1796 lines
70 KiB
Plaintext
1796 lines
70 KiB
Plaintext
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// Made with Amplify Shader Editor v1.9.8
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "DY_FilpBook"
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{
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Properties
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{
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
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_Width("Width", Float) = 0
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_Hidth("Hidth", Float) = 0
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_Speed("Speed", Float) = 30
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_MainTex("MainTex", 2D) = "white" {}
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[HDR]_Main_Color("Main_Color", Color) = (1,1,1,1)
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_Alpha_Intensity("Alpha_Intensity", Float) = 1
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//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
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//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
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//_TessMin( "Tess Min Distance", Float ) = 10
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//_TessMax( "Tess Max Distance", Float ) = 25
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//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
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//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
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[HideInInspector] _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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[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
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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"="Unlit" }
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Cull Off
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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"="UniversalForwardOnly" }
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Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
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ZWrite Off
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ZTest LEqual
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Offset 0 , 0
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ColorMask RGBA
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Stencil
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{
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Ref 1
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Comp Equal
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Pass Keep
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Fail Keep
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ZFail Keep
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}
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HLSLPROGRAM
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
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#pragma multi_compile_fog
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#define ASE_FOG 1
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define ASE_VERSION 19800
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#define ASE_SRP_VERSION 140010
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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 _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fragment _ DEBUG_DISPLAY
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#pragma vertex vert
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#pragma fragment frag
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#define SHADERPASS SHADERPASS_UNLIT
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#if ASE_SRP_VERSION >=140007
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#endif
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#if ASE_SRP_VERSION >=140007
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
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#endif
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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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#if ASE_SRP_VERSION >=140010
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#endif
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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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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.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(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 Attributes
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float4 ase_texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct PackedVaryings
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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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float3 positionWS : TEXCOORD1;
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#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
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half4 fogFactorAndVertexLight : TEXCOORD2;
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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 : TEXCOORD3;
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#endif
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float4 ase_texcoord4 : TEXCOORD4;
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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 _Main_Color;
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float4 _MainTex_ST;
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float _Width;
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float _Hidth;
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float _Speed;
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float _Alpha_Intensity;
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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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sampler2D _MainTex;
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PackedVaryings VertexFunction( Attributes input )
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{
