangent, localPerturbNormal107_g1);
|
|
float3 temp_output_107_40 = worldToTangentDir42_g1;
|
|
float3 temp_output_106_0 = ( float3( temp_output_5_0 , 0.0 ) + temp_output_107_40 );
|
|
float2 panner30 = ( mulTime34 * _Layer3Direction + temp_output_106_0.xy);
|
|
float4 tex2DNode27 = tex2D( _Pattern, ( panner30 * _Layer3Tiling ) );
|
|
float4 temp_cast_3 = (( (( _PatternInvertBW )?( 1.0 ):( 0.0 )) == 0.0 ? tex2DNode27.r : ( 1.0 - tex2DNode27.r ) )).xxxx;
|
|
float mulTime125 = _TimeParameters.x * _Layer2Speed;
|
|
float2 panner20 = ( mulTime125 * _Layer2Direction + temp_output_106_0.xy);
|
|
float4 tex2DNode17 = tex2D( _Pattern, ( panner20 * _Layer2Tiling ) );
|
|
float4 temp_cast_6 = (( (( _PatternInvertBW )?( 1.0 ):( 0.0 )) == 0.0 ? tex2DNode17.r : ( 1.0 - tex2DNode17.r ) )).xxxx;
|
|
float mulTime15 = _TimeParameters.x * _Layer1Speed;
|
|
float2 panner13 = ( mulTime15 * _Layer1Direction + temp_output_106_0.xy);
|
|
float4 tex2DNode9 = tex2D( _Pattern, ( panner13 * _Layer1Tiling ) );
|
|
float4 lerpResult10 = lerp( _Color1 , _Color2 , ( (( _PatternInvertBW )?( 1.0 ):( 0.0 )) == 0.0 ? tex2DNode9.r : ( 1.0 - tex2DNode9.r ) ));
|
|
float4 blendOpSrc24 = temp_cast_6;
|
|
float4 blendOpDest24 = lerpResult10;
|
|
float4 lerpBlendMode24 = lerp(blendOpDest24,min( blendOpSrc24 , blendOpDest24 ),_Blend1);
|
|
float4 blendOpSrc35 = temp_cast_3;
|
|
float4 blendOpDest35 = ( saturate( lerpBlendMode24 ));
|
|
float4 lerpBlendMode35 = lerp(blendOpDest35,min( blendOpSrc35 , blendOpDest35 ),_Blend2);
|
|
float4 blendOpSrc41 = temp_cast_0;
|
|
float4 blendOpDest41 = ( saturate( lerpBlendMode35 ));
|
|
float4 lerpBlendMode41 = lerp(blendOpDest41,( blendOpSrc41 * blendOpDest41 ),_WaveBlend);
|
|
float4 temp_cast_9 = (1.0).xxxx;
|
|
float4 screenPos = IN.ase_texcoord7;
|
|
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 screenDepth59 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth59 = abs( ( screenDepth59 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _FoamWidth ) );
|
|
float2 temp_output_61_0 = (WorldPosition).xz;
|
|
float2 temp_cast_10 = (_FoamDistortionSpeed).xx;
|
|
float2 panner62 = ( 0.2 * _Time.y * temp_cast_10 + temp_output_61_0);
|
|
float simplePerlin2D65 = snoise( panner62*_FoamDistortionScale );
|
|
simplePerlin2D65 = simplePerlin2D65*0.5 + 0.5;
|
|
float simplePerlin2D69 = snoise( ( temp_output_61_0 + ( simplePerlin2D65 * _FoamDistortionAmount ) )*_FoamScale );
|
|
simplePerlin2D69 = simplePerlin2D69*0.5 + 0.5;
|
|
float4 lerpResult55 = lerp( ( saturate( lerpBlendMode41 )) , temp_cast_9 , saturate( step( distanceDepth59 , simplePerlin2D69 ) ));
|
|
float4 Base_Color118 = lerpResult55;
|
|
|
|
|
|
float3 BaseColor = Base_Color118.rgb;
|
|
float3 Emission = 0;
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
MetaInput metaInput = (MetaInput)0;
|
|
metaInput.Albedo = BaseColor;
|
|
metaInput.Emission = Emission;
|
|
#ifdef EDITOR_VISUALIZATION
|
|
metaInput.VizUV = IN.VizUV.xy;
|
|
metaInput.LightCoord = IN.LightCoord;
|
|
#endif
|
|
|
|
return UnityMetaFragment(metaInput);
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "Universal2D"
|
|
Tags { "LightMode"="Universal2D" }
|
|
|
|
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
|
|
ZWrite On
|
|
ZTest LEqual
|
|
Offset 0 , 0
|
|
ColorMask RGBA
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#define ASE_TESSELLATION 1
|
|
#pragma require tessellation tessHW
|
|
#pragma hull HullFunction
|
|
#pragma domain DomainFunction
|
|
#define ASE_FIXED_TESSELLATION
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_SRP_VERSION 140009
|
|
#define REQUIRE_DEPTH_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 _Color1;
|
|
float4 _Color2;
|
|
float2 _WaveTiling;
|
|
