1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731 |
- // Made with Amplify Shader Editor
- // Available at the Unity Asset Store - http://u3d.as/y3X
- Shader "MTE/URP/4 Textures/Height Blend (Packed)"
- {
- Properties
- {
- [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
- [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
- _PackedSplat0("PackedSplat0", 2D) = "white" {}
- _PackedSplat1("PackedSplat1", 2D) = "white" {}
- _PackedSplat2("PackedSplat2", 2D) = "white" {}
- _PackedHeightMap("PackedHeightMap", 2D) = "white" {}
- _Control("Control", 2D) = "white" {}
- _HeightWeight("HeightWeight", Vector) = (0.3,0.3,0.3,0.3)
- _NormalStrength("NormalStrength", Vector) = (-1,-1,-1,-1)
- _Metallic("Metallic", Vector) = (0,0,0,0)
- _Smoothness("Smoothness", Vector) = (0,0,0,0)
- [ASEEnd]_Tilling("Tilling", Vector) = (1,1,0,0)
- [HideInInspector] _texcoord( "", 2D ) = "white" {}
- //_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 _NORMAL_DROPOFF_TS 1
- #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
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #pragma multi_compile_instancing
- 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 _PackedHeightMap_TexelSize;
- float4 _NormalStrength;
- float2 _Tilling;
- #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 _PackedHeightMap;
- sampler2D _PackedSplat0;
- sampler2D _PackedSplat1;
- sampler2D _PackedSplat2;
- UNITY_INSTANCING_BUFFER_START(MTEURP4TexturesHeightBlendPacked)
- UNITY_DEFINE_INSTANCED_PROP(float4, _Control_ST)
- UNITY_DEFINE_INSTANCED_PROP(float4, _HeightWeight)
- UNITY_DEFINE_INSTANCED_PROP(float4, _PackedHeightMap_ST)
- UNITY_DEFINE_INSTANCED_PROP(float4, _Metallic)
- UNITY_DEFINE_INSTANCED_PROP(float4, _Smoothness)
- UNITY_INSTANCING_BUFFER_END(MTEURP4TexturesHeightBlendPacked)
-
- 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 _Control_ST_Instance = UNITY_ACCESS_INSTANCED_PROP(MTEURP4TexturesHeightBlendPacked,_Control_ST);
- float2 uv_Control = IN.ase_texcoord7.xy * _Control_ST_Instance.xy + _Control_ST_Instance.zw;
- float4 tex2DNode6 = tex2D( _Control, uv_Control );
- float4 _HeightWeight_Instance = UNITY_ACCESS_INSTANCED_PROP(MTEURP4TexturesHeightBlendPacked,_HeightWeight);
- float4 _PackedHeightMap_ST_Instance = UNITY_ACCESS_INSTANCED_PROP(MTEURP4TexturesHeightBlendPacked,_PackedHeightMap_ST);
- float2 uv_PackedHeightMap = IN.ase_texcoord7.xy * _PackedHeightMap_ST_Instance.xy + _PackedHeightMap_ST_Instance.zw;
- float2 temp_output_164_0 = ( uv_PackedHeightMap * _Tilling );
- float4 temp_output_74_0 = ( tex2DNode6 * tex2D( _PackedHeightMap, temp_output_164_0 ) );
- float4 break75 = temp_output_74_0;
- float temp_output_73_0 = max( max( max( break75.r , break75.g ) , break75.b ) , break75.a );
- float4 appendResult78 = (float4(temp_output_73_0 , temp_output_73_0 , temp_output_73_0 , temp_output_73_0));
- float4 temp_output_80_0 = ( tex2DNode6 * max( ( _HeightWeight_Instance + ( temp_output_74_0 - appendResult78 ) ) , float4( 0,0,0,0 ) ) );
- float dotResult145 = dot( temp_output_80_0 , half4(1,1,1,1) );
- float4 temp_output_81_0 = ( temp_output_80_0 / max( dotResult145 , 0.0 ) );
- float4 tex2DNode5 = tex2D( _PackedSplat0, temp_output_164_0 );
- float3 appendResult125 = (float3(tex2DNode5.r , tex2DNode5.g , tex2DNode5.b));
- float4 tex2DNode67 = tex2D( _PackedSplat1, temp_output_164_0 );
- float3 appendResult126 = (float3(tex2DNode67.r , tex2DNode67.g , tex2DNode67.b));
- float4 tex2DNode68 = tex2D( _PackedSplat2, temp_output_164_0 );
- float3 appendResult127 = (float3(tex2DNode68.r , tex2DNode68.g , tex2DNode68.b));
- float3 appendResult128 = (float3(tex2DNode5.a , tex2DNode67.a , tex2DNode68.a));
- float3 gammaToLinear152 = SRGBToLinear( appendResult128 );
- float4 weightedBlendVar70 = temp_output_81_0;
- float3 weightedAvg70 = ( ( weightedBlendVar70.x*appendResult125 + weightedBlendVar70.y*appendResult126 + weightedBlendVar70.z*appendResult127 + weightedBlendVar70.w*gammaToLinear152 )/( weightedBlendVar70.x + weightedBlendVar70.y + weightedBlendVar70.z + weightedBlendVar70.w ) );
-
- float2 temp_output_94_0_g102 = temp_output_164_0;