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PackedVaryings output = (PackedVaryings)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.ase_texcoord4.xy = input.ase_texcoord.xy;
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//setting value to unused interpolator channels and avoid initialization warnings
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output.ase_texcoord4.zw = 0;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = input.positionOS.xyz;
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#else
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float3 defaultVertexValue = float3(0, 0, 0);
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#endif
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float3 vertexValue = defaultVertexValue;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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input.positionOS.xyz = vertexValue;
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#else
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input.positionOS.xyz += vertexValue;
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#endif
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input.normalOS = input.normalOS;
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VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
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#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
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output.fogFactorAndVertexLight = 0;
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#if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
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output.fogFactorAndVertexLight.x = ComputeFogFactor(vertexInput.positionCS.z);
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#endif
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#ifdef _ADDITIONAL_LIGHTS_VERTEX
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half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
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output.fogFactorAndVertexLight.yzw = vertexLight;
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#endif
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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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output.shadowCoord = GetShadowCoord( vertexInput );
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#endif
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output.positionCS = vertexInput.positionCS;
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output.clipPosV = vertexInput.positionCS;
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output.positionWS = vertexInput.positionWS;
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return output;
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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 positionOS : INTERNALTESSPOS;
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float3 normalOS : NORMAL;
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float4 ase_texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct TessellationFactors
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{
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float edge[3] : SV_TessFactor;
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float inside : SV_InsideTessFactor;
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};
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VertexControl vert ( Attributes input )
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{
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VertexControl output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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output.positionOS = input.positionOS;
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output.normalOS = input.normalOS;
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output.ase_texcoord = input.ase_texcoord;
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return output;
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}
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TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
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{
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TessellationFactors output;
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||
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float4 tf = 1;
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||
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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)
|
||
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
#endif
|
||
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
||
|
return output;
|
||
|
}
|
||
|
|
||
|
[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")]
|
||
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
{
|
||
|
Attributes output = (Attributes) 0;
|
||
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
||
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
float3 pp[3];
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
||
|
return VertexFunction(output);
|
||
|
}
|
||
|
#else
|
||
|
PackedVaryings vert ( Attributes input )
|
||
|
{
|
||
|
return VertexFunction( input );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
half4 frag ( PackedVaryings input
|
||
|
#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(input);
|
||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||
|
|
||
|
#if defined(LOD_FADE_CROSSFADE)
|
||
|
LODFadeCrossFade( input.positionCS );
|
||
|
#endif
|
||
|
|
||
|
float3 WorldPosition = input.positionWS;
|
||
|
float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
|
||
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
||
|
float4 ClipPos = input.clipPosV;
|
||
|
float4 ScreenPos = ComputeScreenPos( input.clipPosV );
|
||
|
|
||
|
float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||
|
ShadowCoords = input.shadowCoord;
|
||
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
WorldViewDirection = SafeNormalize( WorldViewDirection );
|
||
|
|
||
|
float2 uv_MainTex = input.ase_texcoord4.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||
|
// *** BEGIN Flipbook UV Animation vars ***
|
||
|
// Total tiles of Flipbook Texture
|
||
|
float fbtotaltiles15 = _Width * _Hidth;
|
||
|
// Offsets for cols and rows of Flipbook Texture
|
||
|
float fbcolsoffset15 = 1.0f / _Width;
|
||
|
