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- // Made with Amplify Shader Editor
- // Available at the Unity Asset Store - http://u3d.as/y3X
- Shader "MTE/URP/TextureArray_Triplanar"
- {
- Properties
- {
- [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
- [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
- _Control0("Control0", 2D) = "white" {}
- _Control1("Control1", 2D) = "white" {}
- _Control2("Control2", 2D) = "white" {}
- _SplatArray("SplatArray", 2DArray) = "white" {}
- _NormalArray("NormalArray", 2DArray) = "white" {}
- _UVScaleOffset("UVScaleOffset", Vector) = (1,1,0,0)
- _Smoothness("Smoothness", Range( 0 , 1)) = 0
- _SpecColor("SpecColor", Color) = (0,0,0,0)
- //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
- //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
- //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
- //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
- //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
- //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
- //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
- //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
- //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
- //_TessMin( "Tess Min Distance", Float ) = 10
- //_TessMax( "Tess Max Distance", Float ) = 25
- //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
- //_TessMaxDisp( "Tess Max Displacement", Float ) = 25
- }
- SubShader
- {
- LOD 0
-
- Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
- Cull Back
- AlphaToMask Off
-
- HLSLINCLUDE
- #pragma target 3.0
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
- #ifndef ASE_TESS_FUNCS
- #define ASE_TESS_FUNCS
- float4 FixedTess( float tessValue )
- {
- return tessValue;
- }
-
- float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
- {
- float3 wpos = mul(o2w,vertex).xyz;
- float dist = distance (wpos, cameraPos);
- float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
- return f;
- }
- float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
- {
- float4 tess;
- tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
- tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
- tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
- tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
- return tess;
- }
- float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
- {
- float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
- float len = distance(wpos0, wpos1);
- float f = max(len * scParams.y / (edgeLen * dist), 1.0);
- return f;
- }
- float DistanceFromPlane (float3 pos, float4 plane)
- {
- float d = dot (float4(pos,1.0f), plane);
- return d;
- }
- bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
- {
- float4 planeTest;
- planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
- planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
- planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
- planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
- return !all (planeTest);
- }
- float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
- {
- float3 f;
- f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
- f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
- f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
- return CalcTriEdgeTessFactors (f);
- }
- float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
- {
- float3 pos0 = mul(o2w,v0).xyz;
- float3 pos1 = mul(o2w,v1).xyz;
- float3 pos2 = mul(o2w,v2).xyz;
- float4 tess;
- tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
- tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
- tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
- tess.w = (tess.x + tess.y + tess.z) / 3.0f;
- return tess;
- }
- float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
- {
- float3 pos0 = mul(o2w,v0).xyz;
- float3 pos1 = mul(o2w,v1).xyz;
- float3 pos2 = mul(o2w,v2).xyz;
- float4 tess;
- if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
- {
- tess = 0.0f;
- }
- else
- {
- tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
- tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
- tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
- tess.w = (tess.x + tess.y + tess.z) / 3.0f;
- }
- return tess;
- }
- #endif //ASE_TESS_FUNCS
- ENDHLSL
-
- Pass
- {
-
- Name "Forward"
- Tags { "LightMode"="UniversalForward" }
-
- Blend One Zero, One Zero
- ZWrite On
- ZTest LEqual
- Offset 0 , 0
- ColorMask RGBA
-
- HLSLPROGRAM
-
- #define _SPECULAR_SETUP 1
- #define _NORMAL_DROPOFF_TS 1
- #pragma multi_compile_instancing
- #pragma multi_compile _ LOD_FADE_CROSSFADE
- #pragma multi_compile_fog
- #define ASE_FOG 1
- #define _NORMALMAP 1
- #define ASE_SRP_VERSION 100500
- #define ASE_USING_SAMPLING_MACROS 1
-
- #pragma multi_compile _ _SCREEN_SPACE_OCCLUSION
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
- #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS _ADDITIONAL_OFF
- #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
- #pragma multi_compile _ _SHADOWS_SOFT
- #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
-
- #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
- #pragma multi_compile _ SHADOWS_SHADOWMASK
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma vertex vert
- #pragma fragment frag
- #define SHADERPASS_FORWARD
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
-
- #if ASE_SRP_VERSION <= 70108
- #define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
- #endif
- #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
- #define ENABLE_TERRAIN_PERPIXEL_NORMAL
- #endif
- #define ASE_NEEDS_FRAG_WORLD_NORMAL
- #define ASE_NEEDS_FRAG_WORLD_POSITION
- #define ASE_NEEDS_FRAG_WORLD_TANGENT
- #define ASE_NEEDS_FRAG_WORLD_BITANGENT
- #include "../MTECommonPBR.hlsl"
- struct VertexInput
- {
- float4 vertex : POSITION;
- float3 ase_normal : NORMAL;
- float4 ase_tangent : TANGENT;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord : TEXCOORD0;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VertexOutput
- {
- float4 clipPos : SV_POSITION;
- float4 lightmapUVOrVertexSH : TEXCOORD0;
- half4 fogFactorAndVertexLight : TEXCOORD1;
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- float4 shadowCoord : TEXCOORD2;
- #endif
- float4 tSpace0 : TEXCOORD3;
- float4 tSpace1 : TEXCOORD4;
- float4 tSpace2 : TEXCOORD5;
- #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
- float4 screenPos : TEXCOORD6;
- #endif
- float4 ase_texcoord7 : TEXCOORD7;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _UVScaleOffset;
- float4 _Control0_ST;
- float4 _Control1_ST;
- float4 _Control2_ST;
- float4 _SpecColor;
- float _Smoothness;
- #ifdef _TRANSMISSION_ASE
- float _TransmissionShadow;
- #endif
- #ifdef _TRANSLUCENCY_ASE
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef TESSELLATION_ON
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- CBUFFER_END
- TEXTURE2D_ARRAY(_SplatArray);
- SAMPLER(sampler_SplatArray);
- TEXTURE2D_ARRAY(_NormalArray);
- SAMPLER(sampler_NormalArray);
- TEXTURE2D(_Control0);
- SAMPLER(sampler_Control0);
- TEXTURE2D(_Control1);
- SAMPLER(sampler_Control1);
- TEXTURE2D(_Control2);
- SAMPLER(sampler_Control2);
- void TriplanarBlendLayers( float3 WorldNormal, float3 WorldPos, TEXTURE2D_ARRAY(AlbedoArray), SamplerState AlbedoArraySampler, TEXTURE2D_ARRAY(NormalArray), SamplerState NormalArraySampler, float4 UVScaleOffset, float4 Weights, float4 Indices, out float4 OutAlbedo, out float3 OutWorldNormal )
- {
- //Dependency: MTECommonPBR.hlsl
- // calculate triplanar blend
- half3 triblend = saturate(pow(WorldNormal, 4));
- triblend /= max(dot(triblend, half3(1,1,1)), 0.0001);
- // calculate triplanar uvs
- // applying texture scale and offset values
- float2 uvX = WorldPos.zy * UVScaleOffset.xy + UVScaleOffset.zw;
- float2 uvY = WorldPos.xz * UVScaleOffset.xy + UVScaleOffset.zw;
- float2 uvZ = WorldPos.xy * UVScaleOffset.xy + UVScaleOffset.zw;
- // offset UVs to prevent obvious mirroring
- //uvY += 0.33;
- //uvZ += 0.67;
- // minor optimization of sign(). prevents return value of 0
- half3 axisSign = WorldNormal < 0 ? -1 : 1;
- // flip UVs horizontally to correct for back side projection
- uvX.x *= axisSign.x;
- uvY.x *= axisSign.y;
- uvZ.x *= -axisSign.z;
- // albedo textures
- OutAlbedo = 0;
- OutWorldNormal = 0;
- for(int i = 0; i < 4; i++)
- {
- int index = Indices[i];
- float weight = Weights[i];
- float4 colX = SAMPLE_TEXTURE2D_ARRAY(AlbedoArray, AlbedoArraySampler, uvX, index);
- float4 colY = SAMPLE_TEXTURE2D_ARRAY(AlbedoArray, AlbedoArraySampler, uvY, index);
- float4 colZ = SAMPLE_TEXTURE2D_ARRAY(AlbedoArray, AlbedoArraySampler, uvZ, index);
- float4 albedo = colX * triblend.x + colY * triblend.y + colZ * triblend.z;
- OutAlbedo += albedo * weight;
- // tangent space normal maps
- half3 tnormalX = UnpackNormal(SAMPLE_TEXTURE2D_ARRAY(NormalArray, NormalArraySampler, uvX, index));
