4Textures.shader 116 KB

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  1. // Made with Amplify Shader Editor
  2. // Available at the Unity Asset Store - http://u3d.as/y3X
  3. Shader "MTE/URP/4 Textures"
  4. {
  5. Properties
  6. {
  7. [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
  8. [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
  9. _Splat0("Layer 1", 2D) = "white" {}
  10. _Splat1("Layer 2", 2D) = "white" {}
  11. _Splat2("Layer 3", 2D) = "white" {}
  12. _Splat3("Layer 4", 2D) = "white" {}
  13. _Normal0("Normalmap 1", 2D) = "bump" {}
  14. _Normal1("Normalmap 2", 2D) = "bump" {}
  15. _Normal2("Normalmap 3", 2D) = "bump" {}
  16. _Normal3("Normalmap 4", 2D) = "bump" {}
  17. [Toggle(SMOOTHNESS_TEXTURE)] SMOOTHNESS_TEXTURE("Smoothness Texture", Float) = 0
  18. _Smoothness0("Smoothness 1", Range( 0 , 1)) = 0.5
  19. _Smoothness1("Smoothness 2", Range( 0 , 1)) = 0.5
  20. _Smoothness2("Smoothness 3", Range( 0 , 1)) = 0.5
  21. _Smoothness3("Smoothness 4", Range( 0 , 1)) = 0.5
  22. _Control("Control", 2D) = "white" {}
  23. [Toggle(ENABLE_NORMAL_INTENSITY)] ENABLE_NORMAL_INTENSITY("Normal Intensity", Float) = 1
  24. _NormalIntensity0("Normal Intensity 1", Range( 0.01 , 10)) = 1
  25. _NormalIntensity1("Normal Intensity 2", Range( 0.01 , 10)) = 1
  26. _NormalIntensity2("Normal Intensity 3", Range( 0.01 , 10)) = 1
  27. _NormalIntensity3("Normal Intensity 4", Range( 0.01 , 10)) = 1
  28. [ASEEnd]_SpecularColor("SpecularColor", Color) = (0,0,0,0)
  29. //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
  30. //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
  31. //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
  32. //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
  33. //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
  34. //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
  35. //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
  36. //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
  37. //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
  38. //_TessMin( "Tess Min Distance", Float ) = 10
  39. //_TessMax( "Tess Max Distance", Float ) = 25
  40. //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
  41. //_TessMaxDisp( "Tess Max Displacement", Float ) = 25
  42. }
  43. SubShader
  44. {
  45. LOD 0
  46. Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
  47. Cull Back
  48. AlphaToMask Off
  49. HLSLINCLUDE
  50. #pragma target 3.0
  51. #pragma prefer_hlslcc gles
  52. #pragma exclude_renderers d3d11_9x
  53. #ifndef ASE_TESS_FUNCS
  54. #define ASE_TESS_FUNCS
  55. float4 FixedTess( float tessValue )
  56. {
  57. return tessValue;
  58. }
  59. float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
  60. {
  61. float3 wpos = mul(o2w,vertex).xyz;
  62. float dist = distance (wpos, cameraPos);
  63. float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
  64. return f;
  65. }
  66. float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
  67. {
  68. float4 tess;
  69. tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
  70. tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
  71. tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
  72. tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
  73. return tess;
  74. }
  75. float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
  76. {
  77. float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
  78. float len = distance(wpos0, wpos1);
  79. float f = max(len * scParams.y / (edgeLen * dist), 1.0);
  80. return f;
  81. }
  82. float DistanceFromPlane (float3 pos, float4 plane)
  83. {
  84. float d = dot (float4(pos,1.0f), plane);
  85. return d;
  86. }
  87. bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
  88. {
  89. float4 planeTest;
  90. planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
  91. (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
  92. (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
  93. planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
  94. (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
  95. (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
  96. planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
  97. (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
  98. (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
  99. planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
  100. (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
  101. (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
  102. return !all (planeTest);
  103. }
  104. float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
  105. {
  106. float3 f;
  107. f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
  108. f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
  109. f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
  110. return CalcTriEdgeTessFactors (f);
  111. }
  112. float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
  113. {
  114. float3 pos0 = mul(o2w,v0).xyz;
  115. float3 pos1 = mul(o2w,v1).xyz;
  116. float3 pos2 = mul(o2w,v2).xyz;
  117. float4 tess;
  118. tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
  119. tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
  120. tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
  121. tess.w = (tess.x + tess.y + tess.z) / 3.0f;
  122. return tess;
  123. }
  124. float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
  125. {
  126. float3 pos0 = mul(o2w,v0).xyz;
  127. float3 pos1 = mul(o2w,v1).xyz;
  128. float3 pos2 = mul(o2w,v2).xyz;
  129. float4 tess;
  130. if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
  131. {
  132. tess = 0.0f;
  133. }
  134. else
  135. {
  136. tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
  137. tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
  138. tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
  139. tess.w = (tess.x + tess.y + tess.z) / 3.0f;
  140. }
  141. return tess;
  142. }
  143. #endif //ASE_TESS_FUNCS
  144. ENDHLSL
  145. Pass
  146. {
  147. Name "Forward"
  148. Tags { "LightMode"="UniversalForward" }
  149. Blend One Zero, One Zero
  150. ZWrite On
  151. ZTest LEqual
  152. Offset 0 , 0
  153. ColorMask RGBA
  154. HLSLPROGRAM
  155. #define _SPECULAR_SETUP 1
  156. #define _NORMAL_DROPOFF_TS 1
  157. #pragma multi_compile_instancing
  158. #pragma multi_compile _ LOD_FADE_CROSSFADE
  159. #pragma multi_compile_fog
  160. #define ASE_FOG 1
  161. #define _NORMALMAP 1
  162. #define ASE_SRP_VERSION 100500
  163. #pragma multi_compile _ _SCREEN_SPACE_OCCLUSION
  164. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
  165. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
  166. #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS _ADDITIONAL_OFF
  167. #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
  168. #pragma multi_compile _ _SHADOWS_SOFT
  169. #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
  170. #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
  171. #pragma multi_compile _ SHADOWS_SHADOWMASK
  172. #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  173. #pragma multi_compile _ LIGHTMAP_ON
  174. #pragma vertex vert
  175. #pragma fragment frag
  176. #define SHADERPASS_FORWARD
  177. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  178. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  179. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  180. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
  181. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
  182. #if ASE_SRP_VERSION <= 70108
  183. #define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
  184. #endif
  185. #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
  186. #define ENABLE_TERRAIN_PERPIXEL_NORMAL
  187. #endif
  188. #pragma shader_feature_local SMOOTHNESS_TEXTURE
  189. #pragma shader_feature_local ENABLE_NORMAL_INTENSITY
  190. struct VertexInput
  191. {
  192. float4 vertex : POSITION;
  193. float3 ase_normal : NORMAL;
  194. float4 ase_tangent : TANGENT;
  195. float4 texcoord1 : TEXCOORD1;
  196. float4 texcoord : TEXCOORD0;
  197. UNITY_VERTEX_INPUT_INSTANCE_ID
  198. };
  199. struct VertexOutput
  200. {
  201. float4 clipPos : SV_POSITION;
  202. float4 lightmapUVOrVertexSH : TEXCOORD0;
  203. half4 fogFactorAndVertexLight : TEXCOORD1;
  204. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  205. float4 shadowCoord : TEXCOORD2;
  206. #endif
  207. float4 tSpace0 : TEXCOORD3;
  208. float4 tSpace1 : TEXCOORD4;
  209. float4 tSpace2 : TEXCOORD5;
  210. #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
  211. float4 screenPos : TEXCOORD6;
  212. #endif
  213. float4 ase_texcoord7 : TEXCOORD7;
  214. UNITY_VERTEX_INPUT_INSTANCE_ID
  215. UNITY_VERTEX_OUTPUT_STEREO
  216. };
  217. CBUFFER_START(UnityPerMaterial)
  218. float4 _Control_ST;
  219. float4 _Splat0_ST;
  220. float4 _Splat1_ST;
  221. float4 _Splat2_ST;
  222. float4 _Splat3_ST;
  223. float4 _SpecularColor;
  224. float _Smoothness0;
  225. float _Smoothness1;
  226. float _Smoothness2;
  227. float _Smoothness3;
  228. float _NormalIntensity0;
  229. float _NormalIntensity1;
  230. float _NormalIntensity2;
  231. float _NormalIntensity3;
  232. #ifdef _TRANSMISSION_ASE
  233. float _TransmissionShadow;
  234. #endif
  235. #ifdef _TRANSLUCENCY_ASE
  236. float _TransStrength;
  237. float _TransNormal;
  238. float _TransScattering;
  239. float _TransDirect;
  240. float _TransAmbient;
  241. float _TransShadow;
  242. #endif
  243. #ifdef TESSELLATION_ON
  244. float _TessPhongStrength;
  245. float _TessValue;
  246. float _TessMin;
  247. float _TessMax;
  248. float _TessEdgeLength;
  249. float _TessMaxDisp;
  250. #endif
  251. CBUFFER_END
  252. sampler2D _Control;
  253. sampler2D _Splat0;
  254. sampler2D _Splat1;
  255. sampler2D _Splat2;
  256. sampler2D _Splat3;
  257. sampler2D _Normal0;
  258. sampler2D _Normal1;
  259. sampler2D _Normal2;
  260. sampler2D _Normal3;
  261. float4 WeightedBlend4143( half4 Weight, float4 Layer1, float4 Layer2, float4 Layer3, float4 Layer4 )
  262. {
  263. return Layer1 * Weight.r + Layer2 * Weight.g + Layer3 * Weight.b + Layer4 * Weight.a;
  264. }
  265. inline float3 MTE_NormalIntensity_fixed154( float3 Normal, float Strength )
  266. {
  267. return lerp(Normal, float3(0,0,1), - Strength + 1.0);
  268. }
  269. inline float3 MTE_NormalIntensity_fixed151( float3 Normal, float Strength )
  270. {
  271. return lerp(Normal, float3(0,0,1), - Strength + 1.0);
  272. }
  273. inline float3 MTE_NormalIntensity_fixed148( float3 Normal, float Strength )
  274. {
  275. return lerp(Normal, float3(0,0,1), - Strength + 1.0);
  276. }
  277. inline float3 MTE_NormalIntensity_fixed145( float3 Normal, float Strength )
  278. {
  279. return lerp(Normal, float3(0,0,1), - Strength + 1.0);
  280. }
  281. float4 WeightedBlend489( half4 Weight, float4 Layer1, float4 Layer2, float4 Layer3, float4 Layer4 )
  282. {
  283. return Layer1 * Weight.r + Layer2 * Weight.g + Layer3 * Weight.b + Layer4 * Weight.a;
  284. }
  285. VertexOutput VertexFunction( VertexInput v )
  286. {
  287. VertexOutput o = (VertexOutput)0;
  288. UNITY_SETUP_INSTANCE_ID(v);
  289. UNITY_TRANSFER_INSTANCE_ID(v, o);
  290. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  291. o.ase_texcoord7.xy = v.texcoord.xy;