float fbrowsoffset15 = 1.0f / _Hidth;
|
||
|
// Speed of animation
|
||
|
float fbspeed15 = _Time[ 1 ] * _Speed;
|
||
|
// UV Tiling (col and row offset)
|
||
|
float2 fbtiling15 = float2(fbcolsoffset15, fbrowsoffset15);
|
||
|
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
|
||
|
// Calculate current tile linear index
|
||
|
float fbcurrenttileindex15 = floor( fmod( fbspeed15 + 0.0, fbtotaltiles15) );
|
||
|
fbcurrenttileindex15 += ( fbcurrenttileindex15 < 0) ? fbtotaltiles15 : 0;
|
||
|
// Obtain Offset X coordinate from current tile linear index
|
||
|
float fblinearindextox15 = round ( fmod ( fbcurrenttileindex15, _Width ) );
|
||
|
// Multiply Offset X by coloffset
|
||
|
float fboffsetx15 = fblinearindextox15 * fbcolsoffset15;
|
||
|
// Obtain Offset Y coordinate from current tile linear index
|
||
|
float fblinearindextoy15 = round( fmod( ( fbcurrenttileindex15 - fblinearindextox15 ) / _Width, _Hidth ) );
|
||
|
// Reverse Y to get tiles from Top to Bottom
|
||
|
fblinearindextoy15 = (int)(_Hidth-1) - fblinearindextoy15;
|
||
|
// Multiply Offset Y by rowoffset
|
||
|
float fboffsety15 = fblinearindextoy15 * fbrowsoffset15;
|
||
|
// UV Offset
|
||
|
float2 fboffset15 = float2(fboffsetx15, fboffsety15);
|
||
|
// Flipbook UV
|
||
|
half2 fbuv15 = uv_MainTex * fbtiling15 + fboffset15;
|
||
|
// *** END Flipbook UV Animation vars ***
|
||
|
int flipbookFrame15 = ( ( int )fbcurrenttileindex15);
|
||
|
float4 tex2DNode20 = tex2D( _MainTex, fbuv15 );
|
||
|
|
||
|
float3 BakedAlbedo = 0;
|
||
|
float3 BakedEmission = 0;
|
||
|
float3 Color = ( float4( _Main_Color.rgb , 0.0 ) * tex2DNode20 ).rgb;
|
||
|
float Alpha = saturate( ( tex2DNode20.a * _Alpha_Intensity ) );
|
||
|
float AlphaClipThreshold = 0.5;
|
||
|
float AlphaClipThresholdShadow = 0.5;
|
||
|
|
||
|
#ifdef ASE_DEPTH_WRITE_ON
|
||
|
float DepthValue = input.positionCS.z;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
clip(Alpha - AlphaClipThreshold);
|
||
|
#endif
|
||
|
|
||
|
InputData inputData = (InputData)0;
|
||
|
inputData.positionWS = WorldPosition;
|
||
|
inputData.viewDirectionWS = WorldViewDirection;
|
||
|
|
||
|
#ifdef ASE_FOG
|
||
|
inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x);
|
||
|
#endif
|
||
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
||
|
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
|
||
|
#endif
|
||
|
|
||
|
inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
|
||
|
|
||
|
#if defined(_DBUFFER)
|
||
|
ApplyDecalToBaseColor(input.positionCS, Color);
|
||
|
#endif
|
||
|
|
||
|
#ifdef ASE_FOG
|
||
|
#ifdef TERRAIN_SPLAT_ADDPASS
|
||
|
Color.rgb = MixFogColor(Color.rgb, half3(0,0,0), inputData.fogCoord);
|
||
|
#else
|
||
|
Color.rgb = MixFog(Color.rgb, inputData.fogCoord);
|
||
|
#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 half4( Color, Alpha );
|
||
|
}
|
||
|
ENDHLSL
|
||
|
}
|
||
|
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
|
||
|
Name "DepthOnly"
|
||
|
Tags { "LightMode"="DepthOnly" }
|
||
|
|
||
|
ZWrite On
|
||
|
ColorMask R
|
||
|
AlphaToMask Off
|
||
|
|
||
|
HLSLPROGRAM
|
||
|
|
||
|
|
||
|
|
||
|
#pragma multi_compile_instancing
|
||
|
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
||
|
#define ASE_FOG 1
|
||
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
||
|
#define ASE_VERSION 19800
|
||
|
#define ASE_SRP_VERSION 140010
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
|
||
|
#if ASE_SRP_VERSION >=140007
|
||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||
|
#endif
|
||
|
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
|
||
|
#if defined(LOD_FADE_CROSSFADE)
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
||
|
#endif
|
||
|
|
||
|
|
||
|
|
||
|
#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 Attributes
|
||
|
{
|
||
|
float4 positionOS : POSITION;
|
||
|
float3 normalOS : NORMAL;
|
||
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct PackedVaryings
|
||
|
{
|
||
|
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
|
||
|
float4 ase_texcoord3 : TEXCOORD3;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
CBUFFER_START(UnityPerMaterial)
|
||
|
float4 _Main_Color;
|
||
|
float4 _MainTex_ST;
|
||
|
float _Width;
|
||
|
float _Hidth;
|
||
|
float _Speed;
|
||
|
float _Alpha_Intensity;
|
||
|
#ifdef ASE_TESSELLATION
|
||
|
float _TessPhongStrength;
|
||
|
float _TessValue;
|
||
|
float _TessMin;
|
||
|
float _TessMax;
|
||
|
float _TessEdgeLength;
|
||
|
float _TessMaxDisp;
|
||
|
#endif
|
||
|
CBUFFER_END
|
||
|
|
||
|
sampler2D _MainTex;
|
||
|
|
||
|
|
||
|
|
||
|
PackedVaryings VertexFunction( Attributes input )
|
||
|
{
|
||
|
PackedVaryings output = (PackedVaryings)0;
|
||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||
|
|
||
|
output.ase_texcoord3.xy = input.ase_texcoord.xy;
|
||
|
|
||
|
//setting value to unused interpolator channels and avoid initialization warnings
|
||
|
output.ase_texcoord3.zw = 0;
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
float3 defaultVertexValue = input.positionOS.xyz;
|
||
|
#else
|
||
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
#endif
|
||
|
|
||
|
float3 vertexValue = defaultVertexValue;
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
input.positionOS.xyz = vertexValue;
|
||
|
#else
|
||
|
input.positionOS.xyz += vertexValue;
|
||
|
#endif
|
||
|
|
||
|
input.normalOS = input.normalOS;
|
||
|
|
||
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
output.positionWS = vertexInput.positionWS;
|
||
|
#endif
|
||
|
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
output.shadowCoord = GetShadowCoord( vertexInput );
|
||
|
#endif
|
||
|
|
||
|
output.positionCS = vertexInput.positionCS;
|
||
|
output.clipPosV = vertexInput.positionCS;
|
||
|
return output;
|
||
|
}
|
||
|
|
||
|
#if defined(ASE_TESSELLATION)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float4 positionOS : INTERNALTESSPOS;
|
||
|
float3 normalOS : NORMAL;
|
||
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct TessellationFactors
|
||
|
{
|
||
|
float edge[3] : SV_TessFactor;
|
||
|
float inside : SV_InsideTessFactor;
|
||
|
};
|
||
|
|
||
|
VertexControl vert ( Attributes input )
|
||
|
{
|
||
|
VertexControl output;
|
||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
output.positionOS = input.positionOS;
|
||
|
output.normalOS = input.normalOS;
|
||
|
output.ase_texcoord = input.ase_texcoord;
|
||
|
return output;
|
||
|
}
|
||
|
|
||
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