- float2 appendResult99_g102 = (float2(_PackedHeightMap_TexelSize.x , 0.0));
- float4 tex2DNode97_g102 = tex2D( _PackedHeightMap, ( temp_output_94_0_g102 + appendResult99_g102 ) );
- float4 tex2DNode100_g102 = tex2D( _PackedHeightMap, temp_output_94_0_g102 );
- float temp_output_21_0_g103 = tex2DNode100_g102.r;
- float temp_output_128_0_g102 = _NormalStrength.x;
- float temp_output_22_0_g103 = temp_output_128_0_g102;
- float3 appendResult11_g103 = (float3(1.0 , 0.0 , ( ( tex2DNode97_g102.r - temp_output_21_0_g103 ) * temp_output_22_0_g103 )));
- float2 appendResult101_g102 = (float2(0.0 , _PackedHeightMap_TexelSize.y));
- float4 tex2DNode98_g102 = tex2D( _PackedHeightMap, ( temp_output_94_0_g102 + appendResult101_g102 ) );
- float3 appendResult19_g103 = (float3(0.0 , 0.5 , ( ( tex2DNode98_g102.r - temp_output_21_0_g103 ) * temp_output_22_0_g103 )));
- float3 normalizeResult15_g103 = normalize( cross( appendResult11_g103 , appendResult19_g103 ) );
- float temp_output_21_0_g106 = tex2DNode100_g102.g;
- float temp_output_22_0_g106 = temp_output_128_0_g102;
- float3 appendResult11_g106 = (float3(1.0 , 0.0 , ( ( tex2DNode97_g102.g - temp_output_21_0_g106 ) * temp_output_22_0_g106 )));
- float3 appendResult19_g106 = (float3(0.0 , 0.5 , ( ( tex2DNode98_g102.g - temp_output_21_0_g106 ) * temp_output_22_0_g106 )));
- float3 normalizeResult15_g106 = normalize( cross( appendResult11_g106 , appendResult19_g106 ) );
- float temp_output_21_0_g104 = tex2DNode100_g102.b;
- float temp_output_22_0_g104 = temp_output_128_0_g102;
- float3 appendResult11_g104 = (float3(1.0 , 0.0 , ( ( tex2DNode97_g102.b - temp_output_21_0_g104 ) * temp_output_22_0_g104 )));
- float3 appendResult19_g104 = (float3(0.0 , 0.5 , ( ( tex2DNode98_g102.b - temp_output_21_0_g104 ) * temp_output_22_0_g104 )));
- float3 normalizeResult15_g104 = normalize( cross( appendResult11_g104 , appendResult19_g104 ) );
- float temp_output_21_0_g105 = tex2DNode100_g102.a;
- float temp_output_22_0_g105 = temp_output_128_0_g102;
- float3 appendResult11_g105 = (float3(1.0 , 0.0 , ( ( tex2DNode97_g102.a - temp_output_21_0_g105 ) * temp_output_22_0_g105 )));
- float3 appendResult19_g105 = (float3(0.0 , 0.5 , ( ( tex2DNode98_g102.a - temp_output_21_0_g105 ) * temp_output_22_0_g105 )));
- float3 normalizeResult15_g105 = normalize( cross( appendResult11_g105 , appendResult19_g105 ) );
- float4 weightedBlendVar92 = temp_output_81_0;
- float3 weightedAvg92 = ( ( weightedBlendVar92.x*( ( normalizeResult15_g103 * 0.5 ) + float3( 0.5,0.5,0.5 ) ) + weightedBlendVar92.y*( ( normalizeResult15_g106 * 0.5 ) + float3( 0.5,0.5,0.5 ) ) + weightedBlendVar92.z*( ( normalizeResult15_g104 * 0.5 ) + float3( 0.5,0.5,0.5 ) ) + weightedBlendVar92.w*( ( normalizeResult15_g105 * 0.5 ) + float3( 0.5,0.5,0.5 ) ) )/( weightedBlendVar92.x + weightedBlendVar92.y + weightedBlendVar92.z + weightedBlendVar92.w ) );
-
- float4 _Metallic_Instance = UNITY_ACCESS_INSTANCED_PROP(MTEURP4TexturesHeightBlendPacked,_Metallic);
- float dotResult141 = dot( temp_output_81_0 , _Metallic_Instance );
-
- float4 _Smoothness_Instance = UNITY_ACCESS_INSTANCED_PROP(MTEURP4TexturesHeightBlendPacked,_Smoothness);
- float dotResult140 = dot( temp_output_81_0 , _Smoothness_Instance );
-
- float3 Albedo = weightedAvg70;
- float3 Normal = weightedAvg92;
- float3 Emission = 0;
- float3 Specular = 0.5;
- float Metallic = dotResult141;
- float Smoothness = dotResult140;
- 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 _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"
-
- 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 _PackedHeightMap_TexelSize;
- float4 _NormalStrength;
- float2 _Tilling;
- #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
- UNITY_INSTANCING_BUFFER_START(MTEURP4TexturesHeightBlendPacked)
- UNITY_INSTANCING_BUFFER_END(MTEURP4TexturesHeightBlendPacked)
-
- 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 _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"
-
- 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 _PackedHeightMap_TexelSize;
- float4 _NormalStrength;
- float2 _Tilling;
- #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
