// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Smoke" { Properties { [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 _Camera_Length("Camera_Length", Float) = 1 [Enum(UnityEngine.Rendering.CullMode)]_cullmodel("双面显示", Float) = 0 [Enum(Alpha,10,ADD,1)]_Float8("材质模式", Float) = 0 _MainTex("_MainTex", 2D) = "white" {} [HDR]_MainTexColor("MainTexColor", Color) = (0,0,0,0) [Toggle(_USEMAINTEX_RGBA_ON)] _UseMainTex_RGBA("UseMainTex_RGB/A", Float) = 0 _Noise("Noise", 2D) = "white" {} [Toggle(_USENOISETEX_RGBA_ON)] _UseNoiseTex_RGBA("UseNoiseTex_RGB/A", Float) = 0 _Flow("Flow", 2D) = "white" {} [Toggle(_USEFLOWTEX_RGBA_ON)] _UseFlowTex_RGBA("UseFlowTex_RGB/A", Float) = 0 _Mask("Mask", 2D) = "white" {} [Toggle(_USEMASKTEX_RGBA_ON)] _UseMaskTex_RGBA("UseMaskTex_RGB/A", Float) = 0 _SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0) _DistortionSpeedXYPowerZ("Distortion Speed XY Power Z", Vector) = (0,0,0,0) _Emission("Emission", Float) = 2 _Alpha_Int("Alpha_Int", Float) = 1 [Toggle]_Usecenterglow("Use center glow?", Float) = 0 [ASEEnd]_Depth("Depth", Float) = 0 [HideInInspector] _texcoord( "", 2D ) = "white" {} //_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 } SubShader { LOD 0 Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" } Cull Off AlphaToMask Off HLSLINCLUDE #pragma target 2.0 #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 _RECEIVE_SHADOWS_OFF 1 #define ASE_SRP_VERSION 999999 #define REQUIRE_DEPTH_TEXTURE 1 #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag #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/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #if ASE_SRP_VERSION <= 70108 #define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR #endif #define ASE_NEEDS_FRAG_COLOR #define ASE_NEEDS_VERT_POSITION #pragma shader_feature_local _USEMAINTEX_RGBA_ON #pragma shader_feature_local _USEFLOWTEX_RGBA_ON #pragma shader_feature_local _USEMASKTEX_RGBA_ON #pragma shader_feature_local _USENOISETEX_RGBA_ON struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; 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 #ifdef ASE_FOG float fogFactor : TEXCOORD2; #endif float4 ase_texcoord3 : TEXCOORD3; float4 ase_color : COLOR; float4 ase_texcoord4 : TEXCOORD4; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _SpeedMainTexUVNoiseZW; float4 _MainTex_ST; float4 _DistortionSpeedXYPowerZ; float4 _Flow_ST; float4 _Mask_ST; float4 _Noise_ST; float4 _MainTexColor; float _cullmodel; float _Float8; float _Usecenterglow; float _Emission; float _Alpha_Int; float _Camera_Length; float _Depth; #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _MainTex; sampler2D _Flow; sampler2D _Mask; sampler2D _Noise; uniform float4 _CameraDepthTexture_TexelSize; 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); float3 customSurfaceDepth4_g2 = v.vertex.xyz; float customEye4_g2 = -TransformWorldToView(TransformObjectToWorld(customSurfaceDepth4_g2)).z; o.ase_texcoord3.w = customEye4_g2; float3 vertexPos9_g2 = v.vertex.xyz; float4 ase_clipPos9_g2 = TransformObjectToHClip((vertexPos9_g2).xyz); float4 screenPos9_g2 = ComputeScreenPos(ase_clipPos9_g2); o.ase_texcoord4 = screenPos9_g2; o.ase_texcoord3.xyz = v.ase_texcoord.xyz; 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 ); 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 #ifdef ASE_FOG o.fogFactor = ComputeFogFactor( positionCS.z ); #endif o.clipPos = positionCS; return o; } #if defined(TESSELLATION_ON) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; 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_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_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 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 float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y)); float2 uv_MainTex = IN.ase_texcoord3.xyz.xy * _MainTex_ST.xy + _MainTex_ST.zw; float2 panner107 = ( 1.0 * _Time.y * appendResult21 + uv_MainTex); float2 appendResult100 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y)); float3 uvs3_Flow = IN.ase_texcoord3.xyz; uvs3_Flow.xy = IN.ase_texcoord3.xyz.xy * _Flow_ST.xy + _Flow_ST.zw; float2 panner110 = ( 1.0 * _Time.y * appendResult100 + (uvs3_Flow).xy); float4 tex2DNode91 = tex2D( _Flow, panner110 ); float4 temp_cast_0 = (tex2DNode91.a).xxxx; #ifdef _USEFLOWTEX_RGBA_ON float4 staticSwitch140 = temp_cast_0; #else float4 staticSwitch140 = tex2DNode91; #endif float2 uv_Mask = IN.ase_texcoord3.xyz.xy * _Mask_ST.xy + _Mask_ST.zw; float4 tex2DNode33 = tex2D( _Mask, uv_Mask ); float4 temp_cast_1 = (tex2DNode33.a).xxxx; #ifdef _USEMASKTEX_RGBA_ON float4 staticSwitch141 = temp_cast_1; #else float4 staticSwitch141 = tex2DNode33; #endif float Flowpower102 = _DistortionSpeedXYPowerZ.z; float4 tex2DNode134 = tex2D( _MainTex, ( panner107 - ( (( staticSwitch140 * staticSwitch141 )).rg * Flowpower102 ) ) ); float4 temp_cast_2 = (tex2DNode134.a).xxxx; #ifdef _USEMAINTEX_RGBA_ON float4 staticSwitch131 = temp_cast_2; #else float4 staticSwitch131 = tex2DNode134; #endif float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w)); float2 uv_Noise = IN.ase_texcoord3.xyz.xy * _Noise_ST.xy + _Noise_ST.zw; float2 panner108 = ( 1.0 * _Time.y * appendResult22 + uv_Noise); float4 tex2DNode14 = tex2D( _Noise, panner108 ); float4 temp_cast_3 = (tex2DNode14.a).xxxx; #ifdef _USENOISETEX_RGBA_ON float4 staticSwitch139 = temp_cast_3; #else float4 staticSwitch139 = tex2DNode14; #endif float3 temp_output_78_0 = (( staticSwitch131 * staticSwitch139 * IN.ase_color * _MainTexColor )).rgb; float4 temp_cast_4 = ((1.0 + (uvs3_Flow.z - 0.0) * (0.0 - 1.0) / (1.0 - 0.0))).xxxx; float4 appendResult87 = (float4(( (( _Usecenterglow )?( ( temp_output_78_0 * (saturate( ( staticSwitch141 * ( staticSwitch141 - temp_cast_4 ) ) )).rgb ) ):( temp_output_78_0 )) * _Emission ) , ( tex2DNode134.a * tex2DNode14.a * IN.ase_color.a ))); float customEye4_g2 = IN.ase_texcoord3.w; float cameraDepthFade4_g2 = (( customEye4_g2 -_ProjectionParams.y - 0.0 ) / _Camera_Length); float temp_output_5_0_g2 = saturate( cameraDepthFade4_g2 ); float4 screenPos9_g2 = IN.ase_texcoord4; float4 ase_screenPosNorm9 = screenPos9_g2 / screenPos9_g2.w; ase_screenPosNorm9.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm9.z : ase_screenPosNorm9.z * 0.5 + 0.5; float screenDepth9_g2 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm9.xy ),_ZBufferParams); float distanceDepth9_g2 = saturate( abs( ( screenDepth9_g2 - LinearEyeDepth( ase_screenPosNorm9.z,_ZBufferParams ) ) / ( _Depth ) ) ); float3 BakedAlbedo = 0; float3 BakedEmission = 0; float3 Color = (appendResult87).xyz; float Alpha = saturate( ( (appendResult87).w * _Alpha_Int * ( temp_output_5_0_g2 * distanceDepth9_g2 ) ) ); float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; #ifdef _ALPHATEST_ON clip( Alpha - AlphaClipThreshold ); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif #ifdef ASE_FOG Color = MixFog( Color, IN.fogFactor ); #endif return half4( Color, Alpha ); } ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask 0 AlphaToMask Off HLSLPROGRAM #define _RECEIVE_SHADOWS_OFF 1 #define ASE_SRP_VERSION 999999 #define REQUIRE_DEPTH_TEXTURE 1 #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag #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" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #define ASE_NEEDS_FRAG_COLOR #define ASE_NEEDS_VERT_POSITION #pragma shader_feature_local _USEMAINTEX_RGBA_ON #pragma shader_feature_local _USEFLOWTEX_RGBA_ON #pragma shader_feature_local _USEMASKTEX_RGBA_ON #pragma shader_feature_local _USENOISETEX_RGBA_ON struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; 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 float4 ase_texcoord2 : TEXCOORD2; float4 ase_color : COLOR; float4 ase_texcoord3 : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _SpeedMainTexUVNoiseZW; float4 _MainTex_ST; float4 _DistortionSpeedXYPowerZ; float4 _Flow_ST; float4 _Mask_ST; float4 _Noise_ST; float4 _MainTexColor; float _cullmodel; float _Float8; float _Usecenterglow; float _Emission; float _Alpha_Int; float _Camera_Length; float _Depth; #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _MainTex; sampler2D _Flow; sampler2D _Mask; sampler2D _Noise; uniform float4 _CameraDepthTexture_TexelSize; 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); float3 customSurfaceDepth4_g2 = v.vertex.xyz; float customEye4_g2 = -TransformWorldToView(TransformObjectToWorld(customSurfaceDepth4_g2)).z; o.ase_texcoord2.w = customEye4_g2; float3 vertexPos9_g2 = v.vertex.xyz; float4 ase_clipPos9_g2 = TransformObjectToHClip((vertexPos9_g2).xyz); float4 screenPos9_g2 = ComputeScreenPos(ase_clipPos9_g2); o.ase_texcoord3 = screenPos9_g2; o.ase_texcoord2.xyz = v.ase_texcoord.xyz; 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 ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif o.clipPos = TransformWorldToHClip( positionWS ); #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 return o; } #if defined(TESSELLATION_ON) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; 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_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_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 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 float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y)); float2 uv_MainTex = IN.ase_texcoord2.xyz.xy * _MainTex_ST.xy + _MainTex_ST.zw; float2 panner107 = ( 1.0 * _Time.y * appendResult21 + uv_MainTex); float2 appendResult100 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y)); float3 uvs3_Flow = IN.ase_texcoord2.xyz; uvs3_Flow.xy = IN.ase_texcoord2.xyz.xy * _Flow_ST.xy + _Flow_ST.zw; float2 panner110 = ( 1.0 * _Time.y * appendResult100 + (uvs3_Flow).xy); float4 tex2DNode91 = tex2D( _Flow, panner110 ); float4 temp_cast_0 = (tex2DNode91.a).xxxx; #ifdef _USEFLOWTEX_RGBA_ON float4 staticSwitch140 = temp_cast_0; #else float4 staticSwitch140 = tex2DNode91; #endif float2 uv_Mask = IN.ase_texcoord2.xyz.xy * _Mask_ST.xy + _Mask_ST.zw; float4 tex2DNode33 = tex2D( _Mask, uv_Mask ); float4 temp_cast_1 = (tex2DNode33.a).xxxx; #ifdef _USEMASKTEX_RGBA_ON float4 staticSwitch141 = temp_cast_1; #else float4 staticSwitch141 = tex2DNode33; #endif float Flowpower102 = _DistortionSpeedXYPowerZ.z; float4 tex2DNode134 = tex2D( _MainTex, ( panner107 - ( (( staticSwitch140 * staticSwitch141 )).rg * Flowpower102 ) ) ); float4 temp_cast_2 = (tex2DNode134.a).xxxx; #ifdef _USEMAINTEX_RGBA_ON float4 staticSwitch131 = temp_cast_2; #else float4 staticSwitch131 = tex2DNode134; #endif float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w)); float2 uv_Noise = IN.ase_texcoord2.xyz.xy * _Noise_ST.xy + _Noise_ST.zw; float2 panner108 = ( 1.0 * _Time.y * appendResult22 + uv_Noise); float4 tex2DNode14 = tex2D( _Noise, panner108 ); float4 temp_cast_3 = (tex2DNode14.a).xxxx; #ifdef _USENOISETEX_RGBA_ON float4 staticSwitch139 = temp_cast_3; #else float4 staticSwitch139 = tex2DNode14; #endif float3 temp_output_78_0 = (( staticSwitch131 * staticSwitch139 * IN.ase_color * _MainTexColor )).rgb; float4 temp_cast_4 = ((1.0 + (uvs3_Flow.z - 0.0) * (0.0 - 1.0) / (1.0 - 0.0))).xxxx; float4 appendResult87 = (float4(( (( _Usecenterglow )?( ( temp_output_78_0 * (saturate( ( staticSwitch141 * ( staticSwitch141 - temp_cast_4 ) ) )).rgb ) ):( temp_output_78_0 )) * _Emission ) , ( tex2DNode134.a * tex2DNode14.a * IN.ase_color.a ))); float customEye4_g2 = IN.ase_texcoord2.w; float cameraDepthFade4_g2 = (( customEye4_g2 -_ProjectionParams.y - 0.0 ) / _Camera_Length); float temp_output_5_0_g2 = saturate( cameraDepthFade4_g2 ); float4 screenPos9_g2 = IN.ase_texcoord3; float4 ase_screenPosNorm9 = screenPos9_g2 / screenPos9_g2.w; ase_screenPosNorm9.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm9.z : ase_screenPosNorm9.z * 0.5 + 0.5; float screenDepth9_g2 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm9.xy ),_ZBufferParams); float distanceDepth9_g2 = saturate( abs( ( screenDepth9_g2 - LinearEyeDepth( ase_screenPosNorm9.z,_ZBufferParams ) ) / ( _Depth ) ) ); float Alpha = saturate( ( (appendResult87).w * _Alpha_Int * ( temp_output_5_0_g2 * distanceDepth9_g2 ) ) ); float AlphaClipThreshold = 0.5; #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif return 0; } ENDHLSL } } CustomEditor "UnityEditor.ShaderGraphUnlitGUI" Fallback "0" } /*ASEBEGIN Version=18900 2235.2;89.6;1798.4;873.4;3090.542;571.8219;2.028338;True;True Node;AmplifyShaderEditor.TextureCoordinatesNode;98;-3920.299,848.9976;Inherit;False;0;91;3;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 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