- half3 tnormalY = UnpackNormal(SAMPLE_TEXTURE2D_ARRAY(NormalArray, NormalArraySampler, uvY, index));
- half3 tnormalZ = UnpackNormal(SAMPLE_TEXTURE2D_ARRAY(NormalArray, NormalArraySampler, uvZ, index));
- // flip normal maps' x axis to account for flipped UVs
- tnormalX.x *= axisSign.x;
- tnormalY.x *= axisSign.y;
- tnormalZ.x *= -axisSign.z;
- half3 absVertNormal = abs(WorldNormal);
- // swizzle world normals to match tangent space and apply reoriented normal mapping blend
- tnormalX = blend_rnm(half3(WorldNormal.zy, absVertNormal.x), tnormalX);
- tnormalY = blend_rnm(half3(WorldNormal.xz, absVertNormal.y), tnormalY);
- tnormalZ = blend_rnm(half3(WorldNormal.xy, absVertNormal.z), tnormalZ);
- // apply world space sign to tangent space Z
- tnormalX.z *= axisSign.x;
- tnormalY.z *= axisSign.y;
- tnormalZ.z *= axisSign.z;
- // sizzle tangent normals to match world normal and blend together
- float3 normal = normalize(
- tnormalX.zyx * triblend.x +
- tnormalY.xzy * triblend.y +
- tnormalZ.xyz * triblend.z
- );
- OutWorldNormal += normal * weight;
- }
- }
-
- VertexOutput VertexFunction( VertexInput v )
- {
- VertexOutput o = (VertexOutput)0;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- o.ase_texcoord7.xy = v.texcoord.xy;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- o.ase_texcoord7.zw = 0;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.vertex.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = defaultVertexValue;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.vertex.xyz = vertexValue;
- #else
- v.vertex.xyz += vertexValue;
- #endif
- v.ase_normal = v.ase_normal;
- float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
- float3 positionVS = TransformWorldToView( positionWS );
- float4 positionCS = TransformWorldToHClip( positionWS );
- VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent );
- o.tSpace0 = float4( normalInput.normalWS, positionWS.x);
- o.tSpace1 = float4( normalInput.tangentWS, positionWS.y);
- o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z);
- OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy );
- OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz );
- #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- o.lightmapUVOrVertexSH.zw = v.texcoord;
- o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw;
- #endif
- half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );
- #ifdef ASE_FOG
- half fogFactor = ComputeFogFactor( positionCS.z );
- #else
- half fogFactor = 0;
- #endif
- o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
-
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- VertexPositionInputs vertexInput = (VertexPositionInputs)0;
- vertexInput.positionWS = positionWS;
- vertexInput.positionCS = positionCS;
- o.shadowCoord = GetShadowCoord( vertexInput );
- #endif
-
- o.clipPos = positionCS;
- #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
- o.screenPos = ComputeScreenPos(positionCS);
- #endif
- return o;
- }
-
- #if defined(TESSELLATION_ON)
- struct VertexControl
- {
- float4 vertex : INTERNALTESSPOS;
- float3 ase_normal : NORMAL;
- float4 ase_tangent : TANGENT;
- float4 texcoord : TEXCOORD0;
- float4 texcoord1 : TEXCOORD1;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
- VertexControl vert ( VertexInput v )
- {
- VertexControl o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.vertex = v.vertex;
- o.ase_normal = v.ase_normal;
- o.ase_tangent = v.ase_tangent;
- o.texcoord = v.texcoord;
- o.texcoord1 = v.texcoord1;
-
- return o;
- }
- TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
- {
- TessellationFactors o;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
- return o;
- }
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- VertexInput o = (VertexInput) 0;
- o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
- o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
- o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
- o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
-
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
- float phongStrength = _TessPhongStrength;
- o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
- return VertexFunction(o);
- }
- #else
- VertexOutput vert ( VertexInput v )
- {
- return VertexFunction( v );
- }
- #endif
- #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
- #define ASE_SV_DEPTH SV_DepthLessEqual
- #else
- #define ASE_SV_DEPTH SV_Depth
- #endif
- half4 frag ( VertexOutput IN
- #ifdef ASE_DEPTH_WRITE_ON
- ,out float outputDepth : ASE_SV_DEPTH
- #endif
- ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(IN);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
- #ifdef LOD_FADE_CROSSFADE
- LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
- #endif
- #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
- float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
- float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
- float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
- #else
- float3 WorldNormal = normalize( IN.tSpace0.xyz );
- float3 WorldTangent = IN.tSpace1.xyz;
- float3 WorldBiTangent = IN.tSpace2.xyz;
- #endif
- float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
- float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
- #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
- float4 ScreenPos = IN.screenPos;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = IN.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
- #endif
-
- WorldViewDirection = SafeNormalize( WorldViewDirection );
- float4 localBreakRGBA115 = ( float4( 0,0,0,0 ) );
- float localTriplanarBlendLayers307 = ( 0.0 );
- float3 WorldNormal307 = WorldNormal;
- float3 WorldPos307 = WorldPosition;
- TEXTURE2D_ARRAY(AlbedoArray307) = _SplatArray;
- SamplerState AlbedoArraySampler307 = sampler_SplatArray;
- TEXTURE2D_ARRAY(NormalArray307) = _NormalArray;
- SamplerState NormalArraySampler307 = sampler_NormalArray;
- float4 UVScaleOffset307 = _UVScaleOffset;
- float localGetMax4WeightLayers169 = ( 0.0 );
- float2 uv_Control0 = IN.ase_texcoord7.xy * _Control0_ST.xy + _Control0_ST.zw;
- float4 Control0169 = SAMPLE_TEXTURE2D( _Control0, sampler_Control0, uv_Control0 );
- float2 uv_Control1 = IN.ase_texcoord7.xy * _Control1_ST.xy + _Control1_ST.zw;
- float4 Control1169 = SAMPLE_TEXTURE2D( _Control1, sampler_Control1, uv_Control1 );
- float2 uv_Control2 = IN.ase_texcoord7.xy * _Control2_ST.xy + _Control2_ST.zw;
- float4 Control2169 = SAMPLE_TEXTURE2D( _Control2, sampler_Control2, uv_Control2 );
- float4 Weights169 = float4( 1,0,0,0 );
- float4 Indices169 = float4( 1,0,0,0 );
- {
- Max4WeightLayer(Control0169, Control1169, Control2169, Weights169, Indices169);
- }
- float4 Weights307 = Weights169;
- float4 Indices307 = Indices169;
- float4 OutAlbedo307 = float4( 0,0,0,0 );
- float3 OutWorldNormal307 = float3( 0,0,0 );
- TriplanarBlendLayers( WorldNormal307 , WorldPos307 , AlbedoArray307 , AlbedoArraySampler307 , NormalArray307 , NormalArraySampler307 , UVScaleOffset307 , Weights307 , Indices307 , OutAlbedo307 , OutWorldNormal307 );
- float4 RGBA115 = OutAlbedo307;
- float3 RGB115 = float3( 0,0,0 );
- float A115 = 0;
- {
- RGB115 = RGBA115.rgb;
- A115 = RGBA115.a;
- }
-
- float3x3 ase_worldToTangent = float3x3(WorldTangent,WorldBiTangent,WorldNormal);
- float3 worldToTangentDir337 = mul( ase_worldToTangent, OutWorldNormal307);
-
- float3 Albedo = RGB115;
- float3 Normal = worldToTangentDir337;
- float3 Emission = 0;
- float3 Specular = _SpecColor.rgb;
- float Metallic = 0;
- float Smoothness = _Smoothness;
- float Occlusion = 1;
- float Alpha = 1;
- float AlphaClipThreshold = 0.5;
- float AlphaClipThresholdShadow = 0.5;
- float3 BakedGI = 0;
- float3 RefractionColor = 1;
- float RefractionIndex = 1;
- float3 Transmission = 1;
- float3 Translucency = 1;
- #ifdef ASE_DEPTH_WRITE_ON
- float DepthValue = 0;
- #endif
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
- #endif
- InputData inputData;
- inputData.positionWS = WorldPosition;
- inputData.viewDirectionWS = WorldViewDirection;
- inputData.shadowCoord = ShadowCoords;
- #ifdef _NORMALMAP
- #if _NORMAL_DROPOFF_TS
- inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal ));
- #elif _NORMAL_DROPOFF_OS
- inputData.normalWS = TransformObjectToWorldNormal(Normal);
- #elif _NORMAL_DROPOFF_WS
- inputData.normalWS = Normal;
- #endif
- inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
- #else
- inputData.normalWS = WorldNormal;
- #endif
- #ifdef ASE_FOG
- inputData.fogCoord = IN.fogFactorAndVertexLight.x;
- #endif
- inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
- #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- float3 SH = SampleSH(inputData.normalWS.xyz);
- #else
- float3 SH = IN.lightmapUVOrVertexSH.xyz;
- #endif
- inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS );
- #ifdef _ASE_BAKEDGI
- inputData.bakedGI = BakedGI;
- #endif
-
- inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.clipPos);
- inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy);
- half4 color = UniversalFragmentPBR(
- inputData,
- Albedo,
- Metallic,
- Specular,
- Smoothness,
- Occlusion,
- Emission,
- Alpha);
- #ifdef _TRANSMISSION_ASE
- {
- float shadow = _TransmissionShadow;
- Light mainLight = GetMainLight( inputData.shadowCoord );
- float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
- mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
- half3 mainTransmission = max(0 , -dot(inputData.normalWS, mainLight.direction)) * mainAtten * Transmission;
- color.rgb += Albedo * mainTransmission;
- #ifdef _ADDITIONAL_LIGHTS
- int transPixelLightCount = GetAdditionalLightsCount();
- for (int i = 0; i < transPixelLightCount; ++i)
- {
- Light light = GetAdditionalLight(i, inputData.positionWS);
- float3 atten = light.color * light.distanceAttenuation;
- atten = lerp( atten, atten * light.shadowAttenuation, shadow );
- half3 transmission = max(0 , -dot(inputData.normalWS, light.direction)) * atten * Transmission;
- color.rgb += Albedo * transmission;
- }
- #endif
- }
- #endif
- #ifdef _TRANSLUCENCY_ASE
- {
- float shadow = _TransShadow;
- float normal = _TransNormal;
- float scattering = _TransScattering;
- float direct = _TransDirect;
- float ambient = _TransAmbient;
- float strength = _TransStrength;
- Light mainLight = GetMainLight( inputData.shadowCoord );
- float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
- mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
- half3 mainLightDir = mainLight.direction + inputData.normalWS * normal;
- half mainVdotL = pow( saturate( dot( inputData.viewDirectionWS, -mainLightDir ) ), scattering );
- half3 mainTranslucency = mainAtten * ( mainVdotL * direct + inputData.bakedGI * ambient ) * Translucency;
- color.rgb += Albedo * mainTranslucency * strength;
- #ifdef _ADDITIONAL_LIGHTS
- int transPixelLightCount = GetAdditionalLightsCount();
- for (int i = 0; i < transPixelLightCount; ++i)
- {
- Light light = GetAdditionalLight(i, inputData.positionWS);
- float3 atten = light.color * light.distanceAttenuation;
- atten = lerp( atten, atten * light.shadowAttenuation, shadow );
- half3 lightDir = light.direction + inputData.normalWS * normal;
- half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );
- half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;
- color.rgb += Albedo * translucency * strength;
- }
- #endif
- }
- #endif
- #ifdef _REFRACTION_ASE
- float4 projScreenPos = ScreenPos / ScreenPos.w;
- float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
- projScreenPos.xy += refractionOffset.xy;
- float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
- color.rgb = lerp( refraction, color.rgb, color.a );
- color.a = 1;
- #endif
- #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
- color.rgb *= color.a;
- #endif
- #ifdef ASE_FOG
- #ifdef TERRAIN_SPLAT_ADDPASS
- color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x );
- #else
- color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x);
- #endif
- #endif
- #ifdef ASE_DEPTH_WRITE_ON
- outputDepth = DepthValue;
- #endif
- return color;
- }
- ENDHLSL
- }
-
- Pass
- {
-
- Name "ShadowCaster"
- Tags { "LightMode"="ShadowCaster" }
- ZWrite On
- ZTest LEqual
- AlphaToMask Off
- ColorMask 0
- HLSLPROGRAM
-
- #define _SPECULAR_SETUP 1
- #define _NORMAL_DROPOFF_TS 1
- #pragma multi_compile_instancing
- #pragma multi_compile _ LOD_FADE_CROSSFADE
- #pragma multi_compile_fog
- #define ASE_FOG 1
- #define _NORMALMAP 1
- #define ASE_SRP_VERSION 100500
- #define ASE_USING_SAMPLING_MACROS 1
-
- #pragma vertex vert
- #pragma fragment frag
- #if ASE_SRP_VERSION >= 110000
- #pragma multi_compile _ _CASTING_PUNCTUAL_LIGHT_SHADOW
- #endif
- #define SHADERPASS_SHADOWCASTER
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #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 _UVScaleOffset;
- float4 _Control0_ST;
- float4 _Control1_ST;
- float4 _Control2_ST;
- float4 _SpecColor;
- float _Smoothness;
- #ifdef _TRANSMISSION_ASE
- float _TransmissionShadow;
- #endif
- #ifdef _TRANSLUCENCY_ASE
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef TESSELLATION_ON
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- CBUFFER_END
-
-
- float3 _LightDirection;
- #if ASE_SRP_VERSION >= 110000
- float3 _LightPosition;
- #endif
- VertexOutput VertexFunction( VertexInput v )
- {
- VertexOutput o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
-
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.vertex.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = defaultVertexValue;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.vertex.xyz = vertexValue;
- #else
- v.vertex.xyz += vertexValue;
- #endif
- v.ase_normal = v.ase_normal;
- float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- o.worldPos = positionWS;
- #endif
- float3 normalWS = TransformObjectToWorldDir(v.ase_normal);
- #if ASE_SRP_VERSION >= 110000
- #if _CASTING_PUNCTUAL_LIGHT_SHADOW
- float3 lightDirectionWS = normalize(_LightPosition - positionWS);
- #else
- float3 lightDirectionWS = _LightDirection;
- #endif
- float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
- #if UNITY_REVERSED_Z
- clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE);
- #else
- clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE);
- #endif
- #else
- float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
- #if UNITY_REVERSED_Z
- clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
- #else
- clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
- #endif
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- VertexPositionInputs vertexInput = (VertexPositionInputs)0;
- vertexInput.positionWS = positionWS;
- vertexInput.positionCS = clipPos;
- o.shadowCoord = GetShadowCoord( vertexInput );
- #endif
- o.clipPos = clipPos;
- return o;
- }
- #if defined(TESSELLATION_ON)
- struct VertexControl
- {
- float4 vertex : INTERNALTESSPOS;
- float3 ase_normal : NORMAL;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
- VertexControl vert ( VertexInput v )
- {
- VertexControl o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.vertex = v.vertex;
- o.ase_normal = v.ase_normal;
-
- return o;
- }
- TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
- {
- TessellationFactors o;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
- return o;
- }
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- VertexInput o = (VertexInput) 0;
- o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
-
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
- float phongStrength = _TessPhongStrength;
- o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
- return VertexFunction(o);
- }
- #else
- VertexOutput vert ( VertexInput v )
- {
- return VertexFunction( v );
- }
- #endif
- #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
- #define ASE_SV_DEPTH SV_DepthLessEqual
- #else
- #define ASE_SV_DEPTH SV_Depth
- #endif
- half4 frag( VertexOutput IN
- #ifdef ASE_DEPTH_WRITE_ON
- ,out float outputDepth : ASE_SV_DEPTH
- #endif
- ) : SV_TARGET
- {
- UNITY_SETUP_INSTANCE_ID( IN );
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
-
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 WorldPosition = IN.worldPos;
- #endif
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = IN.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
- #endif
- #endif
-
- float Alpha = 1;
- float AlphaClipThreshold = 0.5;
- float AlphaClipThresholdShadow = 0.5;
- #ifdef ASE_DEPTH_WRITE_ON
- float DepthValue = 0;
- #endif
- #ifdef _ALPHATEST_ON
- #ifdef _ALPHATEST_SHADOW_ON
- clip(Alpha - AlphaClipThresholdShadow);
- #else
- clip(Alpha - AlphaClipThreshold);
- #endif
- #endif
- #ifdef LOD_FADE_CROSSFADE
- LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
- #endif
- #ifdef ASE_DEPTH_WRITE_ON
- outputDepth = DepthValue;
- #endif
- return 0;
- }
- ENDHLSL
- }
-
- Pass
- {
-
- Name "DepthOnly"
- Tags { "LightMode"="DepthOnly" }
- ZWrite On
- ColorMask 0
- AlphaToMask Off
- HLSLPROGRAM
-
- #define _SPECULAR_SETUP 1
- #define _NORMAL_DROPOFF_TS 1
- #pragma multi_compile_instancing
- #pragma multi_compile _ LOD_FADE_CROSSFADE
- #pragma multi_compile_fog
- #define ASE_FOG 1
- #define _NORMALMAP 1
- #define ASE_SRP_VERSION 100500
- #define ASE_USING_SAMPLING_MACROS 1
-
- #pragma vertex vert
- #pragma fragment frag
- #define SHADERPASS_DEPTHONLY
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #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 _UVScaleOffset;
- float4 _Control0_ST;
- float4 _Control1_ST;
- float4 _Control2_ST;
- float4 _SpecColor;
- float _Smoothness;
- #ifdef _TRANSMISSION_ASE
- float _TransmissionShadow;
- #endif
- #ifdef _TRANSLUCENCY_ASE