float2 _Layer3Direction;
|
|
float2 _Layer2Direction;
|
|
float2 _Layer1Direction;
|
|
float _FoamScale;
|
|
float _FoamDistortionAmount;
|
|
float _FoamDistortionScale;
|
|
float _FoamDistortionSpeed;
|
|
float _FoamWidth;
|
|
float _WaveBlend;
|
|
float _Blend2;
|
|
float _Blend1;
|
|
float _Layer1Tiling;
|
|
float _WaveSpeed;
|
|
float _Metallic;
|
|
float _Layer2Tiling;
|
|
float _Layer2Speed;
|
|
float _Layer3Tiling;
|
|
float _DistortionStr;
|
|
float _ScaleDistortion;
|
|
float _Layer3Speed;
|
|
float _PatternInvertBW;
|
|
float _DisplacementAmount;
|
|
float _WaveScale;
|
|
float _Layer1Speed;
|
|
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
|
|
|
|
sampler2D _Pattern;
|
|
uniform float4 _CameraDepthTexture_TexelSize;
|
|
|
|
|
|
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 mulTime45 = _TimeParameters.x * _WaveSpeed;
|
|
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
|
|
float2 temp_output_5_0 = (ase_worldPos).xz;
|
|
float2 panner46 = ( mulTime45 * float2( 0.5,0.5 ) + ( temp_output_5_0 * _WaveTiling ));
|
|
float simplePerlin2D39 = snoise( panner46*_WaveScale );
|
|
simplePerlin2D39 = simplePerlin2D39*0.5 + 0.5;
|
|
float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS);
|
|
|
|
o.ase_texcoord2.xyz = ase_worldNormal;
|
|
float3 ase_worldTangent = TransformObjectToWorldDir(v.ase_tangent.xyz);
|
|
o.ase_texcoord3.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_texcoord4.xyz = ase_worldBitangent;
|
|
float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz);
|
|
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
|
o.ase_texcoord5 = screenPos;
|
|
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord2.w = 0;
|
|
o.ase_texcoord3.w = 0;
|
|
o.ase_texcoord4.w = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = ( ( ( simplePerlin2D39 * _DisplacementAmount ) * 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
|
|
|
|
float mulTime45 = _TimeParameters.x * _WaveSpeed;
|
|
float2 temp_output_5_0 = (WorldPosition).xz;
|
|
float2 panner46 = ( mulTime45 * float2( 0.5,0.5 ) + ( temp_output_5_0 * _WaveTiling ));
|
|
float simplePerlin2D39 = snoise( panner46*_WaveScale );
|
|
simplePerlin2D39 = simplePerlin2D39*0.5 + 0.5;
|
|
float4 temp_cast_0 = (simplePerlin2D39).xxxx;
|
|
float mulTime34 = _TimeParameters.x * _Layer3Speed;
|
|
float3 surf_pos107_g1 = WorldPosition;
|
|
float3 ase_worldNormal = IN.ase_texcoord2.xyz;
|
|
float3 surf_norm107_g1 = ase_worldNormal;
|
|
float simplePerlin2D103 = snoise( (WorldPosition).xz*_ScaleDistortion );
|
|
simplePerlin2D103 = simplePerlin2D103*0.5 + 0.5;
|
|
float height107_g1 = simplePerlin2D103;
|
|
float scale107_g1 = _DistortionStr;
|
|
float3 localPerturbNormal107_g1 = PerturbNormal107_g1( surf_pos107_g1 , surf_norm107_g1 , height107_g1 , scale107_g1 );
|
|
float3 ase_worldTangent = IN.ase_texcoord3.xyz;
|
|
float3 ase_worldBitangent = IN.ase_texcoord4.xyz;
|
|
float3x3 ase_worldToTangent = float3x3(ase_worldTangent,ase_worldBitangent,ase_worldNormal);
|
|
float3 worldToTangentDir42_g1 = mul( ase_worldToTangent, localPerturbNormal107_g1);
|
|
float3 temp_output_107_40 = worldToTangentDir42_g1;
|
|
float3 temp_output_106_0 = ( float3( temp_output_5_0 , 0.0 ) + temp_output_107_40 );
|
|
float2 panner30 = ( mulTime34 * _Layer3Direction + temp_output_106_0.xy);
|
|
float4 tex2DNode27 = tex2D( _Pattern, ( panner30 * _Layer3Tiling ) );
|
|
float4 temp_cast_3 = (( (( _PatternInvertBW )?( 1.0 ):( 0.0 )) == 0.0 ? tex2DNode27.r : ( 1.0 - tex2DNode27.r ) )).xxxx;
|
|
float mulTime125 = _TimeParameters.x * _Layer2Speed;
|
|
float2 panner20 = ( mulTime125 * _Layer2Direction + temp_output_106_0.xy);
|
|
float4 tex2DNode17 = tex2D( _Pattern, ( panner20 * _Layer2Tiling ) );
|
|
