From 98b055c1c3e4e45dda9c09bfd211cd074f3d265d Mon Sep 17 00:00:00 2001 From: xdy <3424926386@qq.com> Date: Tue, 6 May 2025 15:13:11 +0800 Subject: [PATCH] =?UTF-8?q?=E8=BF=9B=E5=BA=A6=E6=9D=A1=E7=82=B9=E8=B5=9E?= =?UTF-8?q?=E7=89=B9=E6=95=88=E7=9A=84=E9=87=8D=E5=A4=8D=E5=BA=A6=E4=BF=AE?= =?UTF-8?q?=E6=94=B9=E9=80=82=E9=85=8D=EF=BC=8C=E7=A4=BC=E7=89=A9=E6=95=88?= =?UTF-8?q?=E6=9E=9C=EF=BC=8C=E5=A5=94=E8=B7=91=E4=BA=BA=E7=89=A9shader?= =?UTF-8?q?=E6=9B=B4=E6=8D=A2?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Liwu/{NLDC01.prefab => NLDC.prefab} | 14497 +++++++++++++++- .../{NLDC01.prefab.meta => NLDC.prefab.meta} | 0 UnityProject/Assets/AssetRaw/Materials/1.mat | 154 + .../Assets/AssetRaw/Materials/1.mat.meta | 8 + UnityProject/Assets/AssetRaw/Materials/2.mat | 154 + .../Assets/AssetRaw/Materials/2.mat.meta | 8 + UnityProject/Assets/AssetRaw/Materials/3.mat | 153 + .../Assets/AssetRaw/Materials/3.mat.meta | 8 + 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b/UnityProject/Assets/AssetRaw/Materials/JDT5.mat @@ -11,7 +11,8 @@ Material: m_Shader: {fileID: 4800000, guid: 8051d8a533a10b541a591e43ef313e96, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: [] + m_ValidKeywords: + - _USEONEEM_ON m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 @@ -49,7 +50,7 @@ Material: m_Offset: {x: 0, y: 0} - _EM02Tex: m_Texture: {fileID: 2800000, guid: 7a01138aabb775f42b5dc269f53bab30, type: 3} - m_Scale: {x: 10, y: 9.33} + m_Scale: {x: 10, y: 6.8} m_Offset: {x: 0, y: 0} - _EM_Mask: m_Texture: {fileID: 2800000, guid: 5bcf2eb5f17a97444ab3555c10d9a69f, type: 3} @@ -191,7 +192,7 @@ Material: - _UseEmTex_R_A: 0 - _UseMainTex_RGB_A: 0 - _UseMainTex_Ramp_RGB_A: 0 - - _UseOneEM: 0 + - _UseOneEM: 1 - _UseOneNoise: 1 - _UseTur_Mask: 0 - _Use_Flash: 0 diff --git a/UnityProject/Assets/AssetRaw/Materials/JDT6.mat b/UnityProject/Assets/AssetRaw/Materials/JDT6.mat index 9f4615f6..bb376e9d 100644 --- a/UnityProject/Assets/AssetRaw/Materials/JDT6.mat +++ b/UnityProject/Assets/AssetRaw/Materials/JDT6.mat @@ -11,8 +11,7 @@ Material: m_Shader: {fileID: 4800000, guid: 8051d8a533a10b541a591e43ef313e96, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _USEONEEM_ON + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 @@ -50,7 +49,7 @@ Material: m_Offset: {x: 0, y: 0} - _EM02Tex: m_Texture: {fileID: 2800000, guid: 7ee0356eeee28d64db4bf9983e637f94, type: 3} - m_Scale: {x: 10, y: 10.8} + m_Scale: {x: 10, y: 5.34} m_Offset: {x: 0, y: 0} - _EM_Mask: m_Texture: {fileID: 2800000, guid: b93ebe46c9fef6e44b88936aa9f06d1a, type: 3} @@ -192,7 +191,7 @@ Material: - _UseEmTex_R_A: 0 - _UseMainTex_RGB_A: 0 - _UseMainTex_Ramp_RGB_A: 0 - - _UseOneEM: 1 + - _UseOneEM: 0 - _UseOneNoise: 1 - _UseTur_Mask: 0 - _Use_Flash: 0 diff --git a/UnityProject/Assets/AssetRaw/Materials/JDT7.mat b/UnityProject/Assets/AssetRaw/Materials/JDT7.mat index 5992471d..f706bc2a 100644 --- a/UnityProject/Assets/AssetRaw/Materials/JDT7.mat +++ b/UnityProject/Assets/AssetRaw/Materials/JDT7.mat @@ -49,8 +49,8 @@ Material: m_Offset: {x: 0, y: 0} - _EM02Tex: m_Texture: {fileID: 2800000, guid: f51fb69edbb049c4e9b03ed9d31da30f, type: 3} - m_Scale: {x: 10, y: 13} - m_Offset: {x: 0, y: 0.31} + m_Scale: {x: 10, y: 5.6} + m_Offset: {x: 0, y: -0.58} - _EM_Mask: m_Texture: {fileID: 2800000, guid: d559bf28f7212cc48ac0d1a5b6a6949f, type: 3} m_Scale: {x: 1, y: 1} @@ -209,7 +209,7 @@ Material: - _EM01_Speed: {r: 3, g: 0, b: 0, a: 0} - _EM02_Color: {r: 2.828427, g: 2.828427, b: 2.828427, a: 1} - _EM02_Offect: {r: 0, g: 0, b: 0, a: 0} - - _EM02_Speed: {r: -5, g: 0, b: 0, a: 0} + - _EM02_Speed: {r: -7, g: 0, b: 0, a: 0} - _EM_SV: {r: 5, g: 2, b: 3, a: 0} - _EM_Tex_color: {r: 1, g: 1, b: 1, a: 0} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} diff --git a/UnityProject/Assets/AssetRaw/Materials/JDT8.mat b/UnityProject/Assets/AssetRaw/Materials/JDT8.mat index 0bc115f5..170625b7 100644 --- a/UnityProject/Assets/AssetRaw/Materials/JDT8.mat +++ b/UnityProject/Assets/AssetRaw/Materials/JDT8.mat @@ -11,8 +11,7 @@ Material: m_Shader: {fileID: 4800000, guid: 8051d8a533a10b541a591e43ef313e96, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: - - _USEONEEM_ON + m_ValidKeywords: [] m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 @@ -50,8 +49,8 @@ Material: m_Offset: {x: 0, y: 0} - _EM02Tex: m_Texture: {fileID: 2800000, guid: 0a39b908028145747a7a9720ba54790d, type: 3} - m_Scale: {x: 10, y: 10} - m_Offset: {x: 0, y: -0.62} + m_Scale: {x: 10, y: 5.07} + m_Offset: {x: 0, y: 0} - _EM_Mask: m_Texture: {fileID: 2800000, guid: a21b8f45d1e48df47a6314b580422e3d, type: 3} m_Scale: {x: 1, y: 1} @@ -192,7 +191,7 @@ Material: - _UseEmTex_R_A: 0 - _UseMainTex_RGB_A: 0 - _UseMainTex_Ramp_RGB_A: 0 - - _UseOneEM: 1 + - _UseOneEM: 0 - _UseOneNoise: 1 - _UseTur_Mask: 0 - _Use_Flash: 0 @@ -210,7 +209,7 @@ Material: - _EM01_Speed: {r: 2, g: 0, b: 0, a: 0} - _EM02_Color: {r: 0.5396226, g: 0.5396226, b: 0.5396226, a: 1} - _EM02_Offect: {r: 0, g: 0, b: 0, a: 0} - - _EM02_Speed: {r: -6, g: 0, b: 0, a: 0} + - _EM02_Speed: {r: -7, g: 0, b: 0, a: 0} - _EM_SV: {r: 1, g: 1.9, b: 2, a: 0} - _EM_Tex_color: {r: 1, g: 1, b: 1, a: 0} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} diff --git a/UnityProject/Assets/AssetRaw/Materials/JDT9.mat b/UnityProject/Assets/AssetRaw/Materials/JDT9.mat index b30b8e86..80da3b98 100644 --- a/UnityProject/Assets/AssetRaw/Materials/JDT9.mat +++ b/UnityProject/Assets/AssetRaw/Materials/JDT9.mat @@ -11,7 +11,8 @@ Material: m_Shader: {fileID: 4800000, guid: 8051d8a533a10b541a591e43ef313e96, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: [] + m_ValidKeywords: + - _USEONEEM_ON m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 @@ -49,8 +50,8 @@ Material: m_Offset: {x: 0, y: 0} - _EM02Tex: m_Texture: {fileID: 2800000, guid: 6d98e1c3b711b584c9e15e88bc69c523, type: 3} - m_Scale: {x: 10, y: 9.5} - m_Offset: {x: 0, y: 0.3} + m_Scale: {x: 10, y: 4.51} + m_Offset: {x: 0, y: 0} - _EM_Mask: m_Texture: {fileID: 2800000, guid: 3d760d89198d8284e9b3901a6e13c27c, type: 3} m_Scale: {x: 1, y: 1} @@ -191,7 +192,7 @@ Material: - _UseEmTex_R_A: 0 - _UseMainTex_RGB_A: 0 - _UseMainTex_Ramp_RGB_A: 0 - - _UseOneEM: 0 + - _UseOneEM: 1 - _UseOneNoise: 0 - _UseTur_Mask: 0 - _Use_Flash: 0 diff --git a/UnityProject/Assets/AssetRaw/UI/UIGameBattle.prefab b/UnityProject/Assets/AssetRaw/UI/UIGameBattle.prefab index 3140adb4..efe1a8e9 100644 --- a/UnityProject/Assets/AssetRaw/UI/UIGameBattle.prefab +++ b/UnityProject/Assets/AssetRaw/UI/UIGameBattle.prefab @@ -534,7 +534,7 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5} - m_AnchoredPosition: {x: 288, y: 11} + m_AnchoredPosition: {x: 288, y: 0} m_SizeDelta: {x: 512, y: 288} m_Pivot: {x: 0.5, y: 0.5} --- !u!222 &1305560110852435988 @@ -557,7 +557,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: fe87c0e1cc204ed48ad3b37840f39efc, type: 3} m_Name: m_EditorClassIdentifier: - m_Material: {fileID: 2100000, guid: 9e94ac6e3aa7e7644b72793b6c2df5e4, type: 2} + m_Material: {fileID: 2100000, guid: dd2ac1ef6ed622e4eb028b1f24ef25f0, type: 2} m_Color: {r: 1, g: 1, b: 1, a: 1} m_RaycastTarget: 1 m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0} @@ -817,10 +817,10 @@ RectTransform: - {fileID: 3547666515304448482} m_Father: {fileID: 7323484200357829197} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} - m_AnchorMin: {x: 0, y: 1} - m_AnchorMax: {x: 0, y: 1} - m_AnchoredPosition: {x: 91.5, y: -21.5} - m_SizeDelta: {x: 31, y: 31} + m_AnchorMin: {x: 0, y: 0} + m_AnchorMax: {x: 0, y: 0} + m_AnchoredPosition: {x: 0, y: 0} + m_SizeDelta: {x: 0, y: 0} m_Pivot: {x: 0.5, y: 0.5} --- !u!222 &5164661564043509363 CanvasRenderer: @@ -1723,7 +1723,7 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - m_IsActive: 0 + m_IsActive: 1 --- !u!224 &1950349943801813264 RectTransform: m_ObjectHideFlags: 0 diff --git a/UnityProject/Assets/QD/Shader/DY_FilpBook.shader b/UnityProject/Assets/QD/Shader/DY_FilpBook.shader new file mode 100644 index 00000000..63145ae6 --- /dev/null +++ b/UnityProject/Assets/QD/Shader/DY_FilpBook.shader @@ -0,0 +1,1796 @@ +// Made with Amplify Shader Editor v1.9.8 +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "DY_FilpBook" +{ + Properties + { + [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 + [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) + _Width("Width", Float) = 0 + _Hidth("Hidth", Float) = 0 + _Speed("Speed", Float) = 30 + _MainTex("MainTex", 2D) = "white" {} + [HDR]_Main_Color("Main_Color", Color) = (1,1,1,1) + _Alpha_Intensity("Alpha_Intensity", Float) = 