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- // Made with Amplify Shader Editor
- // Available at the Unity Asset Store - http://u3d.as/y3X
- Shader "MTE/URP/4 Textures"
- {
- Properties
- {
- [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
- [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
- _Splat0("Layer 1", 2D) = "white" {}
- _Splat1("Layer 2", 2D) = "white" {}
- _Splat2("Layer 3", 2D) = "white" {}
- _Splat3("Layer 4", 2D) = "white" {}
- _Normal0("Normalmap 1", 2D) = "bump" {}
- _Normal1("Normalmap 2", 2D) = "bump" {}
- _Normal2("Normalmap 3", 2D) = "bump" {}
- _Normal3("Normalmap 4", 2D) = "bump" {}
- [Toggle(SMOOTHNESS_TEXTURE)] SMOOTHNESS_TEXTURE("Smoothness Texture", Float) = 0
- _Smoothness0("Smoothness 1", Range( 0 , 1)) = 0.5
- _Smoothness1("Smoothness 2", Range( 0 , 1)) = 0.5
- _Smoothness2("Smoothness 3", Range( 0 , 1)) = 0.5
- _Smoothness3("Smoothness 4", Range( 0 , 1)) = 0.5
- _Control("Control", 2D) = "white" {}
- [Toggle(ENABLE_NORMAL_INTENSITY)] ENABLE_NORMAL_INTENSITY("Normal Intensity", Float) = 1
- _NormalIntensity0("Normal Intensity 1", Range( 0.01 , 10)) = 1
- _NormalIntensity1("Normal Intensity 2", Range( 0.01 , 10)) = 1
- _NormalIntensity2("Normal Intensity 3", Range( 0.01 , 10)) = 1
- _NormalIntensity3("Normal Intensity 4", Range( 0.01 , 10)) = 1
- [ASEEnd]_SpecularColor("SpecularColor", Color) = (0,0,0,0)
- //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
- //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
- //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
- //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
- //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
- //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
- //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
- //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
- //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
- //_TessMin( "Tess Min Distance", Float ) = 10
- //_TessMax( "Tess Max Distance", Float ) = 25
- //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
- //_TessMaxDisp( "Tess Max Displacement", Float ) = 25
- }
- SubShader
- {
- LOD 0
-
- Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
- Cull Back
- AlphaToMask Off
-
- HLSLINCLUDE
- #pragma target 3.0
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
- #ifndef ASE_TESS_FUNCS
- #define ASE_TESS_FUNCS
- float4 FixedTess( float tessValue )
- {
- return tessValue;
- }
-
- float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
- {
- float3 wpos = mul(o2w,vertex).xyz;
- float dist = distance (wpos, cameraPos);
- float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
- return f;
- }
- float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
- {
- float4 tess;
- tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
- tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
- tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
- tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
- return tess;
- }
- float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
- {
- float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
- float len = distance(wpos0, wpos1);
- float f = max(len * scParams.y / (edgeLen * dist), 1.0);
- return f;
- }
- float DistanceFromPlane (float3 pos, float4 plane)
- {
- float d = dot (float4(pos,1.0f), plane);
- return d;
- }
- bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
- {
- float4 planeTest;
- planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
- planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
- planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
- planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
- return !all (planeTest);
- }
- float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
- {
- float3 f;
- f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
- f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
- f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
- return CalcTriEdgeTessFactors (f);
- }
- float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
- {
- float3 pos0 = mul(o2w,v0).xyz;
- float3 pos1 = mul(o2w,v1).xyz;
- float3 pos2 = mul(o2w,v2).xyz;
- float4 tess;
- tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
- tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
- tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
- tess.w = (tess.x + tess.y + tess.z) / 3.0f;
- return tess;
- }
- float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
- {
- float3 pos0 = mul(o2w,v0).xyz;
- float3 pos1 = mul(o2w,v1).xyz;
- float3 pos2 = mul(o2w,v2).xyz;
- float4 tess;
- if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
- {
- tess = 0.0f;
- }
- else
- {
- tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
- tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
- tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
- tess.w = (tess.x + tess.y + tess.z) / 3.0f;
- }
- return tess;
- }
- #endif //ASE_TESS_FUNCS
- ENDHLSL
-
- Pass
- {
-
- Name "Forward"
- Tags { "LightMode"="UniversalForward" }
-
- Blend One Zero, One Zero
- ZWrite On
- ZTest LEqual
- Offset 0 , 0
- ColorMask RGBA
-
- HLSLPROGRAM
-
- #define _SPECULAR_SETUP 1
- #define _NORMAL_DROPOFF_TS 1
- #pragma multi_compile_instancing
- #pragma multi_compile _ LOD_FADE_CROSSFADE
- #pragma multi_compile_fog
- #define ASE_FOG 1
- #define _NORMALMAP 1
- #define ASE_SRP_VERSION 100500
-
- #pragma multi_compile _ _SCREEN_SPACE_OCCLUSION
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
- #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS _ADDITIONAL_OFF
- #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
- #pragma multi_compile _ _SHADOWS_SOFT
- #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
-
- #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
- #pragma multi_compile _ SHADOWS_SHADOWMASK
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma vertex vert
- #pragma fragment frag
- #define SHADERPASS_FORWARD
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
-
- #if ASE_SRP_VERSION <= 70108
- #define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
- #endif
- #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
- #define ENABLE_TERRAIN_PERPIXEL_NORMAL
- #endif
- #pragma shader_feature_local SMOOTHNESS_TEXTURE
- #pragma shader_feature_local ENABLE_NORMAL_INTENSITY
- struct VertexInput
- {
- float4 vertex : POSITION;
- float3 ase_normal : NORMAL;
- float4 ase_tangent : TANGENT;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord : TEXCOORD0;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VertexOutput
- {
- float4 clipPos : SV_POSITION;
- float4 lightmapUVOrVertexSH : TEXCOORD0;
- half4 fogFactorAndVertexLight : TEXCOORD1;
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- float4 shadowCoord : TEXCOORD2;
- #endif
- float4 tSpace0 : TEXCOORD3;
- float4 tSpace1 : TEXCOORD4;
- float4 tSpace2 : TEXCOORD5;
- #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
- float4 screenPos : TEXCOORD6;
- #endif
- float4 ase_texcoord7 : TEXCOORD7;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _Control_ST;
- float4 _Splat0_ST;
- float4 _Splat1_ST;
- float4 _Splat2_ST;
- float4 _Splat3_ST;
- float4 _SpecularColor;
- float _Smoothness0;
- float _Smoothness1;
- float _Smoothness2;
- float _Smoothness3;
- float _NormalIntensity0;
- float _NormalIntensity1;
- float _NormalIntensity2;
- float _NormalIntensity3;
- #ifdef _TRANSMISSION_ASE
- float _TransmissionShadow;
- #endif
- #ifdef _TRANSLUCENCY_ASE
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef TESSELLATION_ON
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- CBUFFER_END
- sampler2D _Control;
- sampler2D _Splat0;
- sampler2D _Splat1;
- sampler2D _Splat2;
- sampler2D _Splat3;
- sampler2D _Normal0;
- sampler2D _Normal1;
- sampler2D _Normal2;
- sampler2D _Normal3;
- float4 WeightedBlend4143( half4 Weight, float4 Layer1, float4 Layer2, float4 Layer3, float4 Layer4 )
- {
- return Layer1 * Weight.r + Layer2 * Weight.g + Layer3 * Weight.b + Layer4 * Weight.a;