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef TESSELLATION_ON
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- CBUFFER_END
-
-
- VertexOutput VertexFunction( VertexInput v )
- {
- VertexOutput o = (VertexOutput)0;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
-
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.vertex.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = defaultVertexValue;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.vertex.xyz = vertexValue;
- #else
- v.vertex.xyz += vertexValue;
- #endif
- v.ase_normal = v.ase_normal;
- float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
- float4 positionCS = TransformWorldToHClip( positionWS );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- o.worldPos = positionWS;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- VertexPositionInputs vertexInput = (VertexPositionInputs)0;
- vertexInput.positionWS = positionWS;
- vertexInput.positionCS = positionCS;
- o.shadowCoord = GetShadowCoord( vertexInput );
- #endif
- o.clipPos = positionCS;
- return o;
- }
- #if defined(TESSELLATION_ON)
- struct VertexControl
- {
- float4 vertex : INTERNALTESSPOS;
- float3 ase_normal : NORMAL;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
- VertexControl vert ( VertexInput v )
- {
- VertexControl o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.vertex = v.vertex;
- o.ase_normal = v.ase_normal;
-
- return o;
- }
- TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
- {
- TessellationFactors o;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
- return o;
- }
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- VertexInput o = (VertexInput) 0;
- o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
-
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
- float phongStrength = _TessPhongStrength;
- o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
- return VertexFunction(o);
- }
- #else
- VertexOutput vert ( VertexInput v )
- {
- return VertexFunction( v );
- }
- #endif
- #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
- #define ASE_SV_DEPTH SV_DepthLessEqual
- #else
- #define ASE_SV_DEPTH SV_Depth
- #endif
- half4 frag( VertexOutput IN
- #ifdef ASE_DEPTH_WRITE_ON
- ,out float outputDepth : ASE_SV_DEPTH
- #endif
- ) : SV_TARGET
- {
- UNITY_SETUP_INSTANCE_ID(IN);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 WorldPosition = IN.worldPos;
- #endif
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = IN.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
- #endif
- #endif
-
- float Alpha = 1;
- float AlphaClipThreshold = 0.5;
- #ifdef ASE_DEPTH_WRITE_ON
- float DepthValue = 0;
- #endif
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
- #endif
- #ifdef LOD_FADE_CROSSFADE
- LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
- #endif
- #ifdef ASE_DEPTH_WRITE_ON
- outputDepth = DepthValue;
- #endif
- return 0;
- }
- ENDHLSL
- }
-
-
- Pass
- {
-
- Name "Meta"
- Tags { "LightMode"="Meta" }
- Cull Off
- HLSLPROGRAM
-
- #define _SPECULAR_SETUP 1
- #define _NORMAL_DROPOFF_TS 1
- #pragma multi_compile_instancing
- #pragma multi_compile _ LOD_FADE_CROSSFADE
- #pragma multi_compile_fog
- #define ASE_FOG 1
- #define _NORMALMAP 1
- #define ASE_SRP_VERSION 100500
- #define ASE_USING_SAMPLING_MACROS 1
-
- #pragma vertex vert
- #pragma fragment frag
- #define SHADERPASS_META
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #define ASE_NEEDS_VERT_NORMAL
- #define ASE_NEEDS_FRAG_WORLD_POSITION
- #include "../MTECommonPBR.hlsl"
- #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- struct VertexInput
- {
- float4 vertex : POSITION;
- float3 ase_normal : NORMAL;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VertexOutput
- {
- float4 clipPos : SV_POSITION;
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 worldPos : TEXCOORD0;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- float4 shadowCoord : TEXCOORD1;
- #endif
- float4 ase_texcoord2 : TEXCOORD2;
- float4 ase_texcoord3 : TEXCOORD3;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _UVScaleOffset;
- float4 _Control0_ST;
- float4 _Control1_ST;
- float4 _Control2_ST;
- float4 _SpecColor;
- float _Smoothness;
- #ifdef _TRANSMISSION_ASE
- float _TransmissionShadow;
- #endif
- #ifdef _TRANSLUCENCY_ASE
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef TESSELLATION_ON
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- CBUFFER_END
- TEXTURE2D_ARRAY(_SplatArray);
- SAMPLER(sampler_SplatArray);
- TEXTURE2D_ARRAY(_NormalArray);
- SAMPLER(sampler_NormalArray);
- TEXTURE2D(_Control0);
- SAMPLER(sampler_Control0);
- TEXTURE2D(_Control1);
- SAMPLER(sampler_Control1);
- TEXTURE2D(_Control2);
- SAMPLER(sampler_Control2);
- void TriplanarBlendLayers( float3 WorldNormal, float3 WorldPos, TEXTURE2D_ARRAY(AlbedoArray), SamplerState AlbedoArraySampler, TEXTURE2D_ARRAY(NormalArray), SamplerState NormalArraySampler, float4 UVScaleOffset, float4 Weights, float4 Indices, out float4 OutAlbedo, out float3 OutWorldNormal )
- {
- //Dependency: MTECommonPBR.hlsl
- // calculate triplanar blend
- half3 triblend = saturate(pow(WorldNormal, 4));
- triblend /= max(dot(triblend, half3(1,1,1)), 0.0001);
- // calculate triplanar uvs
- // applying texture scale and offset values
- float2 uvX = WorldPos.zy * UVScaleOffset.xy + UVScaleOffset.zw;
- float2 uvY = WorldPos.xz * UVScaleOffset.xy + UVScaleOffset.zw;
- float2 uvZ = WorldPos.xy * UVScaleOffset.xy + UVScaleOffset.zw;
- // offset UVs to prevent obvious mirroring
- //uvY += 0.33;
- //uvZ += 0.67;
- // minor optimization of sign(). prevents return value of 0
- half3 axisSign = WorldNormal < 0 ? -1 : 1;
- // flip UVs horizontally to correct for back side projection
- uvX.x *= axisSign.x;
- uvY.x *= axisSign.y;
- uvZ.x *= -axisSign.z;
- // albedo textures
- OutAlbedo = 0;
- OutWorldNormal = 0;
- for(int i = 0; i < 4; i++)
- {
- int index = Indices[i];
- float weight = Weights[i];
- float4 colX = SAMPLE_TEXTURE2D_ARRAY(AlbedoArray, AlbedoArraySampler, uvX, index);
- float4 colY = SAMPLE_TEXTURE2D_ARRAY(AlbedoArray, AlbedoArraySampler, uvY, index);
- float4 colZ = SAMPLE_TEXTURE2D_ARRAY(AlbedoArray, AlbedoArraySampler, uvZ, index);
- float4 albedo = colX * triblend.x + colY * triblend.y + colZ * triblend.z;
- OutAlbedo += albedo * weight;
- // tangent space normal maps
- half3 tnormalX = UnpackNormal(SAMPLE_TEXTURE2D_ARRAY(NormalArray, NormalArraySampler, uvX, index));
- half3 tnormalY = UnpackNormal(SAMPLE_TEXTURE2D_ARRAY(NormalArray, NormalArraySampler, uvY, index));
- half3 tnormalZ = UnpackNormal(SAMPLE_TEXTURE2D_ARRAY(NormalArray, NormalArraySampler, uvZ, index));
- // flip normal maps' x axis to account for flipped UVs
- tnormalX.x *= axisSign.x;
- tnormalY.x *= axisSign.y;
- tnormalZ.x *= -axisSign.z;
- half3 absVertNormal = abs(WorldNormal);
- // swizzle world normals to match tangent space and apply reoriented normal mapping blend
- tnormalX = blend_rnm(half3(WorldNormal.zy, absVertNormal.x), tnormalX);
- tnormalY = blend_rnm(half3(WorldNormal.xz, absVertNormal.y), tnormalY);
- tnormalZ = blend_rnm(half3(WorldNormal.xy, absVertNormal.z), tnormalZ);
- // apply world space sign to tangent space Z
- tnormalX.z *= axisSign.x;
- tnormalY.z *= axisSign.y;
- tnormalZ.z *= axisSign.z;
- // sizzle tangent normals to match world normal and blend together
- float3 normal = normalize(
- tnormalX.zyx * triblend.x +
- tnormalY.xzy * triblend.y +
- tnormalZ.xyz * triblend.z
- );
- OutWorldNormal += normal * weight;
- }
- }
-
- 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);
- float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal);
- o.ase_texcoord2.xyz = ase_worldNormal;
-
- o.ase_texcoord3.xy = v.ase_texcoord.xy;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- o.ase_texcoord2.w = 0;
- 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 );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- o.worldPos = positionWS;
- #endif
- o.clipPos = MetaVertexPosition( v.vertex, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- VertexPositionInputs vertexInput = (VertexPositionInputs)0;
- vertexInput.positionWS = positionWS;
- vertexInput.positionCS = o.clipPos;
- o.shadowCoord = GetShadowCoord( vertexInput );
- #endif
- return o;
- }
- #if defined(TESSELLATION_ON)
- struct VertexControl
- {
- float4 vertex : INTERNALTESSPOS;
- float3 ase_normal : NORMAL;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
- VertexControl vert ( VertexInput v )
- {
- VertexControl o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.vertex = v.vertex;
- o.ase_normal = v.ase_normal;
- o.texcoord1 = v.texcoord1;
- o.texcoord2 = v.texcoord2;
- o.ase_texcoord = v.ase_texcoord;
- return o;
- }
- TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
- {
- TessellationFactors o;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