float4 temp_cast_6 = (( (( _PatternInvertBW )?( 1.0 ):( 0.0 )) == 0.0 ? tex2DNode17.r : ( 1.0 - tex2DNode17.r ) )).xxxx;
|
|
float mulTime15 = _TimeParameters.x * _Layer1Speed;
|
|
float2 panner13 = ( mulTime15 * _Layer1Direction + temp_output_106_0.xy);
|
|
float4 tex2DNode9 = tex2D( _Pattern, ( panner13 * _Layer1Tiling ) );
|
|
float4 lerpResult10 = lerp( _Color1 , _Color2 , ( (( _PatternInvertBW )?( 1.0 ):( 0.0 )) == 0.0 ? tex2DNode9.r : ( 1.0 - tex2DNode9.r ) ));
|
|
float4 blendOpSrc24 = temp_cast_6;
|
|
float4 blendOpDest24 = lerpResult10;
|
|
float4 lerpBlendMode24 = lerp(blendOpDest24,min( blendOpSrc24 , blendOpDest24 ),_Blend1);
|
|
float4 blendOpSrc35 = temp_cast_3;
|
|
float4 blendOpDest35 = ( saturate( lerpBlendMode24 ));
|
|
float4 lerpBlendMode35 = lerp(blendOpDest35,min( blendOpSrc35 , blendOpDest35 ),_Blend2);
|
|
float4 blendOpSrc41 = temp_cast_0;
|
|
float4 blendOpDest41 = ( saturate( lerpBlendMode35 ));
|
|
float4 lerpBlendMode41 = lerp(blendOpDest41,( blendOpSrc41 * blendOpDest41 ),_WaveBlend);
|
|
float4 temp_cast_9 = (1.0).xxxx;
|
|
float4 screenPos = IN.ase_texcoord5;
|
|
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 screenDepth59 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth59 = abs( ( screenDepth59 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _FoamWidth ) );
|
|
float2 temp_output_61_0 = (WorldPosition).xz;
|
|
float2 temp_cast_10 = (_FoamDistortionSpeed).xx;
|
|
float2 panner62 = ( 0.2 * _Time.y * temp_cast_10 + temp_output_61_0);
|
|
float simplePerlin2D65 = snoise( panner62*_FoamDistortionScale );
|
|
simplePerlin2D65 = simplePerlin2D65*0.5 + 0.5;
|
|
float simplePerlin2D69 = snoise( ( temp_output_61_0 + ( simplePerlin2D65 * _FoamDistortionAmount ) )*_FoamScale );
|
|
simplePerlin2D69 = simplePerlin2D69*0.5 + 0.5;
|
|
float4 lerpResult55 = lerp( ( saturate( lerpBlendMode41 )) , temp_cast_9 , saturate( step( distanceDepth59 , simplePerlin2D69 ) ));
|
|
float4 Base_Color118 = lerpResult55;
|
|
|
|
|
|
float3 BaseColor = Base_Color118.rgb;
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
|
|
half4 color = half4(BaseColor, Alpha );
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
return color;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DepthNormals"
|
|
Tags { "LightMode"="DepthNormals" }
|
|
|
|
ZWrite On
|
|
Blend One Zero
|
|
ZTest LEqual
|
|
ZWrite On
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
|
#define ASE_FOG 1
|
|
#define ASE_TESSELLATION 1
|
|
#pragma require tessellation tessHW
|
|
#pragma hull HullFunction
|
|
#pragma domain DomainFunction
|
|
#define ASE_FIXED_TESSELLATION
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_SRP_VERSION 140009
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
|
#endif
|
|
|
|
#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
|
|
|
|
|
|
#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 _Color1;
|
|
float4 _Color2;
|
|
float2 _WaveTiling;
|
|
float2 _Layer3Direction;
|
|
float2 _Layer2Direction;
|
|
float2 _Layer1Direction;
|
|
float _FoamScale;
|
|
float _FoamDistortionAmount;
|
|
float _FoamDistortionScale;
|
|
float _FoamDistortionSpeed;
|
|
float _FoamWidth;
|
|
float _WaveBlend;
|
|
float _Blend2;
|
|
float _Blend1;
|
|
float _Layer1Tiling;
|
|
float _WaveSpeed;
|
|
float _Metallic;
|
|
float _Layer2Tiling;
|
|
float _Layer2Speed;
|
|
float _Layer3Tiling;
|
|
float _DistortionStr;
|
|
float _ScaleDistortion;
|
|
float _Layer3Speed;
|
|
float _PatternInvertBW;
|
|
float _DisplacementAmount;
|
|
float _WaveScale;
|
|
float _Layer1Speed;
|
|
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
|
|
|
|
|
|
|
|
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 mulTime45 = _TimeParameters.x * _WaveSpeed;
|
|
