SD-20250415ABSO\Administrator 321e38cb79 冠军框架迁移
2025-04-18 19:18:15 +08:00

920 lines
45 KiB
GLSL

// 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("", Float) = 0
[Enum(Alpha,10,ADD,1)]_Float8("", 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<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.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<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.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"
}
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