1 + + + //_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] _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) = "" {} + + [HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0 + } + + SubShader + { + LOD 0 + + + + Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Unlit" } + + Cull Off + AlphaToMask Off + + + + HLSLINCLUDE + #pragma target 4.5 + #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"="UniversalForwardOnly" } + + Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha + ZWrite Off + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + Stencil + { + Ref 1 + Comp Equal + Pass Keep + Fail Keep + ZFail Keep + } + + HLSLPROGRAM + + + + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #pragma multi_compile_fog + #define ASE_FOG 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define ASE_VERSION 19800 + #define ASE_SRP_VERSION 140010 + + + + + #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + + + + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DYNAMICLIGHTMAP_ON + #pragma multi_compile_fragment _ DEBUG_DISPLAY + + #pragma vertex vert + #pragma fragment frag + + #define SHADERPASS SHADERPASS_UNLIT + + + #if ASE_SRP_VERSION >=140007 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #endif + + + + #if ASE_SRP_VERSION >=140007 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #endif + + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + + + #if ASE_SRP_VERSION >=140010 + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #endif + + + + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl" + + #if defined(LOD_FADE_CROSSFADE) + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + #endif + + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 ase_texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float4 clipPosV : TEXCOORD0; + float3 positionWS : TEXCOORD1; + #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) + half4 fogFactorAndVertexLight : TEXCOORD2; + #endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD3; + #endif + float4 ase_texcoord4 : TEXCOORD4; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Main_Color; + float4 _MainTex_ST; + float _Width; + float _Hidth; + float _Speed; + float _Alpha_Intensity; + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + sampler2D _MainTex; + + + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output = (PackedVaryings)0; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + output.ase_texcoord4.xy = input.ase_texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord4.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + + #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) + output.fogFactorAndVertexLight = 0; + #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT) + output.fogFactorAndVertexLight.x = ComputeFogFactor(vertexInput.positionCS.z); + #endif + #ifdef _ADDITIONAL_LIGHTS_VERTEX + half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS ); + output.fogFactorAndVertexLight.yzw = vertexLight; + #endif + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + output.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + output.positionCS = vertexInput.positionCS; + output.clipPosV = vertexInput.positionCS; + output.positionWS = vertexInput.positionWS; + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + float3 normalOS : NORMAL; + float4 ase_texcoord : TEXCOORD0; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.ase_texcoord = input.ase_texcoord; + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + half4 frag ( PackedVaryings input + #ifdef ASE_DEPTH_WRITE_ON + ,out float outputDepth : ASE_SV_DEPTH + #endif + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade( input.positionCS ); + #endif + + float3 WorldPosition = input.positionWS; + float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition; + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + float4 ClipPos = input.clipPosV; + float4 ScreenPos = ComputeScreenPos( input.clipPosV ); + + float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = input.