  292. //setting value to unused interpolator channels and avoid initialization warnings
  293. o.ase_texcoord7.zw = 0;
  294. #ifdef ASE_ABSOLUTE_VERTEX_POS
  295. float3 defaultVertexValue = v.vertex.xyz;
  296. #else
  297. float3 defaultVertexValue = float3(0, 0, 0);
  298. #endif
  299. float3 vertexValue = defaultVertexValue;
  300. #ifdef ASE_ABSOLUTE_VERTEX_POS
  301. v.vertex.xyz = vertexValue;
  302. #else
  303. v.vertex.xyz += vertexValue;
  304. #endif
  305. v.ase_normal = v.ase_normal;
  306. float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
  307. float3 positionVS = TransformWorldToView( positionWS );
  308. float4 positionCS = TransformWorldToHClip( positionWS );
  309. VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent );
  310. o.tSpace0 = float4( normalInput.normalWS, positionWS.x);
  311. o.tSpace1 = float4( normalInput.tangentWS, positionWS.y);
  312. o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z);
  313. OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy );
  314. OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz );
  315. #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
  316. o.lightmapUVOrVertexSH.zw = v.texcoord;
  317. o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw;
  318. #endif
  319. half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );
  320. #ifdef ASE_FOG
  321. half fogFactor = ComputeFogFactor( positionCS.z );
  322. #else
  323. half fogFactor = 0;
  324. #endif
  325. o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
  326. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  327. VertexPositionInputs vertexInput = (VertexPositionInputs)0;
  328. vertexInput.positionWS = positionWS;
  329. vertexInput.positionCS = positionCS;
  330. o.shadowCoord = GetShadowCoord( vertexInput );
  331. #endif
  332. o.clipPos = positionCS;
  333. #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
  334. o.screenPos = ComputeScreenPos(positionCS);
  335. #endif
  336. return o;
  337. }
  338. #if defined(TESSELLATION_ON)
  339. struct VertexControl
  340. {
  341. float4 vertex : INTERNALTESSPOS;
  342. float3 ase_normal : NORMAL;
  343. float4 ase_tangent : TANGENT;
  344. float4 texcoord : TEXCOORD0;
  345. float4 texcoord1 : TEXCOORD1;
  346. UNITY_VERTEX_INPUT_INSTANCE_ID
  347. };
  348. struct TessellationFactors
  349. {
  350. float edge[3] : SV_TessFactor;
  351. float inside : SV_InsideTessFactor;
  352. };
  353. VertexControl vert ( VertexInput v )
  354. {
  355. VertexControl o;
  356. UNITY_SETUP_INSTANCE_ID(v);
  357. UNITY_TRANSFER_INSTANCE_ID(v, o);
  358. o.vertex = v.vertex;
  359. o.ase_normal = v.ase_normal;
  360. o.ase_tangent = v.ase_tangent;
  361. o.texcoord = v.texcoord;
  362. o.texcoord1 = v.texcoord1;
  363. return o;
  364. }
  365. TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
  366. {
  367. TessellationFactors o;
  368. float4 tf = 1;
  369. float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
  370. float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
  371. #if defined(ASE_FIXED_TESSELLATION)
  372. tf = FixedTess( tessValue );
  373. #elif defined(ASE_DISTANCE_TESSELLATION)
  374. tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
  375. #elif defined(ASE_LENGTH_TESSELLATION)
  376. tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
  377. #elif defined(ASE_LENGTH_CULL_TESSELLATION)
  378. tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
  379. #endif
  380. o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
  381. return o;
  382. }
  383. [domain("tri")]
  384. [partitioning("fractional_odd")]
  385. [outputtopology("triangle_cw")]
  386. [patchconstantfunc("TessellationFunction")]
  387. [outputcontrolpoints(3)]
  388. VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
  389. {
  390. return patch[id];
  391. }
  392. [domain("tri")]
  393. VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
  394. {
  395. VertexInput o = (VertexInput) 0;
  396. o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
  397. o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
  398. o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
  399. o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
  400. o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
  401. #if defined(ASE_PHONG_TESSELLATION)
  402. float3 pp[3];
  403. for (int i = 0; i < 3; ++i)
  404. 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));
  405. float phongStrength = _TessPhongStrength;
  406. o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
  407. #endif
  408. UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
  409. return VertexFunction(o);
  410. }
  411. #else
  412. VertexOutput vert ( VertexInput v )
  413. {
  414. return VertexFunction( v );
  415. }
  416. #endif
  417. #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
  418. #define ASE_SV_DEPTH SV_DepthLessEqual
  419. #else
  420. #define ASE_SV_DEPTH SV_Depth
  421. #endif
  422. half4 frag ( VertexOutput IN
  423. #ifdef ASE_DEPTH_WRITE_ON
  424. ,out float outputDepth : ASE_SV_DEPTH
  425. #endif
  426. ) : SV_Target
  427. {
  428. UNITY_SETUP_INSTANCE_ID(IN);
  429. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
  430. #ifdef LOD_FADE_CROSSFADE
  431. LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
  432. #endif
  433. #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
  434. float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
  435. float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
  436. float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
  437. float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
  438. #else
  439. float3 WorldNormal = normalize( IN.tSpace0.xyz );
  440. float3 WorldTangent = IN.tSpace1.xyz;
  441. float3 WorldBiTangent = IN.tSpace2.xyz;
  442. #endif
  443. float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
  444. float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
  445. float4 ShadowCoords = float4( 0, 0, 0, 0 );
  446. #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
  447. float4 ScreenPos = IN.screenPos;
  448. #endif
  449. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  450. ShadowCoords = IN.shadowCoord;
  451. #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
  452. ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
  453. #endif
  454. WorldViewDirection = SafeNormalize( WorldViewDirection );
  455. float4 localBreakRGBA115 = ( float4( 0,0,0,0 ) );
  456. float2 uv_Control = IN.ase_texcoord7.xy * _Control_ST.xy + _Control_ST.zw;
  457. float4 tex2DNode6 = tex2D( _Control, uv_Control );
  458. float4 Weight143 = tex2DNode6;
  459. float2 uv_Splat0 = IN.ase_texcoord7.xy * _Splat0_ST.xy + _Splat0_ST.zw;
  460. float4 appendResult123 = (float4(1.0 , 1.0 , 1.0 , _Smoothness0));
  461. float4 Layer1143 = ( tex2D( _Splat0, uv_Splat0 ) * appendResult123 );
  462. float2 uv_Splat1 = IN.ase_texcoord7.xy * _Splat1_ST.xy + _Splat1_ST.zw;
  463. float4 appendResult126 = (float4(1.0 , 1.0 , 1.0 , _Smoothness1));
  464. float4 Layer2143 = ( tex2D( _Splat1, uv_Splat1 ) * appendResult126 );
  465. float2 uv_Splat2 = IN.ase_texcoord7.xy * _Splat2_ST.xy + _Splat2_ST.zw;
  466. float4 appendResult129 = (float4(1.0 , 1.0 , 1.0 , _Smoothness2));
  467. float4 Layer3143 = ( tex2D( _Splat2, uv_Splat2 ) * appendResult129 );
  468. float2 uv_Splat3 = IN.ase_texcoord7.xy * _Splat3_ST.xy + _Splat3_ST.zw;
  469. float4 appendResult131 = (float4(1.0 , 1.0 , 1.0 , _Smoothness3));
  470. float4 Layer4143 = ( tex2D( _Splat3, uv_Splat3 ) * appendResult131 );
  471. float4 localWeightedBlend4143 = WeightedBlend4143( Weight143 , Layer1143 , Layer2143 , Layer3143 , Layer4143 );
  472. float4 RGBA115 = localWeightedBlend4143;
  473. float3 RGB115 = float3( 0,0,0 );
  474. float A115 = 0;
  475. {
  476. RGB115 = RGBA115.rgb;
  477. A115 = RGBA115.a;
  478. }
  479. float4 Weight89 = tex2DNode6;
  480. float3 tex2DNode16 = UnpackNormalScale( tex2D( _Normal0, uv_Splat0 ), 1.0f );
  481. float3 Normal154 = tex2DNode16;
  482. float Strength154 = _NormalIntensity0;
  483. float3 localMTE_NormalIntensity_fixed154 = MTE_NormalIntensity_fixed154( Normal154 , Strength154 );
  484. #ifdef ENABLE_NORMAL_INTENSITY
  485. float3 staticSwitch155 = localMTE_NormalIntensity_fixed154;
  486. #else
  487. float3 staticSwitch155 = tex2DNode16;
  488. #endif
  489. float4 Layer189 = float4( staticSwitch155 , 0.0 );
  490. float3 tex2DNode39 = UnpackNormalScale( tex2D( _Normal1, uv_Splat1 ), 1.0f );
  491. float3 Normal151 = tex2DNode39;
  492. float Strength151 = _NormalIntensity1;
  493. float3 localMTE_NormalIntensity_fixed151 = MTE_NormalIntensity_fixed151( Normal151 , Strength151 );
  494. #ifdef ENABLE_NORMAL_INTENSITY
  495. float3 staticSwitch152 = localMTE_NormalIntensity_fixed151;
  496. #else
  497. float3 staticSwitch152 = tex2DNode39;
  498. #endif
  499. float4 Layer289 = float4( staticSwitch152 , 0.0 );
  500. float3 tex2DNode44 = UnpackNormalScale( tex2D( _Normal2, uv_Splat2 ), 1.0f );
  501. float3 Normal148 = tex2DNode44;
  502. float Strength148 = _NormalIntensity2;
  503. float3 localMTE_NormalIntensity_fixed148 = MTE_NormalIntensity_fixed148( Normal148 , Strength148 );
  504. #ifdef ENABLE_NORMAL_INTENSITY
  505. float3 staticSwitch149 = localMTE_NormalIntensity_fixed148;
  506. #else
  507. float3 staticSwitch149 = tex2DNode44;
  508. #endif
  509. float4 Layer389 = float4( staticSwitch149 , 0.0 );
  510. float3 tex2DNode48 = UnpackNormalScale( tex2D( _Normal3, uv_Splat3 ), 1.0f );
  511. float3 Normal145 = tex2DNode48;
  512. float Strength145 = _NormalIntensity3;
  513. float3 localMTE_NormalIntensity_fixed145 = MTE_NormalIntensity_fixed145( Normal145 , Strength145 );
  514. #ifdef ENABLE_NORMAL_INTENSITY
  515. float3 staticSwitch146 = localMTE_NormalIntensity_fixed145;
  516. #else
  517. float3 staticSwitch146 = tex2DNode48;
  518. #endif
  519. float4 Layer489 = float4( staticSwitch146 , 0.0 );
  520. float4 localWeightedBlend489 = WeightedBlend489( Weight89 , Layer189 , Layer289 , Layer389 , Layer489 );
  521. float3 Albedo = RGB115;
  522. float3 Normal = localWeightedBlend489.xyz;
  523. float3 Emission = 0;
  524. float3 Specular = _SpecularColor.rgb;
  525. float Metallic = 0;
  526. float Smoothness = A115;
  527. float Occlusion = 1;
  528. float Alpha = 1;
  529. float AlphaClipThreshold = 0.5;
  530. float AlphaClipThresholdShadow = 0.5;
  531. float3 BakedGI = 0;
  532. float3 RefractionColor = 1;
  533. float RefractionIndex = 1;
  534. float3 Transmission = 1;
  535. float3 Translucency = 1;
  536. #ifdef ASE_DEPTH_WRITE_ON
  537. float DepthValue = 0;
  538. #endif
  539. #ifdef _ALPHATEST_ON
  540. clip(Alpha - AlphaClipThreshold);
  541. #endif
  542. InputData inputData;
  543. inputData.positionWS = WorldPosition;
  544. inputData.viewDirectionWS = WorldViewDirection;
  545. inputData.shadowCoord = ShadowCoords;
  546. #ifdef _NORMALMAP
  547. #if _NORMAL_DROPOFF_TS
  548. inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal ));
  549. #elif _NORMAL_DROPOFF_OS
  550. inputData.normalWS = TransformObjectToWorldNormal(Normal);
  551. #elif _NORMAL_DROPOFF_WS
  552. inputData.normalWS = Normal;
  553. #endif
  554. inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
  555. #else
  556. inputData.normalWS = WorldNormal;
  557. #endif
  558. #ifdef ASE_FOG