- }
-
- inline float3 MTE_NormalIntensity_fixed154( float3 Normal, float Strength )
- {
- return lerp(Normal, float3(0,0,1), - Strength + 1.0);
- }
-
- inline float3 MTE_NormalIntensity_fixed151( float3 Normal, float Strength )
- {
- return lerp(Normal, float3(0,0,1), - Strength + 1.0);
- }
-
- inline float3 MTE_NormalIntensity_fixed148( float3 Normal, float Strength )
- {
- return lerp(Normal, float3(0,0,1), - Strength + 1.0);
- }
-
- inline float3 MTE_NormalIntensity_fixed145( float3 Normal, float Strength )
- {
- return lerp(Normal, float3(0,0,1), - Strength + 1.0);
- }
-
- float4 WeightedBlend489( half4 Weight, float4 Layer1, float4 Layer2, float4 Layer3, float4 Layer4 )
- {
- return Layer1 * Weight.r + Layer2 * Weight.g + Layer3 * Weight.b + Layer4 * Weight.a;
- }
-
- VertexOutput VertexFunction( VertexInput v )
- {
- VertexOutput o = (VertexOutput)0;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- o.ase_texcoord7.xy = v.texcoord.xy;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- o.ase_texcoord7.zw = 0;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.vertex.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = defaultVertexValue;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.vertex.xyz = vertexValue;
- #else
- v.vertex.xyz += vertexValue;
- #endif
- v.ase_normal = v.ase_normal;
- float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
- float3 positionVS = TransformWorldToView( positionWS );
- float4 positionCS = TransformWorldToHClip( positionWS );
- VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent );
- o.tSpace0 = float4( normalInput.normalWS, positionWS.x);
- o.tSpace1 = float4( normalInput.tangentWS, positionWS.y);
- o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z);
- OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy );
- OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz );
- #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- o.lightmapUVOrVertexSH.zw = v.texcoord;
- o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw;
- #endif
- half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );
- #ifdef ASE_FOG
- half fogFactor = ComputeFogFactor( positionCS.z );
- #else
- half fogFactor = 0;
- #endif
- o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
-
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- VertexPositionInputs vertexInput = (VertexPositionInputs)0;
- vertexInput.positionWS = positionWS;
- vertexInput.positionCS = positionCS;
- o.shadowCoord = GetShadowCoord( vertexInput );
- #endif
-
- o.clipPos = positionCS;
- #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
- o.screenPos = ComputeScreenPos(positionCS);
- #endif
- return o;
- }
-
- #if defined(TESSELLATION_ON)
- struct VertexControl
- {
- float4 vertex : INTERNALTESSPOS;
- float3 ase_normal : NORMAL;
- float4 ase_tangent : TANGENT;
- float4 texcoord : TEXCOORD0;
- float4 texcoord1 : TEXCOORD1;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
- VertexControl vert ( VertexInput v )
- {
- VertexControl o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.vertex = v.vertex;
- o.ase_normal = v.ase_normal;
- o.ase_tangent = v.ase_tangent;
- o.texcoord = v.texcoord;
- o.texcoord1 = v.texcoord1;
-
- return o;
- }
- TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
- {
- TessellationFactors o;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
- return o;
- }
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- VertexInput o = (VertexInput) 0;
- o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
- o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
- o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
- o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
-
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
- float phongStrength = _TessPhongStrength;
- o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
- return VertexFunction(o);
- }
- #else
- VertexOutput vert ( VertexInput v )
- {
- return VertexFunction( v );
- }
- #endif
- #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
- #define ASE_SV_DEPTH SV_DepthLessEqual
- #else
- #define ASE_SV_DEPTH SV_Depth
- #endif
- half4 frag ( VertexOutput IN
- #ifdef ASE_DEPTH_WRITE_ON
- ,out float outputDepth : ASE_SV_DEPTH
- #endif
- ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(IN);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
- #ifdef LOD_FADE_CROSSFADE
- LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
- #endif
- #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
- float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
- float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
- float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
- #else
- float3 WorldNormal = normalize( IN.tSpace0.xyz );
- float3 WorldTangent = IN.tSpace1.xyz;
- float3 WorldBiTangent = IN.tSpace2.xyz;
- #endif
- float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
- float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
- #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
- float4 ScreenPos = IN.screenPos;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = IN.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
- #endif
-
- WorldViewDirection = SafeNormalize( WorldViewDirection );
- float4 localBreakRGBA115 = ( float4( 0,0,0,0 ) );
- float2 uv_Control = IN.ase_texcoord7.xy * _Control_ST.xy + _Control_ST.zw;
- float4 tex2DNode6 = tex2D( _Control, uv_Control );
- float4 Weight143 = tex2DNode6;
- float2 uv_Splat0 = IN.ase_texcoord7.xy * _Splat0_ST.xy + _Splat0_ST.zw;
- float4 appendResult123 = (float4(1.0 , 1.0 , 1.0 , _Smoothness0));
- float4 Layer1143 = ( tex2D( _Splat0, uv_Splat0 ) * appendResult123 );
- float2 uv_Splat1 = IN.ase_texcoord7.xy * _Splat1_ST.xy + _Splat1_ST.zw;
- float4 appendResult126 = (float4(1.0 , 1.0 , 1.0 , _Smoothness1));
- float4 Layer2143 = ( tex2D( _Splat1, uv_Splat1 ) * appendResult126 );
- float2 uv_Splat2 = IN.ase_texcoord7.xy * _Splat2_ST.xy + _Splat2_ST.zw;
- float4 appendResult129 = (float4(1.0 , 1.0 , 1.0 , _Smoothness2));
- float4 Layer3143 = ( tex2D( _Splat2, uv_Splat2 ) * appendResult129 );
- float2 uv_Splat3 = IN.ase_texcoord7.xy * _Splat3_ST.xy + _Splat3_ST.zw;
- float4 appendResult131 = (float4(1.0 , 1.0 , 1.0 , _Smoothness3));
- float4 Layer4143 = ( tex2D( _Splat3, uv_Splat3 ) * appendResult131 );
- float4 localWeightedBlend4143 = WeightedBlend4143( Weight143 , Layer1143 , Layer2143 , Layer3143 , Layer4143 );
- float4 RGBA115 = localWeightedBlend4143;
- float3 RGB115 = float3( 0,0,0 );
- float A115 = 0;
- {
- RGB115 = RGBA115.rgb;
- A115 = RGBA115.a;
- }
-
- float4 Weight89 = tex2DNode6;
- float3 tex2DNode16 = UnpackNormalScale( tex2D( _Normal0, uv_Splat0 ), 1.0f );
- float3 Normal154 = tex2DNode16;
- float Strength154 = _NormalIntensity0;
- float3 localMTE_NormalIntensity_fixed154 = MTE_NormalIntensity_fixed154( Normal154 , Strength154 );
- #ifdef ENABLE_NORMAL_INTENSITY
- float3 staticSwitch155 = localMTE_NormalIntensity_fixed154;
- #else
- float3 staticSwitch155 = tex2DNode16;
- #endif
- float4 Layer189 = float4( staticSwitch155 , 0.0 );
- float3 tex2DNode39 = UnpackNormalScale( tex2D( _Normal1, uv_Splat1 ), 1.0f );
- float3 Normal151 = tex2DNode39;
- float Strength151 = _NormalIntensity1;
- float3 localMTE_NormalIntensity_fixed151 = MTE_NormalIntensity_fixed151( Normal151 , Strength151 );
- #ifdef ENABLE_NORMAL_INTENSITY
- float3 staticSwitch152 = localMTE_NormalIntensity_fixed151;
- #else
- float3 staticSwitch152 = tex2DNode39;
- #endif
- float4 Layer289 = float4( staticSwitch152 , 0.0 );
- float3 tex2DNode44 = UnpackNormalScale( tex2D( _Normal2, uv_Splat2 ), 1.0f );
- float3 Normal148 = tex2DNode44;
- float Strength148 = _NormalIntensity2;
- float3 localMTE_NormalIntensity_fixed148 = MTE_NormalIntensity_fixed148( Normal148 , Strength148 );
- #ifdef ENABLE_NORMAL_INTENSITY
- float3 staticSwitch149 = localMTE_NormalIntensity_fixed148;
- #else
- float3 staticSwitch149 = tex2DNode44;
- #endif