- UNITY_INSTANCING_BUFFER_START(MTEURP4TexturesHeightBlendPacked)
- UNITY_INSTANCING_BUFFER_END(MTEURP4TexturesHeightBlendPacked)
-
- 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 _NORMAL_DROPOFF_TS 1
- #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"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #pragma multi_compile_instancing
- #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 _PackedHeightMap_TexelSize;
- float4 _NormalStrength;
- float2 _Tilling;
- #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 _PackedHeightMap;
- sampler2D _PackedSplat0;
- sampler2D _PackedSplat1;
- sampler2D _PackedSplat2;
- UNITY_INSTANCING_BUFFER_START(MTEURP4TexturesHeightBlendPacked)
- UNITY_DEFINE_INSTANCED_PROP(float4, _Control_ST)
- UNITY_DEFINE_INSTANCED_PROP(float4, _HeightWeight)
- UNITY_DEFINE_INSTANCED_PROP(float4, _PackedHeightMap_ST)
- UNITY_INSTANCING_BUFFER_END(MTEURP4TexturesHeightBlendPacked)
-
- 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 _Control_ST_Instance = UNITY_ACCESS_INSTANCED_PROP(MTEURP4TexturesHeightBlendPacked,_Control_ST);
- float2 uv_Control = IN.ase_texcoord2.xy * _Control_ST_Instance.xy + _Control_ST_Instance.zw;
- float4 tex2DNode6 = tex2D( _Control, uv_Control );
- float4 _HeightWeight_Instance = UNITY_ACCESS_INSTANCED_PROP(MTEURP4TexturesHeightBlendPacked,_HeightWeight);
- float4 _PackedHeightMap_ST_Instance = UNITY_ACCESS_INSTANCED_PROP(MTEURP4TexturesHeightBlendPacked,_PackedHeightMap_ST);
- float2 uv_PackedHeightMap = IN.ase_texcoord2.xy * _PackedHeightMap_ST_Instance.xy + _PackedHeightMap_ST_Instance.zw;
- float2 temp_output_164_0 = ( uv_PackedHeightMap * _Tilling );
- float4 temp_output_74_0 = ( tex2DNode6 * tex2D( _PackedHeightMap, temp_output_164_0 ) );
- float4 break75 = temp_output_74_0;
- float temp_output_73_0 = max( max( max( break75.r , break75.g ) , break75.b ) , break75.a );
- float4 appendResult78 = (float4(temp_output_73_0 , temp_output_73_0 , temp_output_73_0 , temp_output_73_0));
- float4 temp_output_80_0 = ( tex2DNode6 * max( ( _HeightWeight_Instance + ( temp_output_74_0 - appendResult78 ) ) , float4( 0,0,0,0 ) ) );
- float dotResult145 = dot( temp_output_80_0 , half4(1,1,1,1) );
- float4 temp_output_81_0 = ( temp_output_80_0 / max( dotResult145 , 0.0 ) );
- float4 tex2DNode5 = tex2D( _PackedSplat0, temp_output_164_0 );
- float3 appendResult125 = (float3(tex2DNode5.r , tex2DNode5.g , tex2DNode5.b));
- float4 tex2DNode67 = tex2D( _PackedSplat1, temp_output_164_0 );
- float3 appendResult126 = (float3(tex2DNode67.r , tex2DNode67.g , tex2DNode67.b));
- float4 tex2DNode68 = tex2D( _PackedSplat2, temp_output_164_0 );
- float3 appendResult127 = (float3(tex2DNode68.r , tex2DNode68.g , tex2DNode68.b));
- float3 appendResult128 = (float3(tex2DNode5.a , tex2DNode67.a , tex2DNode68.a));
- float3 gammaToLinear152 = SRGBToLinear( appendResult128 );
- float4 weightedBlendVar70 = temp_output_81_0;
- float3 weightedAvg70 = ( ( weightedBlendVar70.x*appendResult125 + weightedBlendVar70.y*appendResult126 + weightedBlendVar70.z*appendResult127 + weightedBlendVar70.w*gammaToLinear152 )/( weightedBlendVar70.x + weightedBlendVar70.y + weightedBlendVar70.z + weightedBlendVar70.w ) );
-
-
- float3 Albedo = weightedAvg70;
- 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 _NORMAL_DROPOFF_TS 1
- #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"
-
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #pragma multi_compile_instancing
- #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 _PackedHeightMap_TexelSize;
- float4 _NormalStrength;
- float2 _Tilling;
- #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 _PackedHeightMap;
- sampler2D _PackedSplat0;
- sampler2D _PackedSplat1;
- sampler2D _PackedSplat2;
- UNITY_INSTANCING_BUFFER_START(MTEURP4TexturesHeightBlendPacked)
- UNITY_DEFINE_INSTANCED_PROP(float4, _Control_ST)
- UNITY_DEFINE_INSTANCED_PROP(float4, _HeightWeight)
- UNITY_DEFINE_INSTANCED_PROP(float4, _PackedHeightMap_ST)
- UNITY_INSTANCING_BUFFER_END(MTEURP4TexturesHeightBlendPacked)
-
- 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 _Control_ST_Instance = UNITY_ACCESS_INSTANCED_PROP(MTEURP4TexturesHeightBlendPacked,_Control_ST);