- return o;
- }
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- VertexInput o = (VertexInput) 0;
- o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
- o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
- o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
- o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
- float phongStrength = _TessPhongStrength;
- o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
- return VertexFunction(o);
- }
- #else
- VertexOutput vert ( VertexInput v )
- {
- return VertexFunction( v );
- }
- #endif
- half4 frag(VertexOutput IN ) : SV_TARGET
- {
- UNITY_SETUP_INSTANCE_ID(IN);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 WorldPosition = IN.worldPos;
- #endif
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = IN.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
- #endif
- #endif
- float4 localBreakRGBA115 = ( float4( 0,0,0,0 ) );
- float localTriplanarBlendLayers307 = ( 0.0 );
- float3 ase_worldNormal = IN.ase_texcoord2.xyz;
- float3 WorldNormal307 = ase_worldNormal;
- float3 WorldPos307 = WorldPosition;
- TEXTURE2D_ARRAY(AlbedoArray307) = _SplatArray;
- SamplerState AlbedoArraySampler307 = sampler_SplatArray;
- TEXTURE2D_ARRAY(NormalArray307) = _NormalArray;
- SamplerState NormalArraySampler307 = sampler_NormalArray;
- float4 UVScaleOffset307 = _UVScaleOffset;
- float localGetMax4WeightLayers169 = ( 0.0 );
- float2 uv_Control0 = IN.ase_texcoord3.xy * _Control0_ST.xy + _Control0_ST.zw;
- float4 Control0169 = SAMPLE_TEXTURE2D( _Control0, sampler_Control0, uv_Control0 );
- float2 uv_Control1 = IN.ase_texcoord3.xy * _Control1_ST.xy + _Control1_ST.zw;
- float4 Control1169 = SAMPLE_TEXTURE2D( _Control1, sampler_Control1, uv_Control1 );
- float2 uv_Control2 = IN.ase_texcoord3.xy * _Control2_ST.xy + _Control2_ST.zw;
- float4 Control2169 = SAMPLE_TEXTURE2D( _Control2, sampler_Control2, uv_Control2 );
- float4 Weights169 = float4( 1,0,0,0 );
- float4 Indices169 = float4( 1,0,0,0 );
- {
- Max4WeightLayer(Control0169, Control1169, Control2169, Weights169, Indices169);
- }
- float4 Weights307 = Weights169;
- float4 Indices307 = Indices169;
- float4 OutAlbedo307 = float4( 0,0,0,0 );
- float3 OutWorldNormal307 = float3( 0,0,0 );
- TriplanarBlendLayers( WorldNormal307 , WorldPos307 , AlbedoArray307 , AlbedoArraySampler307 , NormalArray307 , NormalArraySampler307 , UVScaleOffset307 , Weights307 , Indices307 , OutAlbedo307 , OutWorldNormal307 );
- float4 RGBA115 = OutAlbedo307;
- float3 RGB115 = float3( 0,0,0 );
- float A115 = 0;
- {
- RGB115 = RGBA115.rgb;
- A115 = RGBA115.a;
- }
-
-
- float3 Albedo = RGB115;
- float3 Emission = 0;
- float Alpha = 1;
- float AlphaClipThreshold = 0.5;
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
- #endif
- MetaInput metaInput = (MetaInput)0;
- metaInput.Albedo = Albedo;
- metaInput.Emission = Emission;
-
- return MetaFragment(metaInput);
- }
- ENDHLSL
- }
-
- Pass
- {
-
- Name "Universal2D"
- Tags { "LightMode"="Universal2D" }
- Blend One Zero, One Zero
- ZWrite On
- ZTest LEqual
- Offset 0 , 0
- ColorMask RGBA
- HLSLPROGRAM
-
- #define _SPECULAR_SETUP 1
- #define _NORMAL_DROPOFF_TS 1
- #pragma multi_compile_instancing
- #pragma multi_compile _ LOD_FADE_CROSSFADE
- #pragma multi_compile_fog
- #define ASE_FOG 1
- #define _NORMALMAP 1
- #define ASE_SRP_VERSION 100500
- #define ASE_USING_SAMPLING_MACROS 1
-
- #pragma vertex vert
- #pragma fragment frag
- #define SHADERPASS_2D
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
-
- #define ASE_NEEDS_VERT_NORMAL
- #define ASE_NEEDS_FRAG_WORLD_POSITION
- #include "../MTECommonPBR.hlsl"
- #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- struct VertexInput
- {
- float4 vertex : POSITION;
- float3 ase_normal : NORMAL;
- float4 ase_texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VertexOutput
- {
- float4 clipPos : SV_POSITION;
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 worldPos : TEXCOORD0;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- float4 shadowCoord : TEXCOORD1;
- #endif
- float4 ase_texcoord2 : TEXCOORD2;
- float4 ase_texcoord3 : TEXCOORD3;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _UVScaleOffset;
- float4 _Control0_ST;
- float4 _Control1_ST;
- float4 _Control2_ST;
- float4 _SpecColor;
- float _Smoothness;
- #ifdef _TRANSMISSION_ASE
- float _TransmissionShadow;
- #endif
- #ifdef _TRANSLUCENCY_ASE
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef TESSELLATION_ON
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- CBUFFER_END
- TEXTURE2D_ARRAY(_SplatArray);
- SAMPLER(sampler_SplatArray);
- TEXTURE2D_ARRAY(_NormalArray);
- SAMPLER(sampler_NormalArray);
- TEXTURE2D(_Control0);
- SAMPLER(sampler_Control0);
- TEXTURE2D(_Control1);
- SAMPLER(sampler_Control1);
- TEXTURE2D(_Control2);
- SAMPLER(sampler_Control2);
- void TriplanarBlendLayers( float3 WorldNormal, float3 WorldPos, TEXTURE2D_ARRAY(AlbedoArray), SamplerState AlbedoArraySampler, TEXTURE2D_ARRAY(NormalArray), SamplerState NormalArraySampler, float4 UVScaleOffset, float4 Weights, float4 Indices, out float4 OutAlbedo, out float3 OutWorldNormal )
- {
- //Dependency: MTECommonPBR.hlsl
- // calculate triplanar blend
- half3 triblend = saturate(pow(WorldNormal, 4));
- triblend /= max(dot(triblend, half3(1,1,1)), 0.0001);
- // calculate triplanar uvs
- // applying texture scale and offset values
- float2 uvX = WorldPos.zy * UVScaleOffset.xy + UVScaleOffset.zw;
- float2 uvY = WorldPos.xz * UVScaleOffset.xy + UVScaleOffset.zw;
- float2 uvZ = WorldPos.xy * UVScaleOffset.xy + UVScaleOffset.zw;
- // offset UVs to prevent obvious mirroring
- //uvY += 0.33;
- //uvZ += 0.67;
- // minor optimization of sign(). prevents return value of 0
- half3 axisSign = WorldNormal < 0 ? -1 : 1;
- // flip UVs horizontally to correct for back side projection
- uvX.x *= axisSign.x;
- uvY.x *= axisSign.y;
- uvZ.x *= -axisSign.z;
- // albedo textures
- OutAlbedo = 0;
- OutWorldNormal = 0;
- for(int i = 0; i < 4; i++)
- {
- int index = Indices[i];
- float weight = Weights[i];
- float4 colX = SAMPLE_TEXTURE2D_ARRAY(AlbedoArray, AlbedoArraySampler, uvX, index);
- float4 colY = SAMPLE_TEXTURE2D_ARRAY(AlbedoArray, AlbedoArraySampler, uvY, index);
- float4 colZ = SAMPLE_TEXTURE2D_ARRAY(AlbedoArray, AlbedoArraySampler, uvZ, index);
- float4 albedo = colX * triblend.x + colY * triblend.y + colZ * triblend.z;
- OutAlbedo += albedo * weight;
- // tangent space normal maps
- half3 tnormalX = UnpackNormal(SAMPLE_TEXTURE2D_ARRAY(NormalArray, NormalArraySampler, uvX, index));
- half3 tnormalY = UnpackNormal(SAMPLE_TEXTURE2D_ARRAY(NormalArray, NormalArraySampler, uvY, index));
- half3 tnormalZ = UnpackNormal(SAMPLE_TEXTURE2D_ARRAY(NormalArray, NormalArraySampler, uvZ, index));
- // flip normal maps' x axis to account for flipped UVs
- tnormalX.x *= axisSign.x;
- tnormalY.x *= axisSign.y;
- tnormalZ.x *= -axisSign.z;
- half3 absVertNormal = abs(WorldNormal);
- // swizzle world normals to match tangent space and apply reoriented normal mapping blend
- tnormalX = blend_rnm(half3(WorldNormal.zy, absVertNormal.x), tnormalX);
- tnormalY = blend_rnm(half3(WorldNormal.xz, absVertNormal.y), tnormalY);
- tnormalZ = blend_rnm(half3(WorldNormal.xy, absVertNormal.z), tnormalZ);
- // apply world space sign to tangent space Z
- tnormalX.z *= axisSign.x;
- tnormalY.z *= axisSign.y;
- tnormalZ.z *= axisSign.z;
- // sizzle tangent normals to match world normal and blend together
- float3 normal = normalize(
- tnormalX.zyx * triblend.x +
- tnormalY.xzy * triblend.y +
- tnormalZ.xyz * triblend.z
- );
- OutWorldNormal += normal * weight;
- }
- }
-
- 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 );
- float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal);
- o.ase_texcoord2.xyz = ase_worldNormal;
-
- o.ase_texcoord3.xy = v.ase_texcoord.xy;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- o.ase_texcoord2.w = 0;
- 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
- o.clipPos = positionCS;
- return o;
- }
- #if defined(TESSELLATION_ON)
- struct VertexControl
- {
- float4 vertex : INTERNALTESSPOS;
- float3 ase_normal : NORMAL;
- float4 ase_texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
- VertexControl vert ( VertexInput v )
- {
- VertexControl o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.vertex = v.vertex;
- o.ase_normal = v.ase_normal;
- o.ase_texcoord = v.ase_texcoord;
- return o;
- }
- TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
- {
- TessellationFactors o;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
- return o;
- }
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- VertexInput o = (VertexInput) 0;
- o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
- o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
- float phongStrength = _TessPhongStrength;
- o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