- float4 Layer389 = float4( staticSwitch149 , 0.0 );
- float3 tex2DNode48 = UnpackNormalScale( tex2D( _Normal3, uv_Splat3 ), 1.0f );
- float3 Normal145 = tex2DNode48;
- float Strength145 = _NormalIntensity3;
- float3 localMTE_NormalIntensity_fixed145 = MTE_NormalIntensity_fixed145( Normal145 , Strength145 );
- #ifdef ENABLE_NORMAL_INTENSITY
- float3 staticSwitch146 = localMTE_NormalIntensity_fixed145;
- #else
- float3 staticSwitch146 = tex2DNode48;
- #endif
- float4 Layer489 = float4( staticSwitch146 , 0.0 );
- float4 localWeightedBlend489 = WeightedBlend489( Weight89 , Layer189 , Layer289 , Layer389 , Layer489 );
-
- float3 Albedo = RGB115;
- float3 Normal = localWeightedBlend489.xyz;
- float3 Emission = 0;
- float3 Specular = _SpecularColor.rgb;
- float Metallic = 0;
- float Smoothness = A115;
- float Occlusion = 1;
- float Alpha = 1;
- float AlphaClipThreshold = 0.5;
- float AlphaClipThresholdShadow = 0.5;
- float3 BakedGI = 0;
- float3 RefractionColor = 1;
- float RefractionIndex = 1;
- float3 Transmission = 1;
- float3 Translucency = 1;
- #ifdef ASE_DEPTH_WRITE_ON
- float DepthValue = 0;
- #endif
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
- #endif
- InputData inputData;
- inputData.positionWS = WorldPosition;
- inputData.viewDirectionWS = WorldViewDirection;
- inputData.shadowCoord = ShadowCoords;
- #ifdef _NORMALMAP
- #if _NORMAL_DROPOFF_TS
- inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal ));
- #elif _NORMAL_DROPOFF_OS
- inputData.normalWS = TransformObjectToWorldNormal(Normal);
- #elif _NORMAL_DROPOFF_WS
- inputData.normalWS = Normal;
- #endif
- inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
- #else
- inputData.normalWS = WorldNormal;
- #endif
- #ifdef ASE_FOG
- inputData.fogCoord = IN.fogFactorAndVertexLight.x;
- #endif
- inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
- #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- float3 SH = SampleSH(inputData.normalWS.xyz);
- #else
- float3 SH = IN.lightmapUVOrVertexSH.xyz;
- #endif
- inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS );
- #ifdef _ASE_BAKEDGI
- inputData.bakedGI = BakedGI;
- #endif
-
- inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.clipPos);
- inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy);
- half4 color = UniversalFragmentPBR(
- inputData,
- Albedo,
- Metallic,
- Specular,
- Smoothness,
- Occlusion,
- Emission,
- Alpha);
- #ifdef _TRANSMISSION_ASE
- {
- float shadow = _TransmissionShadow;
- Light mainLight = GetMainLight( inputData.shadowCoord );
- float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
- mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
- half3 mainTransmission = max(0 , -dot(inputData.normalWS, mainLight.direction)) * mainAtten * Transmission;
- color.rgb += Albedo * mainTransmission;
- #ifdef _ADDITIONAL_LIGHTS
- int transPixelLightCount = GetAdditionalLightsCount();
- for (int i = 0; i < transPixelLightCount; ++i)
- {
- Light light = GetAdditionalLight(i, inputData.positionWS);
- float3 atten = light.color * light.distanceAttenuation;
- atten = lerp( atten, atten * light.shadowAttenuation, shadow );
- half3 transmission = max(0 , -dot(inputData.normalWS, light.direction)) * atten * Transmission;
- color.rgb += Albedo * transmission;
- }
- #endif
- }
- #endif
- #ifdef _TRANSLUCENCY_ASE
- {
- float shadow = _TransShadow;
- float normal = _TransNormal;
- float scattering = _TransScattering;
- float direct = _TransDirect;
- float ambient = _TransAmbient;
- float strength = _TransStrength;
- Light mainLight = GetMainLight( inputData.shadowCoord );
- float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
- mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
- half3 mainLightDir = mainLight.direction + inputData.normalWS * normal;
- half mainVdotL = pow( saturate( dot( inputData.viewDirectionWS, -mainLightDir ) ), scattering );
- half3 mainTranslucency = mainAtten * ( mainVdotL * direct + inputData.bakedGI * ambient ) * Translucency;
- color.rgb += Albedo * mainTranslucency * strength;
- #ifdef _ADDITIONAL_LIGHTS
- int transPixelLightCount = GetAdditionalLightsCount();
- for (int i = 0; i < transPixelLightCount; ++i)
- {
- Light light = GetAdditionalLight(i, inputData.positionWS);
- float3 atten = light.color * light.distanceAttenuation;
- atten = lerp( atten, atten * light.shadowAttenuation, shadow );
- half3 lightDir = light.direction + inputData.normalWS * normal;
- half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );
- half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;
- color.rgb += Albedo * translucency * strength;
- }
- #endif
- }
- #endif
- #ifdef _REFRACTION_ASE
- float4 projScreenPos = ScreenPos / ScreenPos.w;
- float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
- projScreenPos.xy += refractionOffset.xy;
- float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
- color.rgb = lerp( refraction, color.rgb, color.a );
- color.a = 1;
- #endif
- #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
- color.rgb *= color.a;
- #endif
- #ifdef ASE_FOG
- #ifdef TERRAIN_SPLAT_ADDPASS
- color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x );
- #else
- color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x);
- #endif
- #endif
- #ifdef ASE_DEPTH_WRITE_ON
- outputDepth = DepthValue;
- #endif
- return color;
- }
- ENDHLSL
- }
-
- Pass
- {
-
- Name "ShadowCaster"
- Tags { "LightMode"="ShadowCaster" }
- ZWrite On
- ZTest LEqual
- AlphaToMask Off
- ColorMask 0
- HLSLPROGRAM
-
- #define _SPECULAR_SETUP 1
- #define _NORMAL_DROPOFF_TS 1
- #pragma multi_compile_instancing
- #pragma multi_compile _ LOD_FADE_CROSSFADE
- #pragma multi_compile_fog
- #define ASE_FOG 1
- #define _NORMALMAP 1
- #define ASE_SRP_VERSION 100500
-
- #pragma vertex vert
- #pragma fragment frag
- #if ASE_SRP_VERSION >= 110000
- #pragma multi_compile _ _CASTING_PUNCTUAL_LIGHT_SHADOW
- #endif
- #define SHADERPASS_SHADOWCASTER
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #pragma shader_feature_local SMOOTHNESS_TEXTURE
- struct VertexInput
- {
- float4 vertex : POSITION;
- float3 ase_normal : NORMAL;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VertexOutput
- {
- float4 clipPos : SV_POSITION;
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 worldPos : TEXCOORD0;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- float4 shadowCoord : TEXCOORD1;
- #endif
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _Control_ST;
- float4 _Splat0_ST;
- float4 _Splat1_ST;
- float4 _Splat2_ST;
- float4 _Splat3_ST;
- float4 _SpecularColor;
- float _Smoothness0;
- float _Smoothness1;
- float _Smoothness2;
- float _Smoothness3;
- float _NormalIntensity0;
- float _NormalIntensity1;
- float _NormalIntensity2;
- float _NormalIntensity3;
- #ifdef _TRANSMISSION_ASE
- float _TransmissionShadow;
- #endif
- #ifdef _TRANSLUCENCY_ASE
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef TESSELLATION_ON
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- CBUFFER_END
-
-
- float3 _LightDirection;
- #if ASE_SRP_VERSION >= 110000
- float3 _LightPosition;
- #endif
- VertexOutput VertexFunction( VertexInput v )
- {
- VertexOutput o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
-
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.vertex.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = defaultVertexValue;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.vertex.xyz = vertexValue;
- #else
- v.vertex.xyz += vertexValue;
- #endif
- v.ase_normal = v.ase_normal;
- float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- o.worldPos = positionWS;
- #endif
- float3 normalWS = TransformObjectToWorldDir(v.ase_normal);
- #if ASE_SRP_VERSION >= 110000
- #if _CASTING_PUNCTUAL_LIGHT_SHADOW
- float3 lightDirectionWS = normalize(_LightPosition - positionWS);
- #else
- float3 lightDirectionWS = _LightDirection;
- #endif
- float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
- #if UNITY_REVERSED_Z
- clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE);