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + WorldViewDirection = SafeNormalize( WorldViewDirection ); + + float2 uv_MainTex = input.ase_texcoord4.xy * _MainTex_ST.xy + _MainTex_ST.zw; + // *** BEGIN Flipbook UV Animation vars *** + // Total tiles of Flipbook Texture + float fbtotaltiles15 = _Width * _Hidth; + // Offsets for cols and rows of Flipbook Texture + float fbcolsoffset15 = 1.0f / _Width; + float fbrowsoffset15 = 1.0f / _Hidth; + // Speed of animation + float fbspeed15 = _Time[ 1 ] * _Speed; + // UV Tiling (col and row offset) + float2 fbtiling15 = float2(fbcolsoffset15, fbrowsoffset15); + // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) + // Calculate current tile linear index + float fbcurrenttileindex15 = floor( fmod( fbspeed15 + 0.0, fbtotaltiles15) ); + fbcurrenttileindex15 += ( fbcurrenttileindex15 < 0) ? fbtotaltiles15 : 0; + // Obtain Offset X coordinate from current tile linear index + float fblinearindextox15 = round ( fmod ( fbcurrenttileindex15, _Width ) ); + // Multiply Offset X by coloffset + float fboffsetx15 = fblinearindextox15 * fbcolsoffset15; + // Obtain Offset Y coordinate from current tile linear index + float fblinearindextoy15 = round( fmod( ( fbcurrenttileindex15 - fblinearindextox15 ) / _Width, _Hidth ) ); + // Reverse Y to get tiles from Top to Bottom + fblinearindextoy15 = (int)(_Hidth-1) - fblinearindextoy15; + // Multiply Offset Y by rowoffset + float fboffsety15 = fblinearindextoy15 * fbrowsoffset15; + // UV Offset + float2 fboffset15 = float2(fboffsetx15, fboffsety15); + // Flipbook UV + half2 fbuv15 = uv_MainTex * fbtiling15 + fboffset15; + // *** END Flipbook UV Animation vars *** + int flipbookFrame15 = ( ( int )fbcurrenttileindex15); + float4 tex2DNode20 = tex2D( _MainTex, fbuv15 ); + + float3 BakedAlbedo = 0; + float3 BakedEmission = 0; + float3 Color = ( float4( _Main_Color.rgb , 0.0 ) * tex2DNode20 ).rgb; + float Alpha = saturate( ( tex2DNode20.a * _Alpha_Intensity ) ); + float AlphaClipThreshold = 0.5; + float AlphaClipThresholdShadow = 0.5; + + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = input.positionCS.z; + #endif + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + InputData inputData = (InputData)0; + inputData.positionWS = WorldPosition; + inputData.viewDirectionWS = WorldViewDirection; + + #ifdef ASE_FOG + inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x); + #endif + #ifdef _ADDITIONAL_LIGHTS_VERTEX + inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; + #endif + + inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV; + + #if defined(_DBUFFER) + ApplyDecalToBaseColor(input.positionCS, Color); + #endif + + #ifdef ASE_FOG + #ifdef TERRAIN_SPLAT_ADDPASS + Color.rgb = MixFogColor(Color.rgb, half3(0,0,0), inputData.fogCoord); + #else + Color.rgb = MixFog(Color.rgb, inputData.fogCoord); + #endif + #endif + + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + + #ifdef _WRITE_RENDERING_LAYERS + uint renderingLayers = GetMeshRenderingLayer(); + outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 ); + #endif + + return half4( Color, Alpha ); + } + ENDHLSL + } + + + Pass + { + + Name "DepthOnly" + Tags { "LightMode"="DepthOnly" } + + ZWrite On + ColorMask R + AlphaToMask Off + + HLSLPROGRAM + + + + #pragma multi_compile_instancing + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define ASE_VERSION 19800 + #define ASE_SRP_VERSION 140010 + + + + + #pragma vertex vert + #pragma fragment frag + + + #if ASE_SRP_VERSION >=140007 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #endif + + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + + #if defined(LOD_FADE_CROSSFADE) + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + #endif + + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 ase_texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float4 clipPosV : TEXCOORD0; + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 positionWS : TEXCOORD1; + #endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD2; + #endif + float4 ase_texcoord3 : TEXCOORD3; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Main_Color; + float4 _MainTex_ST; + float _Width; + float _Hidth; + float _Speed; + float _Alpha_Intensity; + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + sampler2D _MainTex; + + + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output = (PackedVaryings)0; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + output.ase_texcoord3.xy = input.ase_texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord3.