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
|
|
float2 temp_output_5_0 = (ase_worldPos).xz;
|
|
float2 panner46 = ( mulTime45 * float2( 0.5,0.5 ) + ( temp_output_5_0 * _WaveTiling ));
|
|
float simplePerlin2D39 = snoise( panner46*_WaveScale );
|
|
simplePerlin2D39 = simplePerlin2D39*0.5 + 0.5;
|
|
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 = ( ( ( simplePerlin2D39 * _DisplacementAmount ) * 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_g1 = WorldPosition;
|
|
float3 surf_norm107_g1 = WorldNormal;
|
|
float simplePerlin2D103 = snoise( (WorldPosition).xz*_ScaleDistortion );
|
|
simplePerlin2D103 = simplePerlin2D103*0.5 + 0.5;
|
|
float height107_g1 = simplePerlin2D103;
|
|
float scale107_g1 = _DistortionStr;
|
|
float3 localPerturbNormal107_g1 = PerturbNormal107_g1( surf_pos107_g1 , surf_norm107_g1 , height107_g1 , scale107_g1 );
|
|
float3 ase_worldBitangent = IN.ase_texcoord5.xyz;
|
|
float3x3 ase_worldToTangent = float3x3(WorldTangent.xyz,ase_worldBitangent,WorldNormal);
|
|
float3 worldToTangentDir42_g1 = mul( ase_worldToTangent, localPerturbNormal107_g1);
|
|
float3 temp_output_107_40 = worldToTangentDir42_g1;
|
|
float3 Normal120 = temp_output_107_40;
|
|
|
|
|
|
float3 Normal = Normal120;
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = IN.positionCS.z;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODFadeCrossFade( IN.positionCS );
|
|
#endif
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
#if defined(_GBUFFER_NORMALS_OCT)
|
|
float2 octNormalWS = PackNormalOctQuadEncode(WorldNormal);
|
|
float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);
|
|
half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);
|
|
outNormalWS = half4(packedNormalWS, 0.0);
|
|
#else
|
|
#if defined(_NORMALMAP)
|
|
#if _NORMAL_DROPOFF_TS
|
|
float crossSign = (WorldTangent.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
|
|
float3 bitangent = crossSign * cross(WorldNormal.xyz, WorldTangent.xyz);
|
|
float3 normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent.xyz, bitangent, WorldNormal.xyz));
|
|
#elif _NORMAL_DROPOFF_OS
|
|
float3 normalWS = TransformObjectToWorldNormal(Normal);
|
|
#elif _NORMAL_DROPOFF_WS
|
|
float3 normalWS = Normal;
|
|
#endif
|
|
#else
|
|
float3 normalWS = WorldNormal;
|
|
#endif
|
|
outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
|
|
#endif
|
|
|
|
#ifdef _WRITE_RENDERING_LAYERS
|
|
uint renderingLayers = GetMeshRenderingLayer();
|
|
outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
|
|
#endif
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "GBuffer"
|
|
Tags { "LightMode"="UniversalGBuffer" }
|
|
|
|
Blend 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 ASE_TESSELLATION 1
|
|
#pragma require tessellation tessHW
|
|
#pragma hull HullFunction
|
|
#pragma domain DomainFunction
|
|
#define ASE_FIXED_TESSELLATION
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_SRP_VERSION 140009
|
|
#define REQUIRE_DEPTH_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_WORLD_POSITION
|
|
#define ASE_NEEDS_FRAG_WORLD_NORMAL
|
|
#define ASE_NEEDS_FRAG_WORLD_TANGENT
|
|
#define ASE_NEEDS_FRAG_WORLD_BITANGENT
|
|
#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;
|
|
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 _Color1;
|
|
float4 _Color2;
|
|
float2 _WaveTiling;
|
|
float2 _Layer3Direction;
|
|
float2 _Layer2Direction;
|
|
float2 _Layer1Direction;
|
|
float _FoamScale;
|
|
float _FoamDistortionAmount;
|
|
float _FoamDistortionScale;
|
|
float _FoamDistortionSpeed;
|
|
float _FoamWidth;
|
|
float _WaveBlend;
|
|
float _Blend2;
|
|
float _Blend1;
|
|
float _Layer1Tiling;
|
|
float _WaveSpeed;
|
|
float _Metallic;
|
|
float _Layer2Tiling;
|
|
float _Layer2Speed;
|
|