- #else
- clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE);
- #endif
- #else
- float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
- #if UNITY_REVERSED_Z
- clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
- #else
- clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
- #endif
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- VertexPositionInputs vertexInput = (VertexPositionInputs)0;
- vertexInput.positionWS = positionWS;
- vertexInput.positionCS = clipPos;
- o.shadowCoord = GetShadowCoord( vertexInput );
- #endif
- o.clipPos = clipPos;
- return o;
- }
- #if defined(TESSELLATION_ON)
- struct VertexControl
- {
- float4 vertex : INTERNALTESSPOS;
- float3 ase_normal : NORMAL;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
- VertexControl vert ( VertexInput v )
- {
- VertexControl o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.vertex = v.vertex;
- o.ase_normal = v.ase_normal;
-
- return o;
- }
- TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
- {
- TessellationFactors o;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
- return o;
- }
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- VertexInput o = (VertexInput) 0;
- o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
-
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
- float phongStrength = _TessPhongStrength;
- o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
- return VertexFunction(o);
- }
- #else
- VertexOutput vert ( VertexInput v )
- {
- return VertexFunction( v );
- }
- #endif
- #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
- #define ASE_SV_DEPTH SV_DepthLessEqual
- #else
- #define ASE_SV_DEPTH SV_Depth
- #endif
- half4 frag( VertexOutput IN
- #ifdef ASE_DEPTH_WRITE_ON
- ,out float outputDepth : ASE_SV_DEPTH
- #endif
- ) : SV_TARGET
- {
- UNITY_SETUP_INSTANCE_ID( IN );
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
-
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 WorldPosition = IN.worldPos;
- #endif
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = IN.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
- #endif
- #endif
-
- float Alpha = 1;
- float AlphaClipThreshold = 0.5;
- float AlphaClipThresholdShadow = 0.5;
- #ifdef ASE_DEPTH_WRITE_ON
- float DepthValue = 0;
- #endif
- #ifdef _ALPHATEST_ON
- #ifdef _ALPHATEST_SHADOW_ON
- clip(Alpha - AlphaClipThresholdShadow);
- #else
- clip(Alpha - AlphaClipThreshold);
- #endif
- #endif
- #ifdef LOD_FADE_CROSSFADE
- LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
- #endif
- #ifdef ASE_DEPTH_WRITE_ON
- outputDepth = DepthValue;
- #endif
- return 0;
- }
- ENDHLSL
- }
-
- Pass
- {
-
- Name "DepthOnly"
- Tags { "LightMode"="DepthOnly" }
- ZWrite On
- ColorMask 0
- AlphaToMask Off
- HLSLPROGRAM
-
- #define _SPECULAR_SETUP 1
- #define _NORMAL_DROPOFF_TS 1
- #pragma multi_compile_instancing
- #pragma multi_compile _ LOD_FADE_CROSSFADE
- #pragma multi_compile_fog
- #define ASE_FOG 1
- #define _NORMALMAP 1
- #define ASE_SRP_VERSION 100500
-
- #pragma vertex vert
- #pragma fragment frag
- #define SHADERPASS_DEPTHONLY
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #pragma shader_feature_local SMOOTHNESS_TEXTURE
- struct VertexInput
- {
- float4 vertex : POSITION;
- float3 ase_normal : NORMAL;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VertexOutput
- {
- float4 clipPos : SV_POSITION;
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 worldPos : TEXCOORD0;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- float4 shadowCoord : TEXCOORD1;
- #endif
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _Control_ST;
- float4 _Splat0_ST;
- float4 _Splat1_ST;
- float4 _Splat2_ST;
- float4 _Splat3_ST;
- float4 _SpecularColor;
- float _Smoothness0;
- float _Smoothness1;
- float _Smoothness2;
- float _Smoothness3;
- float _NormalIntensity0;
- float _NormalIntensity1;
- float _NormalIntensity2;
- float _NormalIntensity3;
- #ifdef _TRANSMISSION_ASE
- float _TransmissionShadow;
- #endif
- #ifdef _TRANSLUCENCY_ASE
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef TESSELLATION_ON
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- CBUFFER_END
-
-
- VertexOutput VertexFunction( VertexInput v )
- {
- VertexOutput o = (VertexOutput)0;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
-
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.vertex.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = defaultVertexValue;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.vertex.xyz = vertexValue;
- #else
- v.vertex.xyz += vertexValue;
- #endif
- v.ase_normal = v.ase_normal;
- float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
- float4 positionCS = TransformWorldToHClip( positionWS );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- o.worldPos = positionWS;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- VertexPositionInputs vertexInput = (VertexPositionInputs)0;
- vertexInput.positionWS = positionWS;
- vertexInput.positionCS = positionCS;
- o.shadowCoord = GetShadowCoord( vertexInput );
- #endif
- o.clipPos = positionCS;
- return o;
- }
- #if defined(TESSELLATION_ON)
- struct VertexControl
- {
- float4 vertex : INTERNALTESSPOS;
- float3 ase_normal : NORMAL;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
- VertexControl vert ( VertexInput v )
- {
- VertexControl o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.vertex = v.vertex;
- o.ase_normal = v.ase_normal;
-
- return o;
- }
- TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
- {
- TessellationFactors o;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
- return o;
- }
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- VertexInput o = (VertexInput) 0;
- o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
-
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
- float phongStrength = _TessPhongStrength;
- o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
- return VertexFunction(o);
- }
- #else
- VertexOutput vert ( VertexInput v )
- {
- return VertexFunction( v );
- }
- #endif
- #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
- #define ASE_SV_DEPTH SV_DepthLessEqual
- #else
- #define ASE_SV_DEPTH SV_Depth
- #endif
- half4 frag( VertexOutput IN
- #ifdef ASE_DEPTH_WRITE_ON
- ,out float outputDepth : ASE_SV_DEPTH
- #endif
- ) : SV_TARGET
- {
- UNITY_SETUP_INSTANCE_ID(IN);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 WorldPosition = IN.worldPos;
- #endif
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = IN.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
- #endif
- #endif
-
- float Alpha = 1;
- float AlphaClipThreshold = 0.5;
- #ifdef ASE_DEPTH_WRITE_ON
- float DepthValue = 0;
- #endif
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
- #endif
- #ifdef LOD_FADE_CROSSFADE
- LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
- #endif
- #ifdef ASE_DEPTH_WRITE_ON
- outputDepth = DepthValue;
- #endif
- return 0;
- }
- ENDHLSL
- }
-
-
- Pass
- {
-
- Name "Meta"
- Tags { "LightMode"="Meta" }
- Cull Off
- HLSLPROGRAM
-
- #define _SPECULAR_SETUP 1
- #define _NORMAL_DROPOFF_TS 1
- #pragma multi_compile_instancing
- #pragma multi_compile _ LOD_FADE_CROSSFADE
- #pragma multi_compile_fog
- #define ASE_FOG 1
- #define _NORMALMAP 1
- #define ASE_SRP_VERSION 100500
-
- #pragma vertex vert
- #pragma fragment frag
- #define SHADERPASS_META
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #pragma shader_feature_local SMOOTHNESS_TEXTURE
- #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- struct VertexInput
- {
- float4 vertex : POSITION;
- float3 ase_normal : NORMAL;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VertexOutput
- {
- float4 clipPos : SV_POSITION;
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 worldPos : TEXCOORD0;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- float4 shadowCoord : TEXCOORD1;
- #endif
- float4 ase_texcoord2 : TEXCOORD2;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _Control_ST;
- float4 _Splat0_ST;