- return VertexFunction(o);
- }
- #else
- VertexOutput vert ( VertexInput v )
- {
- return VertexFunction( v );
- }
- #endif
- half4 frag(VertexOutput IN ) : SV_TARGET
- {
- UNITY_SETUP_INSTANCE_ID( IN );
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 WorldPosition = IN.worldPos;
- #endif
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = IN.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
- #endif
- #endif
- float4 localBreakRGBA115 = ( float4( 0,0,0,0 ) );
- float localTriplanarBlendLayers307 = ( 0.0 );
- float3 ase_worldNormal = IN.ase_texcoord2.xyz;
- float3 WorldNormal307 = ase_worldNormal;
- float3 WorldPos307 = WorldPosition;
- TEXTURE2D_ARRAY(AlbedoArray307) = _SplatArray;
- SamplerState AlbedoArraySampler307 = sampler_SplatArray;
- TEXTURE2D_ARRAY(NormalArray307) = _NormalArray;
- SamplerState NormalArraySampler307 = sampler_NormalArray;
- float4 UVScaleOffset307 = _UVScaleOffset;
- float localGetMax4WeightLayers169 = ( 0.0 );
- float2 uv_Control0 = IN.ase_texcoord3.xy * _Control0_ST.xy + _Control0_ST.zw;
- float4 Control0169 = SAMPLE_TEXTURE2D( _Control0, sampler_Control0, uv_Control0 );
- float2 uv_Control1 = IN.ase_texcoord3.xy * _Control1_ST.xy + _Control1_ST.zw;
- float4 Control1169 = SAMPLE_TEXTURE2D( _Control1, sampler_Control1, uv_Control1 );
- float2 uv_Control2 = IN.ase_texcoord3.xy * _Control2_ST.xy + _Control2_ST.zw;
- float4 Control2169 = SAMPLE_TEXTURE2D( _Control2, sampler_Control2, uv_Control2 );
- float4 Weights169 = float4( 1,0,0,0 );
- float4 Indices169 = float4( 1,0,0,0 );
- {
- Max4WeightLayer(Control0169, Control1169, Control2169, Weights169, Indices169);
- }
- float4 Weights307 = Weights169;
- float4 Indices307 = Indices169;
- float4 OutAlbedo307 = float4( 0,0,0,0 );
- float3 OutWorldNormal307 = float3( 0,0,0 );
- TriplanarBlendLayers( WorldNormal307 , WorldPos307 , AlbedoArray307 , AlbedoArraySampler307 , NormalArray307 , NormalArraySampler307 , UVScaleOffset307 , Weights307 , Indices307 , OutAlbedo307 , OutWorldNormal307 );
- float4 RGBA115 = OutAlbedo307;
- float3 RGB115 = float3( 0,0,0 );
- float A115 = 0;
- {
- RGB115 = RGBA115.rgb;
- A115 = RGBA115.a;
- }
-
-
- float3 Albedo = RGB115;
- float Alpha = 1;
- float AlphaClipThreshold = 0.5;
- half4 color = half4( Albedo, Alpha );
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
- #endif
- return color;
- }
- ENDHLSL
- }
-
- Pass
- {
-
- Name "DepthNormals"
- Tags { "LightMode"="DepthNormals" }
- ZWrite On
- Blend One Zero
- ZTest LEqual
- ZWrite On
- HLSLPROGRAM
-
- #define _SPECULAR_SETUP 1
- #define _NORMAL_DROPOFF_TS 1
- #pragma multi_compile_instancing
- #pragma multi_compile _ LOD_FADE_CROSSFADE
- #pragma multi_compile_fog
- #define ASE_FOG 1
- #define _NORMALMAP 1
- #define ASE_SRP_VERSION 100500
- #define ASE_USING_SAMPLING_MACROS 1
-
- #pragma vertex vert
- #pragma fragment frag
- #define SHADERPASS_DEPTHNORMALSONLY
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #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
- float3 worldNormal : TEXCOORD2;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _UVScaleOffset;
- float4 _Control0_ST;
- float4 _Control1_ST;
- float4 _Control2_ST;
- float4 _SpecColor;
- float _Smoothness;
- #ifdef _TRANSMISSION_ASE
- float _TransmissionShadow;
- #endif
- #ifdef _TRANSLUCENCY_ASE
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef TESSELLATION_ON
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- CBUFFER_END
-
-
- VertexOutput VertexFunction( VertexInput v )
- {
- VertexOutput o = (VertexOutput)0;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
-
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.vertex.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = defaultVertexValue;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.vertex.xyz = vertexValue;
- #else
- v.vertex.xyz += vertexValue;
- #endif
- v.ase_normal = v.ase_normal;
- float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
- float3 normalWS = TransformObjectToWorldNormal( v.ase_normal );
- float4 positionCS = TransformWorldToHClip( positionWS );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- o.worldPos = positionWS;
- #endif
- o.worldNormal = normalWS;
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- VertexPositionInputs vertexInput = (VertexPositionInputs)0;
- vertexInput.positionWS = positionWS;
- vertexInput.positionCS = positionCS;
- o.shadowCoord = GetShadowCoord( vertexInput );
- #endif
- o.clipPos = positionCS;
- return o;
- }
- #if defined(TESSELLATION_ON)
- struct VertexControl
- {
- float4 vertex : INTERNALTESSPOS;
- float3 ase_normal : NORMAL;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
- VertexControl vert ( VertexInput v )
- {
- VertexControl o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.vertex = v.vertex;
- o.ase_normal = v.ase_normal;
-
- return o;
- }
- TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
- {
- TessellationFactors o;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
- return o;
- }
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- VertexInput o = (VertexInput) 0;
- o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
-
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
- float phongStrength = _TessPhongStrength;
- o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
- return VertexFunction(o);
- }
- #else
- VertexOutput vert ( VertexInput v )
- {
- return VertexFunction( v );
- }
- #endif
- #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
- #define ASE_SV_DEPTH SV_DepthLessEqual
- #else
- #define ASE_SV_DEPTH SV_Depth
- #endif
- half4 frag( VertexOutput IN
- #ifdef ASE_DEPTH_WRITE_ON
- ,out float outputDepth : ASE_SV_DEPTH
- #endif
- ) : SV_TARGET
- {
- UNITY_SETUP_INSTANCE_ID(IN);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 WorldPosition = IN.worldPos;
- #endif
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = IN.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
- #endif
- #endif
-
- float Alpha = 1;
- float AlphaClipThreshold = 0.5;
- #ifdef ASE_DEPTH_WRITE_ON
- float DepthValue = 0;
- #endif
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
- #endif
- #ifdef LOD_FADE_CROSSFADE
- LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
- #endif
-
- #ifdef ASE_DEPTH_WRITE_ON
- outputDepth = DepthValue;
- #endif
-
- return float4(PackNormalOctRectEncode(TransformWorldToViewDir(IN.worldNormal, true)), 0.0, 0.0);
- }
- ENDHLSL
- }
-
- Pass
- {
-
- Name "GBuffer"
- Tags { "LightMode"="UniversalGBuffer" }
-
- Blend One Zero, One Zero
- ZWrite On
- ZTest LEqual
- Offset 0 , 0
- ColorMask RGBA
-
- HLSLPROGRAM
-
- #define _SPECULAR_SETUP 1
- #define _NORMAL_DROPOFF_TS 1
- #pragma multi_compile_instancing
- #pragma multi_compile _ LOD_FADE_CROSSFADE
- #pragma multi_compile_fog
- #define ASE_FOG 1
- #define _NORMALMAP 1
- #define ASE_SRP_VERSION 100500
- #define ASE_USING_SAMPLING_MACROS 1
-
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
- #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
- #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
- #pragma multi_compile _ _SHADOWS_SOFT
- #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
- #pragma multi_compile _ _GBUFFER_NORMALS_OCT
-
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma vertex vert
- #pragma fragment frag
- #define SHADERPASS SHADERPASS_GBUFFER
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
- #if ASE_SRP_VERSION <= 70108
- #define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
- #endif
- #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
- #define ENABLE_TERRAIN_PERPIXEL_NORMAL
- #endif
- #define ASE_NEEDS_FRAG_WORLD_NORMAL
- #define ASE_NEEDS_FRAG_WORLD_POSITION
- #define ASE_NEEDS_FRAG_WORLD_TANGENT
- #define ASE_NEEDS_FRAG_WORLD_BITANGENT
- #include "../MTECommonPBR.hlsl"
- struct VertexInput
- {
- float4 vertex : POSITION;
- float3 ase_normal : NORMAL;
- float4 ase_tangent : TANGENT;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord : TEXCOORD0;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VertexOutput
- {
- float4 clipPos : SV_POSITION;
- float4 lightmapUVOrVertexSH : TEXCOORD0;
- half4 fogFactorAndVertexLight : TEXCOORD1;
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- float4 shadowCoord : TEXCOORD2;
- #endif
- float4 tSpace0 : TEXCOORD3;
- float4 tSpace1 : TEXCOORD4;
- float4 tSpace2 : TEXCOORD5;
- #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
- float4 screenPos : TEXCOORD6;
- #endif
- float4 ase_texcoord7 : TEXCOORD7;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _UVScaleOffset;
- float4 _Control0_ST;
- float4 _Control1_ST;
- float4 _Control2_ST;
- float4 _SpecColor;
- float _Smoothness;
- #ifdef _TRANSMISSION_ASE
- float _TransmissionShadow;
- #endif
- #ifdef _TRANSLUCENCY_ASE
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef TESSELLATION_ON