float _Layer3Tiling;
|
|
float _DistortionStr;
|
|
float _ScaleDistortion;
|
|
float _Layer3Speed;
|
|
float _PatternInvertBW;
|
|
float _DisplacementAmount;
|
|
float _WaveScale;
|
|
float _Layer1Speed;
|
|
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
|
|
|
|
sampler2D _Pattern;
|
|
uniform float4 _CameraDepthTexture_TexelSize;
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
|
|
|
|
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 mulTime45 = _TimeParameters.x * _WaveSpeed;
|
|
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
|
|
float2 temp_output_5_0 = (ase_worldPos).xz;
|
|
float2 panner46 = ( mulTime45 * float2( 0.5,0.5 ) + ( temp_output_5_0 * _WaveTiling ));
|
|
float simplePerlin2D39 = snoise( panner46*_WaveScale );
|
|
simplePerlin2D39 = simplePerlin2D39*0.5 + 0.5;
|
|
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 = ( ( ( simplePerlin2D39 * _DisplacementAmount ) * 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 );
|
|
|
|
float mulTime45 = _TimeParameters.x * _WaveSpeed;
|
|
float2 temp_output_5_0 = (WorldPosition).xz;
|
|
float2 panner46 = ( mulTime45 * float2( 0.5,0.5 ) + ( temp_output_5_0 * _WaveTiling ));
|
|
float simplePerlin2D39 = snoise( panner46*_WaveScale );
|
|
simplePerlin2D39 = simplePerlin2D39*0.5 + 0.5;
|
|
float4 temp_cast_0 = (simplePerlin2D39).xxxx;
|
|
float mulTime34 = _TimeParameters.x * _Layer3Speed;
|
|
float3 surf_pos107_g1 = WorldPosition;
|
|
float3 surf_norm107_g1 = WorldNormal;
|
|
float simplePerlin2D103 = snoise( (WorldPosition).xz*_ScaleDistortion );
|
|
simplePerlin2D103 = simplePerlin2D103*0.5 + 0.5;
|
|
float height107_g1 = simplePerlin2D103;
|
|
float scale107_g1 = _DistortionStr;
|
|
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);
|
|
float3 temp_output_107_40 = worldToTangentDir42_g1;
|
|
float3 temp_output_106_0 = ( float3( temp_output_5_0 , 0.0 ) + temp_output_107_40 );
|
|
float2 panner30 = ( mulTime34 * _Layer3Direction + temp_output_106_0.xy);
|
|
float4 tex2DNode27 = tex2D( _Pattern, ( panner30 * _Layer3Tiling ) );
|
|
float4 temp_cast_3 = (( (( _PatternInvertBW )?( 1.0 ):( 0.0 )) == 0.0 ? tex2DNode27.r : ( 1.0 - tex2DNode27.r ) )).xxxx;
|
|
float mulTime125 = _TimeParameters.x * _Layer2Speed;
|
|
float2 panner20 = ( mulTime125 * _Layer2Direction + temp_output_106_0.xy);
|
|
float4 tex2DNode17 = tex2D( _Pattern, ( panner20 * _Layer2Tiling ) );
|
|
float4 temp_cast_6 = (( (( _PatternInvertBW )?( 1.0 ):( 0.0 )) == 0.0 ? tex2DNode17.r : ( 1.0 - tex2DNode17.r ) )).xxxx;
|
|
float mulTime15 = _TimeParameters.x * _Layer1Speed;
|
|
float2 panner13 = ( mulTime15 * _Layer1Direction + temp_output_106_0.xy);
|
|
float4 tex2DNode9 = tex2D( _Pattern, ( panner13 * _Layer1Tiling ) );
|
|
float4 lerpResult10 = lerp( _Color1 , _Color2 , ( (( _PatternInvertBW )?( 1.0 ):( 0.0 )) == 0.0 ? tex2DNode9.r : ( 1.0 - tex2DNode9.r ) ));
|
|
float4 blendOpSrc24 = temp_cast_6;
|
|
float4 blendOpDest24 = lerpResult10;
|
|
float4 lerpBlendMode24 = lerp(blendOpDest24,min( blendOpSrc24 , blendOpDest24 ),_Blend1);
|
|
float4 blendOpSrc35 = temp_cast_3;
|
|
float4 blendOpDest35 = ( saturate( lerpBlendMode24 ));
|
|
float4 lerpBlendMode35 = lerp(blendOpDest35,min( blendOpSrc35 , blendOpDest35 ),_Blend2);
|
|
float4 blendOpSrc41 = temp_cast_0;
|
|
float4 blendOpDest41 = ( saturate( lerpBlendMode35 ));
|
|
float4 lerpBlendMode41 = lerp(blendOpDest41,( blendOpSrc41 * blendOpDest41 ),_WaveBlend);
|
|
float4 temp_cast_9 = (1.0).xxxx;
|
|
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 screenDepth59 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth59 = abs( ( screenDepth59 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _FoamWidth ) );
|
|
float2 temp_output_61_0 = (WorldPosition).xz;