  559. inputData.fogCoord = IN.fogFactorAndVertexLight.x;
  560. #endif
  561. inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
  562. #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
  563. float3 SH = SampleSH(inputData.normalWS.xyz);
  564. #else
  565. float3 SH = IN.lightmapUVOrVertexSH.xyz;
  566. #endif
  567. inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS );
  568. #ifdef _ASE_BAKEDGI
  569. inputData.bakedGI = BakedGI;
  570. #endif
  571. inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.clipPos);
  572. inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy);
  573. half4 color = UniversalFragmentPBR(
  574. inputData,
  575. Albedo,
  576. Metallic,
  577. Specular,
  578. Smoothness,
  579. Occlusion,
  580. Emission,
  581. Alpha);
  582. #ifdef _TRANSMISSION_ASE
  583. {
  584. float shadow = _TransmissionShadow;
  585. Light mainLight = GetMainLight( inputData.shadowCoord );
  586. float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
  587. mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
  588. half3 mainTransmission = max(0 , -dot(inputData.normalWS, mainLight.direction)) * mainAtten * Transmission;
  589. color.rgb += Albedo * mainTransmission;
  590. #ifdef _ADDITIONAL_LIGHTS
  591. int transPixelLightCount = GetAdditionalLightsCount();
  592. for (int i = 0; i < transPixelLightCount; ++i)
  593. {
  594. Light light = GetAdditionalLight(i, inputData.positionWS);
  595. float3 atten = light.color * light.distanceAttenuation;
  596. atten = lerp( atten, atten * light.shadowAttenuation, shadow );
  597. half3 transmission = max(0 , -dot(inputData.normalWS, light.direction)) * atten * Transmission;
  598. color.rgb += Albedo * transmission;
  599. }
  600. #endif
  601. }
  602. #endif
  603. #ifdef _TRANSLUCENCY_ASE
  604. {
  605. float shadow = _TransShadow;
  606. float normal = _TransNormal;
  607. float scattering = _TransScattering;
  608. float direct = _TransDirect;
  609. float ambient = _TransAmbient;
  610. float strength = _TransStrength;
  611. Light mainLight = GetMainLight( inputData.shadowCoord );
  612. float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
  613. mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
  614. half3 mainLightDir = mainLight.direction + inputData.normalWS * normal;
  615. half mainVdotL = pow( saturate( dot( inputData.viewDirectionWS, -mainLightDir ) ), scattering );
  616. half3 mainTranslucency = mainAtten * ( mainVdotL * direct + inputData.bakedGI * ambient ) * Translucency;
  617. color.rgb += Albedo * mainTranslucency * strength;
  618. #ifdef _ADDITIONAL_LIGHTS
  619. int transPixelLightCount = GetAdditionalLightsCount();
  620. for (int i = 0; i < transPixelLightCount; ++i)
  621. {
  622. Light light = GetAdditionalLight(i, inputData.positionWS);
  623. float3 atten = light.color * light.distanceAttenuation;
  624. atten = lerp( atten, atten * light.shadowAttenuation, shadow );
  625. half3 lightDir = light.direction + inputData.normalWS * normal;
  626. half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );
  627. half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;
  628. color.rgb += Albedo * translucency * strength;
  629. }
  630. #endif
  631. }
  632. #endif
  633. #ifdef _REFRACTION_ASE
  634. float4 projScreenPos = ScreenPos / ScreenPos.w;
  635. float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
  636. projScreenPos.xy += refractionOffset.xy;
  637. float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
  638. color.rgb = lerp( refraction, color.rgb, color.a );
  639. color.a = 1;
  640. #endif
  641. #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
  642. color.rgb *= color.a;
  643. #endif
  644. #ifdef ASE_FOG
  645. #ifdef TERRAIN_SPLAT_ADDPASS
  646. color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x );
  647. #else
  648. color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x);
  649. #endif
  650. #endif
  651. #ifdef ASE_DEPTH_WRITE_ON
  652. outputDepth = DepthValue;
  653. #endif
  654. return color;
  655. }
  656. ENDHLSL
  657. }
  658. Pass
  659. {
  660. Name "ShadowCaster"
  661. Tags { "LightMode"="ShadowCaster" }
  662. ZWrite On
  663. ZTest LEqual
  664. AlphaToMask Off
  665. ColorMask 0
  666. HLSLPROGRAM
  667. #define _SPECULAR_SETUP 1
  668. #define _NORMAL_DROPOFF_TS 1
  669. #pragma multi_compile_instancing
  670. #pragma multi_compile _ LOD_FADE_CROSSFADE
  671. #pragma multi_compile_fog
  672. #define ASE_FOG 1
  673. #define _NORMALMAP 1
  674. #define ASE_SRP_VERSION 100500
  675. #pragma vertex vert
  676. #pragma fragment frag
  677. #if ASE_SRP_VERSION >= 110000
  678. #pragma multi_compile _ _CASTING_PUNCTUAL_LIGHT_SHADOW
  679. #endif
  680. #define SHADERPASS_SHADOWCASTER
  681. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  682. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  683. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
  684. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  685. #pragma shader_feature_local SMOOTHNESS_TEXTURE
  686. struct VertexInput
  687. {
  688. float4 vertex : POSITION;
  689. float3 ase_normal : NORMAL;
  690. UNITY_VERTEX_INPUT_INSTANCE_ID
  691. };
  692. struct VertexOutput
  693. {
  694. float4 clipPos : SV_POSITION;
  695. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  696. float3 worldPos : TEXCOORD0;
  697. #endif
  698. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  699. float4 shadowCoord : TEXCOORD1;
  700. #endif
  701. UNITY_VERTEX_INPUT_INSTANCE_ID
  702. UNITY_VERTEX_OUTPUT_STEREO
  703. };
  704. CBUFFER_START(UnityPerMaterial)
  705. float4 _Control_ST;
  706. float4 _Splat0_ST;
  707. float4 _Splat1_ST;
  708. float4 _Splat2_ST;
  709. float4 _Splat3_ST;
  710. float4 _SpecularColor;
  711. float _Smoothness0;
  712. float _Smoothness1;
  713. float _Smoothness2;
  714. float _Smoothness3;
  715. float _NormalIntensity0;
  716. float _NormalIntensity1;
  717. float _NormalIntensity2;
  718. float _NormalIntensity3;
  719. #ifdef _TRANSMISSION_ASE
  720. float _TransmissionShadow;
  721. #endif
  722. #ifdef _TRANSLUCENCY_ASE
  723. float _TransStrength;
  724. float _TransNormal;
  725. float _TransScattering;
  726. float _TransDirect;
  727. float _TransAmbient;
  728. float _TransShadow;
  729. #endif
  730. #ifdef TESSELLATION_ON
  731. float _TessPhongStrength;
  732. float _TessValue;
  733. float _TessMin;
  734. float _TessMax;
  735. float _TessEdgeLength;
  736. float _TessMaxDisp;
  737. #endif
  738. CBUFFER_END
  739. float3 _LightDirection;
  740. #if ASE_SRP_VERSION >= 110000
  741. float3 _LightPosition;
  742. #endif
  743. VertexOutput VertexFunction( VertexInput v )
  744. {
  745. VertexOutput o;
  746. UNITY_SETUP_INSTANCE_ID(v);
  747. UNITY_TRANSFER_INSTANCE_ID(v, o);
  748. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
  749. #ifdef ASE_ABSOLUTE_VERTEX_POS
  750. float3 defaultVertexValue = v.vertex.xyz;
  751. #else
  752. float3 defaultVertexValue = float3(0, 0, 0);
  753. #endif
  754. float3 vertexValue = defaultVertexValue;
  755. #ifdef ASE_ABSOLUTE_VERTEX_POS
  756. v.vertex.xyz = vertexValue;
  757. #else
  758. v.vertex.xyz += vertexValue;
  759. #endif
  760. v.ase_normal = v.ase_normal;
  761. float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
  762. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  763. o.worldPos = positionWS;
  764. #endif
  765. float3 normalWS = TransformObjectToWorldDir(v.ase_normal);
  766. #if ASE_SRP_VERSION >= 110000
  767. #if _CASTING_PUNCTUAL_LIGHT_SHADOW
  768. float3 lightDirectionWS = normalize(_LightPosition - positionWS);
  769. #else
  770. float3 lightDirectionWS = _LightDirection;
  771. #endif
  772. float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
  773. #if UNITY_REVERSED_Z
  774. clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE);
  775. #else
  776. clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE);
  777. #endif
  778. #else
  779. float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
  780. #if UNITY_REVERSED_Z
  781. clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
  782. #else
  783. clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
  784. #endif
  785. #endif
  786. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  787. VertexPositionInputs vertexInput = (VertexPositionInputs)0;
  788. vertexInput.positionWS = positionWS;
  789. vertexInput.positionCS = clipPos;
  790. o.shadowCoord = GetShadowCoord( vertexInput );
  791. #endif
  792. o.clipPos = clipPos;
  793. return o;
  794. }
  795. #if defined(TESSELLATION_ON)
  796. struct VertexControl
  797. {
  798. float4 vertex : INTERNALTESSPOS;
  799. float3 ase_normal : NORMAL;
  800. UNITY_VERTEX_INPUT_INSTANCE_ID
  801. };
  802. struct TessellationFactors
  803. {
  804. float edge[3] : SV_TessFactor;
  805. float inside : SV_InsideTessFactor;
  806. };
  807. VertexControl vert ( VertexInput v )
  808. {
  809. VertexControl o;
  810. UNITY_SETUP_INSTANCE_ID(v);
  811. UNITY_TRANSFER_INSTANCE_ID(v, o);
  812. o.vertex = v.vertex;
  813. o.ase_normal = v.ase_normal;
  814. return o;
  815. }
  816. TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
  817. {
  818. TessellationFactors o;
  819. float4 tf = 1;
  820. float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
  821. float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
  822. #if defined(ASE_FIXED_TESSELLATION)
  823. tf = FixedTess( tessValue );
  824. #elif defined(ASE_DISTANCE_TESSELLATION)
  825. tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
  826. #elif defined(ASE_LENGTH_TESSELLATION)
  827. tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
  828. #elif defined(ASE_LENGTH_CULL_TESSELLATION)
  829. tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
  830. #endif
  831. o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
  832. return o;
  833. }
  834. [domain("tri")]
  835. [partitioning("fractional_odd")]
  836. [outputtopology("triangle_cw")]
  837. [patchconstantfunc("TessellationFunction")]
  838. [outputcontrolpoints(3)]
  839. VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
  840. {
  841. return patch[id];
  842. }
  843. [domain("tri")]
  844. VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
  845. {
  846. VertexInput o = (VertexInput) 0;
  847. o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
  848. o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
  849. #if defined(ASE_PHONG_TESSELLATION)
  850. float3 pp[3];
  851. for (int i = 0; i < 3; ++i)
  852. 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));
  853. float phongStrength = _TessPhongStrength;
  854. o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
  855. #endif
  856. UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
  857. return VertexFunction(o);
  858. }
  859. #else
  860. VertexOutput vert ( VertexInput v )
  861. {
  862. return VertexFunction( v );
  863. }
  864. #endif
  865. #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
  866. #define ASE_SV_DEPTH SV_DepthLessEqual
  867. #else
  868. #define ASE_SV_DEPTH SV_Depth
  869. #endif
  870. half4 frag( VertexOutput IN
  871. #ifdef ASE_DEPTH_WRITE_ON
  872. ,out float outputDepth : ASE_SV_DEPTH
  873. #endif
  874. ) : SV_TARGET
  875. {
  876. UNITY_SETUP_INSTANCE_ID( IN );
  877. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