- float2 uv_Control = IN.ase_texcoord2.xy * _Control_ST_Instance.xy + _Control_ST_Instance.zw;
- float4 tex2DNode6 = tex2D( _Control, uv_Control );
- float4 _HeightWeight_Instance = UNITY_ACCESS_INSTANCED_PROP(MTEURP4TexturesHeightBlendPacked,_HeightWeight);
- float4 _PackedHeightMap_ST_Instance = UNITY_ACCESS_INSTANCED_PROP(MTEURP4TexturesHeightBlendPacked,_PackedHeightMap_ST);
- float2 uv_PackedHeightMap = IN.ase_texcoord2.xy * _PackedHeightMap_ST_Instance.xy + _PackedHeightMap_ST_Instance.zw;
- float2 temp_output_164_0 = ( uv_PackedHeightMap * _Tilling );
- float4 temp_output_74_0 = ( tex2DNode6 * tex2D( _PackedHeightMap, temp_output_164_0 ) );
- float4 break75 = temp_output_74_0;
- float temp_output_73_0 = max( max( max( break75.r , break75.g ) , break75.b ) , break75.a );
- float4 appendResult78 = (float4(temp_output_73_0 , temp_output_73_0 , temp_output_73_0 , temp_output_73_0));
- float4 temp_output_80_0 = ( tex2DNode6 * max( ( _HeightWeight_Instance + ( temp_output_74_0 - appendResult78 ) ) , float4( 0,0,0,0 ) ) );
- float dotResult145 = dot( temp_output_80_0 , half4(1,1,1,1) );
- float4 temp_output_81_0 = ( temp_output_80_0 / max( dotResult145 , 0.0 ) );
- float4 tex2DNode5 = tex2D( _PackedSplat0, temp_output_164_0 );
- float3 appendResult125 = (float3(tex2DNode5.r , tex2DNode5.g , tex2DNode5.b));
- float4 tex2DNode67 = tex2D( _PackedSplat1, temp_output_164_0 );
- float3 appendResult126 = (float3(tex2DNode67.r , tex2DNode67.g , tex2DNode67.b));
- float4 tex2DNode68 = tex2D( _PackedSplat2, temp_output_164_0 );
- float3 appendResult127 = (float3(tex2DNode68.r , tex2DNode68.g , tex2DNode68.b));
- float3 appendResult128 = (float3(tex2DNode5.a , tex2DNode67.a , tex2DNode68.a));
- float3 gammaToLinear152 = SRGBToLinear( appendResult128 );
- float4 weightedBlendVar70 = temp_output_81_0;
- float3 weightedAvg70 = ( ( weightedBlendVar70.x*appendResult125 + weightedBlendVar70.y*appendResult126 + weightedBlendVar70.z*appendResult127 + weightedBlendVar70.w*gammaToLinear152 )/( weightedBlendVar70.x + weightedBlendVar70.y + weightedBlendVar70.z + weightedBlendVar70.w ) );
-
-
- float3 Albedo = weightedAvg70;
- 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 _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"
-
- 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 _PackedHeightMap_TexelSize;
- float4 _NormalStrength;
- float2 _Tilling;
- #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
- UNITY_INSTANCING_BUFFER_START(MTEURP4TexturesHeightBlendPacked)
- UNITY_INSTANCING_BUFFER_END(MTEURP4TexturesHeightBlendPacked)
-
- 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 _NORMAL_DROPOFF_TS 1
- #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
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #pragma multi_compile_instancing
- 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 _PackedHeightMap_TexelSize;
- float4 _NormalStrength;
- float2 _Tilling;
- #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 _PackedHeightMap;
- sampler2D _PackedSplat0;
- sampler2D _PackedSplat1;
- sampler2D _PackedSplat2;
- UNITY_INSTANCING_BUFFER_START(MTEURP4TexturesHeightBlendPacked)
- UNITY_DEFINE_INSTANCED_PROP(float4, _Control_ST)
- UNITY_DEFINE_INSTANCED_PROP(float4, _HeightWeight)
- UNITY_DEFINE_INSTANCED_PROP(float4, _PackedHeightMap_ST)
- UNITY_DEFINE_INSTANCED_PROP(float4, _Metallic)
- UNITY_DEFINE_INSTANCED_PROP(float4, _Smoothness)
- UNITY_INSTANCING_BUFFER_END(MTEURP4TexturesHeightBlendPacked)
-
- 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 _Control_ST_Instance = UNITY_ACCESS_INSTANCED_PROP(MTEURP4TexturesHeightBlendPacked,_Control_ST);
- float2 uv_Control = IN.ase_texcoord7.xy * _Control_ST_Instance.xy + _Control_ST_Instance.zw;
- float4 tex2DNode6 = tex2D( _Control, uv_Control );
- float4 _HeightWeight_Instance = UNITY_ACCESS_INSTANCED_PROP(MTEURP4TexturesHeightBlendPacked,_HeightWeight);
- float4 _PackedHeightMap_ST_Instance = UNITY_ACCESS_INSTANCED_PROP(MTEURP4TexturesHeightBlendPacked,_PackedHeightMap_ST);
- float2 uv_PackedHeightMap = IN.ase_texcoord7.xy * _PackedHeightMap_ST_Instance.xy + _PackedHeightMap_ST_Instance.zw;