||
|
{
|
||
|
TessellationFactors output;
|
||
|
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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
#endif
|
||
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
||
|
return output;
|
||
|
}
|
||
|
|
||
|
[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")]
|
||
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
{
|
||
|
Attributes output = (Attributes) 0;
|
||
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
||
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
float3 pp[3];
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
||
|
return VertexFunction(output);
|
||
|
}
|
||
|
#else
|
||
|
PackedVaryings vert ( Attributes input )
|
||
|
{
|
||
|
return VertexFunction( input );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
half4 frag(PackedVaryings input
|
||
|
#ifdef ASE_DEPTH_WRITE_ON
|
||
|
,out float outputDepth : ASE_SV_DEPTH
|
||
|
#endif
|
||
|
) : SV_Target
|
||
|
{
|
||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
float3 WorldPosition = input.positionWS;
|
||
|
#endif
|
||
|
|
||
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
||
|
float4 ClipPos = input.clipPosV;
|
||
|
float4 ScreenPos = ComputeScreenPos( input.clipPosV );
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||
|
ShadowCoords = input.shadowCoord;
|
||
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
float2 uv_MainTex = input.ase_texcoord3.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||
|
// *** BEGIN Flipbook UV Animation vars ***
|
||
|
// Total tiles of Flipbook Texture
|
||
|
float fbtotaltiles15 = _Width * _Hidth;
|
||
|
// Offsets for cols and rows of Flipbook Texture
|
||
|
float fbcolsoffset15 = 1.0f / _Width;
|
||
|
float fbrowsoffset15 = 1.0f / _Hidth;
|
||
|
// Speed of animation
|
||
|
float fbspeed15 = _Time[ 1 ] * _Speed;
|
||
|
// UV Tiling (col and row offset)
|
||
|
float2 fbtiling15 = float2(fbcolsoffset15, fbrowsoffset15);
|
||
|
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
|
||
|
// Calculate current tile linear index
|
||
|
float fbcurrenttileindex15 = floor( fmod( fbspeed15 + 0.0, fbtotaltiles15) );
|
||
|
fbcurrenttileindex15 += ( fbcurrenttileindex15 < 0) ? fbtotaltiles15 : 0;
|
||
|
// Obtain Offset X coordinate from current tile linear index
|
||
|
float fblinearindextox15 = round ( fmod ( fbcurrenttileindex15, _Width ) );
|
||
|
// Multiply Offset X by coloffset
|
||
|
float fboffsetx15 = fblinearindextox15 * fbcolsoffset15;
|
||
|
// Obtain Offset Y coordinate from current tile linear index
|
||
|
float fblinearindextoy15 = round( fmod( ( fbcurrenttileindex15 - fblinearindextox15 ) / _Width, _Hidth ) );
|
||
|
// Reverse Y to get tiles from Top to Bottom
|
||
|
fblinearindextoy15 = (int)(_Hidth-1) - fblinearindextoy15;
|
||
|
// Multiply Offset Y by rowoffset
|
||
|
float fboffsety15 = fblinearindextoy15 * fbrowsoffset15;
|
||
|
// UV Offset
|
||
|
float2 fboffset15 = float2(fboffsetx15, fboffsety15);
|
||
|
// Flipbook UV
|
||
|
half2 fbuv15 = uv_MainTex * fbtiling15 + fboffset15;
|
||
|
// *** END Flipbook UV Animation vars ***
|
||
|
int flipbookFrame15 = ( ( int )fbcurrenttileindex15);
|
||
|
float4 tex2DNode20 = tex2D( _MainTex, fbuv15 );
|
||
|
|
||
|
|
||
|
float Alpha = saturate( ( tex2DNode20.a * _Alpha_Intensity ) );
|
||
|
float AlphaClipThreshold = 0.5;
|
||
|
|
||
|
#ifdef ASE_DEPTH_WRITE_ON
|
||
|
float DepthValue = input.positionCS.z;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
clip(Alpha - AlphaClipThreshold);
|
||
|
#endif
|
||
|
|
||
|
#if defined(LOD_FADE_CROSSFADE)
|
||
|
LODFadeCrossFade( input.positionCS );
|
||
|
#endif
|
||
|
|
||
|
#ifdef ASE_DEPTH_WRITE_ON
|
||
|
outputDepth = DepthValue;
|
||
|
#endif
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
ENDHLSL
|
||
|
}
|
||
|
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
|
||
|
Name "SceneSelectionPass"
|
||
|
Tags { "LightMode"="SceneSelectionPass" }
|
||
|
|
||
|
Cull Off
|
||
|
AlphaToMask Off
|
||
|
|
||
|
HLSLPROGRAM
|
||
|
|
||
|
|
||
|
|
||
|
#define ASE_FOG 1
|
||
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
||
|
#define ASE_VERSION 19800
|
||
|
#define ASE_SRP_VERSION 140010
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
#define ATTRIBUTES_NEED_NORMAL
|
||
|
#define ATTRIBUTES_NEED_TANGENT
|
||
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
||
|
|
||
|
|
||
|
#if ASE_SRP_VERSION >=140007
|
||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||
|
#endif
|
||
|
|
||
|
|
||
|
|
||
|
#if ASE_SRP_VERSION >=140007
|
||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
||
|
#endif
|
||
|
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
|
|
||
|
|
||
|
#if ASE_SRP_VERSION >=140010
|
||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
||
|
#endif
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||
|
|
||
|
|
||
|
|
||
|
struct Attributes
|
||
|
{
|
||
|
float4 positionOS : POSITION;
|
||
|
float3 normalOS : NORMAL;
|
||
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct PackedVaryings
|
||
|
{
|
||
|
float4 positionCS : SV_POSITION;
|
||
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
CBUFFER_START(UnityPerMaterial)
|
||
|
float4 _Main_Color;
|
||
|
float4 _MainTex_ST;
|
||
|
float _Width;
|
||
|
float _Hidth;
|
||
|
float _Speed;
|
||
|
float _Alpha_Intensity;
|
||
|
#ifdef ASE_TESSELLATION
|
||
|
float _TessPhongStrength;
|
||
|
float _TessValue;
|
||
|
float _TessMin;
|
||
|
float _TessMax;
|
||
|
float _TessEdgeLength;
|
||
|
float _TessMaxDisp;
|
||
|
#endif
|
||
|
CBUFFER_END
|
||
|
|
||
|
sampler2D _MainTex;
|
||
|
|
||
|
|
||
|
|
||
|
int _ObjectId;
|
||
|
int _PassValue;
|
||
|
|
||
|
struct SurfaceDescription
|
||
|
{
|
||
|
float Alpha;
|
||
|
float AlphaClipThreshold;
|
||
|
};
|
||
|
|
||
|
PackedVaryings VertexFunction(Attributes input )
|
||
|
{
|
||
|
PackedVaryings output;
|
||
|
ZERO_INITIALIZE(PackedVaryings, output);
|
||
|
|
||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||
|
|
||
|
output.ase_texcoord.xy = input.ase_texcoord.xy;
|
||
|
|
||
|
//setting value to unused interpolator channels and avoid initialization warnings
|
||
|
output.ase_texcoord.zw = 0;
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
float3 defaultVertexValue = input.positionOS.xyz;
|
||
|
#else
|
||
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
#endif
|
||
|
|
||
|
float3 vertexValue = defaultVertexValue;
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