|
|
float2 temp_cast_10 = (_FoamDistortionSpeed).xx;
|
|
float2 panner62 = ( 0.2 * _Time.y * temp_cast_10 + temp_output_61_0);
|
|
float simplePerlin2D65 = snoise( panner62*_FoamDistortionScale );
|
|
simplePerlin2D65 = simplePerlin2D65*0.5 + 0.5;
|
|
float simplePerlin2D69 = snoise( ( temp_output_61_0 + ( simplePerlin2D65 * _FoamDistortionAmount ) )*_FoamScale );
|
|
simplePerlin2D69 = simplePerlin2D69*0.5 + 0.5;
|
|
float4 lerpResult55 = lerp( ( saturate( lerpBlendMode41 )) , temp_cast_9 , saturate( step( distanceDepth59 , simplePerlin2D69 ) ));
|
|
float4 Base_Color118 = lerpResult55;
|
|
|
|
float3 Normal120 = temp_output_107_40;
|
|
|
|
|
|
float3 BaseColor = Base_Color118.rgb;
|
|
float3 Normal = Normal120;
|
|
float3 Emission = 0;
|
|
float3 Specular = 0.5;
|
|
float Metallic = _Metallic;
|
|
float Smoothness = _Smoothness;
|
|
float Occlusion = 1;
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
float3 BakedGI = 0;
|
|
float3 RefractionColor = 1;
|
|
float RefractionIndex = 1;
|
|
float3 Transmission = 1;
|
|
float3 Translucency = 1;
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = 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 ASE_TESSELLATION 1
|
|
#pragma require tessellation tessHW
|
|
#pragma hull HullFunction
|
|
#pragma domain DomainFunction
|
|
#define ASE_FIXED_TESSELLATION
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_SRP_VERSION 140009
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SCENESELECTIONPASS 1
|
|
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#define ASE_NEEDS_VERT_NORMAL
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _Color1;
|
|
float4 _Color2;
|
|
float2 _WaveTiling;
|
|
float2 _Layer3Direction;
|
|
float2 _Layer2Direction;
|
|
float2 _Layer1Direction;
|
|
float _FoamScale;
|
|
float _FoamDistortionAmount;
|
|
float _FoamDistortionScale;
|
|
float _FoamDistortionSpeed;
|
|
float _FoamWidth;
|
|
float _WaveBlend;
|
|
float _Blend2;
|
|
float _Blend1;
|
|
float _Layer1Tiling;
|
|
float _WaveSpeed;
|
|
float _Metallic;
|
|
float _Layer2Tiling;
|
|
float _Layer2Speed;
|
|
float _Layer3Tiling;
|
|
float _DistortionStr;
|
|
float _ScaleDistortion;
|
|
float _Layer3Speed;
|
|
float _PatternInvertBW;
|
|
float _DisplacementAmount;
|
|
float _WaveScale;
|
|
float _Layer1Speed;
|
|
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
|
|
|
|
|
|
|
|
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
|
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
|
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
|
|
float snoise( float2 v )
|
|
{
|
|
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
|
|
float2 i = floor( v + dot( v, C.yy ) );
|
|
float2 x0 = v - i + dot( i, C.xx );
|
|
float2 i1;
|
|
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
|
|
float4 x12 = x0.xyxy + C.xxzz;
|
|
x12.xy -= i1;
|
|
i = mod2D289( i );
|
|
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
|
|
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
|
|
m = m * m;
|
|
m = m * m;
|
|
float3 x = 2.0 * frac( p * C.www ) - 1.0;
|
|
float3 h = abs( x ) - 0.5;
|
|
float3 ox = floor( x + 0.5 );
|
|
float3 a0 = x - ox;
|
|
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
|
|
float3 g;
|
|
g.x = a0.x * x0.x + h.x * x0.y;
|
|
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
|
return 130.0 * dot( m, g );
|
|
}
|
|
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
};
|
|
|
|
VertexOutput VertexFunction(VertexInput v )
|
|
{
|
|
VertexOutput o;
|
|
ZERO_INITIALIZE(VertexOutput, o);
|
|
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float mulTime45 = _TimeParameters.x * _WaveSpeed;
|
|
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
|
|
float2 temp_output_5_0 = (ase_worldPos).xz;