- float2 temp_output_164_0 = ( uv_PackedHeightMap * _Tilling );
- float4 temp_output_74_0 = ( tex2DNode6 * tex2D( _PackedHeightMap, temp_output_164_0 ) );
- float4 break75 = temp_output_74_0;
- float temp_output_73_0 = max( max( max( break75.r , break75.g ) , break75.b ) , break75.a );
- float4 appendResult78 = (float4(temp_output_73_0 , temp_output_73_0 , temp_output_73_0 , temp_output_73_0));
- float4 temp_output_80_0 = ( tex2DNode6 * max( ( _HeightWeight_Instance + ( temp_output_74_0 - appendResult78 ) ) , float4( 0,0,0,0 ) ) );
- float dotResult145 = dot( temp_output_80_0 , half4(1,1,1,1) );
- float4 temp_output_81_0 = ( temp_output_80_0 / max( dotResult145 , 0.0 ) );
- float4 tex2DNode5 = tex2D( _PackedSplat0, temp_output_164_0 );
- float3 appendResult125 = (float3(tex2DNode5.r , tex2DNode5.g , tex2DNode5.b));
- float4 tex2DNode67 = tex2D( _PackedSplat1, temp_output_164_0 );
- float3 appendResult126 = (float3(tex2DNode67.r , tex2DNode67.g , tex2DNode67.b));
- float4 tex2DNode68 = tex2D( _PackedSplat2, temp_output_164_0 );
- float3 appendResult127 = (float3(tex2DNode68.r , tex2DNode68.g , tex2DNode68.b));
- float3 appendResult128 = (float3(tex2DNode5.a , tex2DNode67.a , tex2DNode68.a));
- float3 gammaToLinear152 = SRGBToLinear( appendResult128 );
- float4 weightedBlendVar70 = temp_output_81_0;
- float3 weightedAvg70 = ( ( weightedBlendVar70.x*appendResult125 + weightedBlendVar70.y*appendResult126 + weightedBlendVar70.z*appendResult127 + weightedBlendVar70.w*gammaToLinear152 )/( weightedBlendVar70.x + weightedBlendVar70.y + weightedBlendVar70.z + weightedBlendVar70.w ) );
-
- float2 temp_output_94_0_g102 = temp_output_164_0;
- float2 appendResult99_g102 = (float2(_PackedHeightMap_TexelSize.x , 0.0));
- float4 tex2DNode97_g102 = tex2D( _PackedHeightMap, ( temp_output_94_0_g102 + appendResult99_g102 ) );
- float4 tex2DNode100_g102 = tex2D( _PackedHeightMap, temp_output_94_0_g102 );
- float temp_output_21_0_g103 = tex2DNode100_g102.r;
- float temp_output_128_0_g102 = _NormalStrength.x;
- float temp_output_22_0_g103 = temp_output_128_0_g102;
- float3 appendResult11_g103 = (float3(1.0 , 0.0 , ( ( tex2DNode97_g102.r - temp_output_21_0_g103 ) * temp_output_22_0_g103 )));
- float2 appendResult101_g102 = (float2(0.0 , _PackedHeightMap_TexelSize.y));
- float4 tex2DNode98_g102 = tex2D( _PackedHeightMap, ( temp_output_94_0_g102 + appendResult101_g102 ) );
- float3 appendResult19_g103 = (float3(0.0 , 0.5 , ( ( tex2DNode98_g102.r - temp_output_21_0_g103 ) * temp_output_22_0_g103 )));
- float3 normalizeResult15_g103 = normalize( cross( appendResult11_g103 , appendResult19_g103 ) );
- float temp_output_21_0_g106 = tex2DNode100_g102.g;
- float temp_output_22_0_g106 = temp_output_128_0_g102;
- float3 appendResult11_g106 = (float3(1.0 , 0.0 , ( ( tex2DNode97_g102.g - temp_output_21_0_g106 ) * temp_output_22_0_g106 )));
- float3 appendResult19_g106 = (float3(0.0 , 0.5 , ( ( tex2DNode98_g102.g - temp_output_21_0_g106 ) * temp_output_22_0_g106 )));
- float3 normalizeResult15_g106 = normalize( cross( appendResult11_g106 , appendResult19_g106 ) );
- float temp_output_21_0_g104 = tex2DNode100_g102.b;
- float temp_output_22_0_g104 = temp_output_128_0_g102;
- float3 appendResult11_g104 = (float3(1.0 , 0.0 , ( ( tex2DNode97_g102.b - temp_output_21_0_g104 ) * temp_output_22_0_g104 )));
- float3 appendResult19_g104 = (float3(0.0 , 0.5 , ( ( tex2DNode98_g102.b - temp_output_21_0_g104 ) * temp_output_22_0_g104 )));
- float3 normalizeResult15_g104 = normalize( cross( appendResult11_g104 , appendResult19_g104 ) );
- float temp_output_21_0_g105 = tex2DNode100_g102.a;
- float temp_output_22_0_g105 = temp_output_128_0_g102;
- float3 appendResult11_g105 = (float3(1.0 , 0.0 , ( ( tex2DNode97_g102.a - temp_output_21_0_g105 ) * temp_output_22_0_g105 )));
- float3 appendResult19_g105 = (float3(0.0 , 0.5 , ( ( tex2DNode98_g102.a - temp_output_21_0_g105 ) * temp_output_22_0_g105 )));
- float3 normalizeResult15_g105 = normalize( cross( appendResult11_g105 , appendResult19_g105 ) );
- float4 weightedBlendVar92 = temp_output_81_0;