input.positionOS.xyz = vertexValue;
|
||
|
#else
|
||
|
input.positionOS.xyz += vertexValue;
|
||
|
#endif
|
||
|
|
||
|
input.normalOS = input.normalOS;
|
||
|
|
||
|
float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
|
||
|
|
||
|
output.positionCS = TransformWorldToHClip(positionWS);
|
||
|
|
||
|
return output;
|
||
|
}
|
||
|
|
||
|
#if defined(ASE_TESSELLATION)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float4 positionOS : INTERNALTESSPOS;
|
||
|
float3 normalOS : NORMAL;
|
||
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct TessellationFactors
|
||
|
{
|
||
|
float edge[3] : SV_TessFactor;
|
||
|
float inside : SV_InsideTessFactor;
|
||
|
};
|
||
|
|
||
|
VertexControl vert ( Attributes input )
|
||
|
{
|
||
|
VertexControl output;
|
||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
output.positionOS = input.positionOS;
|
||
|
output.normalOS = input.normalOS;
|
||
|
output.ase_texcoord = input.ase_texcoord;
|
||
|
return output;
|
||
|
}
|
||
|
|
||
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
||
|
{
|
||
|
TessellationFactors output;
|
||
|
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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
#endif
|
||
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
||
|
return output;
|
||
|
}
|
||
|
|
||
|
[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")]
|
||
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
{
|
||
|
Attributes output = (Attributes) 0;
|
||
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
||
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
float3 pp[3];
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
||
|
return VertexFunction(output);
|
||
|
}
|
||
|
#else
|
||
|
PackedVaryings vert ( Attributes input )
|
||
|
{
|
||
|
return VertexFunction( input );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
half4 frag(PackedVaryings input ) : SV_Target
|
||
|
{
|
||
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
||
|
|
||
|
float2 uv_MainTex = input.ase_texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||
|
// *** BEGIN Flipbook UV Animation vars ***
|
||
|
// Total tiles of Flipbook Texture
|
||
|
float fbtotaltiles15 = _Width * _Hidth;
|
||
|
// Offsets for cols and rows of Flipbook Texture
|
||
|
float fbcolsoffset15 = 1.0f / _Width;
|
||
|
float fbrowsoffset15 = 1.0f / _Hidth;
|
||
|
// Speed of animation
|
||
|
float fbspeed15 = _Time[ 1 ] * _Speed;
|
||
|
// UV Tiling (col and row offset)
|
||
|
float2 fbtiling15 = float2(fbcolsoffset15, fbrowsoffset15);
|
||
|
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
|
||
|
// Calculate current tile linear index
|
||
|
float fbcurrenttileindex15 = floor( fmod( fbspeed15 + 0.0, fbtotaltiles15) );
|
||
|
fbcurrenttileindex15 += ( fbcurrenttileindex15 < 0) ? fbtotaltiles15 : 0;
|
||
|
// Obtain Offset X coordinate from current tile linear index
|
||
|
float fblinearindextox15 = round ( fmod ( fbcurrenttileindex15, _Width ) );
|
||
|
// Multiply Offset X by coloffset
|
||
|
float fboffsetx15 = fblinearindextox15 * fbcolsoffset15;
|
||
|
// Obtain Offset Y coordinate from current tile linear index
|
||
|
float fblinearindextoy15 = round( fmod( ( fbcurrenttileindex15 - fblinearindextox15 ) / _Width, _Hidth ) );
|
||
|
// Reverse Y to get tiles from Top to Bottom
|
||
|
fblinearindextoy15 = (int)(_Hidth-1) - fblinearindextoy15;
|
||
|
// Multiply Offset Y by rowoffset
|
||
|
float fboffsety15 = fblinearindextoy15 * fbrowsoffset15;
|
||
|
// UV Offset
|
||
|
float2 fboffset15 = float2(fboffsetx15, fboffsety15);
|
||
|
// Flipbook UV
|
||
|
half2 fbuv15 = uv_MainTex * fbtiling15 + fboffset15;
|
||
|
// *** END Flipbook UV Animation vars ***
|
||
|
int flipbookFrame15 = ( ( int )fbcurrenttileindex15);
|
||
|
float4 tex2DNode20 = tex2D( _MainTex, fbuv15 );
|
||
|
|
||
|
|
||
|
surfaceDescription.Alpha = saturate( ( tex2DNode20.a * _Alpha_Intensity ) );
|
||
|
surfaceDescription.AlphaClipThreshold = 0.5;
|
||
|
|
||
|
#if _ALPHATEST_ON
|
||
|
float alphaClipThreshold = 0.01f;
|
||
|
#if ALPHA_CLIP_THRESHOLD
|
||
|
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
|
||
|
#endif
|
||
|
clip(surfaceDescription.Alpha - alphaClipThreshold);
|
||
|
#endif
|
||
|
|
||
|
half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
|
||
|
return outColor;
|
||
|
}
|
||
|
ENDHLSL
|
||
|
}
|
||
|
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
|
||
|
Name "ScenePickingPass"
|
||
|
Tags { "LightMode"="Picking" }
|
||
|
|
||
|
AlphaToMask Off
|
||
|
|
||
|
HLSLPROGRAM
|
||
|
|
||
|
|
||
|
|
||
|
#define ASE_FOG 1
|
||
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
||
|
#define ASE_VERSION 19800
|
||
|
#define ASE_SRP_VERSION 140010
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
#define ATTRIBUTES_NEED_NORMAL
|
||
|
#define ATTRIBUTES_NEED_TANGENT
|
||
|
|
||
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
||
|
|
||
|
|
||
|
#if ASE_SRP_VERSION >=140007
|
||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||
|
#endif
|
||
|
|
||
|
|
||
|
|
||
|
#if ASE_SRP_VERSION >=140007
|
||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
||
|
#endif
|
||
|
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
|
|
||
|
|
||
|
#if ASE_SRP_VERSION >=140010
|
||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
||
|
#endif
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||
|
|
||
|
#if defined(LOD_FADE_CROSSFADE)
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
||
|
#endif
|
||
|
|
||
|
|
||
|
|
||
|
struct Attributes
|
||
|
{
|
||
|
float4 positionOS : POSITION;
|
||
|
float3 normalOS : NORMAL;
|
||
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct PackedVaryings
|
||
|
{
|
||
|
float4 positionCS : SV_POSITION;
|
||
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
CBUFFER_START(UnityPerMaterial)
|
||
|
float4 _Main_Color;
|
||
|
float4 _MainTex_ST;
|
||
|
float _Width;
|
||
|
float _Hidth;
|
||
|
float _Speed;
|
||
|
float _Alpha_Intensity;
|
||
|
#ifdef ASE_TESSELLATION
|
||
|
float _TessPhongStrength;
|
||
|
float _TessValue;
|
||
|
float _TessMin;
|
||
|
float _TessMax;
|
||
|
float _TessEdgeLength;
|
||
|
float _TessMaxDisp;
|
||
|
#endif
|
||
|
CBUFFER_END
|
||
|
|
||
|
sampler2D _MainTex;
|
||
|
|
||
|
|
||
|
|
||
|
float4 _SelectionID;
|
||
|
|
||
|
struct SurfaceDescription
|
||
|
{
|
||
|
float Alpha;
|
||
|
float AlphaClipThreshold;
|
||
|
};
|
||
|
|
||
|
PackedVaryings VertexFunction(Attributes input )
|