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- CBUFFER_END
- TEXTURE2D_ARRAY(_SplatArray);
- SAMPLER(sampler_SplatArray);
- TEXTURE2D_ARRAY(_NormalArray);
- SAMPLER(sampler_NormalArray);
- TEXTURE2D(_Control0);
- SAMPLER(sampler_Control0);
- TEXTURE2D(_Control1);
- SAMPLER(sampler_Control1);
- TEXTURE2D(_Control2);
- SAMPLER(sampler_Control2);
- void TriplanarBlendLayers( float3 WorldNormal, float3 WorldPos, TEXTURE2D_ARRAY(AlbedoArray), SamplerState AlbedoArraySampler, TEXTURE2D_ARRAY(NormalArray), SamplerState NormalArraySampler, float4 UVScaleOffset, float4 Weights, float4 Indices, out float4 OutAlbedo, out float3 OutWorldNormal )
- {
- //Dependency: MTECommonPBR.hlsl
- // calculate triplanar blend
- half3 triblend = saturate(pow(WorldNormal, 4));
- triblend /= max(dot(triblend, half3(1,1,1)), 0.0001);
- // calculate triplanar uvs
- // applying texture scale and offset values
- float2 uvX = WorldPos.zy * UVScaleOffset.xy + UVScaleOffset.zw;
- float2 uvY = WorldPos.xz * UVScaleOffset.xy + UVScaleOffset.zw;
- float2 uvZ = WorldPos.xy * UVScaleOffset.xy + UVScaleOffset.zw;
- // offset UVs to prevent obvious mirroring
- //uvY += 0.33;
- //uvZ += 0.67;
- // minor optimization of sign(). prevents return value of 0
- half3 axisSign = WorldNormal < 0 ? -1 : 1;
- // flip UVs horizontally to correct for back side projection
- uvX.x *= axisSign.x;
- uvY.x *= axisSign.y;
- uvZ.x *= -axisSign.z;
- // albedo textures
- OutAlbedo = 0;
- OutWorldNormal = 0;
- for(int i = 0; i < 4; i++)
- {
- int index = Indices[i];
- float weight = Weights[i];
- float4 colX = SAMPLE_TEXTURE2D_ARRAY(AlbedoArray, AlbedoArraySampler, uvX, index);
- float4 colY = SAMPLE_TEXTURE2D_ARRAY(AlbedoArray, AlbedoArraySampler, uvY, index);
- float4 colZ = SAMPLE_TEXTURE2D_ARRAY(AlbedoArray, AlbedoArraySampler, uvZ, index);
- float4 albedo = colX * triblend.x + colY * triblend.y + colZ * triblend.z;
- OutAlbedo += albedo * weight;
- // tangent space normal maps
- half3 tnormalX = UnpackNormal(SAMPLE_TEXTURE2D_ARRAY(NormalArray, NormalArraySampler, uvX, index));
- half3 tnormalY = UnpackNormal(SAMPLE_TEXTURE2D_ARRAY(NormalArray, NormalArraySampler, uvY, index));
- half3 tnormalZ = UnpackNormal(SAMPLE_TEXTURE2D_ARRAY(NormalArray, NormalArraySampler, uvZ, index));
- // flip normal maps' x axis to account for flipped UVs
- tnormalX.x *= axisSign.x;
- tnormalY.x *= axisSign.y;
- tnormalZ.x *= -axisSign.z;
- half3 absVertNormal = abs(WorldNormal);
- // swizzle world normals to match tangent space and apply reoriented normal mapping blend
- tnormalX = blend_rnm(half3(WorldNormal.zy, absVertNormal.x), tnormalX);
- tnormalY = blend_rnm(half3(WorldNormal.xz, absVertNormal.y), tnormalY);
- tnormalZ = blend_rnm(half3(WorldNormal.xy, absVertNormal.z), tnormalZ);
- // apply world space sign to tangent space Z
- tnormalX.z *= axisSign.x;
- tnormalY.z *= axisSign.y;
- tnormalZ.z *= axisSign.z;
- // sizzle tangent normals to match world normal and blend together
- float3 normal = normalize(
- tnormalX.zyx * triblend.x +
- tnormalY.xzy * triblend.y +
- tnormalZ.xyz * triblend.z
- );
- OutWorldNormal += normal * weight;
- }
- }
-
- VertexOutput VertexFunction( VertexInput v )
- {
- VertexOutput o = (VertexOutput)0;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- o.ase_texcoord7.xy = v.texcoord.xy;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- o.ase_texcoord7.zw = 0;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.vertex.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = defaultVertexValue;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.vertex.xyz = vertexValue;
- #else
- v.vertex.xyz += vertexValue;
- #endif
- v.ase_normal = v.ase_normal;
- float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
- float3 positionVS = TransformWorldToView( positionWS );
- float4 positionCS = TransformWorldToHClip( positionWS );
- VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent );
- o.tSpace0 = float4( normalInput.normalWS, positionWS.x);
- o.tSpace1 = float4( normalInput.tangentWS, positionWS.y);
- o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z);
- OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy );
- OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz );
- #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- o.lightmapUVOrVertexSH.zw = v.texcoord;
- o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw;
- #endif
- half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );
- #ifdef ASE_FOG
- half fogFactor = ComputeFogFactor( positionCS.z );
- #else
- half fogFactor = 0;
- #endif
- o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
-
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- VertexPositionInputs vertexInput = (VertexPositionInputs)0;
- vertexInput.positionWS = positionWS;
- vertexInput.positionCS = positionCS;
- o.shadowCoord = GetShadowCoord( vertexInput );
- #endif
-
- o.clipPos = positionCS;
- #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
- o.screenPos = ComputeScreenPos(positionCS);
- #endif
- return o;
- }
-
- #if defined(TESSELLATION_ON)
- struct VertexControl
- {
- float4 vertex : INTERNALTESSPOS;
- float3 ase_normal : NORMAL;
- float4 ase_tangent : TANGENT;
- float4 texcoord : TEXCOORD0;
- float4 texcoord1 : TEXCOORD1;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
- VertexControl vert ( VertexInput v )
- {
- VertexControl o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.vertex = v.vertex;
- o.ase_normal = v.ase_normal;
- o.ase_tangent = v.ase_tangent;
- o.texcoord = v.texcoord;
- o.texcoord1 = v.texcoord1;
-
- return o;
- }
- TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
- {
- TessellationFactors o;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
- return o;
- }
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- VertexInput o = (VertexInput) 0;
- o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
- o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
- o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
- o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
-
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
- float phongStrength = _TessPhongStrength;
- o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
- return VertexFunction(o);
- }
- #else
- VertexOutput vert ( VertexInput v )
- {
- return VertexFunction( v );
- }
- #endif
- #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
- #define ASE_SV_DEPTH SV_DepthLessEqual
- #else
- #define ASE_SV_DEPTH SV_Depth
- #endif
- FragmentOutput frag ( VertexOutput IN
- #ifdef ASE_DEPTH_WRITE_ON
- ,out float outputDepth : ASE_SV_DEPTH
- #endif
- )
- {
- UNITY_SETUP_INSTANCE_ID(IN);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
- #ifdef LOD_FADE_CROSSFADE
- LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
- #endif
- #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
- float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
- float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
- float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
- #else
- float3 WorldNormal = normalize( IN.tSpace0.xyz );
- float3 WorldTangent = IN.tSpace1.xyz;
- float3 WorldBiTangent = IN.tSpace2.xyz;
- #endif
- float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
- float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
- #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
- float4 ScreenPos = IN.screenPos;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = IN.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
- #endif
-
- WorldViewDirection = SafeNormalize( WorldViewDirection );
- float4 localBreakRGBA115 = ( float4( 0,0,0,0 ) );
- float localTriplanarBlendLayers307 = ( 0.0 );
- float3 WorldNormal307 = WorldNormal;
- float3 WorldPos307 = WorldPosition;
- TEXTURE2D_ARRAY(AlbedoArray307) = _SplatArray;
- SamplerState AlbedoArraySampler307 = sampler_SplatArray;
- TEXTURE2D_ARRAY(NormalArray307) = _NormalArray;
- SamplerState NormalArraySampler307 = sampler_NormalArray;
- float4 UVScaleOffset307 = _UVScaleOffset;
- float localGetMax4WeightLayers169 = ( 0.0 );
- float2 uv_Control0 = IN.ase_texcoord7.xy * _Control0_ST.xy + _Control0_ST.zw;
- float4 Control0169 = SAMPLE_TEXTURE2D( _Control0, sampler_Control0, uv_Control0 );
- float2 uv_Control1 = IN.ase_texcoord7.xy * _Control1_ST.xy + _Control1_ST.zw;
- float4 Control1169 = SAMPLE_TEXTURE2D( _Control1, sampler_Control1, uv_Control1 );
- float2 uv_Control2 = IN.ase_texcoord7.xy * _Control2_ST.xy + _Control2_ST.zw;
- float4 Control2169 = SAMPLE_TEXTURE2D( _Control2, sampler_Control2, uv_Control2 );
- float4 Weights169 = float4( 1,0,0,0 );
- float4 Indices169 = float4( 1,0,0,0 );
- {
- Max4WeightLayer(Control0169, Control1169, Control2169, Weights169, Indices169);
- }
- float4 Weights307 = Weights169;
- float4 Indices307 = Indices169;
