5Textures.shader 125 KB

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  1. // Made with Amplify Shader Editor
  2. // Available at the Unity Asset Store - http://u3d.as/y3X
  3. Shader "MTE/URP/5 Textures"
  4. {
  5. Properties
  6. {
  7. [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
  8. [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
  9. _Splat0("Layer 1", 2D) = "white" {}
  10. _Splat1("Layer 2", 2D) = "white" {}
  11. _Splat2("Layer 3", 2D) = "white" {}
  12. _Splat3("Layer 4", 2D) = "white" {}
  13. _Splat4("Layer 5", 2D) = "white" {}
  14. _Normal0("Normalmap 1", 2D) = "bump" {}
  15. _Normal1("Normalmap 2", 2D) = "bump" {}
  16. _Normal2("Normalmap 3", 2D) = "bump" {}
  17. _Normal3("Normalmap 4", 2D) = "bump" {}
  18. _Normal4("Normalmap 5", 2D) = "bump" {}
  19. [Toggle(SMOOTHNESS_TEXTURE)] SMOOTHNESS_TEXTURE("Smoothness Texture", Float) = 0
  20. _Smoothness0("Smoothness 1", Range( 0 , 1)) = 0.5
  21. _Smoothness1("Smoothness 2", Range( 0 , 1)) = 0.5
  22. _Smoothness2("Smoothness 3", Range( 0 , 1)) = 0.5
  23. _Smoothness3("Smoothness 4", Range( 0 , 1)) = 0.5
  24. _Smoothness4("Smoothness 5", Range( 0 , 1)) = 0.5
  25. _Control("Control", 2D) = "white" {}
  26. _ControlExtra("ControlExtra", 2D) = "white" {}
  27. [Toggle(ENABLE_NORMAL_INTENSITY)] ENABLE_NORMAL_INTENSITY("Normal Intensity", Float) = 1
  28. _SpecularColor("_SpecularColor", Color) = (0,0,0,0)
  29. _NormalIntensity0("Normal Intensity 1", Range( 0.01 , 10)) = 1
  30. _NormalIntensity1("Normal Intensity 2", Range( 0.01 , 10)) = 1
  31. _NormalIntensity2("Normal Intensity 3", Range( 0.01 , 10)) = 1
  32. _NormalIntensity3("Normal Intensity 4", Range( 0.01 , 10)) = 1
  33. [ASEEnd]_NormalIntensity4("Normal Intensity 5", Range( 0.01 , 10)) = 1
  34. //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
  35. //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
  36. //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
  37. //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
  38. //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
  39. //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
  40. //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
  41. //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
  42. //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
  43. //_TessMin( "Tess Min Distance", Float ) = 10
  44. //_TessMax( "Tess Max Distance", Float ) = 25
  45. //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
  46. //_TessMaxDisp( "Tess Max Displacement", Float ) = 25
  47. }
  48. SubShader
  49. {
  50. LOD 0
  51. Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
  52. Cull Back
  53. AlphaToMask Off
  54. HLSLINCLUDE
  55. #pragma target 3.0
  56. #pragma prefer_hlslcc gles
  57. #pragma exclude_renderers d3d11_9x
  58. #ifndef ASE_TESS_FUNCS
  59. #define ASE_TESS_FUNCS
  60. float4 FixedTess( float tessValue )
  61. {
  62. return tessValue;
  63. }
  64. float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
  65. {
  66. float3 wpos = mul(o2w,vertex).xyz;
  67. float dist = distance (wpos, cameraPos);
  68. float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
  69. return f;
  70. }
  71. float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
  72. {
  73. float4 tess;
  74. tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
  75. tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
  76. tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
  77. tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
  78. return tess;
  79. }
  80. float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
  81. {
  82. float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
  83. float len = distance(wpos0, wpos1);
  84. float f = max(len * scParams.y / (edgeLen * dist), 1.0);
  85. return f;
  86. }
  87. float DistanceFromPlane (float3 pos, float4 plane)
  88. {
  89. float d = dot (float4(pos,1.0f), plane);
  90. return d;
  91. }
  92. bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
  93. {
  94. float4 planeTest;
  95. planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
  96. (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
  97. (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
  98. planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
  99. (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
  100. (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
  101. planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
  102. (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
  103. (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
  104. planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
  105. (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
  106. (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
  107. return !all (planeTest);
  108. }
  109. float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
  110. {
  111. float3 f;
  112. f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
  113. f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
  114. f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
  115. return CalcTriEdgeTessFactors (f);
  116. }
  117. float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
  118. {
  119. float3 pos0 = mul(o2w,v0).xyz;
  120. float3 pos1 = mul(o2w,v1).xyz;
  121. float3 pos2 = mul(o2w,v2).xyz;
  122. float4 tess;
  123. tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
  124. tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
  125. tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
  126. tess.w = (tess.x + tess.y + tess.z) / 3.0f;
  127. return tess;
  128. }
  129. float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
  130. {
  131. float3 pos0 = mul(o2w,v0).xyz;
  132. float3 pos1 = mul(o2w,v1).xyz;
  133. float3 pos2 = mul(o2w,v2).xyz;
  134. float4 tess;
  135. if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
  136. {
  137. tess = 0.0f;
  138. }
  139. else
  140. {
  141. tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
  142. tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
  143. tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
  144. tess.w = (tess.x + tess.y + tess.z) / 3.0f;
  145. }
  146. return tess;
  147. }
  148. #endif //ASE_TESS_FUNCS
  149. ENDHLSL
  150. Pass
  151. {
  152. Name "Forward"
  153. Tags { "LightMode"="UniversalForward" }
  154. Blend One Zero, One Zero
  155. ZWrite On
  156. ZTest LEqual
  157. Offset 0 , 0
  158. ColorMask RGBA
  159. HLSLPROGRAM
  160. #define _SPECULAR_SETUP 1
  161. #define _NORMAL_DROPOFF_TS 1
  162. #pragma multi_compile_instancing
  163. #pragma multi_compile _ LOD_FADE_CROSSFADE
  164. #pragma multi_compile_fog
  165. #define ASE_FOG 1
  166. #define _NORMALMAP 1
  167. #define ASE_SRP_VERSION 100500
  168. #pragma multi_compile _ _SCREEN_SPACE_OCCLUSION
  169. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
  170. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
  171. #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS _ADDITIONAL_OFF
  172. #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
  173. #pragma multi_compile _ _SHADOWS_SOFT
  174. #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
  175. #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
  176. #pragma multi_compile _ SHADOWS_SHADOWMASK
  177. #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  178. #pragma multi_compile _ LIGHTMAP_ON
  179. #pragma vertex vert
  180. #pragma fragment frag
  181. #define SHADERPASS_FORWARD
  182. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  183. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  184. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  185. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
  186. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
  187. #if ASE_SRP_VERSION <= 70108
  188. #define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
  189. #endif
  190. #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
  191. #define ENABLE_TERRAIN_PERPIXEL_NORMAL
  192. #endif
  193. #pragma shader_feature_local SMOOTHNESS_TEXTURE
  194. #pragma shader_feature_local ENABLE_NORMAL_INTENSITY
  195. struct VertexInput
  196. {
  197. float4 vertex : POSITION;
  198. float3 ase_normal : NORMAL;
  199. float4 ase_tangent : TANGENT;
  200. float4 texcoord1 : TEXCOORD1;
  201. float4 texcoord : TEXCOORD0;
  202. UNITY_VERTEX_INPUT_INSTANCE_ID
  203. };
  204. struct VertexOutput
  205. {
  206. float4 clipPos : SV_POSITION;
  207. float4 lightmapUVOrVertexSH : TEXCOORD0;
  208. half4 fogFactorAndVertexLight : TEXCOORD1;
  209. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  210. float4 shadowCoord : TEXCOORD2;
  211. #endif
  212. float4 tSpace0 : TEXCOORD3;
  213. float4 tSpace1 : TEXCOORD4;
  214. float4 tSpace2 : TEXCOORD5;
  215. #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
  216. float4 screenPos : TEXCOORD6;
  217. #endif
  218. float4 ase_texcoord7 : TEXCOORD7;
  219. UNITY_VERTEX_INPUT_INSTANCE_ID
  220. UNITY_VERTEX_OUTPUT_STEREO
  221. };
  222. CBUFFER_START(UnityPerMaterial)
  223. float4 _Control_ST;
  224. float4 _Splat4_ST;
  225. float4 _Splat2_ST;
  226. float4 _Splat1_ST;
  227. float4 _Splat3_ST;
  228. float4 _Splat0_ST;
  229. float4 _ControlExtra_ST;
  230. float4 _SpecularColor;
  231. float _Smoothness1;
  232. float _Smoothness2;
  233. float _NormalIntensity4;
  234. float _Smoothness3;
  235. float _Smoothness4;
  236. float _NormalIntensity0;
  237. float _NormalIntensity1;
  238. float _NormalIntensity2;
  239. float _NormalIntensity3;
  240. float _Smoothness0;
  241. #ifdef _TRANSMISSION_ASE
  242. float _TransmissionShadow;
  243. #endif
  244. #ifdef _TRANSLUCENCY_ASE
  245. float _TransStrength;
  246. float _TransNormal;
  247. float _TransScattering;
  248. float _TransDirect;
  249. float _TransAmbient;
  250. float _TransShadow;
  251. #endif
  252. #ifdef TESSELLATION_ON
  253. float _TessPhongStrength;
  254. float _TessValue;
  255. float _TessMin;
  256. float _TessMax;
  257. float _TessEdgeLength;
  258. float _TessMaxDisp;
  259. #endif
  260. CBUFFER_END
  261. sampler2D _Control;
  262. sampler2D _ControlExtra;
  263. sampler2D _Splat0;
  264. sampler2D _Splat1;
  265. sampler2D _Splat2;
  266. sampler2D _Splat3;
  267. sampler2D _Splat4;
  268. sampler2D _Normal0;
  269. sampler2D _Normal1;
  270. sampler2D _Normal2;
  271. sampler2D _Normal3;
  272. sampler2D _Normal4;
  273. float4 WeightedBlend585( half4 Weight, half4 WeightExtra, float4 Layer1, float4 Layer2, float4 Layer3, float4 Layer4, float4 Layer5 )
  274. {
  275. return Layer1 * Weight.r + Layer2 * Weight.g + Layer3 * Weight.b + Layer4 * Weight.a + Layer5 * WeightExtra.r;
  276. }
  277. inline float3 MTE_NormalIntensity_fixed150( float3 Normal, float Strength )
  278. {
  279. return lerp(Normal, float3(0,0,1), - Strength + 1.0);
  280. }
  281. inline float3 MTE_NormalIntensity_fixed152( float3 Normal, float Strength )
  282. {
  283. return lerp(Normal, float3(0,0,1), - Strength + 1.0);
  284. }
  285. inline float3 MTE_NormalIntensity_fixed155( float3 Normal, float Strength )
  286. {
  287. return lerp(Normal, float3(0,0,1), - Strength + 1.0);
  288. }
  289. inline float3 MTE_NormalIntensity_fixed158( float3 Normal, float Strength )
  290. {
  291. return lerp(Normal, float3(0,0,1), - Strength + 1.0);
  292. }
  293. inline float3 MTE_NormalIntensity_fixed161( float3 Normal, float Strength )
  294. {
  295. return lerp(Normal, float3(0,0,1), - Strength + 1.0);
  296. }
  297. float4 WeightedBlend589( half4 Weight, half4 WeightExtra, float4 Layer1, float4 Layer2, float4 Layer3, float4 Layer4, float4 Layer5 )
  298. {
  299. return Layer1 * Weight.r + Layer2 * Weight.g + Layer3 * Weight.b + Layer4 * Weight.a + Layer5 * WeightExtra.r;
  300. }
  301. VertexOutput VertexFunction( VertexInput v )
  302. {
  303. VertexOutput o = (VertexOutput)0;
  304. UNITY_SETUP_INSTANCE_ID(v);
  305. UNITY_TRANSFER_INSTANCE_ID(v, o);