|
|
float2 panner46 = ( mulTime45 * float2( 0.5,0.5 ) + ( temp_output_5_0 * _WaveTiling ));
|
|
float simplePerlin2D39 = snoise( panner46*_WaveScale );
|
|
simplePerlin2D39 = simplePerlin2D39*0.5 + 0.5;
|
|
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 = ( ( ( simplePerlin2D39 * _DisplacementAmount ) * 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;
|
|
|
|
|
|
|
|
surfaceDescription.Alpha = 1;
|
|
surfaceDescription.AlphaClipThreshold = 0.5;
|
|
|
|
#if _ALPHATEST_ON
|
|
float alphaClipThreshold = 0.01f;
|
|
#if ALPHA_CLIP_THRESHOLD
|
|
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
|
|
#endif
|
|
clip(surfaceDescription.Alpha - alphaClipThreshold);
|
|
#endif
|
|
|
|
half4 outColor = 0;
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
|
|
#elif defined(SCENEPICKINGPASS)
|
|
outColor = _SelectionID;
|
|
#endif
|
|
|
|
return outColor;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "ScenePickingPass"
|
|
Tags { "LightMode"="Picking" }
|
|
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#define ASE_TESSELLATION 1
|
|
#pragma require tessellation tessHW
|
|
#pragma hull HullFunction
|
|
#pragma domain DomainFunction
|
|
#define ASE_FIXED_TESSELLATION
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_SRP_VERSION 140009
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SCENEPICKINGPASS 1
|
|
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#define ASE_NEEDS_VERT_NORMAL
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _Color1;
|
|
float4 _Color2;
|
|
float2 _WaveTiling;
|
|
float2 _Layer3Direction;
|
|
float2 _Layer2Direction;
|
|
float2 _Layer1Direction;
|
|
float _FoamScale;
|
|
float _FoamDistortionAmount;
|
|
float _FoamDistortionScale;
|
|
float _FoamDistortionSpeed;
|
|
float _FoamWidth;
|
|
float _WaveBlend;
|
|
float _Blend2;
|
|
float _Blend1;
|
|
float _Layer1Tiling;
|
|
float _WaveSpeed;
|
|
float _Metallic;
|
|
float _Layer2Tiling;
|
|
float _Layer2Speed;
|
|
float _Layer3Tiling;
|
|
float _DistortionStr;
|
|
float _ScaleDistortion;
|
|
float _Layer3Speed;
|
|
float _PatternInvertBW;
|
|
float _DisplacementAmount;
|
|
float _WaveScale;
|
|
float _Layer1Speed;
|
|
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
|
|
|
|
|
|
|
|
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
|
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
|
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
|
|
float snoise( float2 v )
|
|
{
|
|
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
|
|
float2 i = floor( v + dot( v, C.yy ) );
|
|
float2 x0 = v - i + dot( i, C.xx );
|
|
float2 i1;
|
|
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
|
|
float4 x12 = x0.xyxy + C.xxzz;
|
|
x12.xy -= i1;
|
|
i = mod2D289( i );
|
|
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
|
|
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
|
|
m = m * m;
|
|
m = m * m;
|
|
float3 x = 2.0 * frac( p * C.www ) - 1.0;
|
|
float3 h = abs( x ) - 0.5;
|
|
float3 ox = floor( x + 0.5 );
|
|
float3 a0 = x - ox;
|
|
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
|
|
float3 g;
|
|
g.x = a0.x * x0.x + h.x * x0.y;
|
|
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
|
return 130.0 * dot( m, g );
|
|
}
|
|
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
};
|
|
|
|
VertexOutput VertexFunction(VertexInput v )
|
|
{
|
|
VertexOutput o;
|
|
ZERO_INITIALIZE(VertexOutput, o);
|
|
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float mulTime45 = _TimeParameters.x * _WaveSpeed;
|
|
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
|
|
float2 temp_output_5_0 = (ase_worldPos).xz;
|
|
float2 panner46 = ( mulTime45 * float2( 0.5,0.5 ) + ( temp_output_5_0 * _WaveTiling ));
|
|
