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- // Made with Amplify Shader Editor
- // Available at the Unity Asset Store - http://u3d.as/y3X
- Shader "MTE/URP/TextureArray_DisplayNormal"
- {
- Properties
- {
- [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
- [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
- [ASEBegin]_Control0("Control0", 2D) = "white" {}
- _Control1("Control1", 2D) = "white" {}
- _Control2("Control2", 2D) = "white" {}
- _TextureArray1("TextureArray1", 2DArray) = "white" {}
- _UVScaleOffset("UVScaleOffset", Vector) = (0,0,0,0)
- [ASEEnd]_NormalIntensity("Normal Intensity", Range( 0.01 , 10)) = 1
- //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
- //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
- //_TessMin( "Tess Min Distance", Float ) = 10
- //_TessMax( "Tess Max Distance", Float ) = 25
- //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
- //_TessMaxDisp( "Tess Max Displacement", Float ) = 25
- }
- SubShader
- {
- LOD 0
-
- Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
-
- Cull Back
- AlphaToMask Off
-
- HLSLINCLUDE
- #pragma target 3.0
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
- #ifndef ASE_TESS_FUNCS
- #define ASE_TESS_FUNCS
- float4 FixedTess( float tessValue )
- {
- return tessValue;
- }
-
- float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
- {
- float3 wpos = mul(o2w,vertex).xyz;
- float dist = distance (wpos, cameraPos);
- float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
- return f;
- }
- float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
- {
- float4 tess;
- tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
- tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
- tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
- tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
- return tess;
- }
- float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
- {
- float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
- float len = distance(wpos0, wpos1);
- float f = max(len * scParams.y / (edgeLen * dist), 1.0);
- return f;
- }
- float DistanceFromPlane (float3 pos, float4 plane)
- {
- float d = dot (float4(pos,1.0f), plane);
- return d;
- }
- bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
- {
- float4 planeTest;
- planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
- planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
- planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
- planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
- return !all (planeTest);
- }
- float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
- {
- float3 f;
- f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
- f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
- f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
- return CalcTriEdgeTessFactors (f);
- }
- float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
- {
- float3 pos0 = mul(o2w,v0).xyz;
- float3 pos1 = mul(o2w,v1).xyz;
- float3 pos2 = mul(o2w,v2).xyz;
- float4 tess;
- tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
- tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
- tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
- tess.w = (tess.x + tess.y + tess.z) / 3.0f;
- return tess;
- }
- float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
- {
- float3 pos0 = mul(o2w,v0).xyz;
- float3 pos1 = mul(o2w,v1).xyz;
- float3 pos2 = mul(o2w,v2).xyz;
- float4 tess;
- if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
- {
- tess = 0.0f;
- }
- else
- {
- tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
- tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
- tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
- tess.w = (tess.x + tess.y + tess.z) / 3.0f;
- }
- return tess;
- }
- #endif //ASE_TESS_FUNCS
- ENDHLSL
-
- Pass
- {
-
- Name "Forward"
- Tags { "LightMode"="UniversalForward" }
-
- Blend One Zero, One Zero
- ZWrite On
- ZTest LEqual
- Offset 0 , 0
- ColorMask RGBA
-
- HLSLPROGRAM
-
- #pragma multi_compile_instancing
- #define ASE_SRP_VERSION 100500
-
- #pragma vertex vert
- #pragma fragment frag
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #if ASE_SRP_VERSION <= 70108
- #define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
- #endif
- #include "../MTECommonPBR.hlsl"
- struct VertexInput
- {
- float4 vertex : POSITION;
- float3 ase_normal : NORMAL;
- float4 ase_texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VertexOutput
- {
- float4 clipPos : SV_POSITION;
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 worldPos : TEXCOORD0;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- float4 shadowCoord : TEXCOORD1;
- #endif
- #ifdef ASE_FOG
- float fogFactor : TEXCOORD2;
- #endif
- float4 ase_texcoord3 : TEXCOORD3;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _Control0_ST;
- float4 _Control1_ST;
- float4 _Control2_ST;
- float4 _UVScaleOffset;
- float _NormalIntensity;
- #ifdef TESSELLATION_ON
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- CBUFFER_END
- sampler2D _Control0;
- sampler2D _Control1;
- sampler2D _Control2;
- TEXTURE2D_ARRAY(_TextureArray1);
- SAMPLER(sampler_TextureArray1);
- float4 WeightedBlend4177( half4 Weight, float4 Layer1, float4 Layer2, float4 Layer3, float4 Layer4 )
- {
- return Layer1 * Weight.r + Layer2 * Weight.g + Layer3 * Weight.b + Layer4 * Weight.a;
- }
-
- inline float3 RestoreNormal213( float2 NormalXY, float Intensity )
- {
- return RestoreNormal(NormalXY, Intensity);
- }
-
-
- VertexOutput VertexFunction ( VertexInput v )
- {
- VertexOutput o = (VertexOutput)0;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- o.ase_texcoord3.xy = v.ase_texcoord.xy;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- o.ase_texcoord3.zw = 0;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.vertex.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = defaultVertexValue;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.vertex.xyz = vertexValue;
- #else
- v.vertex.xyz += vertexValue;
- #endif
- v.ase_normal = v.ase_normal;
- float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
- float4 positionCS = TransformWorldToHClip( positionWS );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- o.worldPos = positionWS;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- VertexPositionInputs vertexInput = (VertexPositionInputs)0;
- vertexInput.positionWS = positionWS;
- vertexInput.positionCS = positionCS;
- o.shadowCoord = GetShadowCoord( vertexInput );
- #endif
- #ifdef ASE_FOG
- o.fogFactor = ComputeFogFactor( positionCS.z );
- #endif
- o.clipPos = positionCS;
- return o;
- }
- #if defined(TESSELLATION_ON)
- struct VertexControl
- {
- float4 vertex : INTERNALTESSPOS;
- float3 ase_normal : NORMAL;
- float4 ase_texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
- VertexControl vert ( VertexInput v )
- {
- VertexControl o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.vertex = v.vertex;
- o.ase_normal = v.ase_normal;
- o.ase_texcoord = v.ase_texcoord;
- return o;
- }
- TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
- {
- TessellationFactors o;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
- return o;
- }
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- VertexInput o = (VertexInput) 0;
- o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
- o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
- float phongStrength = _TessPhongStrength;
- o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
- return VertexFunction(o);
- }
- #else
- VertexOutput vert ( VertexInput v )
- {
- return VertexFunction( v );
- }
- #endif
- half4 frag ( VertexOutput IN ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID( IN );
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 WorldPosition = IN.worldPos;
- #endif
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = IN.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
- #endif
- #endif
- float localGetMax4WeightLayers190 = ( 0.0 );
- float2 uv_Control0 = IN.ase_texcoord3.xy * _Control0_ST.xy + _Control0_ST.zw;
- float4 Control0190 = tex2D( _Control0, uv_Control0 );
- float2 uv_Control1 = IN.ase_texcoord3.xy * _Control1_ST.xy + _Control1_ST.zw;
- float4 Control1190 = tex2D( _Control1, uv_Control1 );
- float2 uv_Control2 = IN.ase_texcoord3.xy * _Control2_ST.xy + _Control2_ST.zw;
- float4 Control2190 = tex2D( _Control2, uv_Control2 );
- float4 Weights190 = float4( 1,0,0,0 );
- float4 Indices190 = float4( 1,0,0,0 );
- {
- Max4WeightLayer(Control0190, Control1190, Control2190, Weights190, Indices190);
- }
- float4 Weight177 = Weights190;
- float4 appendResult199 = (float4(_UVScaleOffset.x , _UVScaleOffset.y , 0.0 , 0.0));
- float4 appendResult200 = (float4(_UVScaleOffset.z , _UVScaleOffset.w , 0.0 , 0.0));
- float2 texCoord201 = IN.ase_texcoord3.xy * appendResult199.xy + appendResult200.xy;
- float2 TransformedUV202 = texCoord201;
- float4 break204 = Indices190;
- float4 Layer1177 = SAMPLE_TEXTURE2D_ARRAY( _TextureArray1, sampler_TextureArray1, TransformedUV202,break204.x );
- float4 Layer2177 = SAMPLE_TEXTURE2D_ARRAY( _TextureArray1, sampler_TextureArray1, TransformedUV202,break204.y );
- float4 Layer3177 = SAMPLE_TEXTURE2D_ARRAY( _TextureArray1, sampler_TextureArray1, TransformedUV202,break204.z );
- float4 Layer4177 = SAMPLE_TEXTURE2D_ARRAY( _TextureArray1, sampler_TextureArray1, TransformedUV202,break204.w );
- float4 localWeightedBlend4177 = WeightedBlend4177( Weight177 , Layer1177 , Layer2177 , Layer3177 , Layer4177 );
- float2 NormalXY213 = (localWeightedBlend4177).yz;
- float Intensity213 = _NormalIntensity;
- float3 localRestoreNormal213 = RestoreNormal213( NormalXY213 , Intensity213 );
-
- float3 BakedAlbedo = 0;
- float3 BakedEmission = 0;
- float3 Color = (localRestoreNormal213*0.5 + 0.5);
- float Alpha = 1;
- float AlphaClipThreshold = 0.5;
- float AlphaClipThresholdShadow = 0.5;
- #ifdef _ALPHATEST_ON
- clip( Alpha - AlphaClipThreshold );
- #endif
- #ifdef LOD_FADE_CROSSFADE
- LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
- #endif
- #ifdef ASE_FOG
- Color = MixFog( Color, IN.fogFactor );
- #endif
- return half4( Color, Alpha );
- }
- ENDHLSL
- }
-
- Pass
- {
-
- Name "ShadowCaster"
- Tags { "LightMode"="ShadowCaster" }
- ZWrite On
- ZTest LEqual
- AlphaToMask Off
- ColorMask 0
- HLSLPROGRAM
-
- #pragma multi_compile_instancing
- #define ASE_SRP_VERSION 100500
-
- #pragma vertex vert
- #pragma fragment frag
- #if ASE_SRP_VERSION >= 110000
- #pragma multi_compile _ _CASTING_PUNCTUAL_LIGHT_SHADOW
- #endif
- #define SHADERPASS SHADERPASS_SHADOWCASTER
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "../MTECommonPBR.hlsl"
- struct VertexInput
- {
- float4 vertex : POSITION;
- float3 ase_normal : NORMAL;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VertexOutput
- {
- float4 clipPos : SV_POSITION;
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 worldPos : TEXCOORD0;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- float4 shadowCoord : TEXCOORD1;
- #endif
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _Control0_ST;
- float4 _Control1_ST;
- float4 _Control2_ST;
- float4 _UVScaleOffset;
- float _NormalIntensity;
- #ifdef TESSELLATION_ON
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- CBUFFER_END
-
-
- float3 _LightDirection;
- #if ASE_SRP_VERSION >= 110000
- float3 _LightPosition;
- #endif
- VertexOutput VertexFunction( VertexInput v )
- {
- VertexOutput o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
-
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.vertex.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = defaultVertexValue;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.vertex.xyz = vertexValue;
- #else
- v.vertex.xyz += vertexValue;
- #endif
- v.ase_normal = v.ase_normal;
- float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- o.worldPos = positionWS;
- #endif
- float3 normalWS = TransformObjectToWorldDir( v.ase_normal );
- #if ASE_SRP_VERSION >= 110000
- #if _CASTING_PUNCTUAL_LIGHT_SHADOW
- float3 lightDirectionWS = normalize(_LightPosition - positionWS);
- #else
- float3 lightDirectionWS = _LightDirection;
- #endif
- float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
- #if UNITY_REVERSED_Z
- clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE);
- #else
- clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE);
- #endif
- #else
- float4 clipPos = TransformWorldToHClip( ApplyShadowBias( positionWS, normalWS, _LightDirection ) );
- #if UNITY_REVERSED_Z
- clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
- #else
- clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
- #endif
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- VertexPositionInputs vertexInput = (VertexPositionInputs)0;
- vertexInput.positionWS = positionWS;
- vertexInput.positionCS = clipPos;
- o.shadowCoord = GetShadowCoord( vertexInput );
- #endif
- o.clipPos = clipPos;
- return o;
- }
-
- #if defined(TESSELLATION_ON)
- struct VertexControl
- {
- float4 vertex : INTERNALTESSPOS;
- float3 ase_normal : NORMAL;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
- VertexControl vert ( VertexInput v )
- {
- VertexControl o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.vertex = v.vertex;
- o.ase_normal = v.ase_normal;
-
- return o;
- }
- TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
- {
- TessellationFactors o;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
- return o;
- }
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- VertexInput o = (VertexInput) 0;
- o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
-
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
- float phongStrength = _TessPhongStrength;
- o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
- return VertexFunction(o);
- }
- #else
- VertexOutput vert ( VertexInput v )
- {
- return VertexFunction( v );
- }
- #endif
- half4 frag(VertexOutput IN ) : SV_TARGET
- {
- UNITY_SETUP_INSTANCE_ID( IN );
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 WorldPosition = IN.worldPos;
- #endif
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = IN.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
- #endif
- #endif
-
- float Alpha = 1;
- float AlphaClipThreshold = 0.5;
- float AlphaClipThresholdShadow = 0.5;
- #ifdef _ALPHATEST_ON
- #ifdef _ALPHATEST_SHADOW_ON
- clip(Alpha - AlphaClipThresholdShadow);
- #else
- clip(Alpha - AlphaClipThreshold);
- #endif
- #endif
- #ifdef LOD_FADE_CROSSFADE
- LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
- #endif
- return 0;
- }
- ENDHLSL
- }
-
- Pass
- {
-
- Name "DepthOnly"
- Tags { "LightMode"="DepthOnly" }
- ZWrite On
- ColorMask 0
- AlphaToMask Off
- HLSLPROGRAM
-
- #pragma multi_compile_instancing
- #define ASE_SRP_VERSION 100500
-
- #pragma vertex vert
- #pragma fragment frag
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "../MTECommonPBR.hlsl"
- struct VertexInput
- {
- float4 vertex : POSITION;
- float3 ase_normal : NORMAL;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VertexOutput
- {
- float4 clipPos : SV_POSITION;
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 worldPos : TEXCOORD0;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- float4 shadowCoord : TEXCOORD1;
- #endif
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _Control0_ST;
- float4 _Control1_ST;
- float4 _Control2_ST;
- float4 _UVScaleOffset;
- float _NormalIntensity;
- #ifdef TESSELLATION_ON
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- CBUFFER_END
-
-
- VertexOutput VertexFunction( VertexInput v )
- {
- VertexOutput o = (VertexOutput)0;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
-
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.vertex.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = defaultVertexValue;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.vertex.xyz = vertexValue;
- #else
- v.vertex.xyz += vertexValue;
- #endif
- v.ase_normal = v.ase_normal;
- float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- o.worldPos = positionWS;
- #endif
- o.clipPos = TransformWorldToHClip( positionWS );
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- VertexPositionInputs vertexInput = (VertexPositionInputs)0;
- vertexInput.positionWS = positionWS;
- vertexInput.positionCS = o.clipPos;
- o.shadowCoord = GetShadowCoord( vertexInput );
- #endif
- return o;
- }
- #if defined(TESSELLATION_ON)
- struct VertexControl
- {
- float4 vertex : INTERNALTESSPOS;
- float3 ase_normal : NORMAL;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
- VertexControl vert ( VertexInput v )
- {
- VertexControl o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.vertex = v.vertex;
- o.ase_normal = v.ase_normal;
-
- return o;
- }
- TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
- {
- TessellationFactors o;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
- return o;
- }
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- VertexInput o = (VertexInput) 0;
- o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
-
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
- float phongStrength = _TessPhongStrength;
- o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
- return VertexFunction(o);
- }
- #else
- VertexOutput vert ( VertexInput v )
- {
- return VertexFunction( v );
- }
- #endif
- half4 frag(VertexOutput IN ) : SV_TARGET
- {
- UNITY_SETUP_INSTANCE_ID(IN);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 WorldPosition = IN.worldPos;
- #endif
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = IN.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
- #endif
- #endif
-
- float Alpha = 1;
- float AlphaClipThreshold = 0.5;
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
- #endif
- #ifdef LOD_FADE_CROSSFADE
- LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
- #endif
- return 0;
- }
- ENDHLSL
- }
-
- }
-
- CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI"
- Fallback "Hidden/InternalErrorShader"
-
- }
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