  306. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  307. o.ase_texcoord7.xy = v.texcoord.xy;
  308. //setting value to unused interpolator channels and avoid initialization warnings
  309. o.ase_texcoord7.zw = 0;
  310. #ifdef ASE_ABSOLUTE_VERTEX_POS
  311. float3 defaultVertexValue = v.vertex.xyz;
  312. #else
  313. float3 defaultVertexValue = float3(0, 0, 0);
  314. #endif
  315. float3 vertexValue = defaultVertexValue;
  316. #ifdef ASE_ABSOLUTE_VERTEX_POS
  317. v.vertex.xyz = vertexValue;
  318. #else
  319. v.vertex.xyz += vertexValue;
  320. #endif
  321. v.ase_normal = v.ase_normal;
  322. float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
  323. float3 positionVS = TransformWorldToView( positionWS );
  324. float4 positionCS = TransformWorldToHClip( positionWS );
  325. VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent );
  326. o.tSpace0 = float4( normalInput.normalWS, positionWS.x);
  327. o.tSpace1 = float4( normalInput.tangentWS, positionWS.y);
  328. o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z);
  329. OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy );
  330. OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz );
  331. #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
  332. o.lightmapUVOrVertexSH.zw = v.texcoord;
  333. o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw;
  334. #endif
  335. half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );
  336. #ifdef ASE_FOG
  337. half fogFactor = ComputeFogFactor( positionCS.z );
  338. #else
  339. half fogFactor = 0;
  340. #endif
  341. o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
  342. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  343. VertexPositionInputs vertexInput = (VertexPositionInputs)0;
  344. vertexInput.positionWS = positionWS;
  345. vertexInput.positionCS = positionCS;
  346. o.shadowCoord = GetShadowCoord( vertexInput );
  347. #endif
  348. o.clipPos = positionCS;
  349. #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
  350. o.screenPos = ComputeScreenPos(positionCS);
  351. #endif
  352. return o;
  353. }
  354. #if defined(TESSELLATION_ON)
  355. struct VertexControl
  356. {
  357. float4 vertex : INTERNALTESSPOS;
  358. float3 ase_normal : NORMAL;
  359. float4 ase_tangent : TANGENT;
  360. float4 texcoord : TEXCOORD0;
  361. float4 texcoord1 : TEXCOORD1;
  362. UNITY_VERTEX_INPUT_INSTANCE_ID
  363. };
  364. struct TessellationFactors
  365. {
  366. float edge[3] : SV_TessFactor;
  367. float inside : SV_InsideTessFactor;
  368. };
  369. VertexControl vert ( VertexInput v )
  370. {
  371. VertexControl o;
  372. UNITY_SETUP_INSTANCE_ID(v);
  373. UNITY_TRANSFER_INSTANCE_ID(v, o);
  374. o.vertex = v.vertex;
  375. o.ase_normal = v.ase_normal;
  376. o.ase_tangent = v.ase_tangent;
  377. o.texcoord = v.texcoord;
  378. o.texcoord1 = v.texcoord1;
  379. return o;
  380. }
  381. TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
  382. {
  383. TessellationFactors o;
  384. float4 tf = 1;
  385. float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
  386. float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
  387. #if defined(ASE_FIXED_TESSELLATION)
  388. tf = FixedTess( tessValue );
  389. #elif defined(ASE_DISTANCE_TESSELLATION)
  390. tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
  391. #elif defined(ASE_LENGTH_TESSELLATION)
  392. tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
  393. #elif defined(ASE_LENGTH_CULL_TESSELLATION)
  394. tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
  395. #endif
  396. o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
  397. return o;
  398. }
  399. [domain("tri")]
  400. [partitioning("fractional_odd")]
  401. [outputtopology("triangle_cw")]
  402. [patchconstantfunc("TessellationFunction")]
  403. [outputcontrolpoints(3)]
  404. VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
  405. {
  406. return patch[id];
  407. }
  408. [domain("tri")]
  409. VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
  410. {
  411. VertexInput o = (VertexInput) 0;
  412. o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
  413. o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
  414. o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
  415. o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
  416. o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
  417. #if defined(ASE_PHONG_TESSELLATION)
  418. float3 pp[3];
  419. for (int i = 0; i < 3; ++i)
  420. 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));
  421. float phongStrength = _TessPhongStrength;
  422. o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
  423. #endif
  424. UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
  425. return VertexFunction(o);
  426. }
  427. #else
  428. VertexOutput vert ( VertexInput v )
  429. {
  430. return VertexFunction( v );
  431. }
  432. #endif
  433. #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
  434. #define ASE_SV_DEPTH SV_DepthLessEqual
  435. #else
  436. #define ASE_SV_DEPTH SV_Depth
  437. #endif
  438. half4 frag ( VertexOutput IN
  439. #ifdef ASE_DEPTH_WRITE_ON
  440. ,out float outputDepth : ASE_SV_DEPTH
  441. #endif
  442. ) : SV_Target
  443. {
  444. UNITY_SETUP_INSTANCE_ID(IN);
  445. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
  446. #ifdef LOD_FADE_CROSSFADE
  447. LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
  448. #endif
  449. #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
  450. float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
  451. float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
  452. float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
  453. float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
  454. #else
  455. float3 WorldNormal = normalize( IN.tSpace0.xyz );
  456. float3 WorldTangent = IN.tSpace1.xyz;
  457. float3 WorldBiTangent = IN.tSpace2.xyz;
  458. #endif
  459. float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
  460. float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
  461. float4 ShadowCoords = float4( 0, 0, 0, 0 );
  462. #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
  463. float4 ScreenPos = IN.screenPos;
  464. #endif
  465. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  466. ShadowCoords = IN.shadowCoord;
  467. #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
  468. ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
  469. #endif
  470. WorldViewDirection = SafeNormalize( WorldViewDirection );
  471. float4 localBreakRGBA115 = ( float4( 0,0,0,0 ) );
  472. float2 uv_Control = IN.ase_texcoord7.xy * _Control_ST.xy + _Control_ST.zw;
  473. float4 tex2DNode6 = tex2D( _Control, uv_Control );
  474. float4 Weight85 = tex2DNode6;
  475. float2 uv_ControlExtra = IN.ase_texcoord7.xy * _ControlExtra_ST.xy + _ControlExtra_ST.zw;
  476. float4 tex2DNode86 = tex2D( _ControlExtra, uv_ControlExtra );
  477. float4 WeightExtra85 = tex2DNode86;
  478. float2 uv_Splat0 = IN.ase_texcoord7.xy * _Splat0_ST.xy + _Splat0_ST.zw;
  479. float4 appendResult123 = (float4(1.0 , 1.0 , 1.0 , _Smoothness0));
  480. float4 Layer185 = ( tex2D( _Splat0, uv_Splat0 ) * appendResult123 );
  481. float2 uv_Splat1 = IN.ase_texcoord7.xy * _Splat1_ST.xy + _Splat1_ST.zw;
  482. float4 appendResult126 = (float4(1.0 , 1.0 , 1.0 , _Smoothness1));
  483. float4 Layer285 = ( tex2D( _Splat1, uv_Splat1 ) * appendResult126 );
  484. float2 uv_Splat2 = IN.ase_texcoord7.xy * _Splat2_ST.xy + _Splat2_ST.zw;
  485. float4 appendResult129 = (float4(1.0 , 1.0 , 1.0 , _Smoothness2));
  486. float4 Layer385 = ( tex2D( _Splat2, uv_Splat2 ) * appendResult129 );
  487. float2 uv_Splat3 = IN.ase_texcoord7.xy * _Splat3_ST.xy + _Splat3_ST.zw;
  488. float4 appendResult131 = (float4(1.0 , 1.0 , 1.0 , _Smoothness3));
  489. float4 Layer485 = ( tex2D( _Splat3, uv_Splat3 ) * appendResult131 );
  490. float2 uv_Splat4 = IN.ase_texcoord7.xy * _Splat4_ST.xy + _Splat4_ST.zw;
  491. float4 appendResult132 = (float4(1.0 , 1.0 , 1.0 , _Smoothness4));
  492. float4 Layer585 = ( tex2D( _Splat4, uv_Splat4 ) * appendResult132 );
  493. float4 localWeightedBlend585 = WeightedBlend585( Weight85 , WeightExtra85 , Layer185 , Layer285 , Layer385 , Layer485 , Layer585 );
  494. float4 RGBA115 = localWeightedBlend585;
  495. float3 RGB115 = float3( 0,0,0 );
  496. float A115 = 0;
  497. {
  498. RGB115 = RGBA115.rgb;
  499. A115 = RGBA115.a;
  500. }
  501. float4 Weight89 = tex2DNode6;
  502. float4 WeightExtra89 = tex2DNode86;
  503. float3 tex2DNode16 = UnpackNormalScale( tex2D( _Normal0, uv_Splat0 ), 1.0f );
  504. float3 Normal150 = tex2DNode16;
  505. float Strength150 = _NormalIntensity0;
  506. float3 localMTE_NormalIntensity_fixed150 = MTE_NormalIntensity_fixed150( Normal150 , Strength150 );
  507. #ifdef ENABLE_NORMAL_INTENSITY
  508. float3 staticSwitch148 = localMTE_NormalIntensity_fixed150;
  509. #else
  510. float3 staticSwitch148 = tex2DNode16;
  511. #endif
  512. float4 Layer189 = float4( staticSwitch148 , 0.0 );
  513. float3 tex2DNode39 = UnpackNormalScale( tex2D( _Normal1, uv_Splat1 ), 1.0f );
  514. float3 Normal152 = tex2DNode39;
  515. float Strength152 = _NormalIntensity1;
  516. float3 localMTE_NormalIntensity_fixed152 = MTE_NormalIntensity_fixed152( Normal152 , Strength152 );
  517. #ifdef ENABLE_NORMAL_INTENSITY
  518. float3 staticSwitch153 = localMTE_NormalIntensity_fixed152;
  519. #else
  520. float3 staticSwitch153 = tex2DNode39;
  521. #endif
  522. float4 Layer289 = float4( staticSwitch153 , 0.0 );
  523. float3 tex2DNode44 = UnpackNormalScale( tex2D( _Normal2, uv_Splat2 ), 1.0f );
  524. float3 Normal155 = tex2DNode44;
  525. float Strength155 = _NormalIntensity2;
  526. float3 localMTE_NormalIntensity_fixed155 = MTE_NormalIntensity_fixed155( Normal155 , Strength155 );
  527. #ifdef ENABLE_NORMAL_INTENSITY
  528. float3 staticSwitch156 = localMTE_NormalIntensity_fixed155;
  529. #else
  530. float3 staticSwitch156 = tex2DNode44;
  531. #endif
  532. float4 Layer389 = float4( staticSwitch156 , 0.0 );
  533. float3 tex2DNode48 = UnpackNormalScale( tex2D( _Normal3, uv_Splat3 ), 1.0f );
  534. float3 Normal158 = tex2DNode48;
  535. float Strength158 = _NormalIntensity3;
  536. float3 localMTE_NormalIntensity_fixed158 = MTE_NormalIntensity_fixed158( Normal158 , Strength158 );
  537. #ifdef ENABLE_NORMAL_INTENSITY
  538. float3 staticSwitch159 = localMTE_NormalIntensity_fixed158;
  539. #else
  540. float3 staticSwitch159 = tex2DNode48;
  541. #endif
  542. float4 Layer489 = float4( staticSwitch159 , 0.0 );
  543. float3 tex2DNode90 = UnpackNormalScale( tex2D( _Normal4, uv_Splat4 ), 1.0f );
  544. float3 Normal161 = tex2DNode90;
  545. float Strength161 = _NormalIntensity4;
  546. float3 localMTE_NormalIntensity_fixed161 = MTE_NormalIntensity_fixed161( Normal161 , Strength161 );
  547. #ifdef ENABLE_NORMAL_INTENSITY
  548. float3 staticSwitch160 = localMTE_NormalIntensity_fixed161;
  549. #else
  550. float3 staticSwitch160 = tex2DNode90;
  551. #endif
  552. float4 Layer589 = float4( staticSwitch160 , 0.0 );
  553. float4 localWeightedBlend589 = WeightedBlend589( Weight89 , WeightExtra89 , Layer189 , Layer289 , Layer389 , Layer489 , Layer589 );
  554. float3 Albedo = RGB115;
  555. float3 Normal = localWeightedBlend589.xyz;
  556. float3 Emission = 0;
  557. float3 Specular = _SpecularColor.rgb;
  558. float Metallic = 0;
  559. float Smoothness = A115;
  560. float Occlusion = 1;
  561. float Alpha = 1;
  562. float AlphaClipThreshold = 0.5;
  563. float AlphaClipThresholdShadow = 0.5;
  564. float3 BakedGI = 0;
  565. float3 RefractionColor = 1;
  566. float RefractionIndex = 1;
  567. float3 Transmission = 1;
  568. float3 Translucency = 1;
  569. #ifdef ASE_DEPTH_WRITE_ON
  570. float DepthValue = 0;
  571. #endif
  572. #ifdef _ALPHATEST_ON
  573. clip(Alpha - AlphaClipThreshold);
  574. #endif
  575. InputData inputData;
  576. inputData.positionWS = WorldPosition;
  577. inputData.viewDirectionWS = WorldViewDirection;
  578. inputData.shadowCoord = ShadowCoords;