- float4 _Splat1_ST;
- float4 _Splat2_ST;
- float4 _Splat3_ST;
- float4 _SpecularColor;
- float _Smoothness0;
- float _Smoothness1;
- float _Smoothness2;
- float _Smoothness3;
- float _NormalIntensity0;
- float _NormalIntensity1;
- float _NormalIntensity2;
- float _NormalIntensity3;
- #ifdef _TRANSMISSION_ASE
- float _TransmissionShadow;
- #endif
- #ifdef _TRANSLUCENCY_ASE
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef TESSELLATION_ON
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- CBUFFER_END
- sampler2D _Control;
- sampler2D _Splat0;
- sampler2D _Splat1;
- sampler2D _Splat2;
- sampler2D _Splat3;
- float4 WeightedBlend4143( half4 Weight, float4 Layer1, float4 Layer2, float4 Layer3, float4 Layer4 )
- {
- return Layer1 * Weight.r + Layer2 * Weight.g + Layer3 * Weight.b + Layer4 * Weight.a;
- }
-
- VertexOutput VertexFunction( VertexInput v )
- {
- VertexOutput o = (VertexOutput)0;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- o.ase_texcoord2.xy = v.ase_texcoord.xy;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- o.ase_texcoord2.zw = 0;
-
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.vertex.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = defaultVertexValue;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.vertex.xyz = vertexValue;
- #else
- v.vertex.xyz += vertexValue;
- #endif
- v.ase_normal = v.ase_normal;
- float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- o.worldPos = positionWS;
- #endif
- o.clipPos = MetaVertexPosition( v.vertex, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- VertexPositionInputs vertexInput = (VertexPositionInputs)0;
- vertexInput.positionWS = positionWS;
- vertexInput.positionCS = o.clipPos;
- o.shadowCoord = GetShadowCoord( vertexInput );
- #endif
- return o;
- }
- #if defined(TESSELLATION_ON)
- struct VertexControl
- {
- float4 vertex : INTERNALTESSPOS;
- float3 ase_normal : NORMAL;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
- VertexControl vert ( VertexInput v )
- {
- VertexControl o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.vertex = v.vertex;
- o.ase_normal = v.ase_normal;
- o.texcoord1 = v.texcoord1;
- o.texcoord2 = v.texcoord2;
- o.ase_texcoord = v.ase_texcoord;
- return o;
- }
- TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
- {
- TessellationFactors o;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
- return o;
- }
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- VertexInput o = (VertexInput) 0;
- o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
- o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
- o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
- o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
- float phongStrength = _TessPhongStrength;
- o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
- return VertexFunction(o);
- }
- #else
- VertexOutput vert ( VertexInput v )
- {
- return VertexFunction( v );
- }
- #endif
- half4 frag(VertexOutput IN ) : SV_TARGET
- {
- UNITY_SETUP_INSTANCE_ID(IN);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 WorldPosition = IN.worldPos;
- #endif
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = IN.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
- #endif
- #endif
- float4 localBreakRGBA115 = ( float4( 0,0,0,0 ) );
- float2 uv_Control = IN.ase_texcoord2.xy * _Control_ST.xy + _Control_ST.zw;
- float4 tex2DNode6 = tex2D( _Control, uv_Control );
- float4 Weight143 = tex2DNode6;
- float2 uv_Splat0 = IN.ase_texcoord2.xy * _Splat0_ST.xy + _Splat0_ST.zw;
- float4 appendResult123 = (float4(1.0 , 1.0 , 1.0 , _Smoothness0));
- float4 Layer1143 = ( tex2D( _Splat0, uv_Splat0 ) * appendResult123 );
- float2 uv_Splat1 = IN.ase_texcoord2.xy * _Splat1_ST.xy + _Splat1_ST.zw;
- float4 appendResult126 = (float4(1.0 , 1.0 , 1.0 , _Smoothness1));
- float4 Layer2143 = ( tex2D( _Splat1, uv_Splat1 ) * appendResult126 );
- float2 uv_Splat2 = IN.ase_texcoord2.xy * _Splat2_ST.xy + _Splat2_ST.zw;
- float4 appendResult129 = (float4(1.0 , 1.0 , 1.0 , _Smoothness2));
- float4 Layer3143 = ( tex2D( _Splat2, uv_Splat2 ) * appendResult129 );
- float2 uv_Splat3 = IN.ase_texcoord2.xy * _Splat3_ST.xy + _Splat3_ST.zw;
- float4 appendResult131 = (float4(1.0 , 1.0 , 1.0 , _Smoothness3));
- float4 Layer4143 = ( tex2D( _Splat3, uv_Splat3 ) * appendResult131 );
- float4 localWeightedBlend4143 = WeightedBlend4143( Weight143 , Layer1143 , Layer2143 , Layer3143 , Layer4143 );
- float4 RGBA115 = localWeightedBlend4143;
- float3 RGB115 = float3( 0,0,0 );
- float A115 = 0;
- {
- RGB115 = RGBA115.rgb;
- A115 = RGBA115.a;
- }
-
-
- float3 Albedo = RGB115;
- float3 Emission = 0;
- float Alpha = 1;
- float AlphaClipThreshold = 0.5;
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
- #endif
- MetaInput metaInput = (MetaInput)0;
- metaInput.Albedo = Albedo;
- metaInput.Emission = Emission;
-
- return MetaFragment(metaInput);
- }
- ENDHLSL
- }
-
- Pass
- {
-
- Name "Universal2D"
- Tags { "LightMode"="Universal2D" }
- Blend One Zero, One Zero
- ZWrite On
- ZTest LEqual
- Offset 0 , 0
- ColorMask RGBA
- HLSLPROGRAM
-
- #define _SPECULAR_SETUP 1
- #define _NORMAL_DROPOFF_TS 1
- #pragma multi_compile_instancing
- #pragma multi_compile _ LOD_FADE_CROSSFADE
- #pragma multi_compile_fog
- #define ASE_FOG 1
- #define _NORMALMAP 1
- #define ASE_SRP_VERSION 100500
-
- #pragma vertex vert
- #pragma fragment frag
- #define SHADERPASS_2D
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
-
- #pragma shader_feature_local SMOOTHNESS_TEXTURE
- #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- struct VertexInput
- {
- float4 vertex : POSITION;
- float3 ase_normal : NORMAL;
- float4 ase_texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VertexOutput
- {
- float4 clipPos : SV_POSITION;
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 worldPos : TEXCOORD0;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- float4 shadowCoord : TEXCOORD1;
- #endif
- float4 ase_texcoord2 : TEXCOORD2;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _Control_ST;
- float4 _Splat0_ST;
- float4 _Splat1_ST;
- float4 _Splat2_ST;
- float4 _Splat3_ST;
- float4 _SpecularColor;
- float _Smoothness0;
- float _Smoothness1;
- float _Smoothness2;
- float _Smoothness3;
- float _NormalIntensity0;
- float _NormalIntensity1;
- float _NormalIntensity2;
- float _NormalIntensity3;
- #ifdef _TRANSMISSION_ASE
- float _TransmissionShadow;
- #endif
- #ifdef _TRANSLUCENCY_ASE
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef TESSELLATION_ON
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- CBUFFER_END
- sampler2D _Control;
- sampler2D _Splat0;
- sampler2D _Splat1;
- sampler2D _Splat2;
- sampler2D _Splat3;
- float4 WeightedBlend4143( half4 Weight, float4 Layer1, float4 Layer2, float4 Layer3, float4 Layer4 )
- {
- return Layer1 * Weight.r + Layer2 * Weight.g + Layer3 * Weight.b + Layer4 * Weight.a;
- }
-
- VertexOutput VertexFunction( VertexInput v )
- {
- VertexOutput o = (VertexOutput)0;
- UNITY_SETUP_INSTANCE_ID( v );
- UNITY_TRANSFER_INSTANCE_ID( v, o );
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
- o.ase_texcoord2.xy = v.ase_texcoord.xy;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- o.ase_texcoord2.zw = 0;
-
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.vertex.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = defaultVertexValue;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.vertex.xyz = vertexValue;
- #else
- v.vertex.xyz += vertexValue;
- #endif
- v.ase_normal = v.ase_normal;
- float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
- float4 positionCS = TransformWorldToHClip( positionWS );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- o.worldPos = positionWS;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- VertexPositionInputs vertexInput = (VertexPositionInputs)0;
- vertexInput.positionWS = positionWS;
- vertexInput.positionCS = positionCS;
- o.shadowCoord = GetShadowCoord( vertexInput );
- #endif
- o.clipPos = positionCS;