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + output.positionWS = vertexInput.positionWS; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + output.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + output.positionCS = vertexInput.positionCS; + output.clipPosV = vertexInput.positionCS; + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + float3 normalOS : NORMAL; + float4 ase_texcoord : TEXCOORD0; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.ase_texcoord = input.ase_texcoord; + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + half4 frag(PackedVaryings input + #ifdef ASE_DEPTH_WRITE_ON + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 WorldPosition = input.positionWS; + #endif + + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + float4 ClipPos = input.clipPosV; + float4 ScreenPos = ComputeScreenPos( input.clipPosV ); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = input.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + float2 uv_MainTex = input.ase_texcoord3.xy * _MainTex_ST.xy + _MainTex_ST.zw; + // *** BEGIN Flipbook UV Animation vars *** + // Total tiles of Flipbook Texture + float fbtotaltiles15 = _Width * _Hidth; + // Offsets for cols and rows of Flipbook Texture + float fbcolsoffset15 = 1.0f / _Width; + float fbrowsoffset15 = 1.0f / _Hidth; + // Speed of animation + float fbspeed15 = _Time[ 1 ] * _Speed; + // UV Tiling (col and row offset) + float2 fbtiling15 = float2(fbcolsoffset15, fbrowsoffset15); + // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) + // Calculate current tile linear index + float fbcurrenttileindex15 = floor( fmod( fbspeed15 + 0.0, fbtotaltiles15) ); + fbcurrenttileindex15 += ( fbcurrenttileindex15 < 0) ? fbtotaltiles15 : 0; + // Obtain Offset X coordinate from current tile linear index + float fblinearindextox15 = round ( fmod ( fbcurrenttileindex15, _Width ) ); + // Multiply Offset X by coloffset + float fboffsetx15 = fblinearindextox15 * fbcolsoffset15; + // Obtain Offset Y coordinate from current tile linear index + float fblinearindextoy15 = round( fmod( ( fbcurrenttileindex15 - fblinearindextox15 ) / _Width, _Hidth ) ); + // Reverse Y to get tiles from Top to Bottom + fblinearindextoy15 = (int)(_Hidth-1) - fblinearindextoy15; + // Multiply Offset Y by rowoffset + float fboffsety15 = fblinearindextoy15 * fbrowsoffset15; + // UV Offset + float2 fboffset15 = float2(fboffsetx15, fboffsety15); + // Flipbook UV + half2 fbuv15 = uv_MainTex * fbtiling15 + fboffset15; + // *** END Flipbook UV Animation vars *** + int flipbookFrame15 = ( ( int )fbcurrenttileindex15); + float4 tex2DNode20 = tex2D( _MainTex, fbuv15 ); + + + float Alpha = saturate( ( tex2DNode20.a * _Alpha_Intensity ) ); + float AlphaClipThreshold = 0.5; + + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = input.positionCS.z; + #endif + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade( input.positionCS ); + #endif + + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + + return 0; + } + ENDHLSL + } + + + Pass + { + + Name "SceneSelectionPass" + Tags { "LightMode"="SceneSelectionPass" } + + Cull Off + AlphaToMask Off + + HLSLPROGRAM + + + + #define ASE_FOG 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define ASE_VERSION 19800 + #define ASE_SRP_VERSION 140010 + + + + + #pragma vertex vert + #pragma fragment frag + + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define SHADERPASS SHADERPASS_DEPTHONLY + + + #if ASE_SRP_VERSION >=140007 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #endif + + + + #if ASE_SRP_VERSION >=140007 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #endif + + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + + + #if ASE_SRP_VERSION >=140010 + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #endif + + + + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 ase_texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + float4 positionCS : SV_POSITION; + float4 ase_texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Main_Color; + float4 _MainTex_ST; + float _Width; + float _Hidth; + float _Speed; + float _Alpha_Intensity; + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + sampler2D _MainTex; + + + + int _ObjectId; + int _PassValue; + + struct SurfaceDescription + { + float Alpha; + float AlphaClipThreshold; + }; + + PackedVaryings VertexFunction(Attributes input ) + { + PackedVaryings output; + ZERO_INITIALIZE(PackedVaryings, output); + + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + output.ase_texcoord.xy = input.ase_texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + + float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); + + output.positionCS = TransformWorldToHClip(positionWS); + + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + float3 normalOS : NORMAL; + float4 ase_texcoord : TEXCOORD0; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.ase_texcoord = input.ase_texcoord; + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + half4 frag(PackedVaryings input ) : SV_Target + { + SurfaceDescription surfaceDescription = (SurfaceDescription)0; + + float2 uv_MainTex = input.ase_texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; + // *** BEGIN Flipbook UV Animation vars *** + // Total tiles of Flipbook Texture + float fbtotaltiles15 = _Width * _Hidth; + // Offsets for cols and rows of Flipbook Texture + float fbcolsoffset15 = 1.0f / _Width; + float fbrowsoffset15 = 1.0f / _Hidth; + // Speed of animation + float fbspeed15 = _Time[ 1 ] * _Speed; + // UV Tiling (col and row offset) + float2 fbtiling15 = float2(fbcolsoffset15, fbrowsoffset15); + // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) + // Calculate current tile linear index + float fbcurrenttileindex15 = floor( fmod( fbspeed15 + 0.0, fbtotaltiles15) ); + fbcurrenttileindex15 += ( fbcurrenttileindex15 < 0) ? fbtotaltiles15 : 0; + // Obtain Offset X coordinate from current tile linear index + float fblinearindextox15 = round ( fmod ( fbcurrenttileindex15, _Width ) ); + // Multiply Offset X by coloffset + float fboffsetx15 = fblinearindextox15 * fbcolsoffset15; + // Obtain Offset Y coordinate from current tile linear index + float fblinearindextoy15 = round( fmod( ( fbcurrenttileindex15 - fblinearindextox15 ) / _Width, _Hidth ) ); + // Reverse Y to get tiles from Top to Bottom + fblinearindextoy15 = (int)(_Hidth-1) - fblinearindextoy15; + // Multiply Offset Y by rowoffset + float fboffsety15 = fblinearindextoy15 * fbrowsoffset15; + // UV Offset + float2 fboffset15 = float2(fboffsetx15, fboffsety15); + // Flipbook UV + half2 fbuv15 = uv_MainTex * fbtiling15 + fboffset15; + // *** END Flipbook UV Animation vars *** + int flipbookFrame15 = ( ( int )fbcurrenttileindex15); + float4 tex2DNode20 = tex2D( _MainTex, fbuv15 ); + + + surfaceDescription.Alpha = saturate( ( tex2DNode20.a * _Alpha_Intensity ) ); + surfaceDescription.AlphaClipThreshold = 0.5; + + #if _ALPHATEST_ON + float alphaClipThreshold = 0.01f; + #if ALPHA_CLIP_THRESHOLD + alphaClipThreshold = surfaceDescription.AlphaClipThreshold; + #endif + clip(surfaceDescription.Alpha - alphaClipThreshold); + #endif + + half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); + return outColor; + } + ENDHLSL + } + + + Pass + { + + Name "ScenePickingPass" + Tags { "LightMode"="Picking" } + + AlphaToMask Off + + HLSLPROGRAM + + + + #define ASE_FOG 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define ASE_VERSION 19800 + #define ASE_SRP_VERSION 140010 + + + + + #pragma vertex vert + #pragma fragment frag + + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + + #define SHADERPASS SHADERPASS_DEPTHONLY + + + #if ASE_SRP_VERSION >=140007 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #endif + + + + #if ASE_SRP_VERSION >=140007 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #endif + + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + + + #if ASE_SRP_VERSION >=140010 + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #endif + + + + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #if defined(LOD_FADE_CROSSFADE) + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + #endif + + + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 ase_texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + float4 positionCS : SV_POSITION; + float4 ase_texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Main_Color; + float4 _MainTex_ST; + float _Width; + float _Hidth; + float _Speed; + float _Alpha_Intensity; + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + sampler2D _MainTex; + + + + float4 _SelectionID; + + struct SurfaceDescription + { + float Alpha; + float AlphaClipThreshold; + }; + + PackedVaryings VertexFunction(Attributes input ) + { + PackedVaryings output; + ZERO_INITIALIZE(PackedVaryings, output); + + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + output.ase_texcoord.xy = input.ase_texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + + float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); + output.positionCS = TransformWorldToHClip(positionWS); + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + float3 normalOS : NORMAL; + float4 ase_texcoord : TEXCOORD0; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.ase_texcoord = input.ase_texcoord; + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + half4 frag(PackedVaryings input ) : SV_Target + { + SurfaceDescription surfaceDescription = (SurfaceDescription)0; + + float2 uv_MainTex = input.ase_texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; + // *** BEGIN Flipbook UV Animation vars *** + // Total tiles of Flipbook Texture + float fbtotaltiles15 = _Width * _Hidth; + // Offsets for cols and rows of Flipbook Texture + float fbcolsoffset15 = 1.0f / _Width; + float fbrowsoffset15 = 1.0f / _Hidth; + // Speed of animation + float fbspeed15 = _Time[ 1 ] * _Speed; + // UV Tiling (col and row offset) + float2 fbtiling15 = float2(fbcolsoffset15, fbrowsoffset15); + // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) + // Calculate current tile linear index + float fbcurrenttileindex15 = floor( fmod( fbspeed15 + 0.0, fbtotaltiles15) ); + fbcurrenttileindex15 += ( fbcurrenttileindex15 < 0) ? fbtotaltiles15 : 0; + // Obtain Offset X coordinate from current tile linear index + float fblinearindextox15 = round ( fmod ( fbcurrenttileindex15, _Width ) ); + // Multiply Offset X by coloffset + float fboffsetx15 = fblinearindextox15 * fbcolsoffset15; + // Obtain Offset Y coordinate from current tile linear index + float fblinearindextoy15 = round( fmod( ( fbcurrenttileindex15 - fblinearindextox15 ) / _Width, _Hidth ) ); + // Reverse Y to get tiles from Top to Bottom + fblinearindextoy15 = (int)(_Hidth-1) - fblinearindextoy15; + // Multiply Offset Y by rowoffset + float fboffsety15 = fblinearindextoy15 * fbrowsoffset15; + // UV Offset + float2 fboffset15 = float2(fboffsetx15, fboffsety15); + // Flipbook UV + half2 fbuv15 = uv_MainTex * fbtiling15 + fboffset15; + // *** END Flipbook UV Animation vars *** + int flipbookFrame15 = ( ( int )fbcurrenttileindex15); + float4 tex2DNode20 = tex2D( _MainTex, fbuv15 ); + + + surfaceDescription.Alpha = saturate( ( tex2DNode20.a * _Alpha_Intensity ) ); + surfaceDescription.AlphaClipThreshold = 0.5; + + #if _ALPHATEST_ON + float alphaClipThreshold = 0.01f; + #if ALPHA_CLIP_THRESHOLD + alphaClipThreshold = surfaceDescription.AlphaClipThreshold; + #endif + clip(surfaceDescription.Alpha - alphaClipThreshold); + #endif + + half4 outColor = 0; + outColor = _SelectionID; + + return outColor; + } + + ENDHLSL + } + + + Pass + { + + Name "DepthNormals" + Tags { "LightMode"="DepthNormalsOnly" } + + ZTest LEqual + ZWrite On + + HLSLPROGRAM + + + + #pragma multi_compile_instancing + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define ASE_VERSION 19800 + #define ASE_SRP_VERSION 140010 + + + + + #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT + + + + #pragma vertex vert + #pragma fragment frag + + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define VARYINGS_NEED_NORMAL_WS + + #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY + + + #if ASE_SRP_VERSION >=140007 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #endif + + + + #if ASE_SRP_VERSION >=140007 + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #endif + + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + + + #if ASE_SRP_VERSION >=140010 + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #endif + + + + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #if defined(LOD_FADE_CROSSFADE) + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + #endif + + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 