  579. #ifdef _NORMALMAP
  580. #if _NORMAL_DROPOFF_TS
  581. inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal ));
  582. #elif _NORMAL_DROPOFF_OS
  583. inputData.normalWS = TransformObjectToWorldNormal(Normal);
  584. #elif _NORMAL_DROPOFF_WS
  585. inputData.normalWS = Normal;
  586. #endif
  587. inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
  588. #else
  589. inputData.normalWS = WorldNormal;
  590. #endif
  591. #ifdef ASE_FOG
  592. inputData.fogCoord = IN.fogFactorAndVertexLight.x;
  593. #endif
  594. inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
  595. #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
  596. float3 SH = SampleSH(inputData.normalWS.xyz);
  597. #else
  598. float3 SH = IN.lightmapUVOrVertexSH.xyz;
  599. #endif
  600. inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS );
  601. #ifdef _ASE_BAKEDGI
  602. inputData.bakedGI = BakedGI;
  603. #endif
  604. inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.clipPos);
  605. inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy);
  606. half4 color = UniversalFragmentPBR(
  607. inputData,
  608. Albedo,
  609. Metallic,
  610. Specular,
  611. Smoothness,
  612. Occlusion,
  613. Emission,
  614. Alpha);
  615. #ifdef _TRANSMISSION_ASE
  616. {
  617. float shadow = _TransmissionShadow;
  618. Light mainLight = GetMainLight( inputData.shadowCoord );
  619. float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
  620. mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
  621. half3 mainTransmission = max(0 , -dot(inputData.normalWS, mainLight.direction)) * mainAtten * Transmission;
  622. color.rgb += Albedo * mainTransmission;
  623. #ifdef _ADDITIONAL_LIGHTS
  624. int transPixelLightCount = GetAdditionalLightsCount();
  625. for (int i = 0; i < transPixelLightCount; ++i)
  626. {
  627. Light light = GetAdditionalLight(i, inputData.positionWS);
  628. float3 atten = light.color * light.distanceAttenuation;
  629. atten = lerp( atten, atten * light.shadowAttenuation, shadow );
  630. half3 transmission = max(0 , -dot(inputData.normalWS, light.direction)) * atten * Transmission;
  631. color.rgb += Albedo * transmission;
  632. }
  633. #endif
  634. }
  635. #endif
  636. #ifdef _TRANSLUCENCY_ASE
  637. {
  638. float shadow = _TransShadow;
  639. float normal = _TransNormal;
  640. float scattering = _TransScattering;
  641. float direct = _TransDirect;
  642. float ambient = _TransAmbient;
  643. float strength = _TransStrength;
  644. Light mainLight = GetMainLight( inputData.shadowCoord );
  645. float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
  646. mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
  647. half3 mainLightDir = mainLight.direction + inputData.normalWS * normal;
  648. half mainVdotL = pow( saturate( dot( inputData.viewDirectionWS, -mainLightDir ) ), scattering );
  649. half3 mainTranslucency = mainAtten * ( mainVdotL * direct + inputData.bakedGI * ambient ) * Translucency;
  650. color.rgb += Albedo * mainTranslucency * strength;
  651. #ifdef _ADDITIONAL_LIGHTS
  652. int transPixelLightCount = GetAdditionalLightsCount();
  653. for (int i = 0; i < transPixelLightCount; ++i)
  654. {
  655. Light light = GetAdditionalLight(i, inputData.positionWS);
  656. float3 atten = light.color * light.distanceAttenuation;
  657. atten = lerp( atten, atten * light.shadowAttenuation, shadow );
  658. half3 lightDir = light.direction + inputData.normalWS * normal;
  659. half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );
  660. half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;
  661. color.rgb += Albedo * translucency * strength;
  662. }
  663. #endif
  664. }
  665. #endif
  666. #ifdef _REFRACTION_ASE
  667. float4 projScreenPos = ScreenPos / ScreenPos.w;
  668. float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
  669. projScreenPos.xy += refractionOffset.xy;
  670. float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
  671. color.rgb = lerp( refraction, color.rgb, color.a );
  672. color.a = 1;
  673. #endif
  674. #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
  675. color.rgb *= color.a;
  676. #endif
  677. #ifdef ASE_FOG
  678. #ifdef TERRAIN_SPLAT_ADDPASS
  679. color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x );
  680. #else
  681. color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x);
  682. #endif
  683. #endif
  684. #ifdef ASE_DEPTH_WRITE_ON
  685. outputDepth = DepthValue;
  686. #endif
  687. return color;
  688. }
  689. ENDHLSL
  690. }
  691. Pass
  692. {
  693. Name "ShadowCaster"
  694. Tags { "LightMode"="ShadowCaster" }
  695. ZWrite On
  696. ZTest LEqual
  697. AlphaToMask Off
  698. ColorMask 0
  699. HLSLPROGRAM
  700. #define _SPECULAR_SETUP 1
  701. #define _NORMAL_DROPOFF_TS 1
  702. #pragma multi_compile_instancing
  703. #pragma multi_compile _ LOD_FADE_CROSSFADE
  704. #pragma multi_compile_fog
  705. #define ASE_FOG 1
  706. #define _NORMALMAP 1
  707. #define ASE_SRP_VERSION 100500
  708. #pragma vertex vert
  709. #pragma fragment frag
  710. #if ASE_SRP_VERSION >= 110000
  711. #pragma multi_compile _ _CASTING_PUNCTUAL_LIGHT_SHADOW
  712. #endif
  713. #define SHADERPASS_SHADOWCASTER
  714. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  715. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  716. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
  717. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  718. #pragma shader_feature_local SMOOTHNESS_TEXTURE
  719. struct VertexInput
  720. {
  721. float4 vertex : POSITION;
  722. float3 ase_normal : NORMAL;
  723. UNITY_VERTEX_INPUT_INSTANCE_ID
  724. };
  725. struct VertexOutput
  726. {
  727. float4 clipPos : SV_POSITION;
  728. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  729. float3 worldPos : TEXCOORD0;
  730. #endif
  731. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  732. float4 shadowCoord : TEXCOORD1;
  733. #endif
  734. UNITY_VERTEX_INPUT_INSTANCE_ID
  735. UNITY_VERTEX_OUTPUT_STEREO
  736. };
  737. CBUFFER_START(UnityPerMaterial)
  738. float4 _Control_ST;
  739. float4 _Splat4_ST;
  740. float4 _Splat2_ST;
  741. float4 _Splat1_ST;
  742. float4 _Splat3_ST;
  743. float4 _Splat0_ST;
  744. float4 _ControlExtra_ST;
  745. float4 _SpecularColor;
  746. float _Smoothness1;
  747. float _Smoothness2;
  748. float _NormalIntensity4;
  749. float _Smoothness3;
  750. float _Smoothness4;
  751. float _NormalIntensity0;
  752. float _NormalIntensity1;
  753. float _NormalIntensity2;
  754. float _NormalIntensity3;
  755. float _Smoothness0;
  756. #ifdef _TRANSMISSION_ASE
  757. float _TransmissionShadow;
  758. #endif
  759. #ifdef _TRANSLUCENCY_ASE
  760. float _TransStrength;
  761. float _TransNormal;
  762. float _TransScattering;
  763. float _TransDirect;
  764. float _TransAmbient;
  765. float _TransShadow;
  766. #endif
  767. #ifdef TESSELLATION_ON
  768. float _TessPhongStrength;
  769. float _TessValue;
  770. float _TessMin;
  771. float _TessMax;
  772. float _TessEdgeLength;
  773. float _TessMaxDisp;
  774. #endif
  775. CBUFFER_END
  776. float3 _LightDirection;
  777. #if ASE_SRP_VERSION >= 110000
  778. float3 _LightPosition;
  779. #endif
  780. VertexOutput VertexFunction( VertexInput v )
  781. {
  782. VertexOutput o;
  783. UNITY_SETUP_INSTANCE_ID(v);
  784. UNITY_TRANSFER_INSTANCE_ID(v, o);
  785. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
  786. #ifdef ASE_ABSOLUTE_VERTEX_POS
  787. float3 defaultVertexValue = v.vertex.xyz;
  788. #else
  789. float3 defaultVertexValue = float3(0, 0, 0);
  790. #endif
  791. float3 vertexValue = defaultVertexValue;
  792. #ifdef ASE_ABSOLUTE_VERTEX_POS
  793. v.vertex.xyz = vertexValue;
  794. #else
  795. v.vertex.xyz += vertexValue;
  796. #endif
  797. v.ase_normal = v.ase_normal;
  798. float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
  799. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  800. o.worldPos = positionWS;
  801. #endif
  802. float3 normalWS = TransformObjectToWorldDir(v.ase_normal);
  803. #if ASE_SRP_VERSION >= 110000
  804. #if _CASTING_PUNCTUAL_LIGHT_SHADOW
  805. float3 lightDirectionWS = normalize(_LightPosition - positionWS);
  806. #else
  807. float3 lightDirectionWS = _LightDirection;
  808. #endif
  809. float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
  810. #if UNITY_REVERSED_Z
  811. clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE);
  812. #else
  813. clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE);
  814. #endif
  815. #else
  816. float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
  817. #if UNITY_REVERSED_Z
  818. clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
  819. #else
  820. clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
  821. #endif
  822. #endif
  823. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  824. VertexPositionInputs vertexInput = (VertexPositionInputs)0;
  825. vertexInput.positionWS = positionWS;
  826. vertexInput.positionCS = clipPos;
  827. o.shadowCoord = GetShadowCoord( vertexInput );
  828. #endif
  829. o.clipPos = clipPos;
  830. return o;
  831. }
  832. #if defined(TESSELLATION_ON)
  833. struct VertexControl
  834. {
  835. float4 vertex : INTERNALTESSPOS;
  836. float3 ase_normal : NORMAL;
  837. UNITY_VERTEX_INPUT_INSTANCE_ID
  838. };
  839. struct TessellationFactors
  840. {
  841. float edge[3] : SV_TessFactor;
  842. float inside : SV_InsideTessFactor;
  843. };
  844. VertexControl vert ( VertexInput v )
  845. {
  846. VertexControl o;
  847. UNITY_SETUP_INSTANCE_ID(v);
  848. UNITY_TRANSFER_INSTANCE_ID(v, o);
  849. o.vertex = v.vertex;
  850. o.ase_normal = v.ase_normal;
  851. return o;
  852. }
  853. TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
  854. {
  855. TessellationFactors o;
  856. float4 tf = 1;
  857. float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
  858. float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
  859. #if defined(ASE_FIXED_TESSELLATION)
  860. tf = FixedTess( tessValue );
  861. #elif defined(ASE_DISTANCE_TESSELLATION)
  862. tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
  863. #elif defined(ASE_LENGTH_TESSELLATION)
  864. tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
  865. #elif defined(ASE_LENGTH_CULL_TESSELLATION)
  866. tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
  867. #endif
  868. o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
  869. return o;
  870. }
  871. [domain("tri")]
  872. [partitioning("fractional_odd")]
  873. [outputtopology("triangle_cw")]
  874. [patchconstantfunc("TessellationFunction")]
  875. [outputcontrolpoints(3)]
  876. VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
  877. {
  878. return patch[id];
  879. }
  880. [domain("tri")]
  881. VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
  882. {
  883. VertexInput o = (VertexInput) 0;
  884. o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
  885. o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
  886. #if defined(ASE_PHONG_TESSELLATION)
  887. float3 pp[3];
  888. for (int i = 0; i < 3; ++i)
  889. 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));
  890. float phongStrength = _TessPhongStrength;
  891. o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
  892. #endif
  893. UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
  894. return VertexFunction(o);
  895. }
  896. #else
  897. VertexOutput vert ( VertexInput v )
  898. {
  899. return VertexFunction( v );
  900. }
  901. #endif
  902. #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
  903. #define ASE_SV_DEPTH SV_DepthLessEqual
  904. #else
  905. #define ASE_SV_DEPTH SV_Depth
  906. #endif
  907. half4 frag( VertexOutput IN
  908. #ifdef ASE_DEPTH_WRITE_ON
  909. ,out float outputDepth : ASE_SV_DEPTH
  910. #endif
  911. ) : SV_TARGET
  912. {
  913. UNITY_SETUP_INSTANCE_ID( IN );
  914. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