- float4 OutAlbedo307 = float4( 0,0,0,0 );
- float3 OutWorldNormal307 = float3( 0,0,0 );
- TriplanarBlendLayers( WorldNormal307 , WorldPos307 , AlbedoArray307 , AlbedoArraySampler307 , NormalArray307 , NormalArraySampler307 , UVScaleOffset307 , Weights307 , Indices307 , OutAlbedo307 , OutWorldNormal307 );
- float4 RGBA115 = OutAlbedo307;
- float3 RGB115 = float3( 0,0,0 );
- float A115 = 0;
- {
- RGB115 = RGBA115.rgb;
- A115 = RGBA115.a;
- }
-
- float3x3 ase_worldToTangent = float3x3(WorldTangent,WorldBiTangent,WorldNormal);
- float3 worldToTangentDir337 = mul( ase_worldToTangent, OutWorldNormal307);
-
- float3 Albedo = RGB115;
- float3 Normal = worldToTangentDir337;
- float3 Emission = 0;
- float3 Specular = _SpecColor.rgb;
- float Metallic = 0;
- float Smoothness = _Smoothness;
- float Occlusion = 1;
- float Alpha = 1;
- float AlphaClipThreshold = 0.5;
- float AlphaClipThresholdShadow = 0.5;
- float3 BakedGI = 0;
- float3 RefractionColor = 1;
- float RefractionIndex = 1;
- float3 Transmission = 1;
- float3 Translucency = 1;
- #ifdef ASE_DEPTH_WRITE_ON
- float DepthValue = 0;
- #endif
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
- #endif
- InputData inputData;
- inputData.positionWS = WorldPosition;
- inputData.viewDirectionWS = WorldViewDirection;
- inputData.shadowCoord = ShadowCoords;
- #ifdef _NORMALMAP
- #if _NORMAL_DROPOFF_TS
- inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal ));
- #elif _NORMAL_DROPOFF_OS
- inputData.normalWS = TransformObjectToWorldNormal(Normal);
- #elif _NORMAL_DROPOFF_WS
- inputData.normalWS = Normal;
- #endif
- inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
- #else
- inputData.normalWS = WorldNormal;
- #endif
- #ifdef ASE_FOG
- inputData.fogCoord = IN.fogFactorAndVertexLight.x;
- #endif
- inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
- #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- float3 SH = SampleSH(inputData.normalWS.xyz);
- #else
- float3 SH = IN.lightmapUVOrVertexSH.xyz;
- #endif
- inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS );
- #ifdef _ASE_BAKEDGI
- inputData.bakedGI = BakedGI;
- #endif
- BRDFData brdfData;
- InitializeBRDFData( Albedo, Metallic, Specular, Smoothness, Alpha, brdfData);
- half4 color;
- color.rgb = GlobalIllumination( brdfData, inputData.bakedGI, Occlusion, inputData.normalWS, inputData.viewDirectionWS);
- color.a = Alpha;
- #ifdef _TRANSMISSION_ASE
- {
- float shadow = _TransmissionShadow;
-
- Light mainLight = GetMainLight( inputData.shadowCoord );
- float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
- mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
- half3 mainTransmission = max(0 , -dot(inputData.normalWS, mainLight.direction)) * mainAtten * Transmission;
- color.rgb += Albedo * mainTransmission;
-
- #ifdef _ADDITIONAL_LIGHTS
- int transPixelLightCount = GetAdditionalLightsCount();
- for (int i = 0; i < transPixelLightCount; ++i)
- {
- Light light = GetAdditionalLight(i, inputData.positionWS);
- float3 atten = light.color * light.distanceAttenuation;
- atten = lerp( atten, atten * light.shadowAttenuation, shadow );
-
- half3 transmission = max(0 , -dot(inputData.normalWS, light.direction)) * atten * Transmission;
- color.rgb += Albedo * transmission;
- }
- #endif
- }
- #endif
-
- #ifdef _TRANSLUCENCY_ASE
- {
- float shadow = _TransShadow;
- float normal = _TransNormal;
- float scattering = _TransScattering;
- float direct = _TransDirect;
- float ambient = _TransAmbient;
- float strength = _TransStrength;
-
- Light mainLight = GetMainLight( inputData.shadowCoord );
- float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
- mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
-
- half3 mainLightDir = mainLight.direction + inputData.normalWS * normal;
- half mainVdotL = pow( saturate( dot( inputData.viewDirectionWS, -mainLightDir ) ), scattering );
- half3 mainTranslucency = mainAtten * ( mainVdotL * direct + inputData.bakedGI * ambient ) * Translucency;
- color.rgb += Albedo * mainTranslucency * strength;
-
- #ifdef _ADDITIONAL_LIGHTS
- int transPixelLightCount = GetAdditionalLightsCount();
- for (int i = 0; i < transPixelLightCount; ++i)
- {
- Light light = GetAdditionalLight(i, inputData.positionWS);
- float3 atten = light.color * light.distanceAttenuation;
- atten = lerp( atten, atten * light.shadowAttenuation, shadow );
-
- half3 lightDir = light.direction + inputData.normalWS * normal;
- half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );
- half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;
- color.rgb += Albedo * translucency * strength;
- }
- #endif
- }
- #endif
-
- #ifdef _REFRACTION_ASE
- float4 projScreenPos = ScreenPos / ScreenPos.w;
- float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal, 0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
- projScreenPos.xy += refractionOffset.xy;
- float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
- color.rgb = lerp( refraction, color.rgb, color.a );
- color.a = 1;
- #endif
-
- #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
- color.rgb *= color.a;
- #endif
-
- #ifdef ASE_FOG
- #ifdef TERRAIN_SPLAT_ADDPASS
- color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x );
- #else
- color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x);
- #endif
- #endif
-
- #ifdef ASE_DEPTH_WRITE_ON
- outputDepth = DepthValue;
- #endif
-
- return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb);
- }
- ENDHLSL
- }
-
- }
-
- CustomEditor "ASEMaterialInspector"
- Fallback "Hidden/InternalErrorShader"
-
- }
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- Node;AmplifyShaderEditor.CustomExpressionNode;307;1144.691,-694.5832;Inherit;False;//Dependency: MTECommonPBR.hlsl$$// calculate triplanar blend$half3 triblend = saturate(pow(WorldNormal, 4))@$triblend /= max(dot(triblend, half3(1,1,1)), 0.0001)@$$// calculate triplanar uvs$// applying texture scale and offset values$float2 uvX = WorldPos.zy * UVScaleOffset.xy + UVScaleOffset.zw@$float2 uvY = WorldPos.xz * UVScaleOffset.xy + UVScaleOffset.zw@$float2 uvZ = WorldPos.xy * UVScaleOffset.xy + UVScaleOffset.zw@$$// offset UVs to prevent obvious mirroring$//uvY += 0.33@$//uvZ += 0.67@$$// minor optimization of sign(). prevents return value of 0$half3 axisSign = WorldNormal < 0 ? -1 : 1@$$// flip UVs horizontally to correct for back side projection$uvX.x *= axisSign.x@$uvY.x *= axisSign.y@$uvZ.x *= -axisSign.z@$$// albedo textures$OutAlbedo = 0@$OutWorldNormal = 0@$for(int i = 0@ i < 4@ i++)${$ int index = Indices[i]@$ float weight = Weights[i]@$$ float4 colX = SAMPLE_TEXTURE2D_ARRAY(AlbedoArray, AlbedoArraySampler, uvX, index)@$ float4 colY = SAMPLE_TEXTURE2D_ARRAY(AlbedoArray, AlbedoArraySampler, uvY, index)@$ float4 colZ = SAMPLE_TEXTURE2D_ARRAY(AlbedoArray, AlbedoArraySampler, uvZ, index)@$ float4 albedo = colX * triblend.x + colY * triblend.y + colZ * triblend.z@$ OutAlbedo += albedo * weight@$$ // tangent space normal maps$ half3 tnormalX = UnpackNormal(SAMPLE_TEXTURE2D_ARRAY(NormalArray, NormalArraySampler, uvX, index))@$ half3 tnormalY = UnpackNormal(SAMPLE_TEXTURE2D_ARRAY(NormalArray, NormalArraySampler, uvY, index))@$ half3 tnormalZ = UnpackNormal(SAMPLE_TEXTURE2D_ARRAY(NormalArray, NormalArraySampler, uvZ, index))@$$ // flip normal maps' x axis to account for flipped UVs$ tnormalX.x *= axisSign.x@$ tnormalY.x *= axisSign.y@$ tnormalZ.x *= -axisSign.z@$$ half3 absVertNormal = abs(WorldNormal)@$$ // swizzle world normals to match tangent space and apply reoriented normal mapping blend$ tnormalX = blend_rnm(half3(WorldNormal.zy, absVertNormal.x), tnormalX)@$ tnormalY = blend_rnm(half3(WorldNormal.xz, absVertNormal.y), tnormalY)@$ tnormalZ = blend_rnm(half3(WorldNormal.xy, absVertNormal.z), tnormalZ)@$$ // apply world space sign to tangent space Z$ tnormalX.z *= axisSign.x@$ tnormalY.z *= axisSign.y@$ tnormalZ.z *= axisSign.z@$$ // sizzle tangent normals to match world normal and blend together$ float3 normal = normalize($ tnormalX.zyx * triblend.x +$ tnormalY.xzy * triblend.y +$ tnormalZ.xyz * triblend.z$ )@$$ OutWorldNormal += normal * weight@$}$;7;Create;11;True;WorldNormal;FLOAT3;0,0,0;In;;Inherit;False;True;WorldPos;FLOAT3;0,0,0;In;;Inherit;False;True;AlbedoArray;SAMPLER2DARRAY;;In;;Inherit;False;True;AlbedoArraySampler;SAMPLERSTATE;;In;;Inherit;False;True;NormalArray;SAMPLER2DARRAY;;In;;Inherit;False;True;NormalArraySampler;SAMPLERSTATE;;In;;Inherit;False;True;UVScaleOffset;FLOAT4;1,1,0,0;In;;Inherit;False;True;Weights;FLOAT4;0,0,0,0;In;;Inherit;False;True;Indices;FLOAT4;0,0,0,0;In;;Inherit;False;True;OutAlbedo;FLOAT4;0,0,0,0;Out;;Inherit;False;True;OutWorldNormal;FLOAT3;0,0,0;Out;;Inherit;False;TriplanarBlendLayers;False;False;0;;False;12;0;FLOAT;0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;SAMPLER2DARRAY;;False;4;SAMPLERSTATE;;False;5;SAMPLER2DARