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0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + flipGreenChannel: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + ignoreMipmapLimit: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 1 + aniso: 1 + mipBias: 0 + wrapU: 1 + wrapV: 1 + wrapW: 0 + nPOTScale: 0 + lightmap: 0 + compressionQuality: 50 + spriteMode: 1 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 1 + spriteTessellationDetail: -1 + textureType: 8 + textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 + swizzle: 50462976 + cookieLightType: 0 + platformSettings: + - serializedVersion: 3 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Server + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: 5e97eb03825dee720800000000000000 + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + nameFileIdTable: {} + mipmapLimitGroupName: + pSDRemoveMatte: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/UnityProject/Assets/Knife.meta b/UnityProject/Assets/Knife.meta new file mode 100644 index 00000000..fca17d7f --- /dev/null +++ b/UnityProject/Assets/Knife.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ea6e7db4320c0104da47b678bdf2f8d2 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/UnityProject/Assets/Knife/PRO Effects Sci fi FX_枪.meta b/UnityProject/Assets/Knife/PRO Effects Sci fi FX_枪.meta new file mode 100644 index 00000000..aadc7f57 --- /dev/null +++ b/UnityProject/Assets/Knife/PRO Effects Sci fi FX_枪.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8960edd60dd701141ad5559d481d9cb8 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/UnityProject/Assets/Knife/PRO Effects Sci fi FX_枪/Particles.meta b/UnityProject/Assets/Knife/PRO Effects Sci fi FX_枪/Particles.meta new file mode 100644 index 00000000..d4803c56 --- /dev/null +++ b/UnityProject/Assets/Knife/PRO Effects Sci fi FX_枪/Particles.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5122e265416f40d44b032657f00dcf6e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/UnityProject/Assets/Knife/PRO Effects Sci fi FX_枪/Particles/Shaders.meta b/UnityProject/Assets/Knife/PRO Effects Sci fi FX_枪/Particles/Shaders.meta new file mode 100644 index 00000000..e09a6281 --- /dev/null +++ b/UnityProject/Assets/Knife/PRO Effects Sci fi FX_枪/Particles/Shaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a3e9bb8c752b59f4d911eac05a9fd240 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/UnityProject/Assets/Knife/PRO Effects Sci fi FX_枪/Particles/Shaders/Particle Channel Packed.shader b/UnityProject/Assets/Knife/PRO Effects Sci fi FX_枪/Particles/Shaders/Particle Channel Packed.shader new file mode 100644 index 00000000..94a667a3 --- /dev/null +++ b/UnityProject/Assets/Knife/PRO Effects Sci fi FX_枪/Particles/Shaders/Particle Channel Packed.shader @@ -0,0 +1,4840 @@ +// Made with Amplify Shader Editor v1.9.1.5 +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "Knife/Particle Channel Packed" +{ + Properties + { + [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) + [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 + [ASEBegin]_Rows("Rows", Float) = 4 + _Columns("Columns", Float) = 4 + _Color("Color", Color) = (1,1,1,1) + _MainTex("MainTex", 2D) = "white" {} + [Toggle(_MAINTEXSMOOTHSTEP_ON)] _MainTexSmoothstep("MainTexSmoothstep", Float) = 0 + _MainSoftnessMin("MainSoftnessMin", Range( 0 , 1)) = 0 + _MainSoftnessMax("MainSoftnessMax", Range( 0 , 1)) = 1 + _AlphaSoftness("AlphaSoftness", Range( 0 , 1)) = 0 + _DepthSoftness("DepthSoftness", Float) = 1 + [Toggle(_ALPHADISSOLVE_ON)] _AlphaDissolve("AlphaDissolve", Float) = 0 + [HDR]_Emission("Emission", Color) = (0,0,0,0) + [Toggle(_EMISSIONDISSOLVE_ON)] _EmissionDissolve("EmissionDissolve", Float) = 0 + _EmissionTex("EmissionTex", 2D) = "white" {} + _EmissionSoftness1("EmissionSoftness1", Range( 0 , 1)) = 0 + _EmissionSoftness2("EmissionSoftness2", Range( 0 , 1)) = 0 + [Toggle(_FINALALPHASMOOTHSTEP_ON)] _FinalAlphaSmoothstep("FinalAlphaSmoothstep", Float) = 0 + _FinalAlphaSmoothstepMin("FinalAlphaSmoothstepMin", Range( 0 , 1)) = 0 + _FinalAlphaSmoothstepMax("FinalAlphaSmoothstepMax", Range( 0 , 1)) = 1 + [Toggle(_EMISSIONALPHA_ON)] _EmissionAlpha("EmissionAlpha", Float) = 0 + [Toggle(_FINALEMISSIONSMOOTHSTEP_ON)] _FinalEmissionSmoothstep("FinalEmissionSmoothstep", Float) = 0 + _FinalEmissionSmoothstepMin("FinalEmissionSmoothstepMin", Range( 0 , 1)) = 0 + _FinalEmissionSmoothstepMax("FinalEmissionSmoothstepMax", Range( 0 , 1)) = 1 + [Toggle(_NORMALMAPENABLED_ON)] _NormalMapEnabled("Normal Map Enabled", Float) = 0 + _NormalMap("NormalMap", 2D) = "bump" {} + _NormalScale("NormalScale", Float) = 0 + _EmissionSubValue("EmissionSubValue", Range( 0 , 1)) = 0 + [Toggle(_ALPHAEMISSIONDISSOLVESUB_ON)] _AlphaEmissionDissolveSub("Alpha Emission Dissolve Sub", Float) = 0 + _EmissionSpeed("EmissionSpeed", Vector) = (0,0,0,0) + [Toggle(_ELIMINATEEMISSIONROTATION_ON)] _EliminateEmissionRotation("EliminateEmissionRotation", Float) = 0 + [ASEEnd][Enum(UnityEngine.Rendering.CullMode)]_CullMode("Cull Mode", Float) = 2 + + + //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 + //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1 + //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5 + //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2 + //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9 + //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1 + //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5 + //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 + //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 + //_TessMin( "Tess Min Distance", Float ) = 10 + //_TessMax( "Tess Max Distance", Float ) = 25 + //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 + //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 + + [HideInInspector][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + [HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 + [HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0 + + [HideInInspector] _QueueOffset("_QueueOffset", Float) = 0 + [HideInInspector] _QueueControl("_QueueControl", Float) = -1 + + [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} + [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} + [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} + } + + SubShader + { + LOD 0 + + + + Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" } + + Cull [_CullMode] + ZWrite Off + ZTest LEqual + Offset 0 , 0 + AlphaToMask Off + + + + HLSLINCLUDE + #pragma target 3.5 + #pragma prefer_hlslcc gles + // ensure rendering platforms toggle list is visible + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" + + #ifndef ASE_TESS_FUNCS + #define ASE_TESS_FUNCS + float4 FixedTess( float tessValue ) + { + return tessValue; + } + + float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) + { + float3 wpos = mul(o2w,vertex).xyz; + float dist = distance (wpos, cameraPos); + float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; + return f; + } + + float4 CalcTriEdgeTessFactors (float3 triVertexFactors) + { + float4 tess; + tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); + tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); + tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); + tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; + return tess; + } + + float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) + { + float dist = distance (0.5 * (wpos0+wpos1), cameraPos); + float len = distance(wpos0, wpos1); + float f = max(len * scParams.y / (edgeLen * dist), 1.0); + return f; + } + + float DistanceFromPlane (float3 pos, float4 plane) + { + float d = dot (float4(pos,1.0f), plane); + return d; + } + + bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) + { + float4 planeTest; + planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); + planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); + planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); + planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); + return !all (planeTest); + } + + float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) + { + float3 f; + f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); + f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); + f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); + + return CalcTriEdgeTessFactors (f); + } + + float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) + { + float3 pos0 = mul(o2w,v0).xyz; + float3 pos1 = mul(o2w,v1).xyz; + float3 pos2 = mul(o2w,v2).xyz; + float4 tess; + tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); + tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); + tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); + tess.w = (tess.x + tess.y + tess.z) / 3.0f; + return tess; + } + + float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) + { + float3 pos0 = mul(o2w,v0).xyz; + float3 pos1 = mul(o2w,v1).xyz; + float3 pos2 = mul(o2w,v2).xyz; + float4 tess; + + if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) + { + tess = 0.0f; + } + else + { + tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); + tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); + tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); + tess.w = (tess.x + tess.y + tess.z) / 3.0f; + } + return tess; + } + #endif //ASE_TESS_FUNCS + ENDHLSL + + + Pass + { + + Name "Forward" + Tags { "LightMode"="UniversalForward" } + + Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha + ZWrite Off + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #pragma multi_compile_fog + #define ASE_FOG 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_SRP_VERSION 140007 + #define REQUIRE_DEPTH_TEXTURE 1 + + + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN + #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS + #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION + #pragma multi_compile_fragment _ _SHADOWS_SOFT + #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile_fragment _ _LIGHT_LAYERS + #pragma multi_compile_fragment _ _LIGHT_COOKIES + #pragma multi_compile _ _FORWARD_PLUS + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DYNAMICLIGHTMAP_ON + #pragma multi_compile_fragment _ DEBUG_DISPLAY + #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS + + #pragma vertex vert + #pragma fragment frag + + #define SHADERPASS SHADERPASS_FORWARD + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + + #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) + #define ENABLE_TERRAIN_PERPIXEL_NORMAL + #endif + + #define ASE_NEEDS_FRAG_COLOR + #define ASE_NEEDS_FRAG_SCREEN_POSITION + #pragma shader_feature _NORMALMAPENABLED_ON + #pragma shader_feature _EMISSIONALPHA_ON + #pragma shader_feature _EMISSIONDISSOLVE_ON + #pragma shader_feature _ELIMINATEEMISSIONROTATION_ON + #pragma shader_feature _ALPHAEMISSIONDISSOLVESUB_ON + #pragma shader_feature _ALPHADISSOLVE_ON + #pragma shader_feature _MAINTEXSMOOTHSTEP_ON + #pragma shader_feature _FINALEMISSIONSMOOTHSTEP_ON + #pragma shader_feature _FINALALPHASMOOTHSTEP_ON + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 ase_tangent : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 clipPos : SV_POSITION; + float4 lightmapUVOrVertexSH : TEXCOORD0; + half4 fogFactorAndVertexLight : TEXCOORD1; + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD2; + #endif + float4 tSpace0 : TEXCOORD3; + float4 tSpace1 : TEXCOORD4; + float4 tSpace2 : TEXCOORD5; + #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) + float4 screenPos : TEXCOORD6; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD7; + #endif + float4 ase_color : COLOR; + float4 ase_texcoord8 : TEXCOORD8; + float4 ase_texcoord9 : TEXCOORD9; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _EmissionTex_ST; + float4 _Color; + float4 _Emission; + float2 _EmissionSpeed; + float _FinalEmissionSmoothstepMax; + float _FinalEmissionSmoothstepMin; + float _EmissionSubValue; + float _MainSoftnessMax; + float _MainSoftnessMin; + float _AlphaSoftness; + float _CullMode; + float _FinalAlphaSmoothstepMin; + float _EmissionSoftness2; + float _EmissionSoftness1; + float _NormalScale; + float _Rows; + float _Columns; + float _DepthSoftness; + float _FinalAlphaSmoothstepMax; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + // Property used by ScenePickingPass + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + // Properties used by SceneSelectionPass + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _NormalMap; + sampler2D _EmissionTex; + uniform float4 _CameraDepthTexture_TexelSize; + sampler2D _MainTex; + + + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl" + + //#ifdef HAVE_VFX_MODIFICATION + //#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" + //#endif + + + VertexOutput VertexFunction( VertexInput v ) + { + VertexOutput o = (VertexOutput)0; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + o.ase_color = v.ase_color; + o.ase_texcoord8 = v.texcoord; + o.ase_texcoord9.xy = v.texcoord1.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord9.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + v.ase_normal = v.ase_normal; + + float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); + float3 positionVS = TransformWorldToView( positionWS ); + float4 positionCS = TransformWorldToHClip( positionWS ); + + VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent ); + + o.tSpace0 = float4( normalInput.normalWS, positionWS.x); + o.tSpace1 = float4( normalInput.tangentWS, positionWS.y); + o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z); + + #if defined(LIGHTMAP_ON) + OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy ); + #endif + + #if !defined(LIGHTMAP_ON) + OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz ); + #endif + + #if defined(DYNAMICLIGHTMAP_ON) + o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + o.lightmapUVOrVertexSH.zw = v.texcoord; + o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw; + #endif + + half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS ); + + #ifdef ASE_FOG + half fogFactor = ComputeFogFactor( positionCS.z ); + #else + half fogFactor = 0; + #endif + + o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + VertexPositionInputs vertexInput = (VertexPositionInputs)0; + vertexInput.positionWS = positionWS; + vertexInput.positionCS = positionCS; + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + o.clipPos = positionCS; + + #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) + o.screenPos = ComputeScreenPos(positionCS); + #endif + + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + float4 ase_tangent : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.ase_normal = v.ase_normal; + o.ase_tangent = v.ase_tangent; + o.texcoord = v.texcoord; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.ase_color = v.ase_color; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; + o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z; + o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; + o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) + #define ASE_SV_DEPTH SV_DepthLessEqual + #else + #define ASE_SV_DEPTH SV_Depth + #endif + + half4 frag ( VertexOutput IN + #ifdef ASE_DEPTH_WRITE_ON + ,out float outputDepth : ASE_SV_DEPTH + #endif + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #ifdef LOD_FADE_CROSSFADE + LODFadeCrossFade( IN.clipPos ); + #endif + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; + float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); + float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal); + float3 WorldBiTangent = cross(WorldNormal, -WorldTangent); + #else + float3 WorldNormal = normalize( IN.tSpace0.xyz ); + float3 WorldTangent = IN.tSpace1.xyz; + float3 WorldBiTangent = IN.tSpace2.xyz; + #endif + + float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); + float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition; + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + + #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) + float4 ScreenPos = IN.screenPos; + #endif + + float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.clipPos); + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = IN.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + + WorldViewDirection = SafeNormalize( WorldViewDirection ); + + float3 albedo285 = (( (_Color).rgb * (IN.ase_color).rgb )).xyz; + + float2 texCoord232 = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 ); + float columns135 = _Columns; + float rows136 = _Rows; + float4 texCoord3 = IN.ase_texcoord8; + texCoord3.xy = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 ); + float AnimFrame4 = round( texCoord3.z ); + // *** BEGIN Flipbook UV Animation vars *** + // Total tiles of Flipbook Texture + float fbtotaltiles223 = ( columns135 * 2.0 ) * ( rows136 * 2.0 ); + // Offsets for cols and rows of Flipbook Texture + float fbcolsoffset223 = 1.0f / ( columns135 * 2.0 ); + float fbrowsoffset223 = 1.0f / ( rows136 * 2.0 ); + // Speed of animation + float fbspeed223 = _Time[ 1 ] * 0.0; + // UV Tiling (col and row offset) + float2 fbtiling223 = float2(fbcolsoffset223, fbrowsoffset223); + // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) + // Calculate current tile linear index + float fbcurrenttileindex223 = round( fmod( fbspeed223 + AnimFrame4, fbtotaltiles223) ); + fbcurrenttileindex223 += ( fbcurrenttileindex223 < 0) ? fbtotaltiles223 : 0; + // Obtain Offset X coordinate from current tile linear index + float fblinearindextox223 = round ( fmod ( fbcurrenttileindex223, ( columns135 * 2.0 ) ) ); + // Multiply Offset X by coloffset + float fboffsetx223 = fblinearindextox223 * fbcolsoffset223; + // Obtain Offset Y coordinate from current tile linear index + float fblinearindextoy223 = round( fmod( ( fbcurrenttileindex223 - fblinearindextox223 ) / ( columns135 * 2.0 ), ( rows136 * 2.0 ) ) ); + // Reverse Y to get tiles from Top to Bottom + fblinearindextoy223 = (int)(( rows136 * 2.0 )-1) - fblinearindextoy223; + // Multiply Offset Y by rowoffset + float fboffsety223 = fblinearindextoy223 * fbrowsoffset223; + // UV Offset + float2 fboffset223 = float2(fboffsetx223, fboffsety223); + // Flipbook UV + half2 fbuv223 = texCoord232 * fbtiling223 + fboffset223; + // *** END Flipbook UV Animation vars *** + float3 unpack222 = UnpackNormalScale( tex2D( _NormalMap, fbuv223 ), _NormalScale ); + unpack222.z = lerp( 1, unpack222.z, saturate(_NormalScale) ); + #ifdef _NORMALMAPENABLED_ON + float3 staticSwitch221 = unpack222; + #else + float3 staticSwitch221 = float3(0,0,1); + #endif + float3 normals206 = staticSwitch221; + + float4 texCoord170 = IN.ase_texcoord8; + texCoord170.xy = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 ); + float4 temp_cast_0 = (_EmissionSoftness1).xxxx; + float4 temp_cast_1 = (_EmissionSoftness2).xxxx; + float2 uv_EmissionTex = IN.ase_texcoord8.xy * _EmissionTex_ST.xy + _EmissionTex_ST.zw; + float2 texCoord278 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); + float2 appendResult283 = (float2(texCoord278.y , texCoord278.y)); + float cos277 = cos( texCoord278.x ); + float sin277 = sin( texCoord278.x ); + float2 rotator277 = mul( ( uv_EmissionTex + appendResult283 ) - float2( 0.5,0.5 ) , float2x2( cos277 , -sin277 , sin277 , cos277 )) + float2( 0.5,0.5 ); + #ifdef _ELIMINATEEMISSIONROTATION_ON + float2 staticSwitch279 = rotator277; + #else + float2 staticSwitch279 = uv_EmissionTex; + #endif + float2 panner238 = ( 1.0 * _Time.y * _EmissionSpeed + staticSwitch279); + float4 smoothstepResult193 = smoothstep( temp_cast_0 , temp_cast_1 , tex2D( _EmissionTex, panner238 )); + float4 ase_screenPosNorm = ScreenPos / ScreenPos.w; + ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; + float screenDepth142 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); + float distanceDepth142 = abs( ( screenDepth142 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthSoftness ) ); + float clampResult146 = clamp( distanceDepth142 , 0.0 , 1.0 ); + float depthFadeAlpha163 = clampResult146; + float temp_output_18_0 = ( columns135 * rows136 ); + float ChannelFramesCount103 = temp_output_18_0; + float fbtotaltiles98 = columns135 * rows136; + float fbcolsoffset98 = 1.0f / columns135; + float fbrowsoffset98 = 1.0f / rows136; + float fbspeed98 = _Time[ 1 ] * 0.0; + float2 fbtiling98 = float2(fbcolsoffset98, fbrowsoffset98); + float fbcurrenttileindex98 = round( fmod( fbspeed98 + ( frac( ( AnimFrame4 / ChannelFramesCount103 ) ) * ChannelFramesCount103 ), fbtotaltiles98) ); + fbcurrenttileindex98 += ( fbcurrenttileindex98 < 0) ? fbtotaltiles98 : 0; + float fblinearindextox98 = round ( fmod ( fbcurrenttileindex98, columns135 ) ); + float fboffsetx98 = fblinearindextox98 * fbcolsoffset98; + float fblinearindextoy98 = round( fmod( ( fbcurrenttileindex98 - fblinearindextox98 ) / columns135, rows136 ) ); + fblinearindextoy98 = (int)(rows136-1) - fblinearindextoy98; + float fboffsety98 = fblinearindextoy98 * fbrowsoffset98; + float2 fboffset98 = float2(fboffsetx98, fboffsety98); + half2 fbuv98 = (texCoord3).xy * fbtiling98 + fboffset98; + float4 tex2DNode1 = tex2D( _MainTex, fbuv98 ); + float4 temp_cast_2 = (_MainSoftnessMin).xxxx; + float4 temp_cast_3 = (_MainSoftnessMax).xxxx; + float4 smoothstepResult233 = smoothstep( temp_cast_2 , temp_cast_3 , tex2DNode1); + #ifdef _MAINTEXSMOOTHSTEP_ON + float4 staticSwitch236 = smoothstepResult233; + #else + float4 staticSwitch236 = tex2DNode1; + #endif + float4 break152 = staticSwitch236; + float Frames126 = temp_output_18_0; + float temp_output_133_0 = ( Frames126 - 1.0 ); + float smoothstepResult23 = smoothstep( temp_output_133_0 , temp_output_133_0 , AnimFrame4); + float lerp156 = smoothstepResult23; + float lerpResult20 = lerp( break152.r , break152.g , lerp156); + float Frames243 = ( Frames126 * 2.0 ); + float temp_output_123_0 = ( Frames243 - 1.0 ); + float smoothstepResult24 = smoothstep( temp_output_123_0 , temp_output_123_0 , AnimFrame4); + float lerp257 = smoothstepResult24; + float lerpResult21 = lerp( lerpResult20 , break152.b , lerp257); + float Frames344 = ( Frames126 * 3.0 ); + float temp_output_124_0 = ( Frames344 - 1.0 ); + float smoothstepResult25 = smoothstep( temp_output_124_0 , temp_output_124_0 , AnimFrame4); + float lerp358 = smoothstepResult25; + float lerpResult22 = lerp( lerpResult21 , break152.a , lerp358); + float smoothstepResult173 = smoothstep( 0.0 , _AlphaSoftness , lerpResult22); + float clampResult166 = clamp( ( ( depthFadeAlpha163 * smoothstepResult173 ) - ( 1.0 - IN.ase_color.a ) ) , 0.0 , 1.0 ); + #ifdef _ALPHADISSOLVE_ON + float staticSwitch159 = ( _Color.a * clampResult166 ); + #else + float staticSwitch159 = ( ( _Color.a * IN.ase_color.a ) * depthFadeAlpha163 * smoothstepResult173 ); + #endif + float finalAlpha248 = staticSwitch159; + #ifdef _ALPHAEMISSIONDISSOLVESUB_ON + float staticSwitch246 = ( texCoord170.w - ( finalAlpha248 * _EmissionSubValue ) ); + #else + float staticSwitch246 = texCoord170.w; + #endif + float4 temp_cast_4 = (staticSwitch246).xxxx; + float4 clampResult197 = clamp( ( smoothstepResult193 - temp_cast_4 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); + #ifdef _EMISSIONDISSOLVE_ON + float4 staticSwitch177 = ( _Emission * clampResult197 ); + #else + float4 staticSwitch177 = ( _Emission * texCoord170.w ); + #endif + float smoothstepResult258 = smoothstep( _FinalEmissionSmoothstepMin , _FinalEmissionSmoothstepMax , staticSwitch159); + #ifdef _FINALEMISSIONSMOOTHSTEP_ON + float staticSwitch276 = smoothstepResult258; + #else + float staticSwitch276 = staticSwitch159; + #endif + #ifdef _EMISSIONALPHA_ON + float4 staticSwitch240 = ( staticSwitch276 * staticSwitch177 ); + #else + float4 staticSwitch240 = staticSwitch177; + #endif + float4 emission286 = staticSwitch240; + + float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159); + #ifdef _FINALALPHASMOOTHSTEP_ON + float staticSwitch275 = smoothstepResult252; + #else + float staticSwitch275 = finalAlpha248; + #endif + float alpha287 = staticSwitch275; + + + float3 BaseColor = albedo285; + float3 Normal = normals206; + float3 Emission = emission286.rgb; + float3 Specular = 0.5; + float Metallic = 0; + float Smoothness = 0.5; + float Occlusion = 1; + float Alpha = alpha287; + float AlphaClipThreshold = 0.5; + float AlphaClipThresholdShadow = 0.5; + float3 BakedGI = 0; + float3 RefractionColor = 1; + float RefractionIndex = 1; + float3 Transmission = 1; + float3 Translucency = 1; + + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = 0; + #endif + + #ifdef _CLEARCOAT + float CoatMask = 0; + float CoatSmoothness = 0; + #endif + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + InputData inputData = (InputData)0; + inputData.positionWS = WorldPosition; + inputData.viewDirectionWS = WorldViewDirection; + + #ifdef _NORMALMAP + #if _NORMAL_DROPOFF_TS + inputData.normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent, WorldBiTangent, WorldNormal)); + #elif _NORMAL_DROPOFF_OS + inputData.normalWS = TransformObjectToWorldNormal(Normal); + #elif _NORMAL_DROPOFF_WS + inputData.normalWS = Normal; + #endif + inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); + #else + inputData.normalWS = WorldNormal; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + inputData.shadowCoord = ShadowCoords; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); + #else + inputData.shadowCoord = float4(0, 0, 0, 0); + #endif + + #ifdef ASE_FOG + inputData.fogCoord = IN.fogFactorAndVertexLight.x; + #endif + inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + float3 SH = SampleSH(inputData.normalWS.xyz); + #else + float3 SH = IN.lightmapUVOrVertexSH.xyz; + #endif + + #if defined(DYNAMICLIGHTMAP_ON) + inputData.bakedGI = SAMPLE_GI(IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, SH, inputData.normalWS); + #else + inputData.bakedGI = SAMPLE_GI(IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS); + #endif + + #ifdef ASE_BAKEDGI + inputData.bakedGI = BakedGI; + #endif + + inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV; + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy); + + #if defined(DEBUG_DISPLAY) + #if defined(DYNAMICLIGHTMAP_ON) + inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy; + #endif + #if defined(LIGHTMAP_ON) + inputData.staticLightmapUV = IN.lightmapUVOrVertexSH.xy; + #else + inputData.vertexSH = SH; + #endif + #endif + + SurfaceData surfaceData; + surfaceData.albedo = BaseColor; + surfaceData.metallic = saturate(Metallic); + surfaceData.specular = Specular; + surfaceData.smoothness = saturate(Smoothness), + surfaceData.occlusion = Occlusion, + surfaceData.emission = Emission, + surfaceData.alpha = saturate(Alpha); + surfaceData.normalTS = Normal; + surfaceData.clearCoatMask = 0; + surfaceData.clearCoatSmoothness = 1; + + #ifdef _CLEARCOAT + surfaceData.clearCoatMask = saturate(CoatMask); + surfaceData.clearCoatSmoothness = saturate(CoatSmoothness); + #endif + + #ifdef _DBUFFER + ApplyDecalToSurfaceData(IN.clipPos, surfaceData, inputData); + #endif + + half4 color = UniversalFragmentPBR( inputData, surfaceData); + + #ifdef ASE_TRANSMISSION + { + float shadow = _TransmissionShadow; + + #define SUM_LIGHT_TRANSMISSION(Light)\ + float3 atten = Light.color * Light.distanceAttenuation;\ + atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\ + half3 transmission = max( 0, -dot( inputData.normalWS, Light.direction ) ) * atten * Transmission;\ + color.rgb += BaseColor * transmission; + + SUM_LIGHT_TRANSMISSION( GetMainLight( inputData.shadowCoord ) ); + + #if defined(_ADDITIONAL_LIGHTS) + uint meshRenderingLayers = GetMeshRenderingLayer(); + uint pixelLightCount = GetAdditionalLightsCount(); + #if USE_FORWARD_PLUS + for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) + { + FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK + + Light light = GetAdditionalLight(lightIndex, inputData.positionWS); + #ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) + #endif + { + SUM_LIGHT_TRANSMISSION( light ); + } + } + #endif + LIGHT_LOOP_BEGIN( pixelLightCount ) + Light light = GetAdditionalLight(lightIndex, inputData.positionWS); + #ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) + #endif + { + SUM_LIGHT_TRANSMISSION( light ); + } + LIGHT_LOOP_END + #endif + } + #endif + + #ifdef ASE_TRANSLUCENCY + { + float shadow = _TransShadow; + float normal = _TransNormal; + float scattering = _TransScattering; + float direct = _TransDirect; + float ambient = _TransAmbient; + float strength = _TransStrength; + + #define SUM_LIGHT_TRANSLUCENCY(Light)\ + float3 atten = Light.color * Light.distanceAttenuation;\ + atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\ + half3 lightDir = Light.direction + inputData.normalWS * normal;\ + half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );\ + half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;\ + color.rgb += BaseColor * translucency * strength; + + SUM_LIGHT_TRANSLUCENCY( GetMainLight( inputData.shadowCoord ) ); + + #if defined(_ADDITIONAL_LIGHTS) + uint meshRenderingLayers = GetMeshRenderingLayer(); + uint pixelLightCount = GetAdditionalLightsCount(); + #if USE_FORWARD_PLUS + for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) + { + FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK + + Light light = GetAdditionalLight(lightIndex, inputData.positionWS); + #ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) + #endif + { + SUM_LIGHT_TRANSLUCENCY( light ); + } + } + #endif + LIGHT_LOOP_BEGIN( pixelLightCount ) + Light light = GetAdditionalLight(lightIndex, inputData.positionWS); + #ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) + #endif + { + SUM_LIGHT_TRANSLUCENCY( light ); + } + LIGHT_LOOP_END + #endif + } + #endif + + #ifdef ASE_REFRACTION + float4 projScreenPos = ScreenPos / ScreenPos.w; + float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) ); + projScreenPos.xy += refractionOffset.xy; + float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor; + color.rgb = lerp( refraction, color.rgb, color.a ); + color.a = 1; + #endif + + #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY + color.rgb *= color.a; + #endif + + #ifdef ASE_FOG + #ifdef TERRAIN_SPLAT_ADDPASS + color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x ); + #else + color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x); + #endif + #endif + + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + + #ifdef _WRITE_RENDERING_LAYERS + uint renderingLayers = GetMeshRenderingLayer(); + outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 ); + #endif + + return color; + } + + ENDHLSL + } + + + Pass + { + + Name "ShadowCaster" + Tags { "LightMode"="ShadowCaster" } + + ZWrite On + ZTest LEqual + AlphaToMask Off + ColorMask 0 + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_SRP_VERSION 140007 + #define REQUIRE_DEPTH_TEXTURE 1 + + + #pragma vertex vert + #pragma fragment frag + + #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW + + #define SHADERPASS SHADERPASS_SHADOWCASTER + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature _FINALALPHASMOOTHSTEP_ON + #pragma shader_feature _ALPHADISSOLVE_ON + #pragma shader_feature _MAINTEXSMOOTHSTEP_ON + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 ase_color : COLOR; + float4 ase_texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 clipPos : SV_POSITION; + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 worldPos : TEXCOORD0; + #endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD1; + #endif + float4 ase_color : COLOR; + float4 ase_texcoord2 : TEXCOORD2; + float4 ase_texcoord3 : TEXCOORD3; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _EmissionTex_ST; + float4 _Color; + float4 _Emission; + float2 _EmissionSpeed; + float _FinalEmissionSmoothstepMax; + float _FinalEmissionSmoothstepMin; + float _EmissionSubValue; + float _MainSoftnessMax; + float _MainSoftnessMin; + float _AlphaSoftness; + float _CullMode; + float _FinalAlphaSmoothstepMin; + float _EmissionSoftness2; + float _EmissionSoftness1; + float _NormalScale; + float _Rows; + float _Columns; + float _DepthSoftness; + float _FinalAlphaSmoothstepMax; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + // Property used by ScenePickingPass + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + // Properties used by SceneSelectionPass + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + uniform float4 _CameraDepthTexture_TexelSize; + sampler2D _MainTex; + + + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShadowCasterPass.hlsl" + + //#ifdef HAVE_VFX_MODIFICATION + //#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" + //#endif + + + float3 _LightDirection; + float3 _LightPosition; + + VertexOutput VertexFunction( VertexInput v ) + { + VertexOutput o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); + + float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); + float4 screenPos = ComputeScreenPos(ase_clipPos); + o.ase_texcoord2 = screenPos; + + o.ase_color = v.ase_color; + o.ase_texcoord3 = v.ase_texcoord; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + + v.ase_normal = v.ase_normal; + + float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + o.worldPos = positionWS; + #endif + + float3 normalWS = TransformObjectToWorldDir(v.ase_normal); + + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - positionWS); + #else + float3 lightDirectionWS = _LightDirection; + #endif + + float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); + + #if UNITY_REVERSED_Z + clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE); + #else + clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE); + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + VertexPositionInputs vertexInput = (VertexPositionInputs)0; + vertexInput.positionWS = positionWS; + vertexInput.positionCS = clipPos; + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + o.clipPos = clipPos; + + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + float4 ase_color : COLOR; + float4 ase_texcoord : TEXCOORD0; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.ase_normal = v.ase_normal; + o.ase_color = v.ase_color; + o.ase_texcoord = v.ase_texcoord; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) + #define ASE_SV_DEPTH SV_DepthLessEqual + #else + #define ASE_SV_DEPTH SV_Depth + #endif + + half4 frag( VertexOutput IN + #ifdef ASE_DEPTH_WRITE_ON + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) : SV_TARGET + { + UNITY_SETUP_INSTANCE_ID( IN ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 WorldPosition = IN.worldPos; + #endif + + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = IN.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + float4 screenPos = IN.ase_texcoord2; + float4 ase_screenPosNorm = screenPos / screenPos.w; + ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; + float screenDepth142 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); + float distanceDepth142 = abs( ( screenDepth142 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthSoftness ) ); + float clampResult146 = clamp( distanceDepth142 , 0.0 , 1.0 ); + float depthFadeAlpha163 = clampResult146; + float4 texCoord3 = IN.ase_texcoord3; + texCoord3.xy = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); + float columns135 = _Columns; + float rows136 = _Rows; + float AnimFrame4 = round( texCoord3.z ); + float temp_output_18_0 = ( columns135 * rows136 ); + float ChannelFramesCount103 = temp_output_18_0; + // *** BEGIN Flipbook UV Animation vars *** + // Total tiles of Flipbook Texture + float fbtotaltiles98 = columns135 * rows136; + // Offsets for cols and rows of Flipbook Texture + float fbcolsoffset98 = 1.0f / columns135; + float fbrowsoffset98 = 1.0f / rows136; + // Speed of animation + float fbspeed98 = _Time[ 1 ] * 0.0; + // UV Tiling (col and row offset) + float2 fbtiling98 = float2(fbcolsoffset98, fbrowsoffset98); + // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) + // Calculate current tile linear index + float fbcurrenttileindex98 = round( fmod( fbspeed98 + ( frac( ( AnimFrame4 / ChannelFramesCount103 ) ) * ChannelFramesCount103 ), fbtotaltiles98) ); + fbcurrenttileindex98 += ( fbcurrenttileindex98 < 0) ? fbtotaltiles98 : 0; + // Obtain Offset X coordinate from current tile linear index + float fblinearindextox98 = round ( fmod ( fbcurrenttileindex98, columns135 ) ); + // Multiply Offset X by coloffset + float fboffsetx98 = fblinearindextox98 * fbcolsoffset98; + // Obtain Offset Y coordinate from current tile linear index + float fblinearindextoy98 = round( fmod( ( fbcurrenttileindex98 - fblinearindextox98 ) / columns135, rows136 ) ); + // Reverse Y to get tiles from Top to Bottom + fblinearindextoy98 = (int)(rows136-1) - fblinearindextoy98; + // Multiply Offset Y by rowoffset + float fboffsety98 = fblinearindextoy98 * fbrowsoffset98; + // UV Offset + float2 fboffset98 = float2(fboffsetx98, fboffsety98); + // Flipbook UV + half2 fbuv98 = (texCoord3).xy * fbtiling98 + fboffset98; + // *** END Flipbook UV Animation vars *** + float4 tex2DNode1 = tex2D( _MainTex, fbuv98 ); + float4 temp_cast_0 = (_MainSoftnessMin).xxxx; + float4 temp_cast_1 = (_MainSoftnessMax).xxxx; + float4 smoothstepResult233 = smoothstep( temp_cast_0 , temp_cast_1 , tex2DNode1); + #ifdef _MAINTEXSMOOTHSTEP_ON + float4 staticSwitch236 = smoothstepResult233; + #else + float4 staticSwitch236 = tex2DNode1; + #endif + float4 break152 = staticSwitch236; + float Frames126 = temp_output_18_0; + float temp_output_133_0 = ( Frames126 - 1.0 ); + float smoothstepResult23 = smoothstep( temp_output_133_0 , temp_output_133_0 , AnimFrame4); + float lerp156 = smoothstepResult23; + float lerpResult20 = lerp( break152.r , break152.g , lerp156); + float Frames243 = ( Frames126 * 2.0 ); + float temp_output_123_0 = ( Frames243 - 1.0 ); + float smoothstepResult24 = smoothstep( temp_output_123_0 , temp_output_123_0 , AnimFrame4); + float lerp257 = smoothstepResult24; + float lerpResult21 = lerp( lerpResult20 , break152.b , lerp257); + float Frames344 = ( Frames126 * 3.0 ); + float temp_output_124_0 = ( Frames344 - 1.0 ); + float smoothstepResult25 = smoothstep( temp_output_124_0 , temp_output_124_0 , AnimFrame4); + float lerp358 = smoothstepResult25; + float lerpResult22 = lerp( lerpResult21 , break152.a , lerp358); + float smoothstepResult173 = smoothstep( 0.0 , _AlphaSoftness , lerpResult22); + float clampResult166 = clamp( ( ( depthFadeAlpha163 * smoothstepResult173 ) - ( 1.0 - IN.ase_color.a ) ) , 0.0 , 1.0 ); + #ifdef _ALPHADISSOLVE_ON + float staticSwitch159 = ( _Color.a * clampResult166 ); + #else + float staticSwitch159 = ( ( _Color.a * IN.ase_color.a ) * depthFadeAlpha163 * smoothstepResult173 ); + #endif + float finalAlpha248 = staticSwitch159; + float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159); + #ifdef _FINALALPHASMOOTHSTEP_ON + float staticSwitch275 = smoothstepResult252; + #else + float staticSwitch275 = finalAlpha248; + #endif + float alpha287 = staticSwitch275; + + + float Alpha = alpha287; + float AlphaClipThreshold = 0.5; + float AlphaClipThresholdShadow = 0.5; + + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = 0; + #endif + + #ifdef _ALPHATEST_ON + #ifdef _ALPHATEST_SHADOW_ON + clip(Alpha - AlphaClipThresholdShadow); + #else + clip(Alpha - AlphaClipThreshold); + #endif + #endif + + #ifdef LOD_FADE_CROSSFADE + LODFadeCrossFade( IN.clipPos ); + #endif + + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + + return 0; + } + ENDHLSL + } + + + Pass + { + + Name "DepthOnly" + Tags { "LightMode"="DepthOnly" } + + ZWrite On + ColorMask R + AlphaToMask Off + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_SRP_VERSION 140007 + #define REQUIRE_DEPTH_TEXTURE 1 + + + #pragma vertex vert + #pragma fragment frag + + #define SHADERPASS SHADERPASS_DEPTHONLY + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature _FINALALPHASMOOTHSTEP_ON + #pragma shader_feature _ALPHADISSOLVE_ON + #pragma shader_feature _MAINTEXSMOOTHSTEP_ON + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 ase_color : COLOR; + float4 ase_texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 clipPos : SV_POSITION; + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 worldPos : TEXCOORD0; + #endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD1; + #endif + float4 ase_color : COLOR; + float4 ase_texcoord2 : TEXCOORD2; + float4 ase_texcoord3 : TEXCOORD3; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _EmissionTex_ST; + float4 _Color; + float4 _Emission; + float2 _EmissionSpeed; + float _FinalEmissionSmoothstepMax; + float _FinalEmissionSmoothstepMin; + float _EmissionSubValue; + float _MainSoftnessMax; + float _MainSoftnessMin; + float _AlphaSoftness; + float _CullMode; + float _FinalAlphaSmoothstepMin; + float _EmissionSoftness2; + float _EmissionSoftness1; + float _NormalScale; + float _Rows; + float _Columns; + float _DepthSoftness; + float _FinalAlphaSmoothstepMax; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + // Property used by ScenePickingPass + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + // Properties used by SceneSelectionPass + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + uniform float4 _CameraDepthTexture_TexelSize; + sampler2D _MainTex; + + + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl" + + //#ifdef HAVE_VFX_MODIFICATION + //#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" + //#endif + + + VertexOutput VertexFunction( VertexInput v ) + { + VertexOutput o = (VertexOutput)0; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); + float4 screenPos = ComputeScreenPos(ase_clipPos); + o.ase_texcoord2 = screenPos; + + o.ase_color = v.ase_color; + o.ase_texcoord3 = v.ase_texcoord; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + + v.ase_normal = v.ase_normal; + float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); + float4 positionCS = TransformWorldToHClip( positionWS ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + o.worldPos = positionWS; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + VertexPositionInputs vertexInput = (VertexPositionInputs)0; + vertexInput.positionWS = positionWS; + vertexInput.positionCS = positionCS; + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + o.clipPos = positionCS; + + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + float4 ase_color : COLOR; + float4 ase_texcoord : TEXCOORD0; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.ase_normal = v.ase_normal; + o.ase_color = v.ase_color; + o.ase_texcoord = v.ase_texcoord; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) + #define ASE_SV_DEPTH SV_DepthLessEqual + #else + #define ASE_SV_DEPTH SV_Depth + #endif + + half4 frag( VertexOutput IN + #ifdef ASE_DEPTH_WRITE_ON + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) : SV_TARGET + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 WorldPosition = IN.worldPos; + #endif + + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = IN.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + float4 screenPos = IN.ase_texcoord2; + float4 ase_screenPosNorm = screenPos / screenPos.w; + ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; + float screenDepth142 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); + float distanceDepth142 = abs( ( screenDepth142 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthSoftness ) ); + float clampResult146 = clamp( distanceDepth142 , 0.0 , 1.0 ); + float depthFadeAlpha163 = clampResult146; + float4 texCoord3 = IN.ase_texcoord3; + texCoord3.xy = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); + float columns135 = _Columns; + float rows136 = _Rows; + float AnimFrame4 = round( texCoord3.z ); + float temp_output_18_0 = ( columns135 * rows136 ); + float ChannelFramesCount103 = temp_output_18_0; + // *** BEGIN Flipbook UV Animation vars *** + // Total tiles of Flipbook Texture + float fbtotaltiles98 = columns135 * rows136; + // Offsets for cols and rows of Flipbook Texture + float fbcolsoffset98 = 1.0f / columns135; + float fbrowsoffset98 = 1.0f / rows136; + // Speed of animation + float fbspeed98 = _Time[ 1 ] * 0.0; + // UV Tiling (col and row offset) + float2 fbtiling98 = float2(fbcolsoffset98, fbrowsoffset98); + // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) + // Calculate current tile linear index + float fbcurrenttileindex98 = round( fmod( fbspeed98 + ( frac( ( AnimFrame4 / ChannelFramesCount103 ) ) * ChannelFramesCount103 ), fbtotaltiles98) ); + fbcurrenttileindex98 += ( fbcurrenttileindex98 < 0) ? fbtotaltiles98 : 0; + // Obtain Offset X coordinate from current tile linear index + float fblinearindextox98 = round ( fmod ( fbcurrenttileindex98, columns135 ) ); + // Multiply Offset X by coloffset + float fboffsetx98 = fblinearindextox98 * fbcolsoffset98; + // Obtain Offset Y coordinate from current tile linear index + float fblinearindextoy98 = round( fmod( ( fbcurrenttileindex98 - fblinearindextox98 ) / columns135, rows136 ) ); + // Reverse Y to get tiles from Top to Bottom + fblinearindextoy98 = (int)(rows136-1) - fblinearindextoy98; + // Multiply Offset Y by rowoffset + float fboffsety98 = fblinearindextoy98 * fbrowsoffset98; + // UV Offset + float2 fboffset98 = float2(fboffsetx98, fboffsety98); + // Flipbook UV + half2 fbuv98 = (texCoord3).xy * fbtiling98 + fboffset98; + // *** END Flipbook UV Animation vars *** + float4 tex2DNode1 = tex2D( _MainTex, fbuv98 ); + float4 temp_cast_0 = (_MainSoftnessMin).xxxx; + float4 temp_cast_1 = (_MainSoftnessMax).xxxx; + float4 smoothstepResult233 = smoothstep( temp_cast_0 , temp_cast_1 , tex2DNode1); + #ifdef _MAINTEXSMOOTHSTEP_ON + float4 staticSwitch236 = smoothstepResult233; + #else + float4 staticSwitch236 = tex2DNode1; + #endif + float4 break152 = staticSwitch236; + float Frames126 = temp_output_18_0; + float temp_output_133_0 = ( Frames126 - 1.0 ); + float smoothstepResult23 = smoothstep( temp_output_133_0 , temp_output_133_0 , AnimFrame4); + float lerp156 = smoothstepResult23; + float lerpResult20 = lerp( break152.r , break152.g , lerp156); + float Frames243 = ( Frames126 * 2.0 ); + float temp_output_123_0 = ( Frames243 - 1.0 ); + float smoothstepResult24 = smoothstep( temp_output_123_0 , temp_output_123_0 , AnimFrame4); + float lerp257 = smoothstepResult24; + float lerpResult21 = lerp( lerpResult20 , break152.b , lerp257); + float Frames344 = ( Frames126 * 3.0 ); + float temp_output_124_0 = ( Frames344 - 1.0 ); + float smoothstepResult25 = smoothstep( temp_output_124_0 , temp_output_124_0 , AnimFrame4); + float lerp358 = smoothstepResult25; + float lerpResult22 = lerp( lerpResult21 , break152.a , lerp358); + float smoothstepResult173 = smoothstep( 0.0 , _AlphaSoftness , lerpResult22); + float clampResult166 = clamp( ( ( depthFadeAlpha163 * smoothstepResult173 ) - ( 1.0 - IN.ase_color.a ) ) , 0.0 , 1.0 ); + #ifdef _ALPHADISSOLVE_ON + float staticSwitch159 = ( _Color.a * clampResult166 ); + #else + float staticSwitch159 = ( ( _Color.a * IN.ase_color.a ) * depthFadeAlpha163 * smoothstepResult173 ); + #endif + float finalAlpha248 = staticSwitch159; + float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159); + #ifdef _FINALALPHASMOOTHSTEP_ON + float staticSwitch275 = smoothstepResult252; + #else + float staticSwitch275 = finalAlpha248; + #endif + float alpha287 = staticSwitch275; + + + float Alpha = alpha287; + float AlphaClipThreshold = 0.5; + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = 0; + #endif + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + #ifdef LOD_FADE_CROSSFADE + LODFadeCrossFade( IN.clipPos ); + #endif + + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + + return 0; + } + ENDHLSL + } + + + Pass + { + + Name "Meta" + Tags { "LightMode"="Meta" } + + Cull Off + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #define ASE_FOG 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_SRP_VERSION 140007 + #define REQUIRE_DEPTH_TEXTURE 1 + + + #pragma vertex vert + #pragma fragment frag + + #pragma shader_feature EDITOR_VISUALIZATION + + #define SHADERPASS SHADERPASS_META + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature _EMISSIONALPHA_ON + #pragma shader_feature _EMISSIONDISSOLVE_ON + #pragma shader_feature _ELIMINATEEMISSIONROTATION_ON + #pragma shader_feature _ALPHAEMISSIONDISSOLVESUB_ON + #pragma shader_feature _ALPHADISSOLVE_ON + #pragma shader_feature _MAINTEXSMOOTHSTEP_ON + #pragma shader_feature _FINALEMISSIONSMOOTHSTEP_ON + #pragma shader_feature _FINALALPHASMOOTHSTEP_ON + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 texcoord0 : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 clipPos : SV_POSITION; + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 worldPos : TEXCOORD0; + #endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD1; + #endif + #ifdef EDITOR_VISUALIZATION + float4 VizUV : TEXCOORD2; + float4 LightCoord : TEXCOORD3; + #endif + float4 ase_color : COLOR; + float4 ase_texcoord4 : TEXCOORD4; + float4 ase_texcoord5 : TEXCOORD5; + float4 ase_texcoord6 : TEXCOORD6; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _EmissionTex_ST; + float4 _Color; + float4 _Emission; + float2 _EmissionSpeed; + float _FinalEmissionSmoothstepMax; + float _FinalEmissionSmoothstepMin; + float _EmissionSubValue; + float _MainSoftnessMax; + float _MainSoftnessMin; + float _AlphaSoftness; + float _CullMode; + float _FinalAlphaSmoothstepMin; + float _EmissionSoftness2; + float _EmissionSoftness1; + float _NormalScale; + float _Rows; + float _Columns; + float _DepthSoftness; + float _FinalAlphaSmoothstepMax; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + // Property used by ScenePickingPass + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + // Properties used by SceneSelectionPass + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _EmissionTex; + uniform float4 _CameraDepthTexture_TexelSize; + sampler2D _MainTex; + + + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/LightingMetaPass.hlsl" + + //#ifdef HAVE_VFX_MODIFICATION + //#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" + //#endif + + + VertexOutput VertexFunction( VertexInput v ) + { + VertexOutput o = (VertexOutput)0; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); + float4 screenPos = ComputeScreenPos(ase_clipPos); + o.ase_texcoord6 = screenPos; + + o.ase_color = v.ase_color; + o.ase_texcoord4 = v.texcoord0; + o.ase_texcoord5.xy = v.texcoord1.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord5.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + + v.ase_normal = v.ase_normal; + + float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + o.worldPos = positionWS; + #endif + + o.clipPos = MetaVertexPosition( v.vertex, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST ); + + #ifdef EDITOR_VISUALIZATION + float2 VizUV = 0; + float4 LightCoord = 0; + UnityEditorVizData(v.vertex.xyz, v.texcoord0.xy, v.texcoord1.xy, v.texcoord2.xy, VizUV, LightCoord); + o.VizUV = float4(VizUV, 0, 0); + o.LightCoord = LightCoord; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + VertexPositionInputs vertexInput = (VertexPositionInputs)0; + vertexInput.positionWS = positionWS; + vertexInput.positionCS = o.clipPos; + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + float4 texcoord0 : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.ase_normal = v.ase_normal; + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.ase_color = v.ase_color; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; + o.texcoord0 = patch[0].texcoord0 * bary.x + patch[1].texcoord0 * bary.y + patch[2].texcoord0 * bary.z; + o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + half4 frag(VertexOutput IN ) : SV_TARGET + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 WorldPosition = IN.worldPos; + #endif + + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = IN.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + float3 albedo285 = (( (_Color).rgb * (IN.ase_color).rgb )).xyz; + + float4 texCoord170 = IN.ase_texcoord4; + texCoord170.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); + float4 temp_cast_0 = (_EmissionSoftness1).xxxx; + float4 temp_cast_1 = (_EmissionSoftness2).xxxx; + float2 uv_EmissionTex = IN.ase_texcoord4.xy * _EmissionTex_ST.xy + _EmissionTex_ST.zw; + float2 texCoord278 = IN.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 ); + float2 appendResult283 = (float2(texCoord278.y , texCoord278.y)); + float cos277 = cos( texCoord278.x ); + float sin277 = sin( texCoord278.x ); + float2 rotator277 = mul( ( uv_EmissionTex + appendResult283 ) - float2( 0.5,0.5 ) , float2x2( cos277 , -sin277 , sin277 , cos277 )) + float2( 0.5,0.5 ); + #ifdef _ELIMINATEEMISSIONROTATION_ON + float2 staticSwitch279 = rotator277; + #else + float2 staticSwitch279 = uv_EmissionTex; + #endif + float2 panner238 = ( 1.0 * _Time.y * _EmissionSpeed + staticSwitch279); + float4 smoothstepResult193 = smoothstep( temp_cast_0 , temp_cast_1 , tex2D( _EmissionTex, panner238 )); + float4 screenPos = IN.ase_texcoord6; + float4 ase_screenPosNorm = screenPos / screenPos.w; + ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; + float screenDepth142 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); + float distanceDepth142 = abs( ( screenDepth142 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthSoftness ) ); + float clampResult146 = clamp( distanceDepth142 , 0.0 , 1.0 ); + float depthFadeAlpha163 = clampResult146; + float4 texCoord3 = IN.ase_texcoord4; + texCoord3.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); + float columns135 = _Columns; + float rows136 = _Rows; + float AnimFrame4 = round( texCoord3.z ); + float temp_output_18_0 = ( columns135 * rows136 ); + float ChannelFramesCount103 = temp_output_18_0; + // *** BEGIN Flipbook UV Animation vars *** + // Total tiles of Flipbook Texture + float fbtotaltiles98 = columns135 * rows136; + // Offsets for cols and rows of Flipbook Texture + float fbcolsoffset98 = 1.0f / columns135; + float fbrowsoffset98 = 1.0f / rows136; + // Speed of animation + float fbspeed98 = _Time[ 1 ] * 0.0; + // UV Tiling (col and row offset) + float2 fbtiling98 = float2(fbcolsoffset98, fbrowsoffset98); + // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) + // Calculate current tile linear index + float fbcurrenttileindex98 = round( fmod( fbspeed98 + ( frac( ( AnimFrame4 / ChannelFramesCount103 ) ) * ChannelFramesCount103 ), fbtotaltiles98) ); + fbcurrenttileindex98 += ( fbcurrenttileindex98 < 0) ? fbtotaltiles98 : 0; + // Obtain Offset X coordinate from current tile linear index + float fblinearindextox98 = round ( fmod ( fbcurrenttileindex98, columns135 ) ); + // Multiply Offset X by coloffset + float fboffsetx98 = fblinearindextox98 * fbcolsoffset98; + // Obtain Offset Y coordinate from current tile linear index + float fblinearindextoy98 = round( fmod( ( fbcurrenttileindex98 - fblinearindextox98 ) / columns135, rows136 ) ); + // Reverse Y to get tiles from Top to Bottom + fblinearindextoy98 = (int)(rows136-1) - fblinearindextoy98; + // Multiply Offset Y by rowoffset + float fboffsety98 = fblinearindextoy98 * fbrowsoffset98; + // UV Offset + float2 fboffset98 = float2(fboffsetx98, fboffsety98); + // Flipbook UV + half2 fbuv98 = (texCoord3).xy * fbtiling98 + fboffset98; + // *** END Flipbook UV Animation vars *** + float4 tex2DNode1 = tex2D( _MainTex, fbuv98 ); + float4 temp_cast_2 = (_MainSoftnessMin).xxxx; + float4 temp_cast_3 = (_MainSoftnessMax).xxxx; + float4 smoothstepResult233 = smoothstep( temp_cast_2 , temp_cast_3 , tex2DNode1); + #ifdef _MAINTEXSMOOTHSTEP_ON + float4 staticSwitch236 = smoothstepResult233; + #else + float4 staticSwitch236 = tex2DNode1; + #endif + float4 break152 = staticSwitch236; + float Frames126 = temp_output_18_0; + float temp_output_133_0 = ( Frames126 - 