- return o;
- }
- #if defined(TESSELLATION_ON)
- struct VertexControl
- {
- float4 vertex : INTERNALTESSPOS;
- float3 ase_normal : NORMAL;
- float4 ase_texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
- VertexControl vert ( VertexInput v )
- {
- VertexControl o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.vertex = v.vertex;
- o.ase_normal = v.ase_normal;
- o.ase_texcoord = v.ase_texcoord;
- return o;
- }
- TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
- {
- TessellationFactors o;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
- return o;
- }
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- VertexInput o = (VertexInput) 0;
- o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
- o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
- float phongStrength = _TessPhongStrength;
- o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
- return VertexFunction(o);
- }
- #else
- VertexOutput vert ( VertexInput v )
- {
- return VertexFunction( v );
- }
- #endif
- half4 frag(VertexOutput IN ) : SV_TARGET
- {
- UNITY_SETUP_INSTANCE_ID( IN );
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 WorldPosition = IN.worldPos;
- #endif
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = IN.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
- #endif
- #endif
- float4 localBreakRGBA115 = ( float4( 0,0,0,0 ) );
- float2 uv_Control = IN.ase_texcoord2.xy * _Control_ST.xy + _Control_ST.zw;
- float4 tex2DNode6 = tex2D( _Control, uv_Control );
- float4 Weight143 = tex2DNode6;
- float2 uv_Splat0 = IN.ase_texcoord2.xy * _Splat0_ST.xy + _Splat0_ST.zw;
- float4 appendResult123 = (float4(1.0 , 1.0 , 1.0 , _Smoothness0));
- float4 Layer1143 = ( tex2D( _Splat0, uv_Splat0 ) * appendResult123 );
- float2 uv_Splat1 = IN.ase_texcoord2.xy * _Splat1_ST.xy + _Splat1_ST.zw;
- float4 appendResult126 = (float4(1.0 , 1.0 , 1.0 , _Smoothness1));
- float4 Layer2143 = ( tex2D( _Splat1, uv_Splat1 ) * appendResult126 );
- float2 uv_Splat2 = IN.ase_texcoord2.xy * _Splat2_ST.xy + _Splat2_ST.zw;
- float4 appendResult129 = (float4(1.0 , 1.0 , 1.0 , _Smoothness2));
- float4 Layer3143 = ( tex2D( _Splat2, uv_Splat2 ) * appendResult129 );
- float2 uv_Splat3 = IN.ase_texcoord2.xy * _Splat3_ST.xy + _Splat3_ST.zw;
- float4 appendResult131 = (float4(1.0 , 1.0 , 1.0 , _Smoothness3));
- float4 Layer4143 = ( tex2D( _Splat3, uv_Splat3 ) * appendResult131 );
- float4 localWeightedBlend4143 = WeightedBlend4143( Weight143 , Layer1143 , Layer2143 , Layer3143 , Layer4143 );
- float4 RGBA115 = localWeightedBlend4143;
- float3 RGB115 = float3( 0,0,0 );
- float A115 = 0;
- {
- RGB115 = RGBA115.rgb;
- A115 = RGBA115.a;
- }
-
-
- float3 Albedo = RGB115;
- float Alpha = 1;
- float AlphaClipThreshold = 0.5;
- half4 color = half4( Albedo, Alpha );
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
- #endif
- return color;
- }
- ENDHLSL
- }
-
- Pass
- {
-
- Name "DepthNormals"
- Tags { "LightMode"="DepthNormals" }
- ZWrite On
- Blend One Zero
- ZTest LEqual
- ZWrite On
- HLSLPROGRAM
-
- #define _SPECULAR_SETUP 1
- #define _NORMAL_DROPOFF_TS 1
- #pragma multi_compile_instancing
- #pragma multi_compile _ LOD_FADE_CROSSFADE
- #pragma multi_compile_fog
- #define ASE_FOG 1
- #define _NORMALMAP 1
- #define ASE_SRP_VERSION 100500
-
- #pragma vertex vert
- #pragma fragment frag
- #define SHADERPASS_DEPTHNORMALSONLY
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #pragma shader_feature_local SMOOTHNESS_TEXTURE
- struct VertexInput
- {
- float4 vertex : POSITION;
- float3 ase_normal : NORMAL;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VertexOutput
- {
- float4 clipPos : SV_POSITION;
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 worldPos : TEXCOORD0;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- float4 shadowCoord : TEXCOORD1;
- #endif
- float3 worldNormal : TEXCOORD2;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _Control_ST;
- float4 _Splat0_ST;
- float4 _Splat1_ST;
- float4 _Splat2_ST;
- float4 _Splat3_ST;
- float4 _SpecularColor;
- float _Smoothness0;
- float _Smoothness1;
- float _Smoothness2;
- float _Smoothness3;
- float _NormalIntensity0;
- float _NormalIntensity1;
- float _NormalIntensity2;
- float _NormalIntensity3;
- #ifdef _TRANSMISSION_ASE
- float _TransmissionShadow;
- #endif
- #ifdef _TRANSLUCENCY_ASE
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef TESSELLATION_ON
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- CBUFFER_END
-
-
- VertexOutput VertexFunction( VertexInput v )
- {
- VertexOutput o = (VertexOutput)0;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
-
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.vertex.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = defaultVertexValue;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.vertex.xyz = vertexValue;
- #else
- v.vertex.xyz += vertexValue;
- #endif
- v.ase_normal = v.ase_normal;
- float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
- float3 normalWS = TransformObjectToWorldNormal( v.ase_normal );
- float4 positionCS = TransformWorldToHClip( positionWS );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- o.worldPos = positionWS;
- #endif
- o.worldNormal = normalWS;
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- VertexPositionInputs vertexInput = (VertexPositionInputs)0;
- vertexInput.positionWS = positionWS;
- vertexInput.positionCS = positionCS;
- o.shadowCoord = GetShadowCoord( vertexInput );
- #endif
- o.clipPos = positionCS;
- return o;
- }
- #if defined(TESSELLATION_ON)
- struct VertexControl
- {
- float4 vertex : INTERNALTESSPOS;
- float3 ase_normal : NORMAL;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
- VertexControl vert ( VertexInput v )
- {
- VertexControl o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.vertex = v.vertex;
- o.ase_normal = v.ase_normal;
-
- return o;
- }
- TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
- {
- TessellationFactors o;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
- return o;
- }
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- VertexInput o = (VertexInput) 0;
- o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
-
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
- float phongStrength = _TessPhongStrength;
- o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
- return VertexFunction(o);
- }
- #else
- VertexOutput vert ( VertexInput v )
- {
- return VertexFunction( v );
- }
- #endif
- #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
- #define ASE_SV_DEPTH SV_DepthLessEqual
- #else
- #define ASE_SV_DEPTH SV_Depth
- #endif
- half4 frag( VertexOutput IN
- #ifdef ASE_DEPTH_WRITE_ON
- ,out float outputDepth : ASE_SV_DEPTH
- #endif
- ) : SV_TARGET
- {
- UNITY_SETUP_INSTANCE_ID(IN);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 WorldPosition = IN.worldPos;
- #endif
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = IN.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
- #endif
- #endif
-
- float Alpha = 1;
- float AlphaClipThreshold = 0.5;
- #ifdef ASE_DEPTH_WRITE_ON
- float DepthValue = 0;
- #endif
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
- #endif
- #ifdef LOD_FADE_CROSSFADE
- LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
- #endif
-
- #ifdef ASE_DEPTH_WRITE_ON
- outputDepth = DepthValue;
- #endif
-
- return float4(PackNormalOctRectEncode(TransformWorldToViewDir(IN.worldNormal, true)), 0.0, 0.0);
- }
- ENDHLSL
- }
-
- Pass
- {
-
- Name "GBuffer"
- Tags { "LightMode"="UniversalGBuffer" }
-
- Blend One Zero, One Zero
- ZWrite On
- ZTest LEqual
- Offset 0 , 0
- ColorMask RGBA
-
- HLSLPROGRAM
-
- #define _SPECULAR_SETUP 1
- #define _NORMAL_DROPOFF_TS 1
- #pragma multi_compile_instancing
- #pragma multi_compile _ LOD_FADE_CROSSFADE
- #pragma multi_compile_fog
- #define ASE_FOG 1
- #define _NORMALMAP 1
- #define ASE_SRP_VERSION 100500
-
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
- #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
- #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
- #pragma multi_compile _ _SHADOWS_SOFT
- #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
- #pragma multi_compile _ _GBUFFER_NORMALS_OCT
-
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma vertex vert
- #pragma fragment frag
- #define SHADERPASS SHADERPASS_GBUFFER
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
- #if ASE_SRP_VERSION <= 70108
- #define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
- #endif
- #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
- #define ENABLE_TERRAIN_PERPIXEL_NORMAL
- #endif
- #pragma shader_feature_local SMOOTHNESS_TEXTURE
- #pragma shader_feature_local ENABLE_NORMAL_INTENSITY
- struct VertexInput
- {
- float4 vertex : POSITION;
- float3 ase_normal : NORMAL;
- float4 ase_tangent : TANGENT;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord : TEXCOORD0;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VertexOutput
- {
- float4 clipPos : SV_POSITION;
- float4 lightmapUVOrVertexSH : TEXCOORD0;
- half4 fogFactorAndVertexLight : TEXCOORD1;
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- float4 shadowCoord : TEXCOORD2;
- #endif
- float4 tSpace0 : TEXCOORD3;
- float4 tSpace1 : TEXCOORD4;
- float4 tSpace2 : TEXCOORD5;
- #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
- float4 screenPos : TEXCOORD6;
- #endif
- float4 ase_texcoord7 : TEXCOORD7;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _Control_ST;
- float4 _Splat0_ST;
- float4 _Splat1_ST;
- float4 _Splat2_ST;
- float4 _Splat3_ST;
- float4 _SpecularColor;
- float _Smoothness0;
- float _Smoothness1;
- float _Smoothness2;
- float _Smoothness3;
- float _NormalIntensity0;
- float _NormalIntensity1;
- float _NormalIntensity2;
- float _NormalIntensity3;
- #ifdef _TRANSMISSION_ASE
- float _TransmissionShadow;
- #endif
- #ifdef _TRANSLUCENCY_ASE
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef TESSELLATION_ON
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- CBUFFER_END
- sampler2D _Control;
- sampler2D _Splat0;
- sampler2D _Splat1;
- sampler2D _Splat2;
- sampler2D _Splat3;
- sampler2D _Normal0;
- sampler2D _Normal1;
- sampler2D _Normal2;
- sampler2D _Normal3;
- float4 WeightedBlend4143( half4 Weight, float4 Layer1, float4 Layer2, float4 Layer3, float4 Layer4 )
- {
- return Layer1 * Weight.r + Layer2 * Weight.g + Layer3 * Weight.b + Layer4 * Weight.a;
- }
-
- inline float3 MTE_NormalIntensity_fixed154( float3 Normal, float Strength )
- {
- return lerp(Normal, float3(0,0,1), - Strength + 1.0);
- }
-
- inline float3 MTE_NormalIntensity_fixed151( float3 Normal, float Strength )
- {
- return lerp(Normal, float3(0,0,1), - Strength + 1.0);
- }
-
- inline float3 MTE_NormalIntensity_fixed148( float3 Normal, float Strength )
- {
- return lerp(Normal, float3(0,0,1), - Strength + 1.0);
- }
-
- inline float3 MTE_NormalIntensity_fixed145( float3 Normal, float Strength )
- {
- return lerp(Normal, float3(0,0,1), - Strength + 1.0);
- }
-
- float4 WeightedBlend489( half4 Weight, float4 Layer1, float4 Layer2, float4 Layer3, float4 Layer4 )
- {
- return Layer1 * Weight.r + Layer2 * Weight.g + Layer3 * Weight.b + Layer4 * Weight.a;
- }
-
- VertexOutput VertexFunction( VertexInput v )
- {
- VertexOutput o = (VertexOutput)0;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- o.ase_texcoord7.xy = v.texcoord.xy;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- o.ase_texcoord7.zw = 0;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.vertex.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = defaultVertexValue;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.vertex.xyz = vertexValue;
- #else
- v.vertex.xyz += vertexValue;
- #endif
- v.ase_normal = v.ase_normal;
- float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
- float3 positionVS = TransformWorldToView( positionWS );
- float4 positionCS = TransformWorldToHClip( positionWS );
- VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent );
- o.tSpace0 = float4( normalInput.normalWS, positionWS.x);
- o.tSpace1 = float4( normalInput.tangentWS, positionWS.y);
- o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z);
- OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy );
- OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz );
- #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- o.lightmapUVOrVertexSH.zw = v.texcoord;
- o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw;
- #endif
- half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );
- #ifdef ASE_FOG
- half fogFactor = ComputeFogFactor( positionCS.z );
- #else
- half fogFactor = 0;
- #endif
- o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
-
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- VertexPositionInputs vertexInput = (VertexPositionInputs)0;
- vertexInput.positionWS = positionWS;
- vertexInput.positionCS = positionCS;
- o.shadowCoord = GetShadowCoord( vertexInput );
- #endif
-
- o.clipPos = positionCS;
- #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
- o.screenPos = ComputeScreenPos(positionCS);
- #endif
- return o;
- }
-
- #if defined(TESSELLATION_ON)
- struct VertexControl
- {
- float4 vertex : INTERNALTESSPOS;
- float3 ase_normal : NORMAL;
- float4 ase_tangent : TANGENT;
- float4 texcoord : TEXCOORD0;
- float4 texcoord1 : TEXCOORD1;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
- VertexControl vert ( VertexInput v )
- {
- VertexControl o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.vertex = v.vertex;
- o.ase_normal = v.ase_normal;
- o.ase_tangent = v.ase_tangent;
- o.texcoord = v.texcoord;
- o.texcoord1 = v.texcoord1;
-
- return o;
- }
- TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
- {
- TessellationFactors o;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
- return o;
- }
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- VertexInput o = (VertexInput) 0;
- o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
- o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
- o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
- o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
-
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
- float phongStrength = _TessPhongStrength;
- o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
- return VertexFunction(o);
- }
- #else
- VertexOutput vert ( VertexInput v )
- {
- return VertexFunction( v );
- }
- #endif
- #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
- #define ASE_SV_DEPTH SV_DepthLessEqual
- #else
- #define ASE_SV_DEPTH SV_Depth
- #endif
- FragmentOutput frag ( VertexOutput IN
- #ifdef ASE_DEPTH_WRITE_ON
- ,out float outputDepth : ASE_SV_DEPTH
- #endif
- )
- {
- UNITY_SETUP_INSTANCE_ID(IN);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
- #ifdef LOD_FADE_CROSSFADE
- LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
- #endif
- #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
- float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
- float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
- float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
- #else
- float3 WorldNormal = normalize( IN.tSpace0.xyz );
- float3 WorldTangent = IN.tSpace1.xyz;
- float3 WorldBiTangent = IN.tSpace2.xyz;
- #endif
- float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
- float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
- #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
- float4 ScreenPos = IN.screenPos;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = IN.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
- #endif
-
- WorldViewDirection = SafeNormalize( WorldViewDirection );
- float4 localBreakRGBA115 = ( float4( 0,0,0,0 ) );
- float2 uv_Control = IN.ase_texcoord7.xy * _Control_ST.xy + _Control_ST.zw;
- float4 tex2DNode6 = tex2D( _Control, uv_Control );
- float4 Weight143 = tex2DNode6;
- float2 uv_Splat0 = IN.ase_texcoord7.xy * _Splat0_ST.xy + _Splat0_ST.zw;
- float4 appendResult123 = (float4(1.0 , 1.0 , 1.0 , _Smoothness0));