float simplePerlin2D39 = snoise( panner46*_WaveScale );
|
|
simplePerlin2D39 = simplePerlin2D39*0.5 + 0.5;
|
|
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 = ( ( ( simplePerlin2D39 * _DisplacementAmount ) * 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;
|
|
|
|
|
|
|
|
surfaceDescription.Alpha = 1;
|
|
surfaceDescription.AlphaClipThreshold = 0.5;
|
|
|
|
#if _ALPHATEST_ON
|
|
float alphaClipThreshold = 0.01f;
|
|
#if ALPHA_CLIP_THRESHOLD
|
|
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
|
|
#endif
|
|
clip(surfaceDescription.Alpha - alphaClipThreshold);
|
|
#endif
|
|
|
|
half4 outColor = 0;
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
|
|
#elif defined(SCENEPICKINGPASS)
|
|
outColor = _SelectionID;
|
|
#endif
|
|
|
|
return outColor;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
}
|
|
|
|
CustomEditor "UnityEditor.ShaderGraphLitGUI"
|
|
FallBack "Hidden/Shader Graph/FallbackError"
|
|
|
|
Fallback Off
|
|
}
|
|
/*ASEBEGIN
|
|
Version=19202
|
|
Node;AmplifyShaderEditor.CommentaryNode;58;-524.3294,2470.803;Inherit;False;2222.684;607.4407;Foam;15;73;72;71;70;69;68;67;66;65;64;63;62;61;60;59;;0,1,0,1;0;0
|
|
Node;AmplifyShaderEditor.DepthFade;59;399.199,2520.802;Inherit;False;True;False;True;2;1;FLOAT3;0,0,0;False;0;FLOAT;1;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.WorldPosInputsNode;60;-387.0533,2554.424;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
|
Node;AmplifyShaderEditor.ComponentMaskNode;61;-155.2539,2604.642;Inherit;False;True;False;True;False;1;0;FLOAT3;0,0,0;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.PannerNode;62;-207.9483,2862.965;Inherit;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0.5,0.5;False;1;FLOAT;0.2;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode;63;489.806,2649.738;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;64;348.2563,2764.085;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.NoiseGeneratorNode;65;49.70164,2823.994;Inherit;True;Simplex2D;True;False;2;0;FLOAT2;0,0;False;1;FLOAT;2;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode;66;-255.0322,2995.518;Inherit;False;Property;_FoamDistortionScale;Foam Distortion Scale;19;0;Create;True;0;0;0;False;0;False;4;4;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode;67;-482.8192,2900.554;Inherit;False;Property;_FoamDistortionSpeed;Foam Distortion Speed;18;0;Create;True;0;0;0;False;0;False;1.5;2;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode;68;55.91456,2731.83;Inherit;False;Property;_FoamDistortionAmount;Foam Distortion Amount;20;0;Create;True;0;0;0;False;0;False;0.03;0.03;0;0.1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.NoiseGeneratorNode;69;643.5131,2790.603;Inherit;True;Simplex2D;True;False;2;0;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode;70;146.9301,2537.82;Inherit;False;Property;_FoamWidth;Foam Width;16;0;Create;True;0;0;0;False;0;False;0.4;0.4;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode;71;374.2573,2896.761;Inherit;False;Property;_FoamScale;Foam Scale;17;0;Create;True;0;0;0;False;0;False;4;3;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SaturateNode;72;1529.549,2739.105;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.StepOpNode;73;1176.764,2568.841;Inherit;True;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.CommentaryNode;77;2511.287,2590.325;Inherit;False;1073.688;521.8873;Displacement;6;85;83;84;87;86;78;;0,0,1,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode;113;2529.096,2371.271;Inherit;False;688.0833;163.4724;Edge Opacity;3;116;115;114;;1,0,0,1;0;0
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ASEEND*/
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//CHKSM=F712027327B15EFA9145AB3A5F27ED76F8EDADA9 |