1.0 ); + float smoothstepResult23 = smoothstep( temp_output_133_0 , temp_output_133_0 , AnimFrame4); + float lerp156 = smoothstepResult23; + float lerpResult20 = lerp( break152.r , break152.g , lerp156); + float Frames243 = ( Frames126 * 2.0 ); + float temp_output_123_0 = ( Frames243 - 1.0 ); + float smoothstepResult24 = smoothstep( temp_output_123_0 , temp_output_123_0 , AnimFrame4); + float lerp257 = smoothstepResult24; + float lerpResult21 = lerp( lerpResult20 , break152.b , lerp257); + float Frames344 = ( Frames126 * 3.0 ); + float temp_output_124_0 = ( Frames344 - 1.0 ); + float smoothstepResult25 = smoothstep( temp_output_124_0 , temp_output_124_0 , AnimFrame4); + float lerp358 = smoothstepResult25; + float lerpResult22 = lerp( lerpResult21 , break152.a , lerp358); + float smoothstepResult173 = smoothstep( 0.0 , _AlphaSoftness , lerpResult22); + float clampResult166 = clamp( ( ( depthFadeAlpha163 * smoothstepResult173 ) - ( 1.0 - IN.ase_color.a ) ) , 0.0 , 1.0 ); + #ifdef _ALPHADISSOLVE_ON + float staticSwitch159 = ( _Color.a * clampResult166 ); + #else + float staticSwitch159 = ( ( _Color.a * IN.ase_color.a ) * depthFadeAlpha163 * smoothstepResult173 ); + #endif + float finalAlpha248 = staticSwitch159; + #ifdef _ALPHAEMISSIONDISSOLVESUB_ON + float staticSwitch246 = ( texCoord170.w - ( finalAlpha248 * _EmissionSubValue ) ); + #else + float staticSwitch246 = texCoord170.w; + #endif + float4 temp_cast_4 = (staticSwitch246).xxxx; + float4 clampResult197 = clamp( ( smoothstepResult193 - temp_cast_4 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); + #ifdef _EMISSIONDISSOLVE_ON + float4 staticSwitch177 = ( _Emission * clampResult197 ); + #else + float4 staticSwitch177 = ( _Emission * texCoord170.w ); + #endif + float smoothstepResult258 = smoothstep( _FinalEmissionSmoothstepMin , _FinalEmissionSmoothstepMax , staticSwitch159); + #ifdef _FINALEMISSIONSMOOTHSTEP_ON + float staticSwitch276 = smoothstepResult258; + #else + float staticSwitch276 = staticSwitch159; + #endif + #ifdef _EMISSIONALPHA_ON + float4 staticSwitch240 = ( staticSwitch276 * staticSwitch177 ); + #else + float4 staticSwitch240 = staticSwitch177; + #endif + float4 emission286 = staticSwitch240; + + float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159); + #ifdef _FINALALPHASMOOTHSTEP_ON + float staticSwitch275 = smoothstepResult252; + #else + float staticSwitch275 = finalAlpha248; + #endif + float alpha287 = staticSwitch275; + + + float3 BaseColor = albedo285; + float3 Emission = emission286.rgb; + float Alpha = alpha287; + float AlphaClipThreshold = 0.5; + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + MetaInput metaInput = (MetaInput)0; + metaInput.Albedo = BaseColor; + metaInput.Emission = Emission; + #ifdef EDITOR_VISUALIZATION + metaInput.VizUV = IN.VizUV.xy; + metaInput.LightCoord = IN.LightCoord; + #endif + + return UnityMetaFragment(metaInput); + } + ENDHLSL + } + + + Pass + { + + Name "Universal2D" + Tags { "LightMode"="Universal2D" } + + Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha + ZWrite Off + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #define ASE_FOG 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_SRP_VERSION 140007 + #define REQUIRE_DEPTH_TEXTURE 1 + + + #pragma vertex vert + #pragma fragment frag + + #define SHADERPASS SHADERPASS_2D + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature _FINALALPHASMOOTHSTEP_ON + #pragma shader_feature _ALPHADISSOLVE_ON + #pragma shader_feature _MAINTEXSMOOTHSTEP_ON + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 ase_color : COLOR; + float4 ase_texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 clipPos : SV_POSITION; + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 worldPos : TEXCOORD0; + #endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD1; + #endif + float4 ase_color : COLOR; + float4 ase_texcoord2 : TEXCOORD2; + float4 ase_texcoord3 : TEXCOORD3; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _EmissionTex_ST; + float4 _Color; + float4 _Emission; + float2 _EmissionSpeed; + float _FinalEmissionSmoothstepMax; + float _FinalEmissionSmoothstepMin; + float _EmissionSubValue; + float _MainSoftnessMax; + float _MainSoftnessMin; + float _AlphaSoftness; + float _CullMode; + float _FinalAlphaSmoothstepMin; + float _EmissionSoftness2; + float _EmissionSoftness1; + float _NormalScale; + float _Rows; + float _Columns; + float _DepthSoftness; + float _FinalAlphaSmoothstepMax; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + // Property used by ScenePickingPass + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + // Properties used by SceneSelectionPass + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + uniform float4 _CameraDepthTexture_TexelSize; + sampler2D _MainTex; + + + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBR2DPass.hlsl" + + //#ifdef HAVE_VFX_MODIFICATION + //#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" + //#endif + + + VertexOutput VertexFunction( VertexInput v ) + { + VertexOutput o = (VertexOutput)0; + UNITY_SETUP_INSTANCE_ID( v ); + UNITY_TRANSFER_INSTANCE_ID( v, o ); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); + + float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); + float4 screenPos = ComputeScreenPos(ase_clipPos); + o.ase_texcoord2 = screenPos; + + o.ase_color = v.ase_color; + o.ase_texcoord3 = v.ase_texcoord; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + + v.ase_normal = v.ase_normal; + + float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); + float4 positionCS = TransformWorldToHClip( positionWS ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + o.worldPos = positionWS; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + VertexPositionInputs vertexInput = (VertexPositionInputs)0; + vertexInput.positionWS = positionWS; + vertexInput.positionCS = positionCS; + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + o.clipPos = positionCS; + + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + float4 ase_color : COLOR; + float4 ase_texcoord : TEXCOORD0; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.ase_normal = v.ase_normal; + o.ase_color = v.ase_color; + o.ase_texcoord = v.ase_texcoord; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + half4 frag(VertexOutput IN ) : SV_TARGET + { + UNITY_SETUP_INSTANCE_ID( IN ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 WorldPosition = IN.worldPos; + #endif + + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = IN.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + float3 albedo285 = (( (_Color).rgb * (IN.ase_color).rgb )).xyz; + + float4 screenPos = IN.ase_texcoord2; + float4 ase_screenPosNorm = screenPos / screenPos.w; + ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; + float screenDepth142 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); + float distanceDepth142 = abs( ( screenDepth142 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthSoftness ) ); + float clampResult146 = clamp( distanceDepth142 , 0.0 , 1.0 ); + float depthFadeAlpha163 = clampResult146; + float4 texCoord3 = IN.ase_texcoord3; + texCoord3.xy = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); + float columns135 = _Columns; + float rows136 = _Rows; + float AnimFrame4 = round( texCoord3.z ); + float temp_output_18_0 = ( columns135 * rows136 ); + float ChannelFramesCount103 = temp_output_18_0; + // *** BEGIN Flipbook UV Animation vars *** + // Total tiles of Flipbook Texture + float fbtotaltiles98 = columns135 * rows136; + // Offsets for cols and rows of Flipbook Texture + float fbcolsoffset98 = 1.0f / columns135; + float fbrowsoffset98 = 1.0f / rows136; + // Speed of animation + float fbspeed98 = _Time[ 1 ] * 0.0; + // UV Tiling (col and row offset) + float2 fbtiling98 = float2(fbcolsoffset98, fbrowsoffset98); + // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) + // Calculate current tile linear index + float fbcurrenttileindex98 = round( fmod( fbspeed98 + ( frac( ( AnimFrame4 / ChannelFramesCount103 ) ) * ChannelFramesCount103 ), fbtotaltiles98) ); + fbcurrenttileindex98 += ( fbcurrenttileindex98 < 0) ? fbtotaltiles98 : 0; + // Obtain Offset X coordinate from current tile linear index + float fblinearindextox98 = round ( fmod ( fbcurrenttileindex98, columns135 ) ); + // Multiply Offset X by coloffset + float fboffsetx98 = fblinearindextox98 * fbcolsoffset98; + // Obtain Offset Y coordinate from current tile linear index + float fblinearindextoy98 = round( fmod( ( fbcurrenttileindex98 - fblinearindextox98 ) / columns135, rows136 ) ); + // Reverse Y to get tiles from Top to Bottom + fblinearindextoy98 = (int)(rows136-1) - fblinearindextoy98; + // Multiply Offset Y by rowoffset + float fboffsety98 = fblinearindextoy98 * fbrowsoffset98; + // UV Offset + float2 fboffset98 = float2(fboffsetx98, fboffsety98); + // Flipbook UV + half2 fbuv98 = (texCoord3).xy * fbtiling98 + fboffset98; + // *** END Flipbook UV Animation vars *** + float4 tex2DNode1 = tex2D( _MainTex, fbuv98 ); + float4 temp_cast_0 = (_MainSoftnessMin).xxxx; + float4 temp_cast_1 = (_MainSoftnessMax).xxxx; + float4 smoothstepResult233 = smoothstep( temp_cast_0 , temp_cast_1 , tex2DNode1); + #ifdef _MAINTEXSMOOTHSTEP_ON + float4 staticSwitch236 = smoothstepResult233; + #else + float4 staticSwitch236 = tex2DNode1; + #endif + float4 break152 = staticSwitch236; + float Frames126 = temp_output_18_0; + float temp_output_133_0 = ( Frames126 - 1.0 ); + float smoothstepResult23 = smoothstep( temp_output_133_0 , temp_output_133_0 , AnimFrame4); + float lerp156 = smoothstepResult23; + float lerpResult20 = lerp( break152.r , break152.g , lerp156); + float Frames243 = ( Frames126 * 2.0 ); + float temp_output_123_0 = ( Frames243 - 1.0 ); + float smoothstepResult24 = smoothstep( temp_output_123_0 , temp_output_123_0 , AnimFrame4); + float lerp257 = smoothstepResult24; + float lerpResult21 = lerp( lerpResult20 , break152.b , lerp257); + float Frames344 = ( Frames126 * 3.0 ); + float temp_output_124_0 = ( Frames344 - 1.0 ); + float smoothstepResult25 = smoothstep( temp_output_124_0 , temp_output_124_0 , AnimFrame4); + float lerp358 = smoothstepResult25; + float lerpResult22 = lerp( lerpResult21 , break152.a , lerp358); + float smoothstepResult173 = smoothstep( 0.0 , _AlphaSoftness , lerpResult22); + float clampResult166 = clamp( ( ( depthFadeAlpha163 * smoothstepResult173 ) - ( 1.0 - IN.ase_color.a ) ) , 0.0 , 1.0 ); + #ifdef _ALPHADISSOLVE_ON + float staticSwitch159 = ( _Color.a * clampResult166 ); + #else + float staticSwitch159 = ( ( _Color.a * IN.ase_color.a ) * depthFadeAlpha163 * smoothstepResult173 ); + #endif + float finalAlpha248 = staticSwitch159; + float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159); + #ifdef _FINALALPHASMOOTHSTEP_ON + float staticSwitch275 = smoothstepResult252; + #else + float staticSwitch275 = finalAlpha248; + #endif + float alpha287 = staticSwitch275; + + + float3 BaseColor = albedo285; + float Alpha = alpha287; + float AlphaClipThreshold = 0.5; + + half4 color = half4(BaseColor, Alpha ); + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + return color; + } + ENDHLSL + } + + + Pass + { + + Name "DepthNormals" + Tags { "LightMode"="DepthNormals" } + + ZWrite On + Blend One Zero + ZTest LEqual + ZWrite On + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_SRP_VERSION 140007 + #define REQUIRE_DEPTH_TEXTURE 1 + + + #pragma vertex vert + #pragma fragment frag + + #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS + + #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature _NORMALMAPENABLED_ON + #pragma shader_feature _FINALALPHASMOOTHSTEP_ON + #pragma shader_feature _ALPHADISSOLVE_ON + #pragma shader_feature _MAINTEXSMOOTHSTEP_ON + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 ase_tangent : TANGENT; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 clipPos : SV_POSITION; + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 worldPos : TEXCOORD0; + #endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD1; + #endif + float3 worldNormal : TEXCOORD2; + float4 worldTangent : TEXCOORD3; + float4 ase_texcoord4 : TEXCOORD4; + float4 ase_color : COLOR; + float4 ase_texcoord5 : TEXCOORD5; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _EmissionTex_ST; + float4 _Color; + float4 _Emission; + float2 _EmissionSpeed; + float _FinalEmissionSmoothstepMax; + float _FinalEmissionSmoothstepMin; + float _EmissionSubValue; + float _MainSoftnessMax; + float _MainSoftnessMin; + float _AlphaSoftness; + float _CullMode; + float _FinalAlphaSmoothstepMin; + float _EmissionSoftness2; + float _EmissionSoftness1; + float _NormalScale; + float _Rows; + float _Columns; + float _DepthSoftness; + float _FinalAlphaSmoothstepMax; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + // Property used by ScenePickingPass + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + // Properties used by SceneSelectionPass + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _NormalMap; + uniform float4 _CameraDepthTexture_TexelSize; + sampler2D _MainTex; + + + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthNormalsOnlyPass.hlsl" + + //#ifdef HAVE_VFX_MODIFICATION + //#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" + //#endif + + + VertexOutput VertexFunction( VertexInput v ) + { + VertexOutput o = (VertexOutput)0; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); + float4 screenPos = ComputeScreenPos(ase_clipPos); + o.ase_texcoord5 = screenPos; + + o.ase_texcoord4 = v.ase_texcoord; + o.ase_color = v.ase_color; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + + v.ase_normal = v.ase_normal; + float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); + float3 normalWS = TransformObjectToWorldNormal( v.ase_normal ); + float4 tangentWS = float4(TransformObjectToWorldDir( v.ase_tangent.xyz), v.ase_tangent.w); + float4 positionCS = TransformWorldToHClip( positionWS ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + o.worldPos = positionWS; + #endif + + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + VertexPositionInputs vertexInput = (VertexPositionInputs)0; + vertexInput.positionWS = positionWS; + vertexInput.positionCS = positionCS; + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + o.clipPos = positionCS; + + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + float4 ase_tangent : TANGENT; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.ase_normal = v.ase_normal; + o.ase_tangent = v.ase_tangent; + o.ase_texcoord = v.ase_texcoord; + o.ase_color = v.ase_color; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; + o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z; + o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) + #define ASE_SV_DEPTH SV_DepthLessEqual + #else + #define ASE_SV_DEPTH SV_Depth + #endif + + void frag( VertexOutput IN + , out half4 outNormalWS : SV_Target0 + #ifdef ASE_DEPTH_WRITE_ON + ,out float outputDepth : ASE_SV_DEPTH + #endif + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 WorldPosition = IN.worldPos; + #endif + + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + float3 WorldNormal = IN.worldNormal; + float4 WorldTangent = IN.worldTangent; + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = IN.