  878. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  879. float3 WorldPosition = IN.worldPos;
  880. #endif
  881. float4 ShadowCoords = float4( 0, 0, 0, 0 );
  882. #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  883. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  884. ShadowCoords = IN.shadowCoord;
  885. #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
  886. ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
  887. #endif
  888. #endif
  889. float Alpha = 1;
  890. float AlphaClipThreshold = 0.5;
  891. float AlphaClipThresholdShadow = 0.5;
  892. #ifdef ASE_DEPTH_WRITE_ON
  893. float DepthValue = 0;
  894. #endif
  895. #ifdef _ALPHATEST_ON
  896. #ifdef _ALPHATEST_SHADOW_ON
  897. clip(Alpha - AlphaClipThresholdShadow);
  898. #else
  899. clip(Alpha - AlphaClipThreshold);
  900. #endif
  901. #endif
  902. #ifdef LOD_FADE_CROSSFADE
  903. LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
  904. #endif
  905. #ifdef ASE_DEPTH_WRITE_ON
  906. outputDepth = DepthValue;
  907. #endif
  908. return 0;
  909. }
  910. ENDHLSL
  911. }
  912. Pass
  913. {
  914. Name "DepthOnly"
  915. Tags { "LightMode"="DepthOnly" }
  916. ZWrite On
  917. ColorMask 0
  918. AlphaToMask Off
  919. HLSLPROGRAM
  920. #define _SPECULAR_SETUP 1
  921. #define _NORMAL_DROPOFF_TS 1
  922. #pragma multi_compile_instancing
  923. #pragma multi_compile _ LOD_FADE_CROSSFADE
  924. #pragma multi_compile_fog
  925. #define ASE_FOG 1
  926. #define _NORMALMAP 1
  927. #define ASE_SRP_VERSION 100500
  928. #pragma vertex vert
  929. #pragma fragment frag
  930. #define SHADERPASS_DEPTHONLY
  931. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  932. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  933. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
  934. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  935. #pragma shader_feature_local SMOOTHNESS_TEXTURE
  936. struct VertexInput
  937. {
  938. float4 vertex : POSITION;
  939. float3 ase_normal : NORMAL;
  940. UNITY_VERTEX_INPUT_INSTANCE_ID
  941. };
  942. struct VertexOutput
  943. {
  944. float4 clipPos : SV_POSITION;
  945. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  946. float3 worldPos : TEXCOORD0;
  947. #endif
  948. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  949. float4 shadowCoord : TEXCOORD1;
  950. #endif
  951. UNITY_VERTEX_INPUT_INSTANCE_ID
  952. UNITY_VERTEX_OUTPUT_STEREO
  953. };
  954. CBUFFER_START(UnityPerMaterial)
  955. float4 _Control_ST;
  956. float4 _Splat0_ST;
  957. float4 _Splat1_ST;
  958. float4 _Splat2_ST;
  959. float4 _Splat3_ST;
  960. float4 _SpecularColor;
  961. float _Smoothness0;
  962. float _Smoothness1;
  963. float _Smoothness2;
  964. float _Smoothness3;
  965. float _NormalIntensity0;
  966. float _NormalIntensity1;
  967. float _NormalIntensity2;
  968. float _NormalIntensity3;
  969. #ifdef _TRANSMISSION_ASE
  970. float _TransmissionShadow;
  971. #endif
  972. #ifdef _TRANSLUCENCY_ASE
  973. float _TransStrength;
  974. float _TransNormal;
  975. float _TransScattering;
  976. float _TransDirect;
  977. float _TransAmbient;
  978. float _TransShadow;
  979. #endif
  980. #ifdef TESSELLATION_ON
  981. float _TessPhongStrength;
  982. float _TessValue;
  983. float _TessMin;
  984. float _TessMax;
  985. float _TessEdgeLength;
  986. float _TessMaxDisp;
  987. #endif
  988. CBUFFER_END
  989. VertexOutput VertexFunction( VertexInput v )
  990. {
  991. VertexOutput o = (VertexOutput)0;
  992. UNITY_SETUP_INSTANCE_ID(v);
  993. UNITY_TRANSFER_INSTANCE_ID(v, o);
  994. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  995. #ifdef ASE_ABSOLUTE_VERTEX_POS
  996. float3 defaultVertexValue = v.vertex.xyz;
  997. #else
  998. float3 defaultVertexValue = float3(0, 0, 0);
  999. #endif
  1000. float3 vertexValue = defaultVertexValue;
  1001. #ifdef ASE_ABSOLUTE_VERTEX_POS
  1002. v.vertex.xyz = vertexValue;
  1003. #else
  1004. v.vertex.xyz += vertexValue;
  1005. #endif
  1006. v.ase_normal = v.ase_normal;
  1007. float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
  1008. float4 positionCS = TransformWorldToHClip( positionWS );
  1009. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  1010. o.worldPos = positionWS;
  1011. #endif
  1012. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  1013. VertexPositionInputs vertexInput = (VertexPositionInputs)0;
  1014. vertexInput.positionWS = positionWS;
  1015. vertexInput.positionCS = positionCS;
  1016. o.shadowCoord = GetShadowCoord( vertexInput );
  1017. #endif
  1018. o.clipPos = positionCS;
  1019. return o;
  1020. }
  1021. #if defined(TESSELLATION_ON)
  1022. struct VertexControl
  1023. {
  1024. float4 vertex : INTERNALTESSPOS;
  1025. float3 ase_normal : NORMAL;
  1026. UNITY_VERTEX_INPUT_INSTANCE_ID
  1027. };
  1028. struct TessellationFactors
  1029. {
  1030. float edge[3] : SV_TessFactor;
  1031. float inside : SV_InsideTessFactor;
  1032. };
  1033. VertexControl vert ( VertexInput v )
  1034. {
  1035. VertexControl o;
  1036. UNITY_SETUP_INSTANCE_ID(v);
  1037. UNITY_TRANSFER_INSTANCE_ID(v, o);
  1038. o.vertex = v.vertex;
  1039. o.ase_normal = v.ase_normal;
  1040. return o;
  1041. }
  1042. TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
  1043. {
  1044. TessellationFactors o;
  1045. float4 tf = 1;
  1046. float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
  1047. float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
  1048. #if defined(ASE_FIXED_TESSELLATION)
  1049. tf = FixedTess( tessValue );
  1050. #elif defined(ASE_DISTANCE_TESSELLATION)
  1051. tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
  1052. #elif defined(ASE_LENGTH_TESSELLATION)
  1053. tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
  1054. #elif defined(ASE_LENGTH_CULL_TESSELLATION)
  1055. tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
  1056. #endif
  1057. o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
  1058. return o;
  1059. }
  1060. [domain("tri")]
  1061. [partitioning("fractional_odd")]
  1062. [outputtopology("triangle_cw")]
  1063. [patchconstantfunc("TessellationFunction")]
  1064. [outputcontrolpoints(3)]
  1065. VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
  1066. {
  1067. return patch[id];
  1068. }
  1069. [domain("tri")]
  1070. VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
  1071. {
  1072. VertexInput o = (VertexInput) 0;
  1073. o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
  1074. o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
  1075. #if defined(ASE_PHONG_TESSELLATION)
  1076. float3 pp[3];
  1077. for (int i = 0; i < 3; ++i)
  1078. 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));
  1079. float phongStrength = _TessPhongStrength;
  1080. o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
  1081. #endif
  1082. UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
  1083. return VertexFunction(o);
  1084. }
  1085. #else
  1086. VertexOutput vert ( VertexInput v )
  1087. {
  1088. return VertexFunction( v );
  1089. }
  1090. #endif
  1091. #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
  1092. #define ASE_SV_DEPTH SV_DepthLessEqual
  1093. #else
  1094. #define ASE_SV_DEPTH SV_Depth
  1095. #endif
  1096. half4 frag( VertexOutput IN
  1097. #ifdef ASE_DEPTH_WRITE_ON
  1098. ,out float outputDepth : ASE_SV_DEPTH
  1099. #endif
  1100. ) : SV_TARGET
  1101. {
  1102. UNITY_SETUP_INSTANCE_ID(IN);
  1103. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
  1104. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  1105. float3 WorldPosition = IN.worldPos;
  1106. #endif
  1107. float4 ShadowCoords = float4( 0, 0, 0, 0 );
  1108. #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  1109. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  1110. ShadowCoords = IN.shadowCoord;
  1111. #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
  1112. ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
  1113. #endif
  1114. #endif
  1115. float Alpha = 1;
  1116. float AlphaClipThreshold = 0.5;
  1117. #ifdef ASE_DEPTH_WRITE_ON
  1118. float DepthValue = 0;
  1119. #endif
  1120. #ifdef _ALPHATEST_ON
  1121. clip(Alpha - AlphaClipThreshold);
  1122. #endif
  1123. #ifdef LOD_FADE_CROSSFADE
  1124. LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
  1125. #endif
  1126. #ifdef ASE_DEPTH_WRITE_ON
  1127. outputDepth = DepthValue;
  1128. #endif
  1129. return 0;
  1130. }
  1131. ENDHLSL
  1132. }
  1133. Pass
  1134. {
  1135. Name "Meta"
  1136. Tags { "LightMode"="Meta" }
  1137. Cull Off
  1138. HLSLPROGRAM
  1139. #define _SPECULAR_SETUP 1
  1140. #define _NORMAL_DROPOFF_TS 1
  1141. #pragma multi_compile_instancing
  1142. #pragma multi_compile _ LOD_FADE_CROSSFADE
  1143. #pragma multi_compile_fog
  1144. #define ASE_FOG 1
  1145. #define _NORMALMAP 1
  1146. #define ASE_SRP_VERSION 100500
  1147. #pragma vertex vert
  1148. #pragma fragment frag
  1149. #define SHADERPASS_META
  1150. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  1151. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
  1152. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
  1153. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  1154. #pragma shader_feature_local SMOOTHNESS_TEXTURE
  1155. #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  1156. struct VertexInput
  1157. {
  1158. float4 vertex : POSITION;
  1159. float3 ase_normal : NORMAL;
  1160. float4 texcoord1 : TEXCOORD1;
  1161. float4 texcoord2 : TEXCOORD2;
  1162. float4 ase_texcoord : TEXCOORD0;
  1163. UNITY_VERTEX_INPUT_INSTANCE_ID
  1164. };
  1165. struct VertexOutput
  1166. {
  1167. float4 clipPos : SV_POSITION;
  1168. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  1169. float3 worldPos : TEXCOORD0;
  1170. #endif
  1171. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  1172. float4 shadowCoord : TEXCOORD1;
  1173. #endif
  1174. float4 ase_texcoord2 : TEXCOORD2;
  1175. UNITY_VERTEX_INPUT_INSTANCE_ID
  1176. UNITY_VERTEX_OUTPUT_STEREO
  1177. };
  1178. CBUFFER_START(UnityPerMaterial)
  1179. float4 _Control_ST;
  1180. float4 _Splat0_ST;
  1181. float4 _Splat1_ST;
  1182. float4 _Splat2_ST;
  1183. float4 _Splat3_ST;
  1184. float4 _SpecularColor;
  1185. float _Smoothness0;
  1186. float _Smoothness1;
  1187. float _Smoothness2;
  1188. float _Smoothness3;
  1189. float _NormalIntensity0;
  1190. float _NormalIntensity1;
  1191. float _NormalIntensity2;
  1192. float _NormalIntensity3;
  1193. #ifdef _TRANSMISSION_ASE
  1194. float _TransmissionShadow;
  1195. #endif
  1196. #ifdef _TRANSLUCENCY_ASE
  1197. float _TransStrength;
  1198. float _TransNormal;
  1199. float _TransScattering;
  1200. float _TransDirect;
  1201. float _TransAmbient;
  1202. float _TransShadow;
  1203. #endif
  1204. #ifdef TESSELLATION_ON
  1205. float _TessPhongStrength;
  1206. float _TessValue;
  1207. float _TessMin;
  1208. float _TessMax;
  1209. float _TessEdgeLength;
  1210. float _TessMaxDisp;
  1211. #endif
  1212. CBUFFER_END
  1213. sampler2D _Control;
  1214. sampler2D _Splat0;
  1215. sampler2D _Splat1;
  1216. sampler2D _Splat2;
  1217. sampler2D _Splat3;
  1218. float4 WeightedBlend4143( half4 Weight, float4 Layer1, float4 Layer2, float4 Layer3, float4 Layer4 )
  1219. {
  1220. return Layer1 * Weight.r + Layer2 * Weight.g + Layer3 * Weight.b + Layer4 * Weight.a;
  1221. }