||
|
{
|
||
|
PackedVaryings output;
|
||
|
ZERO_INITIALIZE(PackedVaryings, output);
|
||
|
|
||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||
|
|
||
|
output.ase_texcoord.xy = input.ase_texcoord.xy;
|
||
|
|
||
|
//setting value to unused interpolator channels and avoid initialization warnings
|
||
|
output.ase_texcoord.zw = 0;
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
float3 defaultVertexValue = input.positionOS.xyz;
|
||
|
#else
|
||
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
#endif
|
||
|
|
||
|
float3 vertexValue = defaultVertexValue;
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
input.positionOS.xyz = vertexValue;
|
||
|
#else
|
||
|
input.positionOS.xyz += vertexValue;
|
||
|
#endif
|
||
|
|
||
|
input.normalOS = input.normalOS;
|
||
|
|
||
|
float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
|
||
|
output.positionCS = TransformWorldToHClip(positionWS);
|
||
|
return output;
|
||
|
}
|
||
|
|
||
|
#if defined(ASE_TESSELLATION)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float4 positionOS : INTERNALTESSPOS;
|
||
|
float3 normalOS : NORMAL;
|
||
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct TessellationFactors
|
||
|
{
|
||
|
float edge[3] : SV_TessFactor;
|
||
|
float inside : SV_InsideTessFactor;
|
||
|
};
|
||
|
|
||
|
VertexControl vert ( Attributes input )
|
||
|
{
|
||
|
VertexControl output;
|
||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
output.positionOS = input.positionOS;
|
||
|
output.normalOS = input.normalOS;
|
||
|
output.ase_texcoord = input.ase_texcoord;
|
||
|
return output;
|
||
|
}
|
||
|
|
||
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
||
|
{
|
||
|
TessellationFactors output;
|
||
|
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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
#endif
|
||
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
||
|
return output;
|
||
|
}
|
||
|
|
||
|
[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")]
|
||
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
{
|
||
|
Attributes output = (Attributes) 0;
|
||
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
||
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
float3 pp[3];
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
||
|
return VertexFunction(output);
|
||
|
}
|
||
|
#else
|
||
|
PackedVaryings vert ( Attributes input )
|
||
|
{
|
||
|
return VertexFunction( input );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
half4 frag(PackedVaryings input ) : SV_Target
|
||
|
{
|
||
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
||
|
|
||
|
float2 uv_MainTex = input.ase_texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||
|
// *** BEGIN Flipbook UV Animation vars ***
|
||
|
// Total tiles of Flipbook Texture
|
||
|
float fbtotaltiles15 = _Width * _Hidth;
|
||
|
// Offsets for cols and rows of Flipbook Texture
|
||
|
float fbcolsoffset15 = 1.0f / _Width;
|
||
|
float fbrowsoffset15 = 1.0f / _Hidth;
|
||
|
// Speed of animation
|
||
|
float fbspeed15 = _Time[ 1 ] * _Speed;
|
||
|
// UV Tiling (col and row offset)
|
||
|
float2 fbtiling15 = float2(fbcolsoffset15, fbrowsoffset15);
|
||
|
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
|
||
|
// Calculate current tile linear index
|
||
|
float fbcurrenttileindex15 = floor( fmod( fbspeed15 + 0.0, fbtotaltiles15) );
|
||
|
fbcurrenttileindex15 += ( fbcurrenttileindex15 < 0) ? fbtotaltiles15 : 0;
|
||
|
// Obtain Offset X coordinate from current tile linear index
|
||
|
float fblinearindextox15 = round ( fmod ( fbcurrenttileindex15, _Width ) );
|
||
|
// Multiply Offset X by coloffset
|
||
|
float fboffsetx15 = fblinearindextox15 * fbcolsoffset15;
|
||
|
// Obtain Offset Y coordinate from current tile linear index
|
||
|
float fblinearindextoy15 = round( fmod( ( fbcurrenttileindex15 - fblinearindextox15 ) / _Width, _Hidth ) );
|
||
|
// Reverse Y to get tiles from Top to Bottom
|
||
|
fblinearindextoy15 = (int)(_Hidth-1) - fblinearindextoy15;
|
||
|
// Multiply Offset Y by rowoffset
|
||
|
float fboffsety15 = fblinearindextoy15 * fbrowsoffset15;
|
||
|
// UV Offset
|
||
|
float2 fboffset15 = float2(fboffsetx15, fboffsety15);
|
||
|
// Flipbook UV
|
||
|
half2 fbuv15 = uv_MainTex * fbtiling15 + fboffset15;
|
||
|
// *** END Flipbook UV Animation vars ***
|
||
|
int flipbookFrame15 = ( ( int )fbcurrenttileindex15);
|
||
|
float4 tex2DNode20 = tex2D( _MainTex, fbuv15 );
|
||
|
|
||
|
|
||
|
surfaceDescription.Alpha = saturate( ( tex2DNode20.a * _Alpha_Intensity ) );
|
||
|
surfaceDescription.AlphaClipThreshold = 0.5;
|
||
|
|
||
|
#if _ALPHATEST_ON
|
||
|
float alphaClipThreshold = 0.01f;
|
||
|
#if ALPHA_CLIP_THRESHOLD
|
||
|
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
|
||
|
#endif
|
||
|
clip(surfaceDescription.Alpha - alphaClipThreshold);
|
||
|
#endif
|
||
|
|
||
|
half4 outColor = 0;
|
||
|
outColor = _SelectionID;
|
||
|
|
||
|
return outColor;
|
||
|
}
|
||
|
|
||
|
ENDHLSL
|
||
|
}
|
||
|
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
|
||
|
Name "DepthNormals"
|
||
|
Tags { "LightMode"="DepthNormalsOnly" }
|
||
|
|
||
|
ZTest LEqual
|
||
|
ZWrite On
|
||
|
|
||
|
HLSLPROGRAM
|
||
|
|
||
|
|
||
|
|
||
|
#pragma multi_compile_instancing
|
||
|
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
||
|
#define ASE_FOG 1
|
||
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
||
|
#define ASE_VERSION 19800
|
||
|
#define ASE_SRP_VERSION 140010
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
|
||
|
|
||
|
|
||
|
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
#define ATTRIBUTES_NEED_NORMAL
|
||
|
#define ATTRIBUTES_NEED_TANGENT
|
||
|
#define VARYINGS_NEED_NORMAL_WS
|
||
|
|
||
|
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
|
||
|
|
||
|
|
||
|
#if ASE_SRP_VERSION >=140007
|
||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||
|
#endif
|
||
|
|
||
|
|
||
|
|
||
|
#if ASE_SRP_VERSION >=140007
|
||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
||
|
#endif
|
||
|
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
|
|
||
|
|
||
|
#if ASE_SRP_VERSION >=140010
|
||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
||
|
#endif
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||
|
|
||
|
#if defined(LOD_FADE_CROSSFADE)
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
||
|
#endif
|
||
|
|
||
|
|
||
|
|
||
|
#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 Attributes
|
||
|
{
|
||
|
float4 positionOS : POSITION;
|
||
|
float3 normalOS : NORMAL;
|
||
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct PackedVaryings
|
||
|
{
|
||
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
||
|
float4 clipPosV : TEXCOORD0;
|
||
|
float3 positionWS : TEXCOORD1;
|
||
|
float3 normalWS : TEXCOORD2;
|
||
|
float4 ase_texcoord3 : TEXCOORD3;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
CBUFFER_START(UnityPerMaterial)
|
||
|
float4 _Main_Color;
|
||
|
float4 _MainTex_ST;
|
||
|
float _Width;
|
||
|
float _Hidth;
|
||
|
float _Speed;
|
||
|
float _Alpha_Intensity;
|
||
|
#ifdef ASE_TESSELLATION
|
||
|
float _TessPhongStrength;
|
||
|
float _TessValue;
|
||
|
float _TessMin;
|
||
|
float _TessMax;
|
||
|
float _TessEdgeLength;
|
||
|
float _TessMaxDisp;
|
||
|
#endif
|
||
|
CBUFFER_END
|
||
|
|
||
|
sampler2D _MainTex;
|
||
|
|
||
|
|
||
|
|
||
|
struct SurfaceDescription
|
||
|
{
|
||
|
float Alpha;
|
||
|
float AlphaClipThreshold;
|
||
|
};
|
||
|
|
||
|
PackedVaryings VertexFunction( Attributes input )
|
||
|
{
|
||
|
PackedVaryings output;
|
||
|
ZERO_INITIALIZE(PackedVaryings, output);
|
||
|
|
||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||
|
|
||
|
output.ase_texcoord3.xy = input.ase_texcoord.xy;
|
||
|
|
||
|
//setting value to unused interpolator channels and avoid initialization warnings
|
||
|
output.ase_texcoord3.zw = 0;
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
float3 defaultVertexValue = input.positionOS.xyz;
|
||
|
#else
|
||
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
#endif
|
||
|
|
||
|
float3 vertexValue = defaultVertexValue;
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
input.positionOS.xyz = vertexValue;
|
||
|
#else
|
||
|
input.positionOS.xyz += vertexValue;
|
||
|
#endif
|
||
|
|
||
|
input.normalOS = input.normalOS;
|
||
|
|
||
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
||
|
|
||
|
output.positionCS = vertexInput.positionCS;
|
||
|
output.clipPosV = vertexInput.positionCS;
|
||
|
output.positionWS = vertexInput.positionWS;
|
||
|
output.normalWS = TransformObjectToWorldNormal( input.normalOS );
|
||
|
return output;
|
||
|
}
|
||
|
|
||
|
#if defined(ASE_TESSELLATION)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float4 positionOS : INTERNALTESSPOS;
|
||
|
float3 normalOS : NORMAL;
|
||
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct TessellationFactors
|
||
|
{
|
||
|
float edge[3] : SV_TessFactor;
|
||
|
float inside : SV_InsideTessFactor;
|
||
|
};
|
||
|
|
||
|
VertexControl vert ( Attributes input )
|
||
|
{
|
||
|
VertexControl output;
|
||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
output.positionOS = input.positionOS;
|
||
|
output.normalOS = input.normalOS;
|
||
|
output.ase_texcoord = input.ase_texcoord;
|
||
|
return output;
|
||
|
}
|
||
|
|
||
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
||
|
{
|
||
|
TessellationFactors output;
|
||
|
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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
#endif
|
||
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
||
|
return output;
|
||
|
}
|
||
|
|
||
|
[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")]
|
||
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
{
|
||
|
Attributes output = (Attributes) 0;
|
||
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
||
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
float3 pp[3];
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
||
|
return VertexFunction(output);
|
||
|
}
|
||
|
#else
|
||
|
PackedVaryings vert ( Attributes input )
|
||
|
{
|
||
|
return VertexFunction( input );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
void frag(PackedVaryings input
|
||
|
, 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(input);
|
||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
|
||
|
float3 WorldPosition = input.positionWS;
|
||
|
float3 WorldNormal = input.normalWS;
|
||
|
float4 ClipPos = input.clipPosV;
|
||
|
float4 ScreenPos = ComputeScreenPos( input.clipPosV );
|
||
|
|
||
|
float2 uv_MainTex = input.ase_texcoord3.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||
|
// *** BEGIN Flipbook UV Animation vars ***
|
||
|
// Total tiles of Flipbook Texture
|
||
|
float fbtotaltiles15 = _Width * _Hidth;
|
||
|
// Offsets for cols and rows of Flipbook Texture
|
||
|
float fbcolsoffset15 = 1.0f / _Width;
|
||
|
float fbrowsoffset15 = 1.0f / _Hidth;
|
||
|
// Speed of animation
|
||
|
float fbspeed15 = _Time[ 1 ] * _Speed;
|
||
|
// UV Tiling (col and row offset)
|
||
|
float2 fbtiling15 = float2(fbcolsoffset15, fbrowsoffset15);
|
||
|
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
|
||
|
// Calculate current tile linear index
|
||
|
float fbcurrenttileindex15 = floor( fmod( fbspeed15 + 0.0, fbtotaltiles15) );
|
||
|
fbcurrenttileindex15 += ( fbcurrenttileindex15 < 0) ? fbtotaltiles15 : 0;
|
||
|
// Obtain Offset X coordinate from current tile linear index
|
||
|
float fblinearindextox15 = round ( fmod ( fbcurrenttileindex15, _Width ) );
|
||
|
// Multiply Offset X by coloffset
|
||
|
float fboffsetx15 = fblinearindextox15 * fbcolsoffset15;
|
||
|
// Obtain Offset Y coordinate from current tile linear index
|
||
|
float fblinearindextoy15 = round( fmod( ( fbcurrenttileindex15 - fblinearindextox15 ) / _Width, _Hidth ) );
|
||
|
// Reverse Y to get tiles from Top to Bottom
|
||
|
fblinearindextoy15 = (int)(_Hidth-1) - fblinearindextoy15;
|
||
|
// Multiply Offset Y by rowoffset
|
||
|
float fboffsety15 = fblinearindextoy15 * fbrowsoffset15;
|
||
|
// UV Offset
|
||
|
float2 fboffset15 = float2(fboffsetx15, fboffsety15);
|
||
|
// Flipbook UV
|
||
|
half2 fbuv15 = uv_MainTex * fbtiling15 + fboffset15;
|
||
|
// *** END Flipbook UV Animation vars ***
|
||
|
int flipbookFrame15 = ( ( int )fbcurrenttileindex15);
|
||
|
float4 tex2DNode20 = tex2D( _MainTex, fbuv15 );
|
||
|
|
||
|
|
||
|
float Alpha = saturate( ( tex2DNode20.a * _Alpha_Intensity ) );
|
||
|
float AlphaClipThreshold = 0.5;
|
||
|
|
||
|
#ifdef ASE_DEPTH_WRITE_ON
|
||
|
float DepthValue = input.positionCS.z;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
clip(Alpha - AlphaClipThreshold);
|
||
|
#endif
|
||
|
|
||
|
#if defined(LOD_FADE_CROSSFADE)
|
||
|
LODFadeCrossFade( input.positionCS );
|
||
|
#endif
|
||
|
|
||
|
#ifdef ASE_DEPTH_WRITE_ON
|
||
|
outputDepth = DepthValue;
|
||
|
#endif
|
||
|
|
||
|
#if defined(_GBUFFER_NORMALS_OCT)
|
||
|
float3 normalWS = normalize(input.normalWS);