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + float2 texCoord232 = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); + float columns135 = _Columns; + float rows136 = _Rows; + float4 texCoord3 = IN.ase_texcoord4; + texCoord3.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); + float AnimFrame4 = round( texCoord3.z ); + // *** BEGIN Flipbook UV Animation vars *** + // Total tiles of Flipbook Texture + float fbtotaltiles223 = ( columns135 * 2.0 ) * ( rows136 * 2.0 ); + // Offsets for cols and rows of Flipbook Texture + float fbcolsoffset223 = 1.0f / ( columns135 * 2.0 ); + float fbrowsoffset223 = 1.0f / ( rows136 * 2.0 ); + // Speed of animation + float fbspeed223 = _Time[ 1 ] * 0.0; + // UV Tiling (col and row offset) + float2 fbtiling223 = float2(fbcolsoffset223, fbrowsoffset223); + // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) + // Calculate current tile linear index + float fbcurrenttileindex223 = round( fmod( fbspeed223 + AnimFrame4, fbtotaltiles223) ); + fbcurrenttileindex223 += ( fbcurrenttileindex223 < 0) ? fbtotaltiles223 : 0; + // Obtain Offset X coordinate from current tile linear index + float fblinearindextox223 = round ( fmod ( fbcurrenttileindex223, ( columns135 * 2.0 ) ) ); + // Multiply Offset X by coloffset + float fboffsetx223 = fblinearindextox223 * fbcolsoffset223; + // Obtain Offset Y coordinate from current tile linear index + float fblinearindextoy223 = round( fmod( ( fbcurrenttileindex223 - fblinearindextox223 ) / ( columns135 * 2.0 ), ( rows136 * 2.0 ) ) ); + // Reverse Y to get tiles from Top to Bottom + fblinearindextoy223 = (int)(( rows136 * 2.0 )-1) - fblinearindextoy223; + // Multiply Offset Y by rowoffset + float fboffsety223 = fblinearindextoy223 * fbrowsoffset223; + // UV Offset + float2 fboffset223 = float2(fboffsetx223, fboffsety223); + // Flipbook UV + half2 fbuv223 = texCoord232 * fbtiling223 + fboffset223; + // *** END Flipbook UV Animation vars *** + float3 unpack222 = UnpackNormalScale( tex2D( _NormalMap, fbuv223 ), _NormalScale ); + unpack222.z = lerp( 1, unpack222.z, saturate(_NormalScale) ); + #ifdef _NORMALMAPENABLED_ON + float3 staticSwitch221 = unpack222; + #else + float3 staticSwitch221 = float3(0,0,1); + #endif + float3 normals206 = staticSwitch221; + + float4 screenPos = IN.ase_texcoord5; + float4 ase_screenPosNorm = screenPos / screenPos.w; + ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; + float screenDepth142 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); + float distanceDepth142 = abs( ( screenDepth142 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthSoftness ) ); + float clampResult146 = clamp( distanceDepth142 , 0.0 , 1.0 ); + float depthFadeAlpha163 = clampResult146; + float temp_output_18_0 = ( columns135 * rows136 ); + float ChannelFramesCount103 = temp_output_18_0; + float fbtotaltiles98 = columns135 * rows136; + float fbcolsoffset98 = 1.0f / columns135; + float fbrowsoffset98 = 1.0f / rows136; + float fbspeed98 = _Time[ 1 ] * 0.0; + float2 fbtiling98 = float2(fbcolsoffset98, fbrowsoffset98); + float fbcurrenttileindex98 = round( fmod( fbspeed98 + ( frac( ( AnimFrame4 / ChannelFramesCount103 ) ) * ChannelFramesCount103 ), fbtotaltiles98) ); + fbcurrenttileindex98 += ( fbcurrenttileindex98 < 0) ? fbtotaltiles98 : 0; + float fblinearindextox98 = round ( fmod ( fbcurrenttileindex98, columns135 ) ); + float fboffsetx98 = fblinearindextox98 * fbcolsoffset98; + float fblinearindextoy98 = round( fmod( ( fbcurrenttileindex98 - fblinearindextox98 ) / columns135, rows136 ) ); + fblinearindextoy98 = (int)(rows136-1) - fblinearindextoy98; + float fboffsety98 = fblinearindextoy98 * fbrowsoffset98; + float2 fboffset98 = float2(fboffsetx98, fboffsety98); + half2 fbuv98 = (texCoord3).xy * fbtiling98 + fboffset98; + float4 tex2DNode1 = tex2D( _MainTex, fbuv98 ); + float4 temp_cast_0 = (_MainSoftnessMin).xxxx; + float4 temp_cast_1 = (_MainSoftnessMax).xxxx; + float4 smoothstepResult233 = smoothstep( temp_cast_0 , temp_cast_1 , tex2DNode1); + #ifdef _MAINTEXSMOOTHSTEP_ON + float4 staticSwitch236 = smoothstepResult233; + #else + float4 staticSwitch236 = tex2DNode1; + #endif + float4 break152 = staticSwitch236; + float Frames126 = temp_output_18_0; + float temp_output_133_0 = ( Frames126 - 1.0 ); + float smoothstepResult23 = smoothstep( temp_output_133_0 , temp_output_133_0 , AnimFrame4); + float lerp156 = smoothstepResult23; + float lerpResult20 = lerp( break152.r , break152.g , lerp156); + float Frames243 = ( Frames126 * 2.0 ); + float temp_output_123_0 = ( Frames243 - 1.0 ); + float smoothstepResult24 = smoothstep( temp_output_123_0 , temp_output_123_0 , AnimFrame4); + float lerp257 = smoothstepResult24; + float lerpResult21 = lerp( lerpResult20 , break152.b , lerp257); + float Frames344 = ( Frames126 * 3.0 ); + float temp_output_124_0 = ( Frames344 - 1.0 ); + float smoothstepResult25 = smoothstep( temp_output_124_0 , temp_output_124_0 , AnimFrame4); + float lerp358 = smoothstepResult25; + float lerpResult22 = lerp( lerpResult21 , break152.a , lerp358); + float smoothstepResult173 = smoothstep( 0.0 , _AlphaSoftness , lerpResult22); + float clampResult166 = clamp( ( ( depthFadeAlpha163 * smoothstepResult173 ) - ( 1.0 - IN.ase_color.a ) ) , 0.0 , 1.0 ); + #ifdef _ALPHADISSOLVE_ON + float staticSwitch159 = ( _Color.a * clampResult166 ); + #else + float staticSwitch159 = ( ( _Color.a * IN.ase_color.a ) * depthFadeAlpha163 * smoothstepResult173 ); + #endif + float finalAlpha248 = staticSwitch159; + float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159); + #ifdef _FINALALPHASMOOTHSTEP_ON + float staticSwitch275 = smoothstepResult252; + #else + float staticSwitch275 = finalAlpha248; + #endif + float alpha287 = staticSwitch275; + + + float3 Normal = normals206; + float Alpha = alpha287; + float AlphaClipThreshold = 0.5; + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = 0; + #endif + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + #ifdef LOD_FADE_CROSSFADE + LODFadeCrossFade( IN.clipPos ); + #endif + + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + + #if defined(_GBUFFER_NORMALS_OCT) + float2 octNormalWS = PackNormalOctQuadEncode(WorldNormal); + float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); + half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); + outNormalWS = half4(packedNormalWS, 0.0); + #else + #if defined(_NORMALMAP) + #if _NORMAL_DROPOFF_TS + float crossSign = (WorldTangent.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale(); + float3 bitangent = crossSign * cross(WorldNormal.xyz, WorldTangent.xyz); + float3 normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent.xyz, bitangent, WorldNormal.xyz)); + #elif _NORMAL_DROPOFF_OS + float3 normalWS = TransformObjectToWorldNormal(Normal); + #elif _NORMAL_DROPOFF_WS + float3 normalWS = Normal; + #endif + #else + float3 normalWS = WorldNormal; + #endif + outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0); + #endif + + #ifdef _WRITE_RENDERING_LAYERS + uint renderingLayers = GetMeshRenderingLayer(); + outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 ); + #endif + } + ENDHLSL + } + + + Pass + { + + Name "GBuffer" + Tags { "LightMode"="UniversalGBuffer" } + + Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha + ZWrite Off + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #pragma multi_compile_fog + #define ASE_FOG 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_SRP_VERSION 140007 + #define REQUIRE_DEPTH_TEXTURE 1 + + + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION + #pragma multi_compile_fragment _ _SHADOWS_SOFT + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DYNAMICLIGHTMAP_ON + #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT + #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS + + #pragma vertex vert + #pragma fragment frag + + #define SHADERPASS SHADERPASS_GBUFFER + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + + #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) + #define ENABLE_TERRAIN_PERPIXEL_NORMAL + #endif + + #define ASE_NEEDS_FRAG_COLOR + #define ASE_NEEDS_FRAG_SCREEN_POSITION + #pragma shader_feature _NORMALMAPENABLED_ON + #pragma shader_feature _EMISSIONALPHA_ON + #pragma shader_feature _EMISSIONDISSOLVE_ON + #pragma shader_feature _ELIMINATEEMISSIONROTATION_ON + #pragma shader_feature _ALPHAEMISSIONDISSOLVESUB_ON + #pragma shader_feature _ALPHADISSOLVE_ON + #pragma shader_feature _MAINTEXSMOOTHSTEP_ON + #pragma shader_feature _FINALEMISSIONSMOOTHSTEP_ON + #pragma shader_feature _FINALALPHASMOOTHSTEP_ON + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 ase_tangent : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 clipPos : SV_POSITION; + float4 lightmapUVOrVertexSH : TEXCOORD0; + half4 fogFactorAndVertexLight : TEXCOORD1; + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD2; + #endif + float4 tSpace0 : TEXCOORD3; + float4 tSpace1 : TEXCOORD4; + float4 tSpace2 : TEXCOORD5; + #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) + float4 screenPos : TEXCOORD6; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD7; + #endif + float4 ase_color : COLOR; + float4 ase_texcoord8 : TEXCOORD8; + float4 ase_texcoord9 : TEXCOORD9; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _EmissionTex_ST; + float4 _Color; + float4 _Emission; + float2 _EmissionSpeed; + float _FinalEmissionSmoothstepMax; + float _FinalEmissionSmoothstepMin; + float _EmissionSubValue; + float _MainSoftnessMax; + float _MainSoftnessMin; + float _AlphaSoftness; + float _CullMode; + float _FinalAlphaSmoothstepMin; + float _EmissionSoftness2; + float _EmissionSoftness1; + float _NormalScale; + float _Rows; + float _Columns; + float _DepthSoftness; + float _FinalAlphaSmoothstepMax; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + // Property used by ScenePickingPass + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + // Properties used by SceneSelectionPass + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _NormalMap; + sampler2D _EmissionTex; + uniform float4 _CameraDepthTexture_TexelSize; + sampler2D _MainTex; + + + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRGBufferPass.hlsl" + + + VertexOutput VertexFunction( VertexInput v ) + { + VertexOutput o = (VertexOutput)0; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + o.ase_color = v.ase_color; + o.ase_texcoord8 = v.texcoord; + o.ase_texcoord9.xy = v.texcoord1.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord9.zw = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + + v.ase_normal = v.ase_normal; + + float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); + float3 positionVS = TransformWorldToView( positionWS ); + float4 positionCS = TransformWorldToHClip( positionWS ); + + VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent ); + + o.tSpace0 = float4( normalInput.normalWS, positionWS.x); + o.tSpace1 = float4( normalInput.tangentWS, positionWS.y); + o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z); + + #if defined(LIGHTMAP_ON) + OUTPUT_LIGHTMAP_UV(v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy); + #endif + + #if defined(DYNAMICLIGHTMAP_ON) + o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + + #if !defined(LIGHTMAP_ON) + OUTPUT_SH(normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz); + #endif + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + o.lightmapUVOrVertexSH.zw = v.texcoord; + o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw; + #endif + + half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS ); + + o.fogFactorAndVertexLight = half4(0, vertexLight); + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + VertexPositionInputs vertexInput = (VertexPositionInputs)0; + vertexInput.positionWS = positionWS; + vertexInput.positionCS = positionCS; + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + o.clipPos = positionCS; + + #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) + o.screenPos = ComputeScreenPos(positionCS); + #endif + + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + float4 ase_tangent : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.ase_normal = v.ase_normal; + o.ase_tangent = v.ase_tangent; + o.texcoord = v.texcoord; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.ase_color = v.ase_color; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; + o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z; + o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; + o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) + #define ASE_SV_DEPTH SV_DepthLessEqual + #else + #define ASE_SV_DEPTH SV_Depth + #endif + + FragmentOutput frag ( VertexOutput IN + #ifdef ASE_DEPTH_WRITE_ON + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #ifdef LOD_FADE_CROSSFADE + LODFadeCrossFade( IN.clipPos ); + #endif + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; + float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); + float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal); + float3 WorldBiTangent = cross(WorldNormal, -WorldTangent); + #else + float3 WorldNormal = normalize( IN.tSpace0.xyz ); + float3 WorldTangent = IN.tSpace1.xyz; + float3 WorldBiTangent = IN.tSpace2.xyz; + #endif + + float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); + float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition; + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + + #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) + float4 ScreenPos = IN.screenPos; + #endif + + float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.clipPos); + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = IN.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #else + ShadowCoords = float4(0, 0, 0, 0); + #endif + + WorldViewDirection = SafeNormalize( WorldViewDirection ); + + float3 albedo285 = (( (_Color).rgb * (IN.ase_color).rgb )).xyz; + + float2 texCoord232 = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 ); + float columns135 = _Columns; + float rows136 = _Rows; + float4 texCoord3 = IN.ase_texcoord8; + texCoord3.xy = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 ); + float AnimFrame4 = round( texCoord3.z ); + // *** BEGIN Flipbook UV Animation vars *** + // Total tiles of Flipbook Texture + float fbtotaltiles223 = ( columns135 * 2.0 ) * ( rows136 * 2.0 ); + // Offsets for cols and rows of Flipbook Texture + float fbcolsoffset223 = 1.0f / ( columns135 * 2.0 ); + float fbrowsoffset223 = 1.0f / ( rows136 * 2.0 ); + // Speed of animation + float fbspeed223 = _Time[ 1 ] * 0.0; + // UV Tiling (col and row offset) + float2 fbtiling223 = float2(fbcolsoffset223, fbrowsoffset223); + // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) + // Calculate current tile linear index + float fbcurrenttileindex223 = round( fmod( fbspeed223 + AnimFrame4, fbtotaltiles223) ); + fbcurrenttileindex223 += ( fbcurrenttileindex223 < 0) ? fbtotaltiles223 : 0; + // Obtain Offset X coordinate from current tile linear index + float fblinearindextox223 = round ( fmod ( fbcurrenttileindex223, ( columns135 * 2.0 ) ) ); + // Multiply Offset X by coloffset + float fboffsetx223 = fblinearindextox223 * fbcolsoffset223; + // Obtain Offset Y coordinate from current tile linear index + float fblinearindextoy223 = round( fmod( ( fbcurrenttileindex223 - fblinearindextox223 ) / ( columns135 * 2.0 ), ( rows136 * 2.0 ) ) ); + // Reverse Y to get tiles from Top to Bottom + fblinearindextoy223 = (int)(( rows136 * 2.0 )-1) - fblinearindextoy223; + // Multiply Offset Y by rowoffset + float fboffsety223 = fblinearindextoy223 * fbrowsoffset223; + // UV Offset + float2 fboffset223 = float2(fboffsetx223, fboffsety223); + // Flipbook UV + half2 fbuv223 = texCoord232 * fbtiling223 + fboffset223; + // *** END Flipbook UV Animation vars *** + float3 unpack222 = UnpackNormalScale( tex2D( _NormalMap, fbuv223 ), _NormalScale ); + unpack222.z = lerp( 1, unpack222.z, saturate(_NormalScale) ); + #ifdef _NORMALMAPENABLED_ON + float3 staticSwitch221 = unpack222; + #else + float3 staticSwitch221 = float3(0,0,1); + #endif + float3 normals206 = staticSwitch221; + + float4 texCoord170 = IN.ase_texcoord8; + texCoord170.xy = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 ); + float4 temp_cast_0 = (_EmissionSoftness1).xxxx; + float4 temp_cast_1 = (_EmissionSoftness2).xxxx; + float2 uv_EmissionTex = IN.ase_texcoord8.xy * _EmissionTex_ST.xy + _EmissionTex_ST.zw; + float2 texCoord278 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); + float2 appendResult283 = (float2(texCoord278.y , texCoord278.y)); + float cos277 = cos( texCoord278.x ); + float sin277 = sin( texCoord278.x ); + float2 rotator277 = mul( ( uv_EmissionTex + appendResult283 ) - float2( 0.5,0.5 ) , float2x2( cos277 , -sin277 , sin277 , cos277 )) + float2( 0.5,0.5 ); + #ifdef _ELIMINATEEMISSIONROTATION_ON + float2 staticSwitch279 = rotator277; + #else + float2 staticSwitch279 = uv_EmissionTex; + #endif + float2 panner238 = ( 1.0 * _Time.y * _EmissionSpeed + staticSwitch279); + float4 smoothstepResult193 = smoothstep( temp_cast_0 , temp_cast_1 , tex2D( _EmissionTex, panner238 )); + float4 ase_screenPosNorm = ScreenPos / ScreenPos.w; + ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; + float screenDepth142 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); + float distanceDepth142 = abs( ( screenDepth142 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthSoftness ) ); + float clampResult146 = clamp( distanceDepth142 , 0.0 , 1.0 ); + float depthFadeAlpha163 = clampResult146; + float temp_output_18_0 = ( columns135 * rows136 ); + float ChannelFramesCount103 = temp_output_18_0; + float fbtotaltiles98 = columns135 * rows136; + float fbcolsoffset98 = 1.0f / columns135; + float fbrowsoffset98 = 1.0f / rows136; + float fbspeed98 = _Time[ 1 ] * 0.0; + float2 fbtiling98 = float2(fbcolsoffset98, fbrowsoffset98); + float fbcurrenttileindex98 = round( fmod( fbspeed98 + ( frac( ( AnimFrame4 / ChannelFramesCount103 ) ) * ChannelFramesCount103 ), fbtotaltiles98) ); + fbcurrenttileindex98 += ( fbcurrenttileindex98 < 0) ? fbtotaltiles98 : 0; + float fblinearindextox98 = round ( fmod ( fbcurrenttileindex98, columns135 ) ); + float fboffsetx98 = fblinearindextox98 * fbcolsoffset98; + float fblinearindextoy98 = round( fmod( ( fbcurrenttileindex98 - fblinearindextox98 ) / columns135, rows136 ) ); + fblinearindextoy98 = (int)(rows136-1) - fblinearindextoy98; + float fboffsety98 = fblinearindextoy98 * fbrowsoffset98; + float2 fboffset98 = float2(fboffsetx98, fboffsety98); + half2 fbuv98 = (texCoord3).xy * fbtiling98 + fboffset98; + float4 tex2DNode1 = tex2D( _MainTex, fbuv98 ); + float4 temp_cast_2 = (_MainSoftnessMin).xxxx; + float4 temp_cast_3 = (_MainSoftnessMax).xxxx; + float4 smoothstepResult233 = smoothstep( temp_cast_2 , temp_cast_3 , tex2DNode1); + #ifdef _MAINTEXSMOOTHSTEP_ON + float4 staticSwitch236 = smoothstepResult233; + #else + float4 staticSwitch236 = tex2DNode1; + #endif + float4 break152 = staticSwitch236; + float Frames126 = temp_output_18_0; + float temp_output_133_0 = ( Frames126 - 1.0 ); + float smoothstepResult23 = smoothstep( temp_output_133_0 , temp_output_133_0 , AnimFrame4); + float lerp156 = smoothstepResult23; + float lerpResult20 = lerp( break152.r , break152.g , lerp156); + float Frames243 = ( Frames126 * 2.0 ); + float temp_output_123_0 = ( Frames243 - 1.0 ); + float smoothstepResult24 = smoothstep( temp_output_123_0 , temp_output_123_0 , AnimFrame4); + float lerp257 = smoothstepResult24; + float lerpResult21 = lerp( lerpResult20 , break152.b , lerp257); + float Frames344 = ( Frames126 * 3.0 ); + float temp_output_124_0 = ( Frames344 - 1.0 ); + float smoothstepResult25 = smoothstep( temp_output_124_0 , temp_output_124_0 , AnimFrame4); + float lerp358 = smoothstepResult25; + float lerpResult22 = lerp( lerpResult21 , break152.a , lerp358); + float smoothstepResult173 = smoothstep( 0.0 , _AlphaSoftness , lerpResult22); + float clampResult166 = clamp( ( ( depthFadeAlpha163 * smoothstepResult173 ) - ( 1.0 - IN.ase_color.a ) ) , 0.0 , 1.0 ); + #ifdef _ALPHADISSOLVE_ON + float staticSwitch159 = ( _Color.a * clampResult166 ); + #else + float staticSwitch159 = ( ( _Color.a * IN.ase_color.a ) * depthFadeAlpha163 * smoothstepResult173 ); + #endif + float finalAlpha248 = staticSwitch159; + #ifdef _ALPHAEMISSIONDISSOLVESUB_ON + float staticSwitch246 = ( texCoord170.w - ( finalAlpha248 * _EmissionSubValue ) ); + #else + float staticSwitch246 = texCoord170.w; + #endif + float4 temp_cast_4 = (staticSwitch246).xxxx; + float4 clampResult197 = clamp( ( smoothstepResult193 - temp_cast_4 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); + #ifdef _EMISSIONDISSOLVE_ON + float4 staticSwitch177 = ( _Emission * clampResult197 ); + #else + float4 staticSwitch177 = ( _Emission * texCoord170.w ); + #endif + float smoothstepResult258 = smoothstep( _FinalEmissionSmoothstepMin , _FinalEmissionSmoothstepMax , staticSwitch159); + #ifdef _FINALEMISSIONSMOOTHSTEP_ON + float staticSwitch276 = smoothstepResult258; + #else + float staticSwitch276 = staticSwitch159; + #endif + #ifdef _EMISSIONALPHA_ON + float4 staticSwitch240 = ( staticSwitch276 * staticSwitch177 ); + #else + float4 staticSwitch240 = staticSwitch177; + #endif + float4 emission286 = staticSwitch240; + + float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159); + #ifdef _FINALALPHASMOOTHSTEP_ON + float staticSwitch275 = smoothstepResult252; + #else + float staticSwitch275 = finalAlpha248; + #endif + float alpha287 = staticSwitch275; + + + float3 BaseColor = albedo285; + float3 Normal = normals206; + float3 Emission = emission286.rgb; + float3 Specular = 0.5; + float Metallic = 0; + float Smoothness = 0.5; + float Occlusion = 1; + float Alpha = alpha287; + float AlphaClipThreshold = 0.5; + float AlphaClipThresholdShadow = 0.5; + float3 BakedGI = 0; + float3 RefractionColor = 1; + float RefractionIndex = 1; + float3 Transmission = 1; + float3 Translucency = 1; + + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = 0; + #endif + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + InputData inputData = (InputData)0; + inputData.positionWS = WorldPosition; + inputData.positionCS = IN.clipPos; + inputData.shadowCoord = ShadowCoords; + + #ifdef _NORMALMAP + #if _NORMAL_DROPOFF_TS + inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal )); + #elif _NORMAL_DROPOFF_OS + inputData.normalWS = TransformObjectToWorldNormal(Normal); + #elif _NORMAL_DROPOFF_WS + inputData.normalWS = Normal; + #endif + #else + inputData.normalWS = WorldNormal; + #endif + + inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); + inputData.viewDirectionWS = SafeNormalize( WorldViewDirection ); + + inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + float3 SH = SampleSH(inputData.normalWS.xyz); + #else + float3 SH = IN.lightmapUVOrVertexSH.xyz; + #endif + + #ifdef ASE_BAKEDGI + inputData.bakedGI = BakedGI; + #else + #if defined(DYNAMICLIGHTMAP_ON) + inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, SH, inputData.normalWS); + #else + inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS ); + #endif + #endif + + inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV; + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy); + + #if defined(DEBUG_DISPLAY) + #if defined(DYNAMICLIGHTMAP_ON) + inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy; + #endif + #if defined(LIGHTMAP_ON) + inputData.staticLightmapUV = IN.lightmapUVOrVertexSH.xy; + #else + inputData.vertexSH = SH; + #endif + #endif + + #ifdef _DBUFFER + ApplyDecal(IN.clipPos, + BaseColor, + Specular, + inputData.normalWS, + Metallic, + Occlusion, + Smoothness); + #endif + + BRDFData brdfData; + InitializeBRDFData + (BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData); + + Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); + half4 color; + MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); + color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); + color.a = Alpha; + + #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY + color.rgb *= color.a; + #endif + + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + + return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion); + } + + ENDHLSL + } + + + Pass + { + + Name "SceneSelectionPass" + Tags { "LightMode"="SceneSelectionPass" } + + Cull Off + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #define ASE_FOG 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_SRP_VERSION 140007 + #define REQUIRE_DEPTH_TEXTURE 1 + + + #pragma vertex vert + #pragma fragment frag + + #define SCENESELECTIONPASS 1 + + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define SHADERPASS SHADERPASS_DEPTHONLY + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature _FINALALPHASMOOTHSTEP_ON + #pragma shader_feature _ALPHADISSOLVE_ON + #pragma shader_feature _MAINTEXSMOOTHSTEP_ON + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 ase_color : COLOR; + float4 ase_texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 clipPos : SV_POSITION; + float4 ase_color : COLOR; + float4 ase_texcoord : TEXCOORD0; + float4 ase_texcoord1 : TEXCOORD1; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _EmissionTex_ST; + float4 _Color; + float4 _Emission; + float2 _EmissionSpeed; + float _FinalEmissionSmoothstepMax; + float _FinalEmissionSmoothstepMin; + float _EmissionSubValue; + float _MainSoftnessMax; + float _MainSoftnessMin; + float _AlphaSoftness; + float _CullMode; + float _FinalAlphaSmoothstepMin; + float _EmissionSoftness2; + float _EmissionSoftness1; + float _NormalScale; + float _Rows; + float _Columns; + float _DepthSoftness; + float _FinalAlphaSmoothstepMax; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + // Property used by ScenePickingPass + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + // Properties used by SceneSelectionPass + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + uniform float4 _CameraDepthTexture_TexelSize; + sampler2D _MainTex; + + + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl" + + //#ifdef HAVE_VFX_MODIFICATION + //#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" + //#endif + + + struct SurfaceDescription + { + float Alpha; + float AlphaClipThreshold; + }; + + VertexOutput VertexFunction(VertexInput v ) + { + VertexOutput o; + ZERO_INITIALIZE(VertexOutput, o); + + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); + float4 screenPos = ComputeScreenPos(ase_clipPos); + o.ase_texcoord = screenPos; + + o.ase_color = v.ase_color; + o.ase_texcoord1 = v.ase_texcoord; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + + v.ase_normal = v.ase_normal; + + float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); + + o.clipPos = TransformWorldToHClip(positionWS); + + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + float4 ase_color : COLOR; + float4 ase_texcoord : TEXCOORD0; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.ase_normal = v.ase_normal; + o.ase_color = v.ase_color; + o.ase_texcoord = v.ase_texcoord; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + half4 frag(VertexOutput IN ) : SV_TARGET + { + SurfaceDescription surfaceDescription = (SurfaceDescription)0; + + float4 screenPos = IN.ase_texcoord; + float4 ase_screenPosNorm = screenPos / screenPos.w; + ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; + float screenDepth142 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); + float distanceDepth142 = abs( ( screenDepth142 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthSoftness ) ); + float clampResult146 = clamp( distanceDepth142 , 0.0 , 1.0 ); + float depthFadeAlpha163 = clampResult146; + float4 texCoord3 = IN.ase_texcoord1; + texCoord3.xy = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); + float columns135 = _Columns; + float rows136 = _Rows; + float AnimFrame4 = round( texCoord3.z ); + float temp_output_18_0 = ( columns135 * rows136 ); + float ChannelFramesCount103 = temp_output_18_0; + // *** BEGIN Flipbook UV Animation vars *** + // Total tiles of Flipbook Texture + float fbtotaltiles98 = columns135 * rows136; + // Offsets for cols and rows of Flipbook Texture + float fbcolsoffset98 = 1.0f / columns135; + float fbrowsoffset98 = 1.0f / rows136; + // Speed of animation + float fbspeed98 = _Time[ 1 ] * 0.0; + // UV Tiling (col and row offset) + float2 fbtiling98 = float2(fbcolsoffset98, fbrowsoffset98); + // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) + // Calculate current tile linear index + float fbcurrenttileindex98 = round( fmod( fbspeed98 + ( frac( ( AnimFrame4 / ChannelFramesCount103 ) ) * ChannelFramesCount103 ), fbtotaltiles98) ); + fbcurrenttileindex98 += ( fbcurrenttileindex98 < 0) ? fbtotaltiles98 : 0; + // Obtain Offset X coordinate from current tile linear index + float fblinearindextox98 = round ( fmod ( fbcurrenttileindex98, columns135 ) ); + // Multiply Offset X by coloffset + float fboffsetx98 = fblinearindextox98 * fbcolsoffset98; + // Obtain Offset Y coordinate from current tile linear index + float fblinearindextoy98 = round( fmod( ( fbcurrenttileindex98 - fblinearindextox98 ) / columns135, rows136 ) ); + // Reverse Y to get tiles from Top to Bottom + fblinearindextoy98 = (int)(rows136-1) - fblinearindextoy98; + // Multiply Offset Y by rowoffset + float fboffsety98 = fblinearindextoy98 * fbrowsoffset98; + // UV Offset + float2 fboffset98 = float2(fboffsetx98, fboffsety98); + // Flipbook UV + half2 fbuv98 = (texCoord3).xy * fbtiling98 + fboffset98; + // *** END Flipbook UV Animation vars *** + float4 tex2DNode1 = tex2D( _MainTex, fbuv98 ); + float4 temp_cast_0 = (_MainSoftnessMin).xxxx; + float4 temp_cast_1 = (_MainSoftnessMax).xxxx; + float4 smoothstepResult233 = smoothstep( temp_cast_0 , temp_cast_1 , tex2DNode1); + #ifdef _MAINTEXSMOOTHSTEP_ON + float4 staticSwitch236 = smoothstepResult233; + #else + float4 staticSwitch236 = tex2DNode1; + #endif + float4 break152 = staticSwitch236; + float Frames126 = temp_output_18_0; + float temp_output_133_0 = ( Frames126 - 1.0 ); + float smoothstepResult23 = smoothstep( temp_output_133_0 , temp_output_133_0 , AnimFrame4); + float lerp156 = smoothstepResult23; + float lerpResult20 = lerp( break152.r , break152.g , lerp156); + float Frames243 = ( Frames126 * 2.0 ); + float temp_output_123_0 = ( Frames243 - 1.0 ); + float smoothstepResult24 = smoothstep( temp_output_123_0 , temp_output_123_0 , AnimFrame4); + float lerp257 = smoothstepResult24; + float lerpResult21 = lerp( lerpResult20 , break152.b , lerp257); + float Frames344 = ( Frames126 * 3.0 ); + float temp_output_124_0 = ( Frames344 - 1.0 ); + float smoothstepResult25 = smoothstep( temp_output_124_0 , temp_output_124_0 , AnimFrame4); + float lerp358 = smoothstepResult25; + float lerpResult22 = lerp( lerpResult21 , break152.a , lerp358); + float smoothstepResult173 = smoothstep( 0.0 , _AlphaSoftness , lerpResult22); + float clampResult166 = clamp( ( ( depthFadeAlpha163 * smoothstepResult173 ) - ( 1.0 - IN.ase_color.a ) ) , 0.0 , 1.0 ); + #ifdef _ALPHADISSOLVE_ON + float staticSwitch159 = ( _Color.a * clampResult166 ); + #else + float staticSwitch159 = ( ( _Color.a * IN.ase_color.a ) * depthFadeAlpha163 * smoothstepResult173 ); + #endif + float finalAlpha248 = staticSwitch159; + float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159); + #ifdef _FINALALPHASMOOTHSTEP_ON + float staticSwitch275 = smoothstepResult252; + #else + float staticSwitch275 = finalAlpha248; + #endif + float alpha287 = staticSwitch275; + + + surfaceDescription.Alpha = alpha287; + surfaceDescription.AlphaClipThreshold = 0.5; + + #if _ALPHATEST_ON + float alphaClipThreshold = 0.01f; + #if ALPHA_CLIP_THRESHOLD + alphaClipThreshold = surfaceDescription.AlphaClipThreshold; + #endif + clip(surfaceDescription.Alpha - alphaClipThreshold); + #endif + + half4 outColor = 0; + + #ifdef SCENESELECTIONPASS + outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); + #elif defined(SCENEPICKINGPASS) + outColor = _SelectionID; + #endif + + return outColor; + } + + ENDHLSL + } + + + Pass + { + + Name "ScenePickingPass" + Tags { "LightMode"="Picking" } + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #define ASE_FOG 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_SRP_VERSION 140007 + #define REQUIRE_DEPTH_TEXTURE 1 + + + #pragma vertex vert + #pragma fragment frag + + #define SCENEPICKINGPASS 1 + + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define SHADERPASS SHADERPASS_DEPTHONLY + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature _FINALALPHASMOOTHSTEP_ON + #pragma shader_feature _ALPHADISSOLVE_ON + #pragma shader_feature _MAINTEXSMOOTHSTEP_ON + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 ase_color : COLOR; + float4 ase_texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 clipPos : SV_POSITION; + float4 ase_color : COLOR; + float4 ase_texcoord : TEXCOORD0; + float4 ase_texcoord1 : TEXCOORD1; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _EmissionTex_ST; + float4 _Color; + float4 _Emission; + float2 _EmissionSpeed; + float _FinalEmissionSmoothstepMax; + float _FinalEmissionSmoothstepMin; + float _EmissionSubValue; + float _MainSoftnessMax; + float _MainSoftnessMin; + float _AlphaSoftness; + float _CullMode; + float _FinalAlphaSmoothstepMin; + float _EmissionSoftness2; + float _EmissionSoftness1; + float _NormalScale; + float _Rows; + float _Columns; + float _DepthSoftness; + float _FinalAlphaSmoothstepMax; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + // Property used by ScenePickingPass + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + // Properties used by SceneSelectionPass + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + uniform float4 _CameraDepthTexture_TexelSize; + sampler2D _MainTex; + + + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl" + + //#ifdef HAVE_VFX_MODIFICATION + //#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" + //#endif + + + struct SurfaceDescription + { + float Alpha; + float AlphaClipThreshold; + }; + + VertexOutput VertexFunction(VertexInput v ) + { + VertexOutput o; + ZERO_INITIALIZE(VertexOutput, o); + + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); + float4 screenPos = ComputeScreenPos(ase_clipPos); + o.ase_texcoord = screenPos; + + o.ase_color = v.ase_color; + o.ase_texcoord1 = v.ase_texcoord; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + + v.ase_normal = v.ase_normal; + + float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); + o.clipPos = TransformWorldToHClip(positionWS); + + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + float4 ase_color : COLOR; + float4 ase_texcoord : TEXCOORD0; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.ase_normal = v.ase_normal; + o.ase_color = v.ase_color; + o.ase_texcoord = v.ase_texcoord; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + half4 frag(VertexOutput IN ) : SV_TARGET + { + SurfaceDescription surfaceDescription = (SurfaceDescription)0; + + float4 screenPos = IN.ase_texcoord; + float4 ase_screenPosNorm = screenPos / screenPos.w; + ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; + float screenDepth142 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); + float distanceDepth142 = abs( ( screenDepth142 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthSoftness ) ); + float clampResult146 = clamp( distanceDepth142 , 0.0 , 1.0 ); + float depthFadeAlpha163 = clampResult146; + float4 texCoord3 = IN.ase_texcoord1; + texCoord3.xy = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); + float columns135 = _Columns; + float rows136 = _Rows; + float AnimFrame4 = round( texCoord3.z ); + float temp_output_18_0 = ( columns135 * rows136 ); + float ChannelFramesCount103 = temp_output_18_0; + // *** BEGIN Flipbook UV Animation vars *** + // Total tiles of Flipbook Texture + float fbtotaltiles98 = columns135 * rows136; + // Offsets for cols and rows of Flipbook Texture + float fbcolsoffset98 = 1.0f / columns135; + float fbrowsoffset98 = 1.0f / rows136; + // Speed of animation + float fbspeed98 = _Time[ 1 ] * 0.0; + // UV Tiling (col and row offset) + float2 fbtiling98 = float2(fbcolsoffset98, fbrowsoffset98); + // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) + // Calculate current tile linear index + float fbcurrenttileindex98 = round( fmod( fbspeed98 + ( frac( ( AnimFrame4 / ChannelFramesCount103 ) ) * ChannelFramesCount103 ), fbtotaltiles98) ); + fbcurrenttileindex98 += ( fbcurrenttileindex98 < 0) ? fbtotaltiles98 : 0; + // Obtain Offset X coordinate from current tile linear index + float fblinearindextox98 = round ( fmod ( fbcurrenttileindex98, columns135 ) ); + // Multiply Offset X by coloffset + float fboffsetx98 = fblinearindextox98 * fbcolsoffset98; + // Obtain Offset Y coordinate from current tile linear index + float fblinearindextoy98 = round( fmod( ( fbcurrenttileindex98 - fblinearindextox98 ) / columns135, rows136 ) ); + // Reverse Y to get tiles from Top to Bottom + fblinearindextoy98 = (int)(rows136-1) - fblinearindextoy98; + // Multiply Offset Y by rowoffset + float fboffsety98 = fblinearindextoy98 * fbrowsoffset98; + // UV Offset + float2 fboffset98 = float2(fboffsetx98, fboffsety98); + // Flipbook UV + half2 fbuv98 = (texCoord3).xy * fbtiling98 + fboffset98; + // *** END Flipbook UV Animation vars *** + float4 tex2DNode1 = tex2D( _MainTex, fbuv98 ); + float4 temp_cast_0 = (_MainSoftnessMin).xxxx; + float4 temp_cast_1 = (_MainSoftnessMax).xxxx; + float4 smoothstepResult233 = smoothstep( temp_cast_0 , temp_cast_1 , tex2DNode1); + #ifdef _MAINTEXSMOOTHSTEP_ON + float4 staticSwitch236 = smoothstepResult233; + #else + float4 staticSwitch236 = tex2DNode1; + #endif + float4 break152 = staticSwitch236; + float Frames126 = temp_output_18_0; + float temp_output_133_0 = ( Frames126 - 1.0 ); + float smoothstepResult23 = smoothstep( temp_output_133_0 , temp_output_133_0 , AnimFrame4); + float lerp156 = smoothstepResult23; + float lerpResult20 = lerp( break152.r , break152.g , lerp156); + float Frames243 = ( Frames126 * 2.0 ); + float temp_output_123_0 = ( Frames243 - 1.0 ); + float smoothstepResult24 = smoothstep( temp_output_123_0 , temp_output_123_0 , AnimFrame4); + float lerp257 = smoothstepResult24; + float lerpResult21 = lerp( lerpResult20 , break152.b , lerp257); + float Frames344 = ( Frames126 * 3.0 ); + float temp_output_124_0 = ( Frames344 - 1.0 ); + float smoothstepResult25 = smoothstep( temp_output_124_0 , temp_output_124_0 , AnimFrame4); + float lerp358 = smoothstepResult25; + float lerpResult22 = lerp( lerpResult21 , break152.a , lerp358); + float smoothstepResult173 = smoothstep( 0.0 , _AlphaSoftness , lerpResult22); + float clampResult166 = clamp( ( ( depthFadeAlpha163 * smoothstepResult173 ) - ( 1.0 - IN.ase_color.a ) ) , 0.0 , 1.0 ); + #ifdef _ALPHADISSOLVE_ON + float staticSwitch159 = ( _Color.a * clampResult166 ); + #else + float staticSwitch159 = ( ( _Color.a * IN.ase_color.a ) * depthFadeAlpha163 * smoothstepResult173 ); + #endif + float finalAlpha248 = staticSwitch159; + float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159); + #ifdef _FINALALPHASMOOTHSTEP_ON + float staticSwitch275 = smoothstepResult252; + #else + float staticSwitch275 = finalAlpha248; + #endif + float alpha287 = staticSwitch275; + + + surfaceDescription.Alpha = alpha287; + surfaceDescription.AlphaClipThreshold = 0.5; + + #if _ALPHATEST_ON + float alphaClipThreshold = 0.01f; + #if ALPHA_CLIP_THRESHOLD + alphaClipThreshold = surfaceDescription.AlphaClipThreshold; + #endif + clip(surfaceDescription.Alpha - alphaClipThreshold); + #endif + + half4 outColor = 0; + + #ifdef SCENESELECTIONPASS + outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); + #elif defined(SCENEPICKINGPASS) + outColor = _SelectionID; + #endif + + return outColor; + } + + ENDHLSL + } + + } + + CustomEditor "UnityEditor.ShaderGraphLitGUI" + FallBack "Hidden/Shader Graph/FallbackError" + + Fallback Off +} +/*ASEBEGIN +Version=19105 +Node;AmplifyShaderEditor.RangedFloatNode;134;-4202.213,708.7427;Inherit;False;Property;_Rows;Rows;0;0;Create;True;0;0;0;False;0;False;4;4;0;0;0;1;FLOAT;0 +Node;AmplifyShaderEditor.RangedFloatNode;12;-4219.035,567.627;Inherit;False;Property;_Columns;Columns;1;0;Create;True;0;0;0;False;0;False;4;4;0;0;0;1;FLOAT;0 +Node;AmplifyShaderEditor.RegisterLocalVarNode;135;-4024.213,606.7427;Inherit;False;columns;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 +Node;AmplifyShaderEditor.RegisterLocalVarNode;136;-3999.213,728.7427;Inherit;False;rows;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 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