ase_texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float4 clipPosV : TEXCOORD0; + float3 positionWS : TEXCOORD1; + float3 normalWS : TEXCOORD2; + float4 ase_texcoord3 : TEXCOORD3; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Main_Color; + float4 _MainTex_ST; + float _Width; + float _Hidth; + float _Speed; + float _Alpha_Intensity; + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + sampler2D _MainTex; + + + + struct SurfaceDescription + { + float Alpha; + float AlphaClipThreshold; + }; + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output; + ZERO_INITIALIZE(PackedVaryings, output); + + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + output.ase_texcoord3.xy = input.ase_texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord3.zw = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + + output.positionCS = vertexInput.positionCS; + output.clipPosV = vertexInput.positionCS; + output.positionWS = vertexInput.positionWS; + output.normalWS = TransformObjectToWorldNormal( input.normalOS ); + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + float3 normalOS : NORMAL; + float4 ase_texcoord : TEXCOORD0; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.ase_texcoord = input.ase_texcoord; + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + void frag(PackedVaryings input + , out half4 outNormalWS : SV_Target0 + #ifdef ASE_DEPTH_WRITE_ON + ,out float outputDepth : ASE_SV_DEPTH + #endif + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); + float3 WorldPosition = input.positionWS; + float3 WorldNormal = input.normalWS; + float4 ClipPos = input.clipPosV; + float4 ScreenPos = ComputeScreenPos( input.clipPosV ); + + float2 uv_MainTex = input.ase_texcoord3.xy * _MainTex_ST.xy + _MainTex_ST.zw; + // *** BEGIN Flipbook UV Animation vars *** + // Total tiles of Flipbook Texture + float fbtotaltiles15 = _Width * _Hidth; + // Offsets for cols and rows of Flipbook Texture + float fbcolsoffset15 = 1.0f / _Width; + float fbrowsoffset15 = 1.0f / _Hidth; + // Speed of animation + float fbspeed15 = _Time[ 1 ] * _Speed; + // UV Tiling (col and row offset) + float2 fbtiling15 = float2(fbcolsoffset15, fbrowsoffset15); + // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) + // Calculate current tile linear index + float fbcurrenttileindex15 = floor( fmod( fbspeed15 + 0.0, fbtotaltiles15) ); + fbcurrenttileindex15 += ( fbcurrenttileindex15 < 0) ? fbtotaltiles15 : 0; + // Obtain Offset X coordinate from current tile linear index + float fblinearindextox15 = round ( fmod ( fbcurrenttileindex15, _Width ) ); + // Multiply Offset X by coloffset + float fboffsetx15 = fblinearindextox15 * fbcolsoffset15; + // Obtain Offset Y coordinate from current tile linear index + float fblinearindextoy15 = round( fmod( ( fbcurrenttileindex15 - fblinearindextox15 ) / _Width, _Hidth ) ); + // Reverse Y to get tiles from Top to Bottom + fblinearindextoy15 = (int)(_Hidth-1) - fblinearindextoy15; + // Multiply Offset Y by rowoffset + float fboffsety15 = fblinearindextoy15 * fbrowsoffset15; + // UV Offset + float2 fboffset15 = float2(fboffsetx15, fboffsety15); + // Flipbook UV + half2 fbuv15 = uv_MainTex * fbtiling15 + fboffset15; + // *** END Flipbook UV Animation vars *** + int flipbookFrame15 = ( ( int )fbcurrenttileindex15); + float4 tex2DNode20 = tex2D( _MainTex, fbuv15 ); + + + float Alpha = saturate( ( tex2DNode20.a * _Alpha_Intensity ) ); + float AlphaClipThreshold = 0.5; + + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = input.positionCS.z; + #endif + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade( input.positionCS ); + #endif + + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + + #if defined(_GBUFFER_NORMALS_OCT) + float3 normalWS = normalize(input.normalWS); + float2 octNormalWS = PackNormalOctQuadEncode(normalWS); + float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); + half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); + outNormalWS = half4(packedNormalWS, 0.0); + #else + float3 normalWS = input.normalWS; + outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0); + #endif + + #ifdef _WRITE_RENDERING_LAYERS + uint renderingLayers = GetMeshRenderingLayer(); + outRenderingLayers = 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