- float4 Layer1143 = ( tex2D( _Splat0, uv_Splat0 ) * appendResult123 );
- float2 uv_Splat1 = IN.ase_texcoord7.xy * _Splat1_ST.xy + _Splat1_ST.zw;
- float4 appendResult126 = (float4(1.0 , 1.0 , 1.0 , _Smoothness1));
- float4 Layer2143 = ( tex2D( _Splat1, uv_Splat1 ) * appendResult126 );
- float2 uv_Splat2 = IN.ase_texcoord7.xy * _Splat2_ST.xy + _Splat2_ST.zw;
- float4 appendResult129 = (float4(1.0 , 1.0 , 1.0 , _Smoothness2));
- float4 Layer3143 = ( tex2D( _Splat2, uv_Splat2 ) * appendResult129 );
- float2 uv_Splat3 = IN.ase_texcoord7.xy * _Splat3_ST.xy + _Splat3_ST.zw;
- float4 appendResult131 = (float4(1.0 , 1.0 , 1.0 , _Smoothness3));
- float4 Layer4143 = ( tex2D( _Splat3, uv_Splat3 ) * appendResult131 );
- float4 localWeightedBlend4143 = WeightedBlend4143( Weight143 , Layer1143 , Layer2143 , Layer3143 , Layer4143 );
- float4 RGBA115 = localWeightedBlend4143;
- float3 RGB115 = float3( 0,0,0 );
- float A115 = 0;
- {
- RGB115 = RGBA115.rgb;
- A115 = RGBA115.a;
- }
-
- float4 Weight89 = tex2DNode6;
- float3 tex2DNode16 = UnpackNormalScale( tex2D( _Normal0, uv_Splat0 ), 1.0f );
- float3 Normal154 = tex2DNode16;
- float Strength154 = _NormalIntensity0;
- float3 localMTE_NormalIntensity_fixed154 = MTE_NormalIntensity_fixed154( Normal154 , Strength154 );
- #ifdef ENABLE_NORMAL_INTENSITY
- float3 staticSwitch155 = localMTE_NormalIntensity_fixed154;
- #else
- float3 staticSwitch155 = tex2DNode16;
- #endif
- float4 Layer189 = float4( staticSwitch155 , 0.0 );
- float3 tex2DNode39 = UnpackNormalScale( tex2D( _Normal1, uv_Splat1 ), 1.0f );
- float3 Normal151 = tex2DNode39;
- float Strength151 = _NormalIntensity1;
- float3 localMTE_NormalIntensity_fixed151 = MTE_NormalIntensity_fixed151( Normal151 , Strength151 );
- #ifdef ENABLE_NORMAL_INTENSITY
- float3 staticSwitch152 = localMTE_NormalIntensity_fixed151;
- #else
- float3 staticSwitch152 = tex2DNode39;
- #endif
- float4 Layer289 = float4( staticSwitch152 , 0.0 );
- float3 tex2DNode44 = UnpackNormalScale( tex2D( _Normal2, uv_Splat2 ), 1.0f );
- float3 Normal148 = tex2DNode44;
- float Strength148 = _NormalIntensity2;
- float3 localMTE_NormalIntensity_fixed148 = MTE_NormalIntensity_fixed148( Normal148 , Strength148 );
- #ifdef ENABLE_NORMAL_INTENSITY
- float3 staticSwitch149 = localMTE_NormalIntensity_fixed148;
- #else
- float3 staticSwitch149 = tex2DNode44;
- #endif
- float4 Layer389 = float4( staticSwitch149 , 0.0 );
- float3 tex2DNode48 = UnpackNormalScale( tex2D( _Normal3, uv_Splat3 ), 1.0f );
- float3 Normal145 = tex2DNode48;
- float Strength145 = _NormalIntensity3;
- float3 localMTE_NormalIntensity_fixed145 = MTE_NormalIntensity_fixed145( Normal145 , Strength145 );
- #ifdef ENABLE_NORMAL_INTENSITY
- float3 staticSwitch146 = localMTE_NormalIntensity_fixed145;
- #else
- float3 staticSwitch146 = tex2DNode48;
- #endif
- float4 Layer489 = float4( staticSwitch146 , 0.0 );
- float4 localWeightedBlend489 = WeightedBlend489( Weight89 , Layer189 , Layer289 , Layer389 , Layer489 );
-
- float3 Albedo = RGB115;
- float3 Normal = localWeightedBlend489.xyz;
- float3 Emission = 0;
- float3 Specular = _SpecularColor.rgb;
- float Metallic = 0;
- float Smoothness = A115;
- float Occlusion = 1;
- float Alpha = 1;
- float AlphaClipThreshold = 0.5;
- float AlphaClipThresholdShadow = 0.5;
- float3 BakedGI = 0;
- float3 RefractionColor = 1;
- float RefractionIndex = 1;
- float3 Transmission = 1;
- float3 Translucency = 1;
- #ifdef ASE_DEPTH_WRITE_ON
- float DepthValue = 0;
- #endif
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
- #endif
- InputData inputData;
- inputData.positionWS = WorldPosition;
- inputData.viewDirectionWS = WorldViewDirection;
- inputData.shadowCoord = ShadowCoords;
- #ifdef _NORMALMAP
- #if _NORMAL_DROPOFF_TS
- inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal ));
- #elif _NORMAL_DROPOFF_OS
- inputData.normalWS = TransformObjectToWorldNormal(Normal);
- #elif _NORMAL_DROPOFF_WS
- inputData.normalWS = Normal;
- #endif
- inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
- #else
- inputData.normalWS = WorldNormal;
- #endif
- #ifdef ASE_FOG
- inputData.fogCoord = IN.fogFactorAndVertexLight.x;
- #endif
- inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
- #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- float3 SH = SampleSH(inputData.normalWS.xyz);
- #else
- float3 SH = IN.lightmapUVOrVertexSH.xyz;
- #endif
- inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS );
- #ifdef _ASE_BAKEDGI
- inputData.bakedGI = BakedGI;
- #endif
- BRDFData brdfData;
- InitializeBRDFData( Albedo, Metallic, Specular, Smoothness, Alpha, brdfData);
- half4 color;
- color.rgb = GlobalIllumination( brdfData, inputData.bakedGI, Occlusion, inputData.normalWS, inputData.viewDirectionWS);
- color.a = Alpha;
- #ifdef _TRANSMISSION_ASE
- {
- float shadow = _TransmissionShadow;
-
- Light mainLight = GetMainLight( inputData.shadowCoord );
- float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
- mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
- half3 mainTransmission = max(0 , -dot(inputData.normalWS, mainLight.direction)) * mainAtten * Transmission;
- color.rgb += Albedo * mainTransmission;
-
- #ifdef _ADDITIONAL_LIGHTS
- int transPixelLightCount = GetAdditionalLightsCount();
- for (int i = 0; i < transPixelLightCount; ++i)
- {
- Light light = GetAdditionalLight(i, inputData.positionWS);
- float3 atten = light.color * light.distanceAttenuation;
- atten = lerp( atten, atten * light.shadowAttenuation, shadow );
-
- half3 transmission = max(0 , -dot(inputData.normalWS, light.direction)) * atten * Transmission;
- color.rgb += Albedo * transmission;
- }
- #endif
- }
- #endif
-
- #ifdef _TRANSLUCENCY_ASE
- {
- float shadow = _TransShadow;
- float normal = _TransNormal;
- float scattering = _TransScattering;
- float direct = _TransDirect;
- float ambient = _TransAmbient;
- float strength = _TransStrength;
-
- Light mainLight = GetMainLight( inputData.shadowCoord );
- float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
- mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
-
- half3 mainLightDir = mainLight.direction + inputData.normalWS * normal;
- half mainVdotL = pow( saturate( dot( inputData.viewDirectionWS, -mainLightDir ) ), scattering );
- half3 mainTranslucency = mainAtten * ( mainVdotL * direct + inputData.bakedGI * ambient ) * Translucency;
- color.rgb += Albedo * mainTranslucency * strength;
-
- #ifdef _ADDITIONAL_LIGHTS
- int transPixelLightCount = GetAdditionalLightsCount();
- for (int i = 0; i < transPixelLightCount; ++i)
- {
- Light light = GetAdditionalLight(i, inputData.positionWS);
- float3 atten = light.color * light.distanceAttenuation;
- atten = lerp( atten, atten * light.shadowAttenuation, shadow );
-
- half3 lightDir = light.direction + inputData.normalWS * normal;
- half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );
- half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;
- color.rgb += Albedo * translucency * strength;
- }
- #endif
- }
- #endif
-
- #ifdef _REFRACTION_ASE
- float4 projScreenPos = ScreenPos / ScreenPos.w;
- float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal, 0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
- projScreenPos.xy += refractionOffset.xy;
- float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
- color.rgb = lerp( refraction, color.rgb, color.a );
- color.a = 1;
- #endif
-
- #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
- color.rgb *= color.a;
- #endif
-
- #ifdef ASE_FOG
- #ifdef TERRAIN_SPLAT_ADDPASS
- color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x );
- #else
- color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x);
- #endif
- #endif
-
- #ifdef ASE_DEPTH_WRITE_ON
- outputDepth = DepthValue;
- #endif
-
- return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb);
- }
- ENDHLSL
- }
-
- }
-
- CustomEditor "MTE.MTEShaderGUI"
- Fallback "Hidden/InternalErrorShader"
-
- }
- /*ASEBEGIN
- Version=18927
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