  915. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  916. float3 WorldPosition = IN.worldPos;
  917. #endif
  918. float4 ShadowCoords = float4( 0, 0, 0, 0 );
  919. #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  920. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  921. ShadowCoords = IN.shadowCoord;
  922. #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
  923. ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
  924. #endif
  925. #endif
  926. float Alpha = 1;
  927. float AlphaClipThreshold = 0.5;
  928. float AlphaClipThresholdShadow = 0.5;
  929. #ifdef ASE_DEPTH_WRITE_ON
  930. float DepthValue = 0;
  931. #endif
  932. #ifdef _ALPHATEST_ON
  933. #ifdef _ALPHATEST_SHADOW_ON
  934. clip(Alpha - AlphaClipThresholdShadow);
  935. #else
  936. clip(Alpha - AlphaClipThreshold);
  937. #endif
  938. #endif
  939. #ifdef LOD_FADE_CROSSFADE
  940. LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
  941. #endif
  942. #ifdef ASE_DEPTH_WRITE_ON
  943. outputDepth = DepthValue;
  944. #endif
  945. return 0;
  946. }
  947. ENDHLSL
  948. }
  949. Pass
  950. {
  951. Name "DepthOnly"
  952. Tags { "LightMode"="DepthOnly" }
  953. ZWrite On
  954. ColorMask 0
  955. AlphaToMask Off
  956. HLSLPROGRAM
  957. #define _SPECULAR_SETUP 1
  958. #define _NORMAL_DROPOFF_TS 1
  959. #pragma multi_compile_instancing
  960. #pragma multi_compile _ LOD_FADE_CROSSFADE
  961. #pragma multi_compile_fog
  962. #define ASE_FOG 1
  963. #define _NORMALMAP 1
  964. #define ASE_SRP_VERSION 100500
  965. #pragma vertex vert
  966. #pragma fragment frag
  967. #define SHADERPASS_DEPTHONLY
  968. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  969. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  970. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
  971. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  972. #pragma shader_feature_local SMOOTHNESS_TEXTURE
  973. struct VertexInput
  974. {
  975. float4 vertex : POSITION;
  976. float3 ase_normal : NORMAL;
  977. UNITY_VERTEX_INPUT_INSTANCE_ID
  978. };
  979. struct VertexOutput
  980. {
  981. float4 clipPos : SV_POSITION;
  982. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  983. float3 worldPos : TEXCOORD0;
  984. #endif
  985. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  986. float4 shadowCoord : TEXCOORD1;
  987. #endif
  988. UNITY_VERTEX_INPUT_INSTANCE_ID
  989. UNITY_VERTEX_OUTPUT_STEREO
  990. };
  991. CBUFFER_START(UnityPerMaterial)
  992. float4 _Control_ST;
  993. float4 _Splat4_ST;
  994. float4 _Splat2_ST;
  995. float4 _Splat1_ST;
  996. float4 _Splat3_ST;
  997. float4 _Splat0_ST;
  998. float4 _ControlExtra_ST;
  999. float4 _SpecularColor;
  1000. float _Smoothness1;
  1001. float _Smoothness2;
  1002. float _NormalIntensity4;
  1003. float _Smoothness3;
  1004. float _Smoothness4;
  1005. float _NormalIntensity0;
  1006. float _NormalIntensity1;
  1007. float _NormalIntensity2;
  1008. float _NormalIntensity3;
  1009. float _Smoothness0;
  1010. #ifdef _TRANSMISSION_ASE
  1011. float _TransmissionShadow;
  1012. #endif
  1013. #ifdef _TRANSLUCENCY_ASE
  1014. float _TransStrength;
  1015. float _TransNormal;
  1016. float _TransScattering;
  1017. float _TransDirect;
  1018. float _TransAmbient;
  1019. float _TransShadow;
  1020. #endif
  1021. #ifdef TESSELLATION_ON
  1022. float _TessPhongStrength;
  1023. float _TessValue;
  1024. float _TessMin;
  1025. float _TessMax;
  1026. float _TessEdgeLength;
  1027. float _TessMaxDisp;
  1028. #endif
  1029. CBUFFER_END
  1030. VertexOutput VertexFunction( VertexInput v )
  1031. {
  1032. VertexOutput o = (VertexOutput)0;
  1033. UNITY_SETUP_INSTANCE_ID(v);
  1034. UNITY_TRANSFER_INSTANCE_ID(v, o);
  1035. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  1036. #ifdef ASE_ABSOLUTE_VERTEX_POS
  1037. float3 defaultVertexValue = v.vertex.xyz;
  1038. #else
  1039. float3 defaultVertexValue = float3(0, 0, 0);
  1040. #endif
  1041. float3 vertexValue = defaultVertexValue;
  1042. #ifdef ASE_ABSOLUTE_VERTEX_POS
  1043. v.vertex.xyz = vertexValue;
  1044. #else
  1045. v.vertex.xyz += vertexValue;
  1046. #endif
  1047. v.ase_normal = v.ase_normal;
  1048. float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
  1049. float4 positionCS = TransformWorldToHClip( positionWS );
  1050. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  1051. o.worldPos = positionWS;
  1052. #endif
  1053. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  1054. VertexPositionInputs vertexInput = (VertexPositionInputs)0;
  1055. vertexInput.positionWS = positionWS;
  1056. vertexInput.positionCS = positionCS;
  1057. o.shadowCoord = GetShadowCoord( vertexInput );
  1058. #endif
  1059. o.clipPos = positionCS;
  1060. return o;
  1061. }
  1062. #if defined(TESSELLATION_ON)
  1063. struct VertexControl
  1064. {
  1065. float4 vertex : INTERNALTESSPOS;
  1066. float3 ase_normal : NORMAL;
  1067. UNITY_VERTEX_INPUT_INSTANCE_ID
  1068. };
  1069. struct TessellationFactors
  1070. {
  1071. float edge[3] : SV_TessFactor;
  1072. float inside : SV_InsideTessFactor;
  1073. };
  1074. VertexControl vert ( VertexInput v )
  1075. {
  1076. VertexControl o;
  1077. UNITY_SETUP_INSTANCE_ID(v);
  1078. UNITY_TRANSFER_INSTANCE_ID(v, o);
  1079. o.vertex = v.vertex;
  1080. o.ase_normal = v.ase_normal;
  1081. return o;
  1082. }
  1083. TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
  1084. {
  1085. TessellationFactors o;
  1086. float4 tf = 1;
  1087. float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
  1088. float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
  1089. #if defined(ASE_FIXED_TESSELLATION)
  1090. tf = FixedTess( tessValue );
  1091. #elif defined(ASE_DISTANCE_TESSELLATION)
  1092. tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
  1093. #elif defined(ASE_LENGTH_TESSELLATION)
  1094. tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
  1095. #elif defined(ASE_LENGTH_CULL_TESSELLATION)
  1096. tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
  1097. #endif
  1098. o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
  1099. return o;
  1100. }
  1101. [domain("tri")]
  1102. [partitioning("fractional_odd")]
  1103. [outputtopology("triangle_cw")]
  1104. [patchconstantfunc("TessellationFunction")]
  1105. [outputcontrolpoints(3)]
  1106. VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
  1107. {
  1108. return patch[id];
  1109. }
  1110. [domain("tri")]
  1111. VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
  1112. {
  1113. VertexInput o = (VertexInput) 0;
  1114. o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
  1115. o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
  1116. #if defined(ASE_PHONG_TESSELLATION)
  1117. float3 pp[3];
  1118. for (int i = 0; i < 3; ++i)
  1119. 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));
  1120. float phongStrength = _TessPhongStrength;
  1121. o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
  1122. #endif
  1123. UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
  1124. return VertexFunction(o);
  1125. }
  1126. #else
  1127. VertexOutput vert ( VertexInput v )
  1128. {
  1129. return VertexFunction( v );
  1130. }
  1131. #endif
  1132. #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
  1133. #define ASE_SV_DEPTH SV_DepthLessEqual
  1134. #else
  1135. #define ASE_SV_DEPTH SV_Depth
  1136. #endif
  1137. half4 frag( VertexOutput IN
  1138. #ifdef ASE_DEPTH_WRITE_ON
  1139. ,out float outputDepth : ASE_SV_DEPTH
  1140. #endif
  1141. ) : SV_TARGET
  1142. {
  1143. UNITY_SETUP_INSTANCE_ID(IN);
  1144. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
  1145. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  1146. float3 WorldPosition = IN.worldPos;
  1147. #endif
  1148. float4 ShadowCoords = float4( 0, 0, 0, 0 );
  1149. #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  1150. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  1151. ShadowCoords = IN.shadowCoord;
  1152. #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
  1153. ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
  1154. #endif
  1155. #endif
  1156. float Alpha = 1;
  1157. float AlphaClipThreshold = 0.5;
  1158. #ifdef ASE_DEPTH_WRITE_ON
  1159. float DepthValue = 0;
  1160. #endif
  1161. #ifdef _ALPHATEST_ON
  1162. clip(Alpha - AlphaClipThreshold);
  1163. #endif
  1164. #ifdef LOD_FADE_CROSSFADE
  1165. LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
  1166. #endif
  1167. #ifdef ASE_DEPTH_WRITE_ON
  1168. outputDepth = DepthValue;
  1169. #endif
  1170. return 0;
  1171. }
  1172. ENDHLSL
  1173. }
  1174. Pass
  1175. {
  1176. Name "Meta"
  1177. Tags { "LightMode"="Meta" }
  1178. Cull Off
  1179. HLSLPROGRAM
  1180. #define _SPECULAR_SETUP 1
  1181. #define _NORMAL_DROPOFF_TS 1
  1182. #pragma multi_compile_instancing
  1183. #pragma multi_compile _ LOD_FADE_CROSSFADE
  1184. #pragma multi_compile_fog
  1185. #define ASE_FOG 1
  1186. #define _NORMALMAP 1
  1187. #define ASE_SRP_VERSION 100500
  1188. #pragma vertex vert
  1189. #pragma fragment frag
  1190. #define SHADERPASS_META
  1191. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  1192. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
  1193. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
  1194. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  1195. #pragma shader_feature_local SMOOTHNESS_TEXTURE
  1196. #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  1197. struct VertexInput
  1198. {
  1199. float4 vertex : POSITION;
  1200. float3 ase_normal : NORMAL;
  1201. float4 texcoord1 : TEXCOORD1;
  1202. float4 texcoord2 : TEXCOORD2;
  1203. float4 ase_texcoord : TEXCOORD0;
  1204. UNITY_VERTEX_INPUT_INSTANCE_ID
  1205. };
  1206. struct VertexOutput
  1207. {
  1208. float4 clipPos : SV_POSITION;
  1209. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  1210. float3 worldPos : TEXCOORD0;
  1211. #endif
  1212. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  1213. float4 shadowCoord : TEXCOORD1;
  1214. #endif
  1215. float4 ase_texcoord2 : TEXCOORD2;
  1216. UNITY_VERTEX_INPUT_INSTANCE_ID
  1217. UNITY_VERTEX_OUTPUT_STEREO
  1218. };
  1219. CBUFFER_START(UnityPerMaterial)
  1220. float4 _Control_ST;
  1221. float4 _Splat4_ST;
  1222. float4 _Splat2_ST;
  1223. float4 _Splat1_ST;
  1224. float4 _Splat3_ST;
  1225. float4 _Splat0_ST;
  1226. float4 _ControlExtra_ST;
  1227. float4 _SpecularColor;
  1228. float _Smoothness1;
  1229. float _Smoothness2;
  1230. float _NormalIntensity4;
  1231. float _Smoothness3;
  1232. float _Smoothness4;
  1233. float _NormalIntensity0;
  1234. float _NormalIntensity1;
  1235. float _NormalIntensity2;
  1236. float _NormalIntensity3;
  1237. float _Smoothness0;
  1238. #ifdef _TRANSMISSION_ASE
  1239. float _TransmissionShadow;
  1240. #endif
  1241. #ifdef _TRANSLUCENCY_ASE
  1242. float _TransStrength;
  1243. float _TransNormal;
  1244. float _TransScattering;
  1245. float _TransDirect;
  1246. float _TransAmbient;
  1247. float _TransShadow;
  1248. #endif
  1249. #ifdef TESSELLATION_ON
  1250. float _TessPhongStrength;
  1251. float _TessValue;
  1252. float _TessMin;
  1253. float _TessMax;
  1254. float _TessEdgeLength;
  1255. float _TessMaxDisp;
  1256. #endif
  1257. CBUFFER_END
  1258. sampler2D _Control;
  1259. sampler2D _ControlExtra;
  1260. sampler2D _Splat0;
  1261. sampler2D _Splat1;
  1262. sampler2D _Splat2;
  1263. sampler2D _Splat3;
  1264. sampler2D _Splat4;
  1265. float4 WeightedBlend585( half4 Weight, half4 WeightExtra, float4 Layer1, float4 Layer2, float4 Layer3, float4 Layer4, float4 Layer5 )
  1266. {
  1267. return Layer1 * Weight.r + Layer2 * Weight.g + Layer3 * Weight.b + Layer4 * Weight.a + Layer5 * WeightExtra.r;
  1268. }
  1269. VertexOutput VertexFunction( VertexInput v )
  1270. {
  1271. VertexOutput o = (VertexOutput)0;
  1272. UNITY_SETUP_INSTANCE_ID(v);
  1273. UNITY_TRANSFER_INSTANCE_ID(v, o);
  1274. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  1275. o.ase_texcoord2.xy = v.ase_texcoord.xy;