  1222. VertexOutput VertexFunction( VertexInput v )
  1223. {
  1224. VertexOutput o = (VertexOutput)0;
  1225. UNITY_SETUP_INSTANCE_ID(v);
  1226. UNITY_TRANSFER_INSTANCE_ID(v, o);
  1227. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  1228. o.ase_texcoord2.xy = v.ase_texcoord.xy;
  1229. //setting value to unused interpolator channels and avoid initialization warnings
  1230. o.ase_texcoord2.zw = 0;
  1231. #ifdef ASE_ABSOLUTE_VERTEX_POS
  1232. float3 defaultVertexValue = v.vertex.xyz;
  1233. #else
  1234. float3 defaultVertexValue = float3(0, 0, 0);
  1235. #endif
  1236. float3 vertexValue = defaultVertexValue;
  1237. #ifdef ASE_ABSOLUTE_VERTEX_POS
  1238. v.vertex.xyz = vertexValue;
  1239. #else
  1240. v.vertex.xyz += vertexValue;
  1241. #endif
  1242. v.ase_normal = v.ase_normal;
  1243. float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
  1244. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  1245. o.worldPos = positionWS;
  1246. #endif
  1247. o.clipPos = MetaVertexPosition( v.vertex, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
  1248. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  1249. VertexPositionInputs vertexInput = (VertexPositionInputs)0;
  1250. vertexInput.positionWS = positionWS;
  1251. vertexInput.positionCS = o.clipPos;
  1252. o.shadowCoord = GetShadowCoord( vertexInput );
  1253. #endif
  1254. return o;
  1255. }
  1256. #if defined(TESSELLATION_ON)
  1257. struct VertexControl
  1258. {
  1259. float4 vertex : INTERNALTESSPOS;
  1260. float3 ase_normal : NORMAL;
  1261. float4 texcoord1 : TEXCOORD1;
  1262. float4 texcoord2 : TEXCOORD2;
  1263. float4 ase_texcoord : TEXCOORD0;
  1264. UNITY_VERTEX_INPUT_INSTANCE_ID
  1265. };
  1266. struct TessellationFactors
  1267. {
  1268. float edge[3] : SV_TessFactor;
  1269. float inside : SV_InsideTessFactor;
  1270. };
  1271. VertexControl vert ( VertexInput v )
  1272. {
  1273. VertexControl o;
  1274. UNITY_SETUP_INSTANCE_ID(v);
  1275. UNITY_TRANSFER_INSTANCE_ID(v, o);
  1276. o.vertex = v.vertex;
  1277. o.ase_normal = v.ase_normal;
  1278. o.texcoord1 = v.texcoord1;
  1279. o.texcoord2 = v.texcoord2;
  1280. o.ase_texcoord = v.ase_texcoord;
  1281. return o;
  1282. }
  1283. TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
  1284. {
  1285. TessellationFactors o;
  1286. float4 tf = 1;
  1287. float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
  1288. float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
  1289. #if defined(ASE_FIXED_TESSELLATION)
  1290. tf = FixedTess( tessValue );
  1291. #elif defined(ASE_DISTANCE_TESSELLATION)
  1292. tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
  1293. #elif defined(ASE_LENGTH_TESSELLATION)
  1294. tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
  1295. #elif defined(ASE_LENGTH_CULL_TESSELLATION)
  1296. tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
  1297. #endif
  1298. o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
  1299. return o;
  1300. }
  1301. [domain("tri")]
  1302. [partitioning("fractional_odd")]
  1303. [outputtopology("triangle_cw")]
  1304. [patchconstantfunc("TessellationFunction")]
  1305. [outputcontrolpoints(3)]
  1306. VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
  1307. {
  1308. return patch[id];
  1309. }
  1310. [domain("tri")]
  1311. VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
  1312. {
  1313. VertexInput o = (VertexInput) 0;
  1314. o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
  1315. o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
  1316. o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
  1317. o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
  1318. o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
  1319. #if defined(ASE_PHONG_TESSELLATION)
  1320. float3 pp[3];
  1321. for (int i = 0; i < 3; ++i)
  1322. 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));
  1323. float phongStrength = _TessPhongStrength;
  1324. o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
  1325. #endif
  1326. UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
  1327. return VertexFunction(o);
  1328. }
  1329. #else
  1330. VertexOutput vert ( VertexInput v )
  1331. {
  1332. return VertexFunction( v );
  1333. }
  1334. #endif
  1335. half4 frag(VertexOutput IN ) : SV_TARGET
  1336. {
  1337. UNITY_SETUP_INSTANCE_ID(IN);
  1338. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
  1339. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  1340. float3 WorldPosition = IN.worldPos;
  1341. #endif
  1342. float4 ShadowCoords = float4( 0, 0, 0, 0 );
  1343. #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  1344. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  1345. ShadowCoords = IN.shadowCoord;
  1346. #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
  1347. ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
  1348. #endif
  1349. #endif
  1350. float4 localBreakRGBA115 = ( float4( 0,0,0,0 ) );
  1351. float2 uv_Control = IN.ase_texcoord2.xy * _Control_ST.xy + _Control_ST.zw;
  1352. float4 tex2DNode6 = tex2D( _Control, uv_Control );
  1353. float4 Weight143 = tex2DNode6;
  1354. float2 uv_Splat0 = IN.ase_texcoord2.xy * _Splat0_ST.xy + _Splat0_ST.zw;
  1355. float4 appendResult123 = (float4(1.0 , 1.0 , 1.0 , _Smoothness0));
  1356. float4 Layer1143 = ( tex2D( _Splat0, uv_Splat0 ) * appendResult123 );
  1357. float2 uv_Splat1 = IN.ase_texcoord2.xy * _Splat1_ST.xy + _Splat1_ST.zw;
  1358. float4 appendResult126 = (float4(1.0 , 1.0 , 1.0 , _Smoothness1));
  1359. float4 Layer2143 = ( tex2D( _Splat1, uv_Splat1 ) * appendResult126 );
  1360. float2 uv_Splat2 = IN.ase_texcoord2.xy * _Splat2_ST.xy + _Splat2_ST.zw;
  1361. float4 appendResult129 = (float4(1.0 , 1.0 , 1.0 , _Smoothness2));
  1362. float4 Layer3143 = ( tex2D( _Splat2, uv_Splat2 ) * appendResult129 );
  1363. float2 uv_Splat3 = IN.ase_texcoord2.xy * _Splat3_ST.xy + _Splat3_ST.zw;
  1364. float4 appendResult131 = (float4(1.0 , 1.0 , 1.0 , _Smoothness3));
  1365. float4 Layer4143 = ( tex2D( _Splat3, uv_Splat3 ) * appendResult131 );
  1366. float4 localWeightedBlend4143 = WeightedBlend4143( Weight143 , Layer1143 , Layer2143 , Layer3143 , Layer4143 );
  1367. float4 RGBA115 = localWeightedBlend4143;
  1368. float3 RGB115 = float3( 0,0,0 );
  1369. float A115 = 0;
  1370. {
  1371. RGB115 = RGBA115.rgb;
  1372. A115 = RGBA115.a;
  1373. }
  1374. float3 Albedo = RGB115;
  1375. float3 Emission = 0;
  1376. float Alpha = 1;
  1377. float AlphaClipThreshold = 0.5;
  1378. #ifdef _ALPHATEST_ON
  1379. clip(Alpha - AlphaClipThreshold);
  1380. #endif
  1381. MetaInput metaInput = (MetaInput)0;
  1382. metaInput.Albedo = Albedo;
  1383. metaInput.Emission = Emission;
  1384. return MetaFragment(metaInput);
  1385. }
  1386. ENDHLSL
  1387. }
  1388. Pass
  1389. {
  1390. Name "Universal2D"
  1391. Tags { "LightMode"="Universal2D" }
  1392. Blend One Zero, One Zero
  1393. ZWrite On
  1394. ZTest LEqual
  1395. Offset 0 , 0
  1396. ColorMask RGBA
  1397. HLSLPROGRAM
  1398. #define _SPECULAR_SETUP 1
  1399. #define _NORMAL_DROPOFF_TS 1
  1400. #pragma multi_compile_instancing
  1401. #pragma multi_compile _ LOD_FADE_CROSSFADE
  1402. #pragma multi_compile_fog
  1403. #define ASE_FOG 1
  1404. #define _NORMALMAP 1
  1405. #define ASE_SRP_VERSION 100500
  1406. #pragma vertex vert
  1407. #pragma fragment frag
  1408. #define SHADERPASS_2D
  1409. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  1410. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  1411. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  1412. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
  1413. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
  1414. #pragma shader_feature_local SMOOTHNESS_TEXTURE
  1415. #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  1416. struct VertexInput
  1417. {
  1418. float4 vertex : POSITION;
  1419. float3 ase_normal : NORMAL;
  1420. float4 ase_texcoord : TEXCOORD0;
  1421. UNITY_VERTEX_INPUT_INSTANCE_ID
  1422. };
  1423. struct VertexOutput
  1424. {
  1425. float4 clipPos : SV_POSITION;
  1426. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  1427. float3 worldPos : TEXCOORD0;
  1428. #endif
  1429. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  1430. float4 shadowCoord : TEXCOORD1;
  1431. #endif
  1432. float4 ase_texcoord2 : TEXCOORD2;
  1433. UNITY_VERTEX_INPUT_INSTANCE_ID
  1434. UNITY_VERTEX_OUTPUT_STEREO
  1435. };
  1436. CBUFFER_START(UnityPerMaterial)
  1437. float4 _Control_ST;
  1438. float4 _Splat0_ST;
  1439. float4 _Splat1_ST;
  1440. float4 _Splat2_ST;
  1441. float4 _Splat3_ST;
  1442. float4 _SpecularColor;
  1443. float _Smoothness0;
  1444. float _Smoothness1;
  1445. float _Smoothness2;
  1446. float _Smoothness3;
  1447. float _NormalIntensity0;
  1448. float _NormalIntensity1;
  1449. float _NormalIntensity2;
  1450. float _NormalIntensity3;
  1451. #ifdef _TRANSMISSION_ASE
  1452. float _TransmissionShadow;
  1453. #endif
  1454. #ifdef _TRANSLUCENCY_ASE
  1455. float _TransStrength;
  1456. float _TransNormal;
  1457. float _TransScattering;
  1458. float _TransDirect;
  1459. float _TransAmbient;
  1460. float _TransShadow;
  1461. #endif
  1462. #ifdef TESSELLATION_ON
  1463. float _TessPhongStrength;
  1464. float _TessValue;
  1465. float _TessMin;
  1466. float _TessMax;
  1467. float _TessEdgeLength;
  1468. float _TessMaxDisp;
  1469. #endif
  1470. CBUFFER_END
  1471. sampler2D _Control;
  1472. sampler2D _Splat0;
  1473. sampler2D _Splat1;
  1474. sampler2D _Splat2;
  1475. sampler2D _Splat3;
  1476. float4 WeightedBlend4143( half4 Weight, float4 Layer1, float4 Layer2, float4 Layer3, float4 Layer4 )
  1477. {
  1478. return Layer1 * Weight.r + Layer2 * Weight.g + Layer3 * Weight.b + Layer4 * Weight.a;
  1479. }
  1480. VertexOutput VertexFunction( VertexInput v )
  1481. {
  1482. VertexOutput o = (VertexOutput)0;
  1483. UNITY_SETUP_INSTANCE_ID( v );
  1484. UNITY_TRANSFER_INSTANCE_ID( v, o );
  1485. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
  1486. o.ase_texcoord2.xy = v.ase_texcoord.xy;
  1487. //setting value to unused interpolator channels and avoid initialization warnings
  1488. o.ase_texcoord2.zw = 0;
  1489. #ifdef ASE_ABSOLUTE_VERTEX_POS
  1490. float3 defaultVertexValue = v.vertex.xyz;
  1491. #else
  1492. float3 defaultVertexValue = float3(0, 0, 0);
  1493. #endif
  1494. float3 vertexValue = defaultVertexValue;
  1495. #ifdef ASE_ABSOLUTE_VERTEX_POS
  1496. v.vertex.xyz = vertexValue;
  1497. #else
  1498. v.vertex.xyz += vertexValue;
  1499. #endif
  1500. v.ase_normal = v.ase_normal;
  1501. float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
  1502. float4 positionCS = TransformWorldToHClip( positionWS );
  1503. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  1504. o.worldPos = positionWS;
  1505. #endif
  1506. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  1507. VertexPositionInputs vertexInput = (VertexPositionInputs)0;
  1508. vertexInput.positionWS = positionWS;
  1509. vertexInput.positionCS = positionCS;
  1510. o.shadowCoord = GetShadowCoord( vertexInput );
  1511. #endif
  1512. o.clipPos = positionCS;
  1513. return o;
  1514. }
  1515. #if defined(TESSELLATION_ON)
  1516. struct VertexControl
  1517. {
  1518. float4 vertex : INTERNALTESSPOS;
  1519. float3 ase_normal : NORMAL;
  1520. float4 ase_texcoord : TEXCOORD0;
  1521. UNITY_VERTEX_INPUT_INSTANCE_ID
  1522. };
  1523. struct TessellationFactors
  1524. {
  1525. float edge[3] : SV_TessFactor;
  1526. float inside : SV_InsideTessFactor;
  1527. };
  1528. VertexControl vert ( VertexInput v )
  1529. {
  1530. VertexControl o;
  1531. UNITY_SETUP_INSTANCE_ID(v);
  1532. UNITY_TRANSFER_INSTANCE_ID(v, o);
  1533. o.vertex = v.vertex;
  1534. o.ase_normal = v.ase_normal;
  1535. o.ase_texcoord = v.ase_texcoord;
  1536. return o;
  1537. }
  1538. TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
  1539. {
  1540. TessellationFactors o;
  1541. float4 tf = 1;
  1542. float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
  1543. float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
  1544. #if defined(ASE_FIXED_TESSELLATION)
  1545. tf = FixedTess( tessValue );
  1546. #elif defined(ASE_DISTANCE_TESSELLATION)
  1547. tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
  1548. #elif defined(ASE_LENGTH_TESSELLATION)
  1549. tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
  1550. #elif defined(ASE_LENGTH_CULL_TESSELLATION)
  1551. tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
  1552. #endif
  1553. o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
  1554. return o;
  1555. }
  1556. [domain("tri")]
  1557. [partitioning("fractional_odd")]
  1558. [outputtopology("triangle_cw")]
  1559. [patchconstantfunc("TessellationFunction")]
  1560. [outputcontrolpoints(3)]
  1561. VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
  1562. {
  1563. return patch[id];
  1564. }
  1565. [domain("tri")]
  1566. VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
  1567. {
  1568. VertexInput o = (VertexInput) 0;
  1569. o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
  1570. o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
  1571. o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
  1572. #if defined(ASE_PHONG_TESSELLATION)
  1573. float3 pp[3];
  1574. for (int i = 0; i < 3; ++i)
  1575. 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));
  1576. float phongStrength = _TessPhongStrength;
  1577. o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
  1578. #endif
  1579. UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
  1580. return VertexFunction(o);
  1581. }
  1582. #else
  1583. VertexOutput vert ( VertexInput v )
  1584. {
  1585. return VertexFunction( v );
  1586. }
  1587. #endif
  1588. half4 frag(VertexOutput IN ) : SV_TARGET
  1589. {
  1590. UNITY_SETUP_INSTANCE_ID( IN );
  1591. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
  1592. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  1593. float3 WorldPosition = IN.worldPos;
  1594. #endif
  1595. float4 ShadowCoords = float4( 0, 0, 0, 0 );
  1596. #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  1597. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  1598. ShadowCoords = IN.shadowCoord;
  1599. #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
  1600. ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
  1601. #endif
  1602. #endif
  1603. float4 localBreakRGBA115 = ( float4( 0,0,0,0 ) );
  1604. float2 uv_Control = IN.ase_texcoord2.xy * _Control_ST.xy + _Control_ST.zw;
  1605. float4 tex2DNode6 = tex2D( _Control, uv_Control );
  1606. float4 Weight143 = tex2DNode6;
  1607. float2 uv_Splat0 = IN.ase_texcoord2.xy * _Splat0_ST.xy + _Splat0_ST.zw;
  1608. float4 appendResult123 = (float4(1.0 , 1.0 , 1.0 , _Smoothness0));
  1609. float4 Layer1143 = ( tex2D( _Splat0, uv_Splat0 ) * appendResult123 );
  1610. float2 uv_Splat1 = IN.ase_texcoord2.xy * _Splat1_ST.xy + _Splat1_ST.zw;
  1611. float4 appendResult126 = (float4(1.0 , 1.0 , 1.0 , _Smoothness1));
  1612. float4 Layer2143 = ( tex2D( _Splat1, uv_Splat1 ) * appendResult126 );
  1613. float2 uv_Splat2 = IN.ase_texcoord2.xy * _Splat2_ST.xy + _Splat2_ST.zw;
  1614. float4 appendResult129 = (float4(1.0 , 1.0 , 1.0 , _Smoothness2));
  1615. float4 Layer3143 = ( tex2D( _Splat2, uv_Splat2 ) * appendResult129 );
  1616. float2 uv_Splat3 = IN.ase_texcoord2.xy * _Splat3_ST.xy + _Splat3_ST.zw;
  1617. float4 appendResult131 = (float4(1.0 , 1.0 , 1.0 , _Smoothness3));
  1618. float4 Layer4143 = ( tex2D( _Splat3, uv_Splat3 ) * appendResult131 );
  1619. float4 localWeightedBlend4143 = WeightedBlend4143( Weight143 , Layer1143 , Layer2143 , Layer3143 , Layer4143 );
  1620. float4 RGBA115 = localWeightedBlend4143;
  1621. float3 RGB115 = float3( 0,0,0 );
  1622. float A115 = 0;
  1623. {
  1624. RGB115 = RGBA115.rgb;
  1625. A115 = RGBA115.a;
  1626. }
  1627. float3 Albedo = RGB115;
  1628. float Alpha = 1;
  1629. float AlphaClipThreshold = 0.5;
  1630. half4 color = half4( Albedo, Alpha );
  1631. #ifdef _ALPHATEST_ON
  1632. clip(Alpha - AlphaClipThreshold);
  1633. #endif
  1634. return color;
  1635. }
  1636. ENDHLSL
  1637. }
  1638. Pass
  1639. {
  1640. Name "DepthNormals"
  1641. Tags { "LightMode"="DepthNormals" }
  1642. ZWrite On
  1643. Blend One Zero
  1644. ZTest LEqual
  1645. ZWrite On
  1646. HLSLPROGRAM
  1647. #define _SPECULAR_SETUP 1
  1648. #define _NORMAL_DROPOFF_TS 1
  1649. #pragma multi_compile_instancing
  1650. #pragma multi_compile _ LOD_FADE_CROSSFADE
  1651. #pragma multi_compile_fog
  1652. #define ASE_FOG 1
  1653. #define _NORMALMAP 1
  1654. #define ASE_SRP_VERSION 100500
  1655. #pragma vertex vert
  1656. #pragma fragment frag
  1657. #define SHADERPASS_DEPTHNORMALSONLY
  1658. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  1659. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  1660. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
  1661. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  1662. #pragma shader_feature_local SMOOTHNESS_TEXTURE
  1663. struct VertexInput
  1664. {
  1665. float4 vertex : POSITION;
  1666. float3 ase_normal : NORMAL;
  1667. UNITY_VERTEX_INPUT_INSTANCE_ID
  1668. };
  1669. struct VertexOutput
  1670. {
  1671. float4 clipPos : SV_POSITION;
  1672. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  1673. float3 worldPos : TEXCOORD0;
  1674. #endif
  1675. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  1676. float4 shadowCoord : TEXCOORD1;
  1677. #endif
  1678. float3 worldNormal : TEXCOORD2;
  1679. UNITY_VERTEX_INPUT_INSTANCE_ID
  1680. UNITY_VERTEX_OUTPUT_STEREO
  1681. };
  1682. CBUFFER_START(UnityPerMaterial)
  1683. float4 _Control_ST;
  1684. float4 _Splat0_ST;
  1685. float4 _Splat1_ST;
  1686. float4 _Splat2_ST;
  1687. float4 _Splat3_ST;
  1688. float4 _SpecularColor;
  1689. float _Smoothness0;
  1690. float _Smoothness1;
  1691. float _Smoothness2;
  1692. float _Smoothness3;
  1693. float _NormalIntensity0;
  1694. float _NormalIntensity1;
  1695. float _NormalIntensity2;
  1696. float _NormalIntensity3;
  1697. #ifdef _TRANSMISSION_ASE
  1698. float _TransmissionShadow;
  1699. #endif
  1700. #ifdef _TRANSLUCENCY_ASE
  1701. float _TransStrength;
  1702. float _TransNormal;
  1703. float _TransScattering;
  1704. float _TransDirect;
  1705. float _TransAmbient;
  1706. float _TransShadow;
  1707. #endif
  1708. #ifdef TESSELLATION_ON
  1709. float _TessPhongStrength;
  1710. float _TessValue;
  1711. float _TessMin;
  1712. float _TessMax;
  1713. float _TessEdgeLength;
  1714. float _TessMaxDisp;
  1715. #endif
  1716. CBUFFER_END
  1717. VertexOutput VertexFunction( VertexInput v )
  1718. {
  1719. VertexOutput o = (VertexOutput)0;
  1720. UNITY_SETUP_INSTANCE_ID(v);
  1721. UNITY_TRANSFER_INSTANCE_ID(v, o);
  1722. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  1723. #ifdef ASE_ABSOLUTE_VERTEX_POS
  1724. float3 defaultVertexValue = v.vertex.xyz;
  1725. #else
  1726. float3 defaultVertexValue = float3(0, 0, 0);
  1727. #endif
  1728. float3 vertexValue = defaultVertexValue;
  1729. #ifdef ASE_ABSOLUTE_VERTEX_POS
  1730. v.vertex.xyz = vertexValue;
  1731. #else
  1732. v.vertex.xyz += vertexValue;
  1733. #endif
  1734. v.ase_normal = v.ase_normal;
  1735. float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
  1736. float3 normalWS = TransformObjectToWorldNormal( v.ase_normal );
  1737. float4 positionCS = TransformWorldToHClip( positionWS );
  1738. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  1739. o.worldPos = positionWS;
  1740. #endif
  1741. o.worldNormal = normalWS;
  1742. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  1743. VertexPositionInputs vertexInput = (VertexPositionInputs)0;
  1744. vertexInput.positionWS = positionWS;
  1745. vertexInput.positionCS = positionCS;
  1746. o.shadowCoord = GetShadowCoord( vertexInput );
  1747. #endif
  1748. o.clipPos = positionCS;
  1749. return o;
  1750. }
  1751. #if defined(TESSELLATION_ON)
  1752. struct VertexControl
  1753. {
  1754. float4 vertex : INTERNALTESSPOS;
  1755. float3 ase_normal : NORMAL;
  1756. UNITY_VERTEX_INPUT_INSTANCE_ID
  1757. };
  1758. struct TessellationFactors
  1759. {
  1760. float edge[3] : SV_TessFactor;
  1761. float inside : SV_InsideTessFactor;
  1762. };
  1763. VertexControl vert ( VertexInput v )
  1764. {
  1765. VertexControl o;
  1766. UNITY_SETUP_INSTANCE_ID(v);
  1767. UNITY_TRANSFER_INSTANCE_ID(v, o);
  1768. o.vertex = v.vertex;
  1769. o.ase_normal = v.ase_normal;
  1770. return o;
  1771. }
  1772. TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
  1773. {
  1774. TessellationFactors o;
  1775. float4 tf = 1;
  1776. float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
  1777. float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
  1778. #if defined(ASE_FIXED_TESSELLATION)
  1779. tf = FixedTess( tessValue );
  1780. #elif defined(ASE_DISTANCE_TESSELLATION)
  1781. tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
  1782. #elif defined(ASE_LENGTH_TESSELLATION)
  1783. tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
  1784. #elif defined(ASE_LENGTH_CULL_TESSELLATION)
  1785. tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
  1786. #endif
  1787. o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
  1788. return o;
  1789. }
  1790. [domain("tri")]
  1791. [partitioning("fractional_odd")]
  1792. [outputtopology("triangle_cw")]
  1793. [patchconstantfunc("TessellationFunction")]
  1794. [outputcontrolpoints(3)]
  1795. VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
  1796. {
  1797. return patch[id];
  1798. }
  1799. [domain("tri")]
  1800. VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
  1801. {
  1802. VertexInput o = (VertexInput) 0;
  1803. o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
  1804. o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
  1805. #if defined(ASE_PHONG_TESSELLATION)
  1806. float3 pp[3];
  1807. for (int i = 0; i < 3; ++i)
  1808. 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));
  1809. float phongStrength = _TessPhongStrength;
  1810. o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
  1811. #endif
  1812. UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
  1813. return VertexFunction(o);
  1814. }
  1815. #else
  1816. VertexOutput vert ( VertexInput v )
  1817. {
  1818. return VertexFunction( v );
  1819. }
  1820. #endif
  1821. #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
  1822. #define ASE_SV_DEPTH SV_DepthLessEqual
  1823. #else
  1824. #define ASE_SV_DEPTH SV_Depth
  1825. #endif
  1826. half4 frag( VertexOutput IN
  1827. #ifdef ASE_DEPTH_WRITE_ON
  1828. ,out float outputDepth : ASE_SV_DEPTH
  1829. #endif
  1830. ) : SV_TARGET
  1831. {
  1832. UNITY_SETUP_INSTANCE_ID(IN);
  1833. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
  1834. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  1835. float3 WorldPosition = IN.worldPos;
  1836. #endif
  1837. float4 ShadowCoords = float4( 0, 0, 0, 0 );
  1838. #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  1839. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  1840. ShadowCoords = IN.shadowCoord;
  1841. #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
  1842. ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
  1843. #endif
  1844. #endif
  1845. float Alpha = 1;
  1846. float AlphaClipThreshold = 0.5;
  1847. #ifdef ASE_DEPTH_WRITE_ON
  1848. float DepthValue = 0;
  1849. #endif
  1850. #ifdef _ALPHATEST_ON
  1851. clip(Alpha - AlphaClipThreshold);
  1852. #endif
  1853. #ifdef LOD_FADE_CROSSFADE
  1854. LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
  1855. #endif
  1856. #ifdef ASE_DEPTH_WRITE_ON
  1857. outputDepth = DepthValue;
  1858. #endif
  1859. return float4(PackNormalOctRectEncode(TransformWorldToViewDir(IN.worldNormal, true)), 0.0, 0.0);
  1860. }
  1861. ENDHLSL
  1862. }
  1863. Pass
  1864. {
  1865. Name "GBuffer"
  1866. Tags { "LightMode"="UniversalGBuffer" }
  1867. Blend One Zero, One Zero
  1868. ZWrite On
  1869. ZTest LEqual
  1870. Offset 0 , 0
  1871. ColorMask RGBA
  1872. HLSLPROGRAM
  1873. #define _SPECULAR_SETUP 1
  1874. #define _NORMAL_DROPOFF_TS 1
  1875. #pragma multi_compile_instancing
  1876. #pragma multi_compile _ LOD_FADE_CROSSFADE
  1877. #pragma multi_compile_fog
  1878. #define ASE_FOG 1
  1879. #define _NORMALMAP 1
  1880. #define ASE_SRP_VERSION 100500
  1881. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
  1882. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
  1883. #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
  1884. #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
  1885. #pragma multi_compile _ _SHADOWS_SOFT
  1886. #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
  1887. #pragma multi_compile _ _GBUFFER_NORMALS_OCT
  1888. #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  1889. #pragma multi_compile _ LIGHTMAP_ON
  1890. #pragma vertex vert
  1891. #pragma fragment frag
  1892. #define SHADERPASS SHADERPASS_GBUFFER
  1893. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  1894. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  1895. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  1896. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
  1897. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
  1898. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
  1899. #if ASE_SRP_VERSION <= 70108
  1900. #define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
  1901. #endif
  1902. #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
  1903. #define ENABLE_TERRAIN_PERPIXEL_NORMAL
  1904. #endif
  1905. #pragma shader_feature_local SMOOTHNESS_TEXTURE
  1906. #pragma shader_feature_local ENABLE_NORMAL_INTENSITY
  1907. struct VertexInput
  1908. {
  1909. float4 vertex : POSITION;
  1910. float3 ase_normal : NORMAL;
  1911. float4 ase_tangent : TANGENT;
  1912. float4 texcoord1 : TEXCOORD1;
  1913. float4 texcoord : TEXCOORD0;
  1914. UNITY_VERTEX_INPUT_INSTANCE_ID
  1915. };
  1916. struct VertexOutput
  1917. {
  1918. float4 clipPos : SV_POSITION;
  1919. float4 lightmapUVOrVertexSH : TEXCOORD0;
  1920. half4 fogFactorAndVertexLight : TEXCOORD1;
  1921. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  1922. float4 shadowCoord : TEXCOORD2;
  1923. #endif
  1924. float4 tSpace0 : TEXCOORD3;
  1925. float4 tSpace1 : TEXCOORD4;
  1926. float4 tSpace2 : TEXCOORD5;
  1927. #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
  1928. float4 screenPos : TEXCOORD6;
  1929. #endif
  1930. float4 ase_texcoord7 : TEXCOORD7;
  1931. UNITY_VERTEX_INPUT_INSTANCE_ID
  1932. UNITY_VERTEX_OUTPUT_STEREO
  1933. };
  1934. CBUFFER_START(UnityPerMaterial)
  1935. float4 _Control_ST;
  1936. float4 _Splat0_ST;
  1937. float4 _Splat1_ST;
  1938. float4 _Splat2_ST;
  1939. float4 _Splat3_ST;
  1940. float4 _SpecularColor;
  1941. float _Smoothness0;
  1942. float _Smoothness1;
  1943. float _Smoothness2;
  1944. float _Smoothness3;
  1945. float _NormalIntensity0;
  1946. float _NormalIntensity1;
  1947. float _NormalIntensity2;
  1948. float _NormalIntensity3;
  1949. #ifdef _TRANSMISSION_ASE
  1950. float _TransmissionShadow;
  1951. #endif
  1952. #ifdef _TRANSLUCENCY_ASE
  1953. float _TransStrength;
  1954. float _TransNormal;
  1955. float _TransScattering;
  1956. float _TransDirect;
  1957. float _TransAmbient;
  1958. float _TransShadow;
  1959. #endif
  1960. #ifdef TESSELLATION_ON
  1961. float _TessPhongStrength;
  1962. float _TessValue;
  1963. float _TessMin;
  1964. float _TessMax;
  1965. float _TessEdgeLength;
  1966. float _TessMaxDisp;
  1967. #endif
  1968. CBUFFER_END
  1969. sampler2D _Control;
  1970. sampler2D _Splat0;
  1971. sampler2D _Splat1;
  1972. sampler2D _Splat2;
  1973. sampler2D _Splat3;
  1974. sampler2D _Normal0;
  1975. sampler2D _Normal1;
  1976. sampler2D _Normal2;
  1977. sampler2D _Normal3;
  1978. float4 WeightedBlend4143( half4 Weight, float4 Layer1, float4 Layer2, float4 Layer3, float4 Layer4 )
  1979. {
  1980. return Layer1 * Weight.r + Layer2 * Weight.g + Layer3 * Weight.b + Layer4 * Weight.a;
  1981. }
  1982. inline float3 MTE_NormalIntensity_fixed154( float3 Normal, float Strength )
  1983. {
  1984. return lerp(Normal, float3(0,0,1), - Strength + 1.0);
  1985. }
  1986. inline float3 MTE_NormalIntensity_fixed151( float3 Normal, float Strength )
  1987. {
  1988. return lerp(Normal, float3(0,0,1), - Strength + 1.0);
  1989. }
  1990. inline float3 MTE_NormalIntensity_fixed148( float3 Normal, float Strength )
  1991. {
  1992. return lerp(Normal, float3(0,0,1), - Strength + 1.0);
  1993. }
  1994. inline float3 MTE_NormalIntensity_fixed145( float3 Normal, float Strength )
  1995. {
  1996. return lerp(Normal, float3(0,0,1), - Strength + 1.0);
  1997. }
  1998. float4 WeightedBlend489( half4 Weight, float4 Layer1, float4 Layer2, float4 Layer3, float4 Layer4 )
  1999. {
  2000. return Layer1 * Weight.r + Layer2 * Weight.g + Layer3 * Weight.b + Layer4 * Weight.a;
  2001. }
  2002. VertexOutput VertexFunction( VertexInput v )
  2003. {
  2004. VertexOutput o = (VertexOutput)0;
  2005. UNITY_SETUP_INSTANCE_ID(v);
  2006. UNITY_TRANSFER_INSTANCE_ID(v, o);
  2007. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  2008. o.ase_texcoord7.xy = v.texcoord.xy;
  2009. //setting value to unused interpolator channels and avoid initialization warnings
  2010. o.ase_texcoord7.zw = 0;
  2011. #ifdef ASE_ABSOLUTE_VERTEX_POS
  2012. float3 defaultVertexValue = v.vertex.xyz;
  2013. #else
  2014. float3 defaultVertexValue = float3(0, 0, 0);
  2015. #endif
  2016. float3 vertexValue = defaultVertexValue;
  2017. #ifdef ASE_ABSOLUTE_VERTEX_POS
  2018. v.vertex.xyz = vertexValue;
  2019. #else
  2020. v.vertex.xyz += vertexValue;
  2021. #endif
  2022. v.ase_normal = v.ase_normal;
  2023. float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
  2024. float3 positionVS = TransformWorldToView( positionWS );
  2025. float4 positionCS = TransformWorldToHClip( positionWS );
  2026. VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent );
  2027. o.tSpace0 = float4( normalInput.normalWS, positionWS.x);
  2028. o.tSpace1 = float4( normalInput.tangentWS, positionWS.y);
  2029. o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z);
  2030. OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy );
  2031. OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz );
  2032. #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
  2033. o.lightmapUVOrVertexSH.zw = v.texcoord;
  2034. o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw;
  2035. #endif
  2036. half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );
  2037. #ifdef ASE_FOG
  2038. half fogFactor = ComputeFogFactor( positionCS.z );
  2039. #else
  2040. half fogFactor = 0;
  2041. #endif
  2042. o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
  2043. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  2044. VertexPositionInputs vertexInput = (VertexPositionInputs)0;
  2045. vertexInput.positionWS = positionWS;
  2046. vertexInput.positionCS = positionCS;
  2047. o.shadowCoord = GetShadowCoord( vertexInput );
  2048. #endif
  2049. o.clipPos = positionCS;
  2050. #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
  2051. o.screenPos = ComputeScreenPos(positionCS);
  2052. #endif
  2053. return o;
  2054. }
  2055. #if defined(TESSELLATION_ON)
  2056. struct VertexControl
  2057. {
  2058. float4 vertex : INTERNALTESSPOS;
  2059. float3 ase_normal : NORMAL;
  2060. float4 ase_tangent : TANGENT;
  2061. float4 texcoord : TEXCOORD0;
  2062. float4 texcoord1 : TEXCOORD1;
  2063. UNITY_VERTEX_INPUT_INSTANCE_ID
  2064. };
  2065. struct TessellationFactors
  2066. {
  2067. float edge[3] : SV_TessFactor;
  2068. float inside : SV_InsideTessFactor;
  2069. };
  2070. VertexControl vert ( VertexInput v )
  2071. {
  2072. VertexControl o;
  2073. UNITY_SETUP_INSTANCE_ID(v);
  2074. UNITY_TRANSFER_INSTANCE_ID(v, o);
  2075. o.vertex = v.vertex;
  2076. o.ase_normal = v.ase_normal;
  2077. o.ase_tangent = v.ase_tangent;
  2078. o.texcoord = v.texcoord;
  2079. o.texcoord1 = v.texcoord1;
  2080. return o;
  2081. }
  2082. TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
  2083. {
  2084. TessellationFactors o;
  2085. float4 tf = 1;
  2086. float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
  2087. float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
  2088. #if defined(ASE_FIXED_TESSELLATION)
  2089. tf = FixedTess( tessValue );
  2090. #elif defined(ASE_DISTANCE_TESSELLATION)
  2091. tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
  2092. #elif defined(ASE_LENGTH_TESSELLATION)
  2093. tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
  2094. #elif defined(ASE_LENGTH_CULL_TESSELLATION)
  2095. tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
  2096. #endif
  2097. o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
  2098. return o;
  2099. }
  2100. [domain("tri")]
  2101. [partitioning("fractional_odd")]
  2102. [outputtopology("triangle_cw")]
  2103. [patchconstantfunc("TessellationFunction")]
  2104. [outputcontrolpoints(3)]
  2105. VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
  2106. {
  2107. return patch[id];
  2108. }
  2109. [domain("tri")]
  2110. VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
  2111. {
  2112. VertexInput o = (VertexInput) 0;
  2113. o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
  2114. o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
  2115. o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
  2116. o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
  2117. o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
  2118. #if defined(ASE_PHONG_TESSELLATION)
  2119. float3 pp[3];
  2120. for (int i = 0; i < 3; ++i)
  2121. 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));
  2122. float phongStrength = _TessPhongStrength;
  2123. o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
  2124. #endif
  2125. UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
  2126. return VertexFunction(o);
  2127. }
  2128. #else
  2129. VertexOutput vert ( VertexInput v )
  2130. {
  2131. return VertexFunction( v );
  2132. }
  2133. #endif
  2134. #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
  2135. #define ASE_SV_DEPTH SV_DepthLessEqual
  2136. #else
  2137. #define ASE_SV_DEPTH SV_Depth
  2138. #endif
  2139. FragmentOutput frag ( VertexOutput IN
  2140. #ifdef ASE_DEPTH_WRITE_ON
  2141. ,out float outputDepth : ASE_SV_DEPTH
  2142. #endif
  2143. )
  2144. {
  2145. UNITY_SETUP_INSTANCE_ID(IN);
  2146. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
  2147. #ifdef LOD_FADE_CROSSFADE
  2148. LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
  2149. #endif
  2150. #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
  2151. float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
  2152. float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
  2153. float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
  2154. float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
  2155. #else
  2156. float3 WorldNormal = normalize( IN.tSpace0.xyz );
  2157. float3 WorldTangent = IN.tSpace1.xyz;
  2158. float3 WorldBiTangent = IN.tSpace2.xyz;
  2159. #endif
  2160. float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
  2161. float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
  2162. float4 ShadowCoords = float4( 0, 0, 0, 0 );
  2163. #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
  2164. float4 ScreenPos = IN.screenPos;
  2165. #endif
  2166. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  2167. ShadowCoords = IN.shadowCoord;
  2168. #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
  2169. ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
  2170. #endif
  2171. WorldViewDirection = SafeNormalize( WorldViewDirection );
  2172. float4 localBreakRGBA115 = ( float4( 0,0,0,0 ) );
  2173. float2 uv_Control = IN.ase_texcoord7.xy * _Control_ST.xy + _Control_ST.zw;
  2174. float4 tex2DNode6 = tex2D( _Control, uv_Control );
  2175. float4 Weight143 = tex2DNode6;
  2176. float2 uv_Splat0 = IN.ase_texcoord7.xy * _Splat0_ST.xy + _Splat0_ST.zw;
  2177. float4 appendResult123 = (float4(1.0 , 1.0 , 1.0 , _Smoothness0));
  2178. float4 Layer1143 = ( tex2D( _Splat0, uv_Splat0 ) * appendResult123 );
  2179. float2 uv_Splat1 = IN.ase_texcoord7.xy * _Splat1_ST.xy + _Splat1_ST.zw;
  2180. float4 appendResult126 = (float4(1.0 , 1.0 , 1.0 , _Smoothness1));
  2181. float4 Layer2143 = ( tex2D( _Splat1, uv_Splat1 ) * appendResult126 );
  2182. float2 uv_Splat2 = IN.ase_texcoord7.xy * _Splat2_ST.xy + _Splat2_ST.zw;
  2183. float4 appendResult129 = (float4(1.0 , 1.0 , 1.0 , _Smoothness2));
  2184. float4 Layer3143 = ( tex2D( _Splat2, uv_Splat2 ) * appendResult129 );
  2185. float2 uv_Splat3 = IN.ase_texcoord7.xy * _Splat3_ST.xy + _Splat3_ST.zw;
  2186. float4 appendResult131 = (float4(1.0 , 1.0 , 1.0 , _Smoothness3));
  2187. float4 Layer4143 = ( tex2D( _Splat3, uv_Splat3 ) * appendResult131 );
  2188. float4 localWeightedBlend4143 = WeightedBlend4143( Weight143 , Layer1143 , Layer2143 , Layer3143 , Layer4143 );
  2189. float4 RGBA115 = localWeightedBlend4143;
  2190. float3 RGB115 = float3( 0,0,0 );
  2191. float A115 = 0;
  2192. {
  2193. RGB115 = RGBA115.rgb;
  2194. A115 = RGBA115.a;
  2195. }
  2196. float4 Weight89 = tex2DNode6;
  2197. float3 tex2DNode16 = UnpackNormalScale( tex2D( _Normal0, uv_Splat0 ), 1.0f );
  2198. float3 Normal154 = tex2DNode16;
  2199. float Strength154 = _NormalIntensity0;
  2200. float3 localMTE_NormalIntensity_fixed154 = MTE_NormalIntensity_fixed154( Normal154 , Strength154 );
  2201. #ifdef ENABLE_NORMAL_INTENSITY
  2202. float3 staticSwitch155 = localMTE_NormalIntensity_fixed154;
  2203. #else
  2204. float3 staticSwitch155 = tex2DNode16;
  2205. #endif
  2206. float4 Layer189 = float4( staticSwitch155 , 0.0 );
  2207. float3 tex2DNode39 = UnpackNormalScale( tex2D( _Normal1, uv_Splat1 ), 1.0f );
  2208. float3 Normal151 = tex2DNode39;
  2209. float Strength151 = _NormalIntensity1;
  2210. float3 localMTE_NormalIntensity_fixed151 = MTE_NormalIntensity_fixed151( Normal151 , Strength151 );
  2211. #ifdef ENABLE_NORMAL_INTENSITY
  2212. float3 staticSwitch152 = localMTE_NormalIntensity_fixed151;
  2213. #else
  2214. float3 staticSwitch152 = tex2DNode39;
  2215. #endif
  2216. float4 Layer289 = float4( staticSwitch152 , 0.0 );
  2217. float3 tex2DNode44 = UnpackNormalScale( tex2D( _Normal2, uv_Splat2 ), 1.0f );
  2218. float3 Normal148 = tex2DNode44;
  2219. float Strength148 = _NormalIntensity2;
  2220. float3 localMTE_NormalIntensity_fixed148 = MTE_NormalIntensity_fixed148( Normal148 , Strength148 );
  2221. #ifdef ENABLE_NORMAL_INTENSITY
  2222. float3 staticSwitch149 = localMTE_NormalIntensity_fixed148;
  2223. #else
  2224. float3 staticSwitch149 = tex2DNode44;
  2225. #endif
  2226. float4 Layer389 = float4( staticSwitch149 , 0.0 );
  2227. float3 tex2DNode48 = UnpackNormalScale( tex2D( _Normal3, uv_Splat3 ), 1.0f );
  2228. float3 Normal145 = tex2DNode48;
  2229. float Strength145 = _NormalIntensity3;
  2230. float3 localMTE_NormalIntensity_fixed145 = MTE_NormalIntensity_fixed145( Normal145 , Strength145 );
  2231. #ifdef ENABLE_NORMAL_INTENSITY
  2232. float3 staticSwitch146 = localMTE_NormalIntensity_fixed145;
  2233. #else
  2234. float3 staticSwitch146 = tex2DNode48;
  2235. #endif
  2236. float4 Layer489 = float4( staticSwitch146 , 0.0 );
  2237. float4 localWeightedBlend489 = WeightedBlend489( Weight89 , Layer189 , Layer289 , Layer389 , Layer489 );
  2238. float3 Albedo = RGB115;
  2239. float3 Normal = localWeightedBlend489.xyz;
  2240. float3 Emission = 0;
  2241. float3 Specular = _SpecularColor.rgb;
  2242. float Metallic = 0;
  2243. float Smoothness = A115;
  2244. float Occlusion = 1;
  2245. float Alpha = 1;
  2246. float AlphaClipThreshold = 0.5;
  2247. float AlphaClipThresholdShadow = 0.5;
  2248. float3 BakedGI = 0;
  2249. float3 RefractionColor = 1;
  2250. float RefractionIndex = 1;
  2251. float3 Transmission = 1;
  2252. float3 Translucency = 1;
  2253. #ifdef ASE_DEPTH_WRITE_ON
  2254. float DepthValue = 0;
  2255. #endif
  2256. #ifdef _ALPHATEST_ON
  2257. clip(Alpha - AlphaClipThreshold);
  2258. #endif
  2259. InputData inputData;
  2260. inputData.positionWS = WorldPosition;
  2261. inputData.viewDirectionWS = WorldViewDirection;
  2262. inputData.shadowCoord = ShadowCoords;
  2263. #ifdef _NORMALMAP
  2264. #if _NORMAL_DROPOFF_TS
  2265. inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal ));
  2266. #elif _NORMAL_DROPOFF_OS
  2267. inputData.normalWS = TransformObjectToWorldNormal(Normal);
  2268. #elif _NORMAL_DROPOFF_WS
  2269. inputData.normalWS = Normal;
  2270. #endif
  2271. inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
  2272. #else
  2273. inputData.normalWS = WorldNormal;
  2274. #endif
  2275. #ifdef ASE_FOG
  2276. inputData.fogCoord = IN.fogFactorAndVertexLight.x;
  2277. #endif
  2278. inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
  2279. #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
  2280. float3 SH = SampleSH(inputData.normalWS.xyz);
  2281. #else
  2282. float3 SH = IN.lightmapUVOrVertexSH.xyz;
  2283. #endif
  2284. inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS );
  2285. #ifdef _ASE_BAKEDGI
  2286. inputData.bakedGI = BakedGI;
  2287. #endif
  2288. BRDFData brdfData;
  2289. InitializeBRDFData( Albedo, Metallic, Specular, Smoothness, Alpha, brdfData);
  2290. half4 color;
  2291. color.rgb = GlobalIllumination( brdfData, inputData.bakedGI, Occlusion, inputData.normalWS, inputData.viewDirectionWS);
  2292. color.a = Alpha;
  2293. #ifdef _TRANSMISSION_ASE
  2294. {
  2295. float shadow = _TransmissionShadow;
  2296. Light mainLight = GetMainLight( inputData.shadowCoord );
  2297. float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
  2298. mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
  2299. half3 mainTransmission = max(0 , -dot(inputData.normalWS, mainLight.direction)) * mainAtten * Transmission;
  2300. color.rgb += Albedo * mainTransmission;
  2301. #ifdef _ADDITIONAL_LIGHTS
  2302. int transPixelLightCount = GetAdditionalLightsCount();
  2303. for (int i = 0; i < transPixelLightCount; ++i)
  2304. {
  2305. Light light = GetAdditionalLight(i, inputData.positionWS);
  2306. float3 atten = light.color * light.distanceAttenuation;
  2307. atten = lerp( atten, atten * light.shadowAttenuation, shadow );
  2308. half3 transmission = max(0 , -dot(inputData.normalWS, light.direction)) * atten * Transmission;
  2309. color.rgb += Albedo * transmission;
  2310. }
  2311. #endif
  2312. }
  2313. #endif
  2314. #ifdef _TRANSLUCENCY_ASE
  2315. {
  2316. float shadow = _TransShadow;
  2317. float normal = _TransNormal;
  2318. float scattering = _TransScattering;
  2319. float direct = _TransDirect;
  2320. float ambient = _TransAmbient;
  2321. float strength = _TransStrength;
  2322. Light mainLight = GetMainLight( inputData.shadowCoord );
  2323. float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
  2324. mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
  2325. half3 mainLightDir = mainLight.direction + inputData.normalWS * normal;
  2326. half mainVdotL = pow( saturate( dot( inputData.viewDirectionWS, -mainLightDir ) ), scattering );
  2327. half3 mainTranslucency = mainAtten * ( mainVdotL * direct + inputData.bakedGI * ambient ) * Translucency;
  2328. color.rgb += Albedo * mainTranslucency * strength;
  2329. #ifdef _ADDITIONAL_LIGHTS
  2330. int transPixelLightCount = GetAdditionalLightsCount();
  2331. for (int i = 0; i < transPixelLightCount; ++i)
  2332. {
  2333. Light light = GetAdditionalLight(i, inputData.positionWS);
  2334. float3 atten = light.color * light.distanceAttenuation;
  2335. atten = lerp( atten, atten * light.shadowAttenuation, shadow );
  2336. half3 lightDir = light.direction + inputData.normalWS * normal;
  2337. half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );
  2338. half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;
  2339. color.rgb += Albedo * translucency * strength;
  2340. }
  2341. #endif
  2342. }
  2343. #endif
  2344. #ifdef _REFRACTION_ASE
  2345. float4 projScreenPos = ScreenPos / ScreenPos.w;
  2346. float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal, 0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
  2347. projScreenPos.xy += refractionOffset.xy;
  2348. float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
  2349. color.rgb = lerp( refraction, color.rgb, color.a );
  2350. color.a = 1;
  2351. #endif
  2352. #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
  2353. color.rgb *= color.a;
  2354. #endif
  2355. #ifdef ASE_FOG
  2356. #ifdef TERRAIN_SPLAT_ADDPASS
  2357. color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x );
  2358. #else
  2359. color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x);
  2360. #endif
  2361. #endif
  2362. #ifdef ASE_DEPTH_WRITE_ON
  2363. outputDepth = DepthValue;
  2364. #endif
  2365. return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb);
  2366. }
  2367. ENDHLSL
  2368. }
  2369. }
  2370. CustomEditor "MTE.MTEShaderGUI"
  2371. Fallback "Hidden/InternalErrorShader"
  2372. }
  2373. /*ASEBEGIN
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  2509. //CHKSM=24D7EFDA6B2A2C086BB6F5D3ABCC88682DADDB8B