|
||
|
float2 octNormalWS = PackNormalOctQuadEncode(normalWS);
|
||
|
float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);
|
||
|
half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);
|
||
|
outNormalWS = half4(packedNormalWS, 0.0);
|
||
|
#else
|
||
|
float3 normalWS = input.normalWS;
|
||
|
outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
|
||
|
#endif
|
||
|
|
||
|
#ifdef _WRITE_RENDERING_LAYERS
|
||
|
uint renderingLayers = GetMeshRenderingLayer();
|
||
|
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
|
||
|
#endif
|
||
|
}
|
||
|
ENDHLSL
|
||
|
}
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
CustomEditor "UnityEditor.ShaderGraphUnlitGUI"
|
||
|
FallBack "Hidden/Shader Graph/FallbackError"
|
||
|
|
||
|
Fallback Off
|
||
|
}
|
||
|
/*ASEBEGIN
|
||
|
Version=19800
|
||
|
Node;AmplifyShaderEditor.RangedFloatNode;19;-1312,224;Inherit;False;Property;_Speed;Speed;2;0;Create;True;0;0;0;False;0;False;30;0;0;0;0;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.TextureCoordinatesNode;13;-1376,-80;Inherit;False;0;20;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||
|
Node;AmplifyShaderEditor.RangedFloatNode;17;-1312,64;Inherit;False;Property;_Width;Width;0;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.RangedFloatNode;18;-1312,144;Inherit;False;Property;_Hidth;Hidth;1;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.TFHCFlipBookUVAnimation;15;-1072,16;Inherit;False;0;0;7;0;FLOAT2;0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;-1;False;4;FLOAT2;0;FLOAT;1;FLOAT;2;INT;3
|
||
|
Node;AmplifyShaderEditor.SamplerNode;20;-784,48;Inherit;True;Property;_MainTex;MainTex;3;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||
|
Node;AmplifyShaderEditor.RangedFloatNode;28;-592,336;Inherit;False;Property;_Alpha_Intensity;Alpha_Intensity;5;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;27;-378.7177,309.8901;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;21;-398.733,15.93954;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
||
|
Node;AmplifyShaderEditor.ColorNode;22;-685.773,-156.7004;Inherit;False;Property;_Main_Color;Main_Color;4;1;[HDR];Create;True;0;0;0;False;0;False;1,1,1,1;0,0,0,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||
|
Node;AmplifyShaderEditor.SaturateNode;26;-240,224;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;0;0,0;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;0;False;False;0;;0;0;Standard;0;False;0
|
||
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1;0,0;Float;False;True;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;DY_FilpBook;2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;9;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;2;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;True;1;5;False;;10;False;;1;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;True;True;True;1;False;;255;False;;255;False;;5;False;;1;False;;1;False;;1;False;;5;False;;1;False;;1;False;;1;False;;False;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForwardOnly;False;False;0;;0;0;Standard;25;Surface;1;638821107848455416; Blend;0;0;Two Sided;0;638821107864943195;Alpha Clipping;0;638821117256636618; Use Shadow Threshold;0;0;Forward Only;0;0;Cast Shadows;0;638821117285051776;Receive Shadows;0;638821117296009908;GPU Instancing;1;0;LOD CrossFade;1;0;Built-in Fog;1;0;Meta Pass;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Write Depth;0;0; Early Z;0;0;Vertex Position,InvertActionOnDeselection;1;0;0;10;False;True;False;True;False;False;True;True;True;False;False;;False;0
|
||
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;2;0,0;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=ShadowCaster;False;False;0;;0;0;Standard;0;False;0
|
||
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;3;0,0;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;True;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;True;1;LightMode=DepthOnly;False;False;0;;0;0;Standard;0;False;0
|
||
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;4;0,0;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;;0;0;Standard;0;False;0
|
||
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;5;0,0;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Universal2D;0;5;Universal2D;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=Universal2D;False;False;0;;0;0;Standard;0;False;0
|
||
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;6;0,0;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;SceneSelectionPass;0;6;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;;0;0;Standard;0;False;0
|
||
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;7;0,0;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ScenePickingPass;0;7;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;;0;0;Standard;0;False;0
|
||
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;8;0,0;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormals;0;8;DepthNormals;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;False;0;;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;9;0,0;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormalsOnly;0;9;DepthNormalsOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;True;9;d3d11;metal;vulkan;xboxone;xboxseries;playstation;ps4;ps5;switch;0;;0;0;Standard;0;False;0
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WireConnection;15;0;13;0
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WireConnection;15;1;17;0
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WireConnection;15;2;18;0
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WireConnection;15;3;19;0
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WireConnection;20;1;15;0
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WireConnection;27;0;20;4
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WireConnection;27;1;28;0
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WireConnection;21;0;22;5
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WireConnection;21;1;20;0
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WireConnection;26;0;27;0
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WireConnection;1;2;21;0
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WireConnection;1;3;26;0
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ASEEND*/
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//CHKSM=67D0A0CCD55E206A631EFC731541DAD34FBD7C4D
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