  1276. //setting value to unused interpolator channels and avoid initialization warnings
  1277. o.ase_texcoord2.zw = 0;
  1278. #ifdef ASE_ABSOLUTE_VERTEX_POS
  1279. float3 defaultVertexValue = v.vertex.xyz;
  1280. #else
  1281. float3 defaultVertexValue = float3(0, 0, 0);
  1282. #endif
  1283. float3 vertexValue = defaultVertexValue;
  1284. #ifdef ASE_ABSOLUTE_VERTEX_POS
  1285. v.vertex.xyz = vertexValue;
  1286. #else
  1287. v.vertex.xyz += vertexValue;
  1288. #endif
  1289. v.ase_normal = v.ase_normal;
  1290. float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
  1291. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  1292. o.worldPos = positionWS;
  1293. #endif
  1294. o.clipPos = MetaVertexPosition( v.vertex, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
  1295. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  1296. VertexPositionInputs vertexInput = (VertexPositionInputs)0;
  1297. vertexInput.positionWS = positionWS;
  1298. vertexInput.positionCS = o.clipPos;
  1299. o.shadowCoord = GetShadowCoord( vertexInput );
  1300. #endif
  1301. return o;
  1302. }
  1303. #if defined(TESSELLATION_ON)
  1304. struct VertexControl
  1305. {
  1306. float4 vertex : INTERNALTESSPOS;
  1307. float3 ase_normal : NORMAL;
  1308. float4 texcoord1 : TEXCOORD1;
  1309. float4 texcoord2 : TEXCOORD2;
  1310. float4 ase_texcoord : TEXCOORD0;
  1311. UNITY_VERTEX_INPUT_INSTANCE_ID
  1312. };
  1313. struct TessellationFactors
  1314. {
  1315. float edge[3] : SV_TessFactor;
  1316. float inside : SV_InsideTessFactor;
  1317. };
  1318. VertexControl vert ( VertexInput v )
  1319. {
  1320. VertexControl o;
  1321. UNITY_SETUP_INSTANCE_ID(v);
  1322. UNITY_TRANSFER_INSTANCE_ID(v, o);
  1323. o.vertex = v.vertex;
  1324. o.ase_normal = v.ase_normal;
  1325. o.texcoord1 = v.texcoord1;
  1326. o.texcoord2 = v.texcoord2;
  1327. o.ase_texcoord = v.ase_texcoord;
  1328. return o;
  1329. }
  1330. TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
  1331. {
  1332. TessellationFactors o;
  1333. float4 tf = 1;
  1334. float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
  1335. float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
  1336. #if defined(ASE_FIXED_TESSELLATION)
  1337. tf = FixedTess( tessValue );
  1338. #elif defined(ASE_DISTANCE_TESSELLATION)
  1339. tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
  1340. #elif defined(ASE_LENGTH_TESSELLATION)
  1341. tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
  1342. #elif defined(ASE_LENGTH_CULL_TESSELLATION)
  1343. tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
  1344. #endif
  1345. o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
  1346. return o;
  1347. }
  1348. [domain("tri")]
  1349. [partitioning("fractional_odd")]
  1350. [outputtopology("triangle_cw")]
  1351. [patchconstantfunc("TessellationFunction")]
  1352. [outputcontrolpoints(3)]
  1353. VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
  1354. {
  1355. return patch[id];
  1356. }
  1357. [domain("tri")]
  1358. VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
  1359. {
  1360. VertexInput o = (VertexInput) 0;
  1361. o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
  1362. o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
  1363. o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
  1364. o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
  1365. o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
  1366. #if defined(ASE_PHONG_TESSELLATION)
  1367. float3 pp[3];
  1368. for (int i = 0; i < 3; ++i)
  1369. 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));
  1370. float phongStrength = _TessPhongStrength;
  1371. o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
  1372. #endif
  1373. UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
  1374. return VertexFunction(o);
  1375. }
  1376. #else
  1377. VertexOutput vert ( VertexInput v )
  1378. {
  1379. return VertexFunction( v );
  1380. }
  1381. #endif
  1382. half4 frag(VertexOutput IN ) : SV_TARGET
  1383. {
  1384. UNITY_SETUP_INSTANCE_ID(IN);
  1385. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
  1386. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  1387. float3 WorldPosition = IN.worldPos;
  1388. #endif
  1389. float4 ShadowCoords = float4( 0, 0, 0, 0 );
  1390. #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  1391. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  1392. ShadowCoords = IN.shadowCoord;
  1393. #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
  1394. ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
  1395. #endif
  1396. #endif
  1397. float4 localBreakRGBA115 = ( float4( 0,0,0,0 ) );
  1398. float2 uv_Control = IN.ase_texcoord2.xy * _Control_ST.xy + _Control_ST.zw;
  1399. float4 tex2DNode6 = tex2D( _Control, uv_Control );
  1400. float4 Weight85 = tex2DNode6;
  1401. float2 uv_ControlExtra = IN.ase_texcoord2.xy * _ControlExtra_ST.xy + _ControlExtra_ST.zw;
  1402. float4 tex2DNode86 = tex2D( _ControlExtra, uv_ControlExtra );
  1403. float4 WeightExtra85 = tex2DNode86;
  1404. float2 uv_Splat0 = IN.ase_texcoord2.xy * _Splat0_ST.xy + _Splat0_ST.zw;
  1405. float4 appendResult123 = (float4(1.0 , 1.0 , 1.0 , _Smoothness0));
  1406. float4 Layer185 = ( tex2D( _Splat0, uv_Splat0 ) * appendResult123 );
  1407. float2 uv_Splat1 = IN.ase_texcoord2.xy * _Splat1_ST.xy + _Splat1_ST.zw;
  1408. float4 appendResult126 = (float4(1.0 , 1.0 , 1.0 , _Smoothness1));
  1409. float4 Layer285 = ( tex2D( _Splat1, uv_Splat1 ) * appendResult126 );
  1410. float2 uv_Splat2 = IN.ase_texcoord2.xy * _Splat2_ST.xy + _Splat2_ST.zw;
  1411. float4 appendResult129 = (float4(1.0 , 1.0 , 1.0 , _Smoothness2));
  1412. float4 Layer385 = ( tex2D( _Splat2, uv_Splat2 ) * appendResult129 );
  1413. float2 uv_Splat3 = IN.ase_texcoord2.xy * _Splat3_ST.xy + _Splat3_ST.zw;
  1414. float4 appendResult131 = (float4(1.0 , 1.0 , 1.0 , _Smoothness3));
  1415. float4 Layer485 = ( tex2D( _Splat3, uv_Splat3 ) * appendResult131 );
  1416. float2 uv_Splat4 = IN.ase_texcoord2.xy * _Splat4_ST.xy + _Splat4_ST.zw;
  1417. float4 appendResult132 = (float4(1.0 , 1.0 , 1.0 , _Smoothness4));
  1418. float4 Layer585 = ( tex2D( _Splat4, uv_Splat4 ) * appendResult132 );
  1419. float4 localWeightedBlend585 = WeightedBlend585( Weight85 , WeightExtra85 , Layer185 , Layer285 , Layer385 , Layer485 , Layer585 );
  1420. float4 RGBA115 = localWeightedBlend585;
  1421. float3 RGB115 = float3( 0,0,0 );
  1422. float A115 = 0;
  1423. {
  1424. RGB115 = RGBA115.rgb;
  1425. A115 = RGBA115.a;
  1426. }
  1427. float3 Albedo = RGB115;
  1428. float3 Emission = 0;
  1429. float Alpha = 1;
  1430. float AlphaClipThreshold = 0.5;
  1431. #ifdef _ALPHATEST_ON
  1432. clip(Alpha - AlphaClipThreshold);
  1433. #endif
  1434. MetaInput metaInput = (MetaInput)0;
  1435. metaInput.Albedo = Albedo;
  1436. metaInput.Emission = Emission;
  1437. return MetaFragment(metaInput);
  1438. }
  1439. ENDHLSL
  1440. }
  1441. Pass
  1442. {
  1443. Name "Universal2D"
  1444. Tags { "LightMode"="Universal2D" }
  1445. Blend One Zero, One Zero
  1446. ZWrite On
  1447. ZTest LEqual
  1448. Offset 0 , 0
  1449. ColorMask RGBA
  1450. HLSLPROGRAM
  1451. #define _SPECULAR_SETUP 1
  1452. #define _NORMAL_DROPOFF_TS 1
  1453. #pragma multi_compile_instancing
  1454. #pragma multi_compile _ LOD_FADE_CROSSFADE
  1455. #pragma multi_compile_fog
  1456. #define ASE_FOG 1
  1457. #define _NORMALMAP 1
  1458. #define ASE_SRP_VERSION 100500
  1459. #pragma vertex vert
  1460. #pragma fragment frag
  1461. #define SHADERPASS_2D
  1462. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  1463. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  1464. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  1465. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
  1466. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
  1467. #pragma shader_feature_local SMOOTHNESS_TEXTURE
  1468. #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  1469. struct VertexInput
  1470. {
  1471. float4 vertex : POSITION;
  1472. float3 ase_normal : NORMAL;
  1473. float4 ase_texcoord : TEXCOORD0;
  1474. UNITY_VERTEX_INPUT_INSTANCE_ID
  1475. };
  1476. struct VertexOutput
  1477. {
  1478. float4 clipPos : SV_POSITION;
  1479. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  1480. float3 worldPos : TEXCOORD0;
  1481. #endif
  1482. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  1483. float4 shadowCoord : TEXCOORD1;
  1484. #endif
  1485. float4 ase_texcoord2 : TEXCOORD2;
  1486. UNITY_VERTEX_INPUT_INSTANCE_ID
  1487. UNITY_VERTEX_OUTPUT_STEREO
  1488. };
  1489. CBUFFER_START(UnityPerMaterial)
  1490. float4 _Control_ST;
  1491. float4 _Splat4_ST;
  1492. float4 _Splat2_ST;
  1493. float4 _Splat1_ST;
  1494. float4 _Splat3_ST;
  1495. float4 _Splat0_ST;
  1496. float4 _ControlExtra_ST;
  1497. float4 _SpecularColor;
  1498. float _Smoothness1;
  1499. float _Smoothness2;
  1500. float _NormalIntensity4;
  1501. float _Smoothness3;
  1502. float _Smoothness4;
  1503. float _NormalIntensity0;
  1504. float _NormalIntensity1;
  1505. float _NormalIntensity2;
  1506. float _NormalIntensity3;
  1507. float _Smoothness0;
  1508. #ifdef _TRANSMISSION_ASE
  1509. float _TransmissionShadow;
  1510. #endif
  1511. #ifdef _TRANSLUCENCY_ASE
  1512. float _TransStrength;
  1513. float _TransNormal;
  1514. float _TransScattering;
  1515. float _TransDirect;
  1516. float _TransAmbient;
  1517. float _TransShadow;
  1518. #endif
  1519. #ifdef TESSELLATION_ON
  1520. float _TessPhongStrength;
  1521. float _TessValue;
  1522. float _TessMin;
  1523. float _TessMax;
  1524. float _TessEdgeLength;
  1525. float _TessMaxDisp;
  1526. #endif
  1527. CBUFFER_END
  1528. sampler2D _Control;
  1529. sampler2D _ControlExtra;
  1530. sampler2D _Splat0;
  1531. sampler2D _Splat1;
  1532. sampler2D _Splat2;
  1533. sampler2D _Splat3;
  1534. sampler2D _Splat4;
  1535. float4 WeightedBlend585( half4 Weight, half4 WeightExtra, float4 Layer1, float4 Layer2, float4 Layer3, float4 Layer4, float4 Layer5 )
  1536. {
  1537. return Layer1 * Weight.r + Layer2 * Weight.g + Layer3 * Weight.b + Layer4 * Weight.a + Layer5 * WeightExtra.r;
  1538. }
  1539. VertexOutput VertexFunction( VertexInput v )
  1540. {
  1541. VertexOutput o = (VertexOutput)0;
  1542. UNITY_SETUP_INSTANCE_ID( v );
  1543. UNITY_TRANSFER_INSTANCE_ID( v, o );
  1544. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
  1545. o.ase_texcoord2.xy = v.ase_texcoord.xy;
  1546. //setting value to unused interpolator channels and avoid initialization warnings
  1547. o.ase_texcoord2.zw = 0;
  1548. #ifdef ASE_ABSOLUTE_VERTEX_POS
  1549. float3 defaultVertexValue = v.vertex.xyz;
  1550. #else
  1551. float3 defaultVertexValue = float3(0, 0, 0);
  1552. #endif
  1553. float3 vertexValue = defaultVertexValue;
  1554. #ifdef ASE_ABSOLUTE_VERTEX_POS
  1555. v.vertex.xyz = vertexValue;
  1556. #else
  1557. v.vertex.xyz += vertexValue;
  1558. #endif
  1559. v.ase_normal = v.ase_normal;
  1560. float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
  1561. float4 positionCS = TransformWorldToHClip( positionWS );
  1562. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  1563. o.worldPos = positionWS;
  1564. #endif
  1565. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  1566. VertexPositionInputs vertexInput = (VertexPositionInputs)0;
  1567. vertexInput.positionWS = positionWS;
  1568. vertexInput.positionCS = positionCS;
  1569. o.shadowCoord = GetShadowCoord( vertexInput );
  1570. #endif
  1571. o.clipPos = positionCS;
  1572. return o;
  1573. }
  1574. #if defined(TESSELLATION_ON)
  1575. struct VertexControl
  1576. {
  1577. float4 vertex : INTERNALTESSPOS;
  1578. float3 ase_normal : NORMAL;
  1579. float4 ase_texcoord : TEXCOORD0;
  1580. UNITY_VERTEX_INPUT_INSTANCE_ID
  1581. };
  1582. struct TessellationFactors
  1583. {
  1584. float edge[3] : SV_TessFactor;
  1585. float inside : SV_InsideTessFactor;