- float3 weightedAvg92 = ( ( weightedBlendVar92.x*( ( normalizeResult15_g103 * 0.5 ) + float3( 0.5,0.5,0.5 ) ) + weightedBlendVar92.y*( ( normalizeResult15_g106 * 0.5 ) + float3( 0.5,0.5,0.5 ) ) + weightedBlendVar92.z*( ( normalizeResult15_g104 * 0.5 ) + float3( 0.5,0.5,0.5 ) ) + weightedBlendVar92.w*( ( normalizeResult15_g105 * 0.5 ) + float3( 0.5,0.5,0.5 ) ) )/( weightedBlendVar92.x + weightedBlendVar92.y + weightedBlendVar92.z + weightedBlendVar92.w ) );
-
- float4 _Metallic_Instance = UNITY_ACCESS_INSTANCED_PROP(MTEURP4TexturesHeightBlendPacked,_Metallic);
- float dotResult141 = dot( temp_output_81_0 , _Metallic_Instance );
-
- float4 _Smoothness_Instance = UNITY_ACCESS_INSTANCED_PROP(MTEURP4TexturesHeightBlendPacked,_Smoothness);
- float dotResult140 = dot( temp_output_81_0 , _Smoothness_Instance );
-
- float3 Albedo = weightedAvg70;
- float3 Normal = weightedAvg92;
- float3 Emission = 0;
- float3 Specular = 0.5;
- float Metallic = dotResult141;
- float Smoothness = dotResult140;
- 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.MTEPackedShaderGUI"
- Fallback "Hidden/InternalErrorShader"
-
- }
- /*ASEBEGIN
- Version=18927
- -7;168;1920;851;4732.505;1590.094;4.160981;True;False
- Node;AmplifyShaderEditor.TexturePropertyNode;83;-2633.47,-255.8694;Inherit;True;Property;_PackedHeightMap;PackedHeightMap;3;0;Create;True;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
- Node;AmplifyShaderEditor.TextureCoordinatesNode;85;-2285.29,-277.3926;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.Vector2Node;165;-2259.041,-143.5288;Inherit;False;Property;_Tilling;Tilling;9;0;Create;True;0;0;0;False;0;False;1,1;1,1;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;164;-2000.041,-257.5288;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
- Node;AmplifyShaderEditor.SamplerNode;6;-1970.636,-759.5891;Inherit;True;Property;_Control;Control;4;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.SamplerNode;16;-1973.355,-479.3829;Inherit;True;Property;_Normal0;Packed Heightmap;5;0;Create;False;0;0;0;False;0;False;-1;None;None;True;0;True;black;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;74;-1440.455,-504.7105;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
- Node;AmplifyShaderEditor.BreakToComponentsNode;75;-1362.836,-277.3963;Inherit;False;COLOR;1;0;COLOR;0,0,0,0;False;16;FLOAT;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT;5;FLOAT;6;FLOAT;7;FLOAT;8;FLOAT;9;FLOAT;10;FLOAT;11;FLOAT;12;FLOAT;13;FLOAT;14;FLOAT;15
- Node;AmplifyShaderEditor.SimpleMaxOpNode;71;-1105.137,-328.6974;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.SimpleMaxOpNode;72;-965.637,-295.7977;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.SimpleMaxOpNode;73;-863.937,-194.8971;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.DynamicAppendNode;78;-789.9724,-348.0184;Inherit;False;FLOAT4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0
- Node;AmplifyShaderEditor.SimpleSubtractOpNode;77;-617.5756,-412.9189;Inherit;False;2;0;COLOR;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;COLOR;0
- Node;AmplifyShaderEditor.Vector4Node;90;-691.5453,-796.3668;Float;False;InstancedProperty;_HeightWeight;HeightWeight;5;0;Create;True;0;0;0;True;0;False;0.3,0.3,0.3,0.3;0.3,0.3,0.3,0.3;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.SimpleAddOpNode;89;-451.204,-468.3737;Inherit;False;2;2;0;FLOAT4;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;FLOAT4;0
- Node;AmplifyShaderEditor.SimpleMaxOpNode;76;-326.841,-404.1223;Inherit;False;2;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;80;-211.9196,-536.009;Inherit;True;2;2;0;COLOR;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;COLOR;0
- Node;AmplifyShaderEditor.Vector4Node;144;5.750707,-262.8185;Half;False;Constant;_Vector0;Vector 0;14;0;Create;True;0;0;0;False;0;False;1,1,1,1;0,0,0,0;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.SamplerNode;5;-680.9175,-84.2321;Inherit;True;Property;_PackedSplat0;PackedSplat0;0;0;Create;True;0;0;0;False;0;False;67;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.DotProductOpNode;145;278.6508,-330.4185;Inherit;False;2;0;COLOR;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.SamplerNode;68;-679.5864,303.4979;Inherit;True;Property;_PackedSplat2;PackedSplat2;2;0;Create;True;0;0;0;False;0;False;68;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.SamplerNode;67;-679.8618,109.4893;Inherit;True;Property;_PackedSplat1;PackedSplat1;1;0;Create;True;0;0;0;False;0;False;67;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.Vector4Node;149;-152.8214,549.5253;Float;False;Property;_NormalStrength;NormalStrength;6;0;Create;True;0;0;0;False;0;False;-1,-1,-1,-1;80,80,80,80;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.SimpleMaxOpNode;120;406.8276,-262.5091;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.DynamicAppendNode;128;-264.5563,328.7169;Inherit;False;FLOAT3;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0
- Node;AmplifyShaderEditor.DynamicAppendNode;127;-253.5769,208.6139;Inherit;False;FLOAT3;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0
- Node;AmplifyShaderEditor.SimpleDivideOpNode;81;556.3873,-432.8118;Inherit;True;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
- Node;AmplifyShaderEditor.Vector4Node;155;525.7409,619.5445;Inherit;False;InstancedProperty;_Metallic;Metallic;7;0;Create;True;0;0;0;False;0;False;0,0,0,0;0,0,0,0;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.Vector4Node;156;527.5974,840.1368;Inherit;False;InstancedProperty;_Smoothness;Smoothness;8;0;Create;True;0;0;0;False;0;False;0,0,0,0;0,0,0,0;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.FunctionNode;154;145.9654,457.4018;Inherit;False;GetNormalsFromPackedHeight;-1;;102;e838e220bfb1a834390a94fca7b1804b;0;3;128;FLOAT;3;False;102;SAMPLER2D;0;False;94;FLOAT2;0,0;False;4;FLOAT3;124;FLOAT3;50;FLOAT3;109;FLOAT3;110
- Node;AmplifyShaderEditor.DynamicAppendNode;126;-262.5788,77.52241;Inherit;False;FLOAT3;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0
- Node;AmplifyShaderEditor.DynamicAppendNode;125;-260.0866,-57.8117;Inherit;False;FLOAT3;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0
- Node;AmplifyShaderEditor.GammaToLinearNode;152;-77.62876,327.9963;Inherit;False;1;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
- Node;AmplifyShaderEditor.WeightedBlendNode;92;908.6145,98.05365;Inherit;True;5;0;COLOR;0,0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;1;FLOAT3;0
- Node;AmplifyShaderEditor.WeightedBlendNode;70;911.4041,-231.6432;Inherit;True;5;0;COLOR;0,0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;1;FLOAT3;0
- Node;AmplifyShaderEditor.DotProductOpNode;140;883.8511,793.309;Inherit;False;2;0;COLOR;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.DotProductOpNode;141;952.7538,529.8822;Inherit;False;2;0;COLOR;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;159;1258.334,-173.4329;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;False;False;True;False;False;False;False;0;False;-1;False;False;False;False;False;False;False;False;False;True;1;False;-1;True;3;False;-1;False;True;1;LightMode=ShadowCaster;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
- Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;160;1258.334,-173.4329;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;False;False;True;False;False;False;False;0;False;-1;False;False;False;False;False;False;False;False;False;True;1;False;-1;False;False;True;1;LightMode=DepthOnly;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
- Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;158;1258.334,-173.4329;Float;False;True;-1;2;MTE.MTEPackedShaderGUI;0;2;MTE/URP/4 Textures/Height Blend (Packed);94348b07e5e8bab40bd6c8a1e3df54cd;True;Forward;0;1;Forward;18;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;True;1;1;False;-1;0;False;-1;1;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;-1;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;1;LightMode=UniversalForward;False;False;0;Hidden/InternalErrorShader;0;0;Standard;38;Workflow;1;Surface;0; Refraction Model;0; Blend;0;Two Sided;1;Fragment Normal Space,InvertActionOnDeselection;0;Transmission;0; Transmission Shadow;0.5,False,-1;Translucency;0; Translucency Strength;1,False,-1; Normal Distortion;0.5,False,-1; Scattering;2,False,-1; Direct;0.9,False,-1; Ambient;0.1,False,-1; Shadow;0.5,False,-1;Cast Shadows;1; Use Shadow Threshold;0;Receive Shadows;1;GPU Instancing;1;LOD CrossFade;1;Built-in Fog;1;_FinalColorxAlpha;0;Meta Pass;1;Override Baked GI;0;Extra Pre Pass;0;DOTS Instancing;0;Tessellation;0; Phong;0; Strength;0.5,False,-1; Type;0; Tess;16,False,-1; Min;10,False,-1; Max;25,False,-1; Edge Length;16,False,-1; Max Displacement;25,False,-1;Write Depth;0; Early Z;0;Vertex Position,InvertActionOnDeselection;1;0;8;False;True;True;True;True;True;True;True;False;;False;0
- Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;162;1258.334,-173.4329;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;Universal2D;0;5;Universal2D;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;True;1;1;False;-1;0;False;-1;1;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;1;LightMode=Universal2D;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
- Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;161;1258.334,-173.4329;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
- Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;166;1258.334,-113.4329;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;DepthNormals;0;6;DepthNormals;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;True;1;1;False;-1;0;False;-1;0;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;-1;True;3;False;-1;False;True;1;LightMode=DepthNormals;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
- Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;157;1258.334,-173.4329;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;True;1;1;False;-1;0;False;-1;0;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;True;True;True;True;0;False;-1;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;0;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
- Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;167;1258.334,-113.4329;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;GBuffer;0;7;GBuffer;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;True;1;1;False;-1;0;False;-1;1;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;-1;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;1;LightMode=UniversalGBuffer;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
- WireConnection;85;2;83;0
- WireConnection;164;0;85;0
- WireConnection;164;1;165;0
- WireConnection;16;0;83;0
- WireConnection;16;1;164;0
- WireConnection;74;0;6;0
- WireConnection;74;1;16;0
- WireConnection;75;0;74;0
- WireConnection;71;0;75;0
- WireConnection;71;1;75;1
- WireConnection;72;0;71;0
- WireConnection;72;1;75;2
- WireConnection;73;0;72;0
- WireConnection;73;1;75;3
- WireConnection;78;0;73;0
- WireConnection;78;1;73;0
- WireConnection;78;2;73;0
- WireConnection;78;3;73;0
- WireConnection;77;0;74;0
- WireConnection;77;1;78;0
- WireConnection;89;0;90;0
- WireConnection;89;1;77;0
- WireConnection;76;0;89;0
- WireConnection;80;0;6;0
- WireConnection;80;1;76;0
- WireConnection;5;1;164;0
- WireConnection;145;0;80;0
- WireConnection;145;1;144;0
- WireConnection;68;1;164;0
- WireConnection;67;1;164;0
- WireConnection;120;0;145;0
- WireConnection;128;0;5;4
- WireConnection;128;1;67;4
- WireConnection;128;2;68;4
- WireConnection;127;0;68;1
- WireConnection;127;1;68;2
- WireConnection;127;2;68;3
- WireConnection;81;0;80;0
- WireConnection;81;1;120;0
- WireConnection;154;128;149;0
- WireConnection;154;102;83;0
- WireConnection;154;94;164;0
- WireConnection;126;0;67;1
- WireConnection;126;1;67;2
- WireConnection;126;2;67;3
- WireConnection;125;0;5;1
- WireConnection;125;1;5;2
- WireConnection;125;2;5;3
- WireConnection;152;0;128;0
- WireConnection;92;0;81;0
- WireConnection;92;1;154;124
- WireConnection;92;2;154;50
- WireConnection;92;3;154;109
- WireConnection;92;4;154;110
- WireConnection;70;0;81;0
- WireConnection;70;1;125;0
- WireConnection;70;2;126;0
- WireConnection;70;3;127;0
- WireConnection;70;4;152;0
- WireConnection;140;0;81;0
- WireConnection;140;1;156;0
- WireConnection;141;0;81;0
- WireConnection;141;1;155;0
- WireConnection;158;0;70;0
- WireConnection;158;1;92;0
- WireConnection;158;3;141;0
- WireConnection;158;4;140;0
- ASEEND*/
- //CHKSM=327C40E4CB6AA152E4DB21662CBBF4D54ED8913E
|