  1586. };
  1587. VertexControl vert ( VertexInput v )
  1588. {
  1589. VertexControl o;
  1590. UNITY_SETUP_INSTANCE_ID(v);
  1591. UNITY_TRANSFER_INSTANCE_ID(v, o);
  1592. o.vertex = v.vertex;
  1593. o.ase_normal = v.ase_normal;
  1594. o.ase_texcoord = v.ase_texcoord;
  1595. return o;
  1596. }
  1597. TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
  1598. {
  1599. TessellationFactors o;
  1600. float4 tf = 1;
  1601. float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
  1602. float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
  1603. #if defined(ASE_FIXED_TESSELLATION)
  1604. tf = FixedTess( tessValue );
  1605. #elif defined(ASE_DISTANCE_TESSELLATION)
  1606. tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
  1607. #elif defined(ASE_LENGTH_TESSELLATION)
  1608. tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
  1609. #elif defined(ASE_LENGTH_CULL_TESSELLATION)
  1610. tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
  1611. #endif
  1612. o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
  1613. return o;
  1614. }
  1615. [domain("tri")]
  1616. [partitioning("fractional_odd")]
  1617. [outputtopology("triangle_cw")]
  1618. [patchconstantfunc("TessellationFunction")]
  1619. [outputcontrolpoints(3)]
  1620. VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
  1621. {
  1622. return patch[id];
  1623. }
  1624. [domain("tri")]
  1625. VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
  1626. {
  1627. VertexInput o = (VertexInput) 0;
  1628. o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
  1629. o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
  1630. o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
  1631. #if defined(ASE_PHONG_TESSELLATION)
  1632. float3 pp[3];
  1633. for (int i = 0; i < 3; ++i)
  1634. 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));
  1635. float phongStrength = _TessPhongStrength;
  1636. o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
  1637. #endif
  1638. UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
  1639. return VertexFunction(o);
  1640. }
  1641. #else
  1642. VertexOutput vert ( VertexInput v )
  1643. {
  1644. return VertexFunction( v );
  1645. }
  1646. #endif
  1647. half4 frag(VertexOutput IN ) : SV_TARGET
  1648. {
  1649. UNITY_SETUP_INSTANCE_ID( IN );
  1650. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
  1651. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  1652. float3 WorldPosition = IN.worldPos;
  1653. #endif
  1654. float4 ShadowCoords = float4( 0, 0, 0, 0 );
  1655. #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  1656. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  1657. ShadowCoords = IN.shadowCoord;
  1658. #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
  1659. ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
  1660. #endif
  1661. #endif
  1662. float4 localBreakRGBA115 = ( float4( 0,0,0,0 ) );
  1663. float2 uv_Control = IN.ase_texcoord2.xy * _Control_ST.xy + _Control_ST.zw;
  1664. float4 tex2DNode6 = tex2D( _Control, uv_Control );
  1665. float4 Weight85 = tex2DNode6;
  1666. float2 uv_ControlExtra = IN.ase_texcoord2.xy * _ControlExtra_ST.xy + _ControlExtra_ST.zw;
  1667. float4 tex2DNode86 = tex2D( _ControlExtra, uv_ControlExtra );
  1668. float4 WeightExtra85 = tex2DNode86;
  1669. float2 uv_Splat0 = IN.ase_texcoord2.xy * _Splat0_ST.xy + _Splat0_ST.zw;
  1670. float4 appendResult123 = (float4(1.0 , 1.0 , 1.0 , _Smoothness0));
  1671. float4 Layer185 = ( tex2D( _Splat0, uv_Splat0 ) * appendResult123 );
  1672. float2 uv_Splat1 = IN.ase_texcoord2.xy * _Splat1_ST.xy + _Splat1_ST.zw;
  1673. float4 appendResult126 = (float4(1.0 , 1.0 , 1.0 , _Smoothness1));
  1674. float4 Layer285 = ( tex2D( _Splat1, uv_Splat1 ) * appendResult126 );
  1675. float2 uv_Splat2 = IN.ase_texcoord2.xy * _Splat2_ST.xy + _Splat2_ST.zw;
  1676. float4 appendResult129 = (float4(1.0 , 1.0 , 1.0 , _Smoothness2));
  1677. float4 Layer385 = ( tex2D( _Splat2, uv_Splat2 ) * appendResult129 );
  1678. float2 uv_Splat3 = IN.ase_texcoord2.xy * _Splat3_ST.xy + _Splat3_ST.zw;
  1679. float4 appendResult131 = (float4(1.0 , 1.0 , 1.0 , _Smoothness3));
  1680. float4 Layer485 = ( tex2D( _Splat3, uv_Splat3 ) * appendResult131 );
  1681. float2 uv_Splat4 = IN.ase_texcoord2.xy * _Splat4_ST.xy + _Splat4_ST.zw;
  1682. float4 appendResult132 = (float4(1.0 , 1.0 , 1.0 , _Smoothness4));
  1683. float4 Layer585 = ( tex2D( _Splat4, uv_Splat4 ) * appendResult132 );
  1684. float4 localWeightedBlend585 = WeightedBlend585( Weight85 , WeightExtra85 , Layer185 , Layer285 , Layer385 , Layer485 , Layer585 );
  1685. float4 RGBA115 = localWeightedBlend585;
  1686. float3 RGB115 = float3( 0,0,0 );
  1687. float A115 = 0;
  1688. {
  1689. RGB115 = RGBA115.rgb;
  1690. A115 = RGBA115.a;
  1691. }
  1692. float3 Albedo = RGB115;
  1693. float Alpha = 1;
  1694. float AlphaClipThreshold = 0.5;
  1695. half4 color = half4( Albedo, Alpha );
  1696. #ifdef _ALPHATEST_ON
  1697. clip(Alpha - AlphaClipThreshold);
  1698. #endif
  1699. return color;
  1700. }
  1701. ENDHLSL
  1702. }
  1703. Pass
  1704. {
  1705. Name "DepthNormals"
  1706. Tags { "LightMode"="DepthNormals" }
  1707. ZWrite On
  1708. Blend One Zero
  1709. ZTest LEqual
  1710. ZWrite On
  1711. HLSLPROGRAM
  1712. #define _SPECULAR_SETUP 1
  1713. #define _NORMAL_DROPOFF_TS 1
  1714. #pragma multi_compile_instancing
  1715. #pragma multi_compile _ LOD_FADE_CROSSFADE
  1716. #pragma multi_compile_fog
  1717. #define ASE_FOG 1
  1718. #define _NORMALMAP 1
  1719. #define ASE_SRP_VERSION 100500
  1720. #pragma vertex vert
  1721. #pragma fragment frag
  1722. #define SHADERPASS_DEPTHNORMALSONLY
  1723. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  1724. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  1725. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
  1726. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  1727. #pragma shader_feature_local SMOOTHNESS_TEXTURE
  1728. struct VertexInput
  1729. {
  1730. float4 vertex : POSITION;
  1731. float3 ase_normal : NORMAL;
  1732. UNITY_VERTEX_INPUT_INSTANCE_ID
  1733. };
  1734. struct VertexOutput
  1735. {
  1736. float4 clipPos : SV_POSITION;
  1737. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  1738. float3 worldPos : TEXCOORD0;
  1739. #endif
  1740. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  1741. float4 shadowCoord : TEXCOORD1;
  1742. #endif
  1743. float3 worldNormal : TEXCOORD2;
  1744. UNITY_VERTEX_INPUT_INSTANCE_ID
  1745. UNITY_VERTEX_OUTPUT_STEREO
  1746. };
  1747. CBUFFER_START(UnityPerMaterial)
  1748. float4 _Control_ST;
  1749. float4 _Splat4_ST;
  1750. float4 _Splat2_ST;
  1751. float4 _Splat1_ST;
  1752. float4 _Splat3_ST;
  1753. float4 _Splat0_ST;
  1754. float4 _ControlExtra_ST;
  1755. float4 _SpecularColor;
  1756. float _Smoothness1;
  1757. float _Smoothness2;
  1758. float _NormalIntensity4;
  1759. float _Smoothness3;
  1760. float _Smoothness4;
  1761. float _NormalIntensity0;
  1762. float _NormalIntensity1;
  1763. float _NormalIntensity2;
  1764. float _NormalIntensity3;
  1765. float _Smoothness0;
  1766. #ifdef _TRANSMISSION_ASE
  1767. float _TransmissionShadow;
  1768. #endif
  1769. #ifdef _TRANSLUCENCY_ASE
  1770. float _TransStrength;
  1771. float _TransNormal;
  1772. float _TransScattering;
  1773. float _TransDirect;
  1774. float _TransAmbient;
  1775. float _TransShadow;
  1776. #endif
  1777. #ifdef TESSELLATION_ON
  1778. float _TessPhongStrength;
  1779. float _TessValue;
  1780. float _TessMin;
  1781. float _TessMax;
  1782. float _TessEdgeLength;
  1783. float _TessMaxDisp;
  1784. #endif
  1785. CBUFFER_END
  1786. VertexOutput VertexFunction( VertexInput v )
  1787. {
  1788. VertexOutput o = (VertexOutput)0;
  1789. UNITY_SETUP_INSTANCE_ID(v);
  1790. UNITY_TRANSFER_INSTANCE_ID(v, o);
  1791. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  1792. #ifdef ASE_ABSOLUTE_VERTEX_POS
  1793. float3 defaultVertexValue = v.vertex.xyz;
  1794. #else
  1795. float3 defaultVertexValue = float3(0, 0, 0);
  1796. #endif
  1797. float3 vertexValue = defaultVertexValue;
  1798. #ifdef ASE_ABSOLUTE_VERTEX_POS
  1799. v.vertex.xyz = vertexValue;
  1800. #else
  1801. v.vertex.xyz += vertexValue;
  1802. #endif
  1803. v.ase_normal = v.ase_normal;
  1804. float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
  1805. float3 normalWS = TransformObjectToWorldNormal( v.ase_normal );
  1806. float4 positionCS = TransformWorldToHClip( positionWS );
  1807. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  1808. o.worldPos = positionWS;
  1809. #endif
  1810. o.worldNormal = normalWS;
  1811. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  1812. VertexPositionInputs vertexInput = (VertexPositionInputs)0;
  1813. vertexInput.positionWS = positionWS;
  1814. vertexInput.positionCS = positionCS;
  1815. o.shadowCoord = GetShadowCoord( vertexInput );
  1816. #endif
  1817. o.clipPos = positionCS;
  1818. return o;
  1819. }
  1820. #if defined(TESSELLATION_ON)
  1821. struct VertexControl
  1822. {
  1823. float4 vertex : INTERNALTESSPOS;
  1824. float3 ase_normal : NORMAL;
  1825. UNITY_VERTEX_INPUT_INSTANCE_ID
  1826. };
  1827. struct TessellationFactors
  1828. {
  1829. float edge[3] : SV_TessFactor;
  1830. float inside : SV_InsideTessFactor;
  1831. };
  1832. VertexControl vert ( VertexInput v )
  1833. {
  1834. VertexControl o;
  1835. UNITY_SETUP_INSTANCE_ID(v);
  1836. UNITY_TRANSFER_INSTANCE_ID(v, o);
  1837. o.vertex = v.vertex;
  1838. o.ase_normal = v.ase_normal;
  1839. return o;
  1840. }
  1841. TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
  1842. {
  1843. TessellationFactors o;
  1844. float4 tf = 1;
  1845. float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
  1846. float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
  1847. #if defined(ASE_FIXED_TESSELLATION)
  1848. tf = FixedTess( tessValue );
  1849. #elif defined(ASE_DISTANCE_TESSELLATION)
  1850. tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
  1851. #elif defined(ASE_LENGTH_TESSELLATION)
  1852. tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
  1853. #elif defined(ASE_LENGTH_CULL_TESSELLATION)
  1854. tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
  1855. #endif
  1856. o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
  1857. return o;
  1858. }
  1859. [domain("tri")]
  1860. [partitioning("fractional_odd")]
  1861. [outputtopology("triangle_cw")]
  1862. [patchconstantfunc("TessellationFunction")]
  1863. [outputcontrolpoints(3)]
  1864. VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
  1865. {
  1866. return patch[id];
  1867. }
  1868. [domain("tri")]
  1869. VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
  1870. {
  1871. VertexInput o = (VertexInput) 0;
  1872. o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
  1873. o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
  1874. #if defined(ASE_PHONG_TESSELLATION)
  1875. float3 pp[3];
  1876. for (int i = 0; i < 3; ++i)
  1877. 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));
  1878. float phongStrength = _TessPhongStrength;
  1879. o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
  1880. #endif
  1881. UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
  1882. return VertexFunction(o);
  1883. }
  1884. #else
  1885. VertexOutput vert ( VertexInput v )
  1886. {
  1887. return VertexFunction( v );
  1888. }
  1889. #endif
  1890. #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
  1891. #define ASE_SV_DEPTH SV_DepthLessEqual
  1892. #else
  1893. #define ASE_SV_DEPTH SV_Depth
  1894. #endif
  1895. half4 frag( VertexOutput IN
  1896. #ifdef ASE_DEPTH_WRITE_ON
  1897. ,out float outputDepth : ASE_SV_DEPTH
  1898. #endif
  1899. ) : SV_TARGET
  1900. {
  1901. UNITY_SETUP_INSTANCE_ID(IN);
  1902. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
  1903. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  1904. float3 WorldPosition = IN.worldPos;
  1905. #endif
  1906. float4 ShadowCoords = float4( 0, 0, 0, 0 );
  1907. #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  1908. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  1909. ShadowCoords = IN.shadowCoord;
  1910. #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
  1911. ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
  1912. #endif
  1913. #endif
  1914. float Alpha = 1;
  1915. float AlphaClipThreshold = 0.5;
  1916. #ifdef ASE_DEPTH_WRITE_ON
  1917. float DepthValue = 0;
  1918. #endif
  1919. #ifdef _ALPHATEST_ON
  1920. clip(Alpha - AlphaClipThreshold);
  1921. #endif
  1922. #ifdef LOD_FADE_CROSSFADE
  1923. LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
  1924. #endif
  1925. #ifdef ASE_DEPTH_WRITE_ON
  1926. outputDepth = DepthValue;
  1927. #endif
  1928. return float4(PackNormalOctRectEncode(TransformWorldToViewDir(IN.worldNormal, true)), 0.0, 0.0);
  1929. }
  1930. ENDHLSL
  1931. }
  1932. Pass
  1933. {
  1934. Name "GBuffer"
  1935. Tags { "LightMode"="UniversalGBuffer" }
  1936. Blend One Zero, One Zero
  1937. ZWrite On
  1938. ZTest LEqual
  1939. Offset 0 , 0
  1940. ColorMask RGBA
  1941. HLSLPROGRAM
  1942. #define _SPECULAR_SETUP 1
  1943. #define _NORMAL_DROPOFF_TS 1
  1944. #pragma multi_compile_instancing
  1945. #pragma multi_compile _ LOD_FADE_CROSSFADE
  1946. #pragma multi_compile_fog
  1947. #define ASE_FOG 1
  1948. #define _NORMALMAP 1
  1949. #define ASE_SRP_VERSION 100500
  1950. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
  1951. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
  1952. #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
  1953. #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
  1954. #pragma multi_compile _ _SHADOWS_SOFT
  1955. #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
  1956. #pragma multi_compile _ _GBUFFER_NORMALS_OCT
  1957. #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  1958. #pragma multi_compile _ LIGHTMAP_ON
  1959. #pragma vertex vert
  1960. #pragma fragment frag
  1961. #define SHADERPASS SHADERPASS_GBUFFER
  1962. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  1963. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  1964. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  1965. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
  1966. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
  1967. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
  1968. #if ASE_SRP_VERSION <= 70108
  1969. #define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
  1970. #endif
  1971. #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
  1972. #define ENABLE_TERRAIN_PERPIXEL_NORMAL
  1973. #endif
  1974. #pragma shader_feature_local SMOOTHNESS_TEXTURE
  1975. #pragma shader_feature_local ENABLE_NORMAL_INTENSITY
  1976. struct VertexInput
  1977. {
  1978. float4 vertex : POSITION;
  1979. float3 ase_normal : NORMAL;
  1980. float4 ase_tangent : TANGENT;
  1981. float4 texcoord1 : TEXCOORD1;
  1982. float4 texcoord : TEXCOORD0;
  1983. UNITY_VERTEX_INPUT_INSTANCE_ID
  1984. };
  1985. struct VertexOutput
  1986. {
  1987. float4 clipPos : SV_POSITION;
  1988. float4 lightmapUVOrVertexSH : TEXCOORD0;
  1989. half4 fogFactorAndVertexLight : TEXCOORD1;
  1990. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  1991. float4 shadowCoord : TEXCOORD2;
  1992. #endif
  1993. float4 tSpace0 : TEXCOORD3;
  1994. float4 tSpace1 : TEXCOORD4;
  1995. float4 tSpace2 : TEXCOORD5;
  1996. #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
  1997. float4 screenPos : TEXCOORD6;
  1998. #endif
  1999. float4 ase_texcoord7 : TEXCOORD7;
  2000. UNITY_VERTEX_INPUT_INSTANCE_ID
  2001. UNITY_VERTEX_OUTPUT_STEREO
  2002. };
  2003. CBUFFER_START(UnityPerMaterial)
  2004. float4 _Control_ST;
  2005. float4 _Splat4_ST;
  2006. float4 _Splat2_ST;
  2007. float4 _Splat1_ST;
  2008. float4 _Splat3_ST;
  2009. float4 _Splat0_ST;
  2010. float4 _ControlExtra_ST;
  2011. float4 _SpecularColor;
  2012. float _Smoothness1;
  2013. float _Smoothness2;
  2014. float _NormalIntensity4;
  2015. float _Smoothness3;
  2016. float _Smoothness4;
  2017. float _NormalIntensity0;
  2018. float _NormalIntensity1;
  2019. float _NormalIntensity2;
  2020. float _NormalIntensity3;
  2021. float _Smoothness0;
  2022. #ifdef _TRANSMISSION_ASE
  2023. float _TransmissionShadow;
  2024. #endif
  2025. #ifdef _TRANSLUCENCY_ASE
  2026. float _TransStrength;
  2027. float _TransNormal;
  2028. float _TransScattering;
  2029. float _TransDirect;
  2030. float _TransAmbient;
  2031. float _TransShadow;
  2032. #endif
  2033. #ifdef TESSELLATION_ON
  2034. float _TessPhongStrength;
  2035. float _TessValue;
  2036. float _TessMin;
  2037. float _TessMax;
  2038. float _TessEdgeLength;
  2039. float _TessMaxDisp;
  2040. #endif
  2041. CBUFFER_END
  2042. sampler2D _Control;
  2043. sampler2D _ControlExtra;
  2044. sampler2D _Splat0;
  2045. sampler2D _Splat1;
  2046. sampler2D _Splat2;
  2047. sampler2D _Splat3;
  2048. sampler2D _Splat4;
  2049. sampler2D _Normal0;
  2050. sampler2D _Normal1;
  2051. sampler2D _Normal2;
  2052. sampler2D _Normal3;
  2053. sampler2D _Normal4;
  2054. float4 WeightedBlend585( half4 Weight, half4 WeightExtra, float4 Layer1, float4 Layer2, float4 Layer3, float4 Layer4, float4 Layer5 )
  2055. {
  2056. return Layer1 * Weight.r + Layer2 * Weight.g + Layer3 * Weight.b + Layer4 * Weight.a + Layer5 * WeightExtra.r;
  2057. }
  2058. inline float3 MTE_NormalIntensity_fixed150( float3 Normal, float Strength )
  2059. {
  2060. return lerp(Normal, float3(0,0,1), - Strength + 1.0);
  2061. }
  2062. inline float3 MTE_NormalIntensity_fixed152( float3 Normal, float Strength )
  2063. {
  2064. return lerp(Normal, float3(0,0,1), - Strength + 1.0);
  2065. }
  2066. inline float3 MTE_NormalIntensity_fixed155( float3 Normal, float Strength )
  2067. {
  2068. return lerp(Normal, float3(0,0,1), - Strength + 1.0);
  2069. }
  2070. inline float3 MTE_NormalIntensity_fixed158( float3 Normal, float Strength )
  2071. {
  2072. return lerp(Normal, float3(0,0,1), - Strength + 1.0);
  2073. }
  2074. inline float3 MTE_NormalIntensity_fixed161( float3 Normal, float Strength )
  2075. {
  2076. return lerp(Normal, float3(0,0,1), - Strength + 1.0);
  2077. }
  2078. float4 WeightedBlend589( half4 Weight, half4 WeightExtra, float4 Layer1, float4 Layer2, float4 Layer3, float4 Layer4, float4 Layer5 )
  2079. {
  2080. return Layer1 * Weight.r + Layer2 * Weight.g + Layer3 * Weight.b + Layer4 * Weight.a + Layer5 * WeightExtra.r;
  2081. }
  2082. VertexOutput VertexFunction( VertexInput v )
  2083. {
  2084. VertexOutput o = (VertexOutput)0;
  2085. UNITY_SETUP_INSTANCE_ID(v);
  2086. UNITY_TRANSFER_INSTANCE_ID(v, o);
  2087. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  2088. o.ase_texcoord7.xy = v.texcoord.xy;
  2089. //setting value to unused interpolator channels and avoid initialization warnings
  2090. o.ase_texcoord7.zw = 0;
  2091. #ifdef ASE_ABSOLUTE_VERTEX_POS
  2092. float3 defaultVertexValue = v.vertex.xyz;
  2093. #else
  2094. float3 defaultVertexValue = float3(0, 0, 0);
  2095. #endif
  2096. float3 vertexValue = defaultVertexValue;
  2097. #ifdef ASE_ABSOLUTE_VERTEX_POS
  2098. v.vertex.xyz = vertexValue;
  2099. #else
  2100. v.vertex.xyz += vertexValue;
  2101. #endif
  2102. v.ase_normal = v.ase_normal;
  2103. float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
  2104. float3 positionVS = TransformWorldToView( positionWS );
  2105. float4 positionCS = TransformWorldToHClip( positionWS );
  2106. VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent );
  2107. o.tSpace0 = float4( normalInput.normalWS, positionWS.x);
  2108. o.tSpace1 = float4( normalInput.tangentWS, positionWS.y);
  2109. o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z);
  2110. OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy );
  2111. OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz );
  2112. #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
  2113. o.lightmapUVOrVertexSH.zw = v.texcoord;
  2114. o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw;
  2115. #endif
  2116. half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );
  2117. #ifdef ASE_FOG
  2118. half fogFactor = ComputeFogFactor( positionCS.z );
  2119. #else
  2120. half fogFactor = 0;
  2121. #endif
  2122. o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
  2123. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  2124. VertexPositionInputs vertexInput = (VertexPositionInputs)0;
  2125. vertexInput.positionWS = positionWS;
  2126. vertexInput.positionCS = positionCS;
  2127. o.shadowCoord = GetShadowCoord( vertexInput );
  2128. #endif
  2129. o.clipPos = positionCS;
  2130. #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
  2131. o.screenPos = ComputeScreenPos(positionCS);
  2132. #endif
  2133. return o;
  2134. }
  2135. #if defined(TESSELLATION_ON)
  2136. struct VertexControl
  2137. {
  2138. float4 vertex : INTERNALTESSPOS;
  2139. float3 ase_normal : NORMAL;
  2140. float4 ase_tangent : TANGENT;
  2141. float4 texcoord : TEXCOORD0;
  2142. float4 texcoord1 : TEXCOORD1;
  2143. UNITY_VERTEX_INPUT_INSTANCE_ID
  2144. };
  2145. struct TessellationFactors
  2146. {
  2147. float edge[3] : SV_TessFactor;
  2148. float inside : SV_InsideTessFactor;
  2149. };
  2150. VertexControl vert ( VertexInput v )
  2151. {
  2152. VertexControl o;
  2153. UNITY_SETUP_INSTANCE_ID(v);
  2154. UNITY_TRANSFER_INSTANCE_ID(v, o);
  2155. o.vertex = v.vertex;
  2156. o.ase_normal = v.ase_normal;
  2157. o.ase_tangent = v.ase_tangent;
  2158. o.texcoord = v.texcoord;
  2159. o.texcoord1 = v.texcoord1;
  2160. return o;
  2161. }
  2162. TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
  2163. {
  2164. TessellationFactors o;
  2165. float4 tf = 1;
  2166. float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
  2167. float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
  2168. #if defined(ASE_FIXED_TESSELLATION)
  2169. tf = FixedTess( tessValue );
  2170. #elif defined(ASE_DISTANCE_TESSELLATION)
  2171. tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
  2172. #elif defined(ASE_LENGTH_TESSELLATION)
  2173. tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
  2174. #elif defined(ASE_LENGTH_CULL_TESSELLATION)
  2175. tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
  2176. #endif
  2177. o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
  2178. return o;
  2179. }
  2180. [domain("tri")]
  2181. [partitioning("fractional_odd")]
  2182. [outputtopology("triangle_cw")]
  2183. [patchconstantfunc("TessellationFunction")]
  2184. [outputcontrolpoints(3)]
  2185. VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
  2186. {
  2187. return patch[id];
  2188. }
  2189. [domain("tri")]
  2190. VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
  2191. {
  2192. VertexInput o = (VertexInput) 0;
  2193. o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
  2194. o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
  2195. o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
  2196. o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
  2197. o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
  2198. #if defined(ASE_PHONG_TESSELLATION)
  2199. float3 pp[3];
  2200. for (int i = 0; i < 3; ++i)
  2201. 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));
  2202. float phongStrength = _TessPhongStrength;
  2203. o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
  2204. #endif
  2205. UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
  2206. return VertexFunction(o);
  2207. }
  2208. #else
  2209. VertexOutput vert ( VertexInput v )
  2210. {
  2211. return VertexFunction( v );
  2212. }
  2213. #endif
  2214. #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
  2215. #define ASE_SV_DEPTH SV_DepthLessEqual
  2216. #else
  2217. #define ASE_SV_DEPTH SV_Depth
  2218. #endif
  2219. FragmentOutput frag ( VertexOutput IN
  2220. #ifdef ASE_DEPTH_WRITE_ON
  2221. ,out float outputDepth : ASE_SV_DEPTH
  2222. #endif
  2223. )
  2224. {
  2225. UNITY_SETUP_INSTANCE_ID(IN);
  2226. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
  2227. #ifdef LOD_FADE_CROSSFADE
  2228. LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
  2229. #endif
  2230. #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
  2231. float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
  2232. float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
  2233. float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
  2234. float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
  2235. #else
  2236. float3 WorldNormal = normalize( IN.tSpace0.xyz );
  2237. float3 WorldTangent = IN.tSpace1.xyz;
  2238. float3 WorldBiTangent = IN.tSpace2.xyz;
  2239. #endif
  2240. float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
  2241. float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
  2242. float4 ShadowCoords = float4( 0, 0, 0, 0 );
  2243. #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
  2244. float4 ScreenPos = IN.screenPos;
  2245. #endif
  2246. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  2247. ShadowCoords = IN.shadowCoord;
  2248. #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
  2249. ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
  2250. #endif
  2251. WorldViewDirection = SafeNormalize( WorldViewDirection );
  2252. float4 localBreakRGBA115 = ( float4( 0,0,0,0 ) );
  2253. float2 uv_Control = IN.ase_texcoord7.xy * _Control_ST.xy + _Control_ST.zw;
  2254. float4 tex2DNode6 = tex2D( _Control, uv_Control );
  2255. float4 Weight85 = tex2DNode6;
  2256. float2 uv_ControlExtra = IN.ase_texcoord7.xy * _ControlExtra_ST.xy + _ControlExtra_ST.zw;
  2257. float4 tex2DNode86 = tex2D( _ControlExtra, uv_ControlExtra );
  2258. float4 WeightExtra85 = tex2DNode86;
  2259. float2 uv_Splat0 = IN.ase_texcoord7.xy * _Splat0_ST.xy + _Splat0_ST.zw;
  2260. float4 appendResult123 = (float4(1.0 , 1.0 , 1.0 , _Smoothness0));
  2261. float4 Layer185 = ( tex2D( _Splat0, uv_Splat0 ) * appendResult123 );
  2262. float2 uv_Splat1 = IN.ase_texcoord7.xy * _Splat1_ST.xy + _Splat1_ST.zw;
  2263. float4 appendResult126 = (float4(1.0 , 1.0 , 1.0 , _Smoothness1));
  2264. float4 Layer285 = ( tex2D( _Splat1, uv_Splat1 ) * appendResult126 );
  2265. float2 uv_Splat2 = IN.ase_texcoord7.xy * _Splat2_ST.xy + _Splat2_ST.zw;
  2266. float4 appendResult129 = (float4(1.0 , 1.0 , 1.0 , _Smoothness2));
  2267. float4 Layer385 = ( tex2D( _Splat2, uv_Splat2 ) * appendResult129 );
  2268. float2 uv_Splat3 = IN.ase_texcoord7.xy * _Splat3_ST.xy + _Splat3_ST.zw;
  2269. float4 appendResult131 = (float4(1.0 , 1.0 , 1.0 , _Smoothness3));
  2270. float4 Layer485 = ( tex2D( _Splat3, uv_Splat3 ) * appendResult131 );
  2271. float2 uv_Splat4 = IN.ase_texcoord7.xy * _Splat4_ST.xy + _Splat4_ST.zw;
  2272. float4 appendResult132 = (float4(1.0 , 1.0 , 1.0 , _Smoothness4));
  2273. float4 Layer585 = ( tex2D( _Splat4, uv_Splat4 ) * appendResult132 );
  2274. float4 localWeightedBlend585 = WeightedBlend585( Weight85 , WeightExtra85 , Layer185 , Layer285 , Layer385 , Layer485 , Layer585 );
  2275. float4 RGBA115 = localWeightedBlend585;
  2276. float3 RGB115 = float3( 0,0,0 );
  2277. float A115 = 0;
  2278. {
  2279. RGB115 = RGBA115.rgb;
  2280. A115 = RGBA115.a;
  2281. }
  2282. float4 Weight89 = tex2DNode6;
  2283. float4 WeightExtra89 = tex2DNode86;
  2284. float3 tex2DNode16 = UnpackNormalScale( tex2D( _Normal0, uv_Splat0 ), 1.0f );
  2285. float3 Normal150 = tex2DNode16;
  2286. float Strength150 = _NormalIntensity0;
  2287. float3 localMTE_NormalIntensity_fixed150 = MTE_NormalIntensity_fixed150( Normal150 , Strength150 );
  2288. #ifdef ENABLE_NORMAL_INTENSITY
  2289. float3 staticSwitch148 = localMTE_NormalIntensity_fixed150;
  2290. #else
  2291. float3 staticSwitch148 = tex2DNode16;
  2292. #endif
  2293. float4 Layer189 = float4( staticSwitch148 , 0.0 );
  2294. float3 tex2DNode39 = UnpackNormalScale( tex2D( _Normal1, uv_Splat1 ), 1.0f );
  2295. float3 Normal152 = tex2DNode39;
  2296. float Strength152 = _NormalIntensity1;
  2297. float3 localMTE_NormalIntensity_fixed152 = MTE_NormalIntensity_fixed152( Normal152 , Strength152 );
  2298. #ifdef ENABLE_NORMAL_INTENSITY
  2299. float3 staticSwitch153 = localMTE_NormalIntensity_fixed152;
  2300. #else
  2301. float3 staticSwitch153 = tex2DNode39;
  2302. #endif
  2303. float4 Layer289 = float4( staticSwitch153 , 0.0 );
  2304. float3 tex2DNode44 = UnpackNormalScale( tex2D( _Normal2, uv_Splat2 ), 1.0f );
  2305. float3 Normal155 = tex2DNode44;
  2306. float Strength155 = _NormalIntensity2;
  2307. float3 localMTE_NormalIntensity_fixed155 = MTE_NormalIntensity_fixed155( Normal155 , Strength155 );
  2308. #ifdef ENABLE_NORMAL_INTENSITY
  2309. float3 staticSwitch156 = localMTE_NormalIntensity_fixed155;
  2310. #else
  2311. float3 staticSwitch156 = tex2DNode44;
  2312. #endif
  2313. float4 Layer389 = float4( staticSwitch156 , 0.0 );
  2314. float3 tex2DNode48 = UnpackNormalScale( tex2D( _Normal3, uv_Splat3 ), 1.0f );
  2315. float3 Normal158 = tex2DNode48;
  2316. float Strength158 = _NormalIntensity3;
  2317. float3 localMTE_NormalIntensity_fixed158 = MTE_NormalIntensity_fixed158( Normal158 , Strength158 );
  2318. #ifdef ENABLE_NORMAL_INTENSITY
  2319. float3 staticSwitch159 = localMTE_NormalIntensity_fixed158;
  2320. #else
  2321. float3 staticSwitch159 = tex2DNode48;
  2322. #endif
  2323. float4 Layer489 = float4( staticSwitch159 , 0.0 );
  2324. float3 tex2DNode90 = UnpackNormalScale( tex2D( _Normal4, uv_Splat4 ), 1.0f );
  2325. float3 Normal161 = tex2DNode90;
  2326. float Strength161 = _NormalIntensity4;
  2327. float3 localMTE_NormalIntensity_fixed161 = MTE_NormalIntensity_fixed161( Normal161 , Strength161 );
  2328. #ifdef ENABLE_NORMAL_INTENSITY
  2329. float3 staticSwitch160 = localMTE_NormalIntensity_fixed161;
  2330. #else
  2331. float3 staticSwitch160 = tex2DNode90;
  2332. #endif
  2333. float4 Layer589 = float4( staticSwitch160 , 0.0 );
  2334. float4 localWeightedBlend589 = WeightedBlend589( Weight89 , WeightExtra89 , Layer189 , Layer289 , Layer389 , Layer489 , Layer589 );
  2335. float3 Albedo = RGB115;
  2336. float3 Normal = localWeightedBlend589.xyz;
  2337. float3 Emission = 0;
  2338. float3 Specular = _SpecularColor.rgb;
  2339. float Metallic = 0;
  2340. float Smoothness = A115;
  2341. float Occlusion = 1;
  2342. float Alpha = 1;
  2343. float AlphaClipThreshold = 0.5;
  2344. float AlphaClipThresholdShadow = 0.5;
  2345. float3 BakedGI = 0;
  2346. float3 RefractionColor = 1;
  2347. float RefractionIndex = 1;
  2348. float3 Transmission = 1;
  2349. float3 Translucency = 1;
  2350. #ifdef ASE_DEPTH_WRITE_ON
  2351. float DepthValue = 0;
  2352. #endif
  2353. #ifdef _ALPHATEST_ON
  2354. clip(Alpha - AlphaClipThreshold);
  2355. #endif
  2356. InputData inputData;
  2357. inputData.positionWS = WorldPosition;
  2358. inputData.viewDirectionWS = WorldViewDirection;
  2359. inputData.shadowCoord = ShadowCoords;
  2360. #ifdef _NORMALMAP
  2361. #if _NORMAL_DROPOFF_TS
  2362. inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal ));
  2363. #elif _NORMAL_DROPOFF_OS
  2364. inputData.normalWS = TransformObjectToWorldNormal(Normal);
  2365. #elif _NORMAL_DROPOFF_WS
  2366. inputData.normalWS = Normal;
  2367. #endif
  2368. inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
  2369. #else
  2370. inputData.normalWS = WorldNormal;
  2371. #endif
  2372. #ifdef ASE_FOG
  2373. inputData.fogCoord = IN.fogFactorAndVertexLight.x;
  2374. #endif
  2375. inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
  2376. #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
  2377. float3 SH = SampleSH(inputData.normalWS.xyz);
  2378. #else
  2379. float3 SH = IN.lightmapUVOrVertexSH.xyz;
  2380. #endif
  2381. inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS );
  2382. #ifdef _ASE_BAKEDGI
  2383. inputData.bakedGI = BakedGI;
  2384. #endif
  2385. BRDFData brdfData;
  2386. InitializeBRDFData( Albedo, Metallic, Specular, Smoothness, Alpha, brdfData);
  2387. half4 color;
  2388. color.rgb = GlobalIllumination( brdfData, inputData.bakedGI, Occlusion, inputData.normalWS, inputData.viewDirectionWS);
  2389. color.a = Alpha;
  2390. #ifdef _TRANSMISSION_ASE
  2391. {
  2392. float shadow = _TransmissionShadow;
  2393. Light mainLight = GetMainLight( inputData.shadowCoord );
  2394. float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
  2395. mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
  2396. half3 mainTransmission = max(0 , -dot(inputData.normalWS, mainLight.direction)) * mainAtten * Transmission;
  2397. color.rgb += Albedo * mainTransmission;
  2398. #ifdef _ADDITIONAL_LIGHTS
  2399. int transPixelLightCount = GetAdditionalLightsCount();
  2400. for (int i = 0; i < transPixelLightCount; ++i)
  2401. {
  2402. Light light = GetAdditionalLight(i, inputData.positionWS);
  2403. float3 atten = light.color * light.distanceAttenuation;
  2404. atten = lerp( atten, atten * light.shadowAttenuation, shadow );
  2405. half3 transmission = max(0 , -dot(inputData.normalWS, light.direction)) * atten * Transmission;
  2406. color.rgb += Albedo * transmission;
  2407. }
  2408. #endif
  2409. }
  2410. #endif
  2411. #ifdef _TRANSLUCENCY_ASE
  2412. {
  2413. float shadow = _TransShadow;
  2414. float normal = _TransNormal;
  2415. float scattering = _TransScattering;
  2416. float direct = _TransDirect;
  2417. float ambient = _TransAmbient;
  2418. float strength = _TransStrength;
  2419. Light mainLight = GetMainLight( inputData.shadowCoord );
  2420. float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
  2421. mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
  2422. half3 mainLightDir = mainLight.direction + inputData.normalWS * normal;
  2423. half mainVdotL = pow( saturate( dot( inputData.viewDirectionWS, -mainLightDir ) ), scattering );
  2424. half3 mainTranslucency = mainAtten * ( mainVdotL * direct + inputData.bakedGI * ambient ) * Translucency;
  2425. color.rgb += Albedo * mainTranslucency * strength;
  2426. #ifdef _ADDITIONAL_LIGHTS
  2427. int transPixelLightCount = GetAdditionalLightsCount();
  2428. for (int i = 0; i < transPixelLightCount; ++i)
  2429. {
  2430. Light light = GetAdditionalLight(i, inputData.positionWS);
  2431. float3 atten = light.color * light.distanceAttenuation;
  2432. atten = lerp( atten, atten * light.shadowAttenuation, shadow );
  2433. half3 lightDir = light.direction + inputData.normalWS * normal;
  2434. half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );
  2435. half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;
  2436. color.rgb += Albedo * translucency * strength;
  2437. }
  2438. #endif
  2439. }
  2440. #endif
  2441. #ifdef _REFRACTION_ASE
  2442. float4 projScreenPos = ScreenPos / ScreenPos.w;
  2443. float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal, 0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
  2444. projScreenPos.xy += refractionOffset.xy;
  2445. float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
  2446. color.rgb = lerp( refraction, color.rgb, color.a );
  2447. color.a = 1;
  2448. #endif
  2449. #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
  2450. color.rgb *= color.a;
  2451. #endif
  2452. #ifdef ASE_FOG
  2453. #ifdef TERRAIN_SPLAT_ADDPASS
  2454. color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x );
  2455. #else
  2456. color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x);
  2457. #endif
  2458. #endif
  2459. #ifdef ASE_DEPTH_WRITE_ON
  2460. outputDepth = DepthValue;
  2461. #endif
  2462. return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb);
  2463. }
  2464. ENDHLSL
  2465. }
  2466. }
  2467. CustomEditor "MTE.MTEShaderGUI"
  2468. Fallback "Hidden/InternalErrorShader"
  2469. }
  2470. /*ASEBEGIN
  2471. Version=18927
  2472. 640;93;1329;899;36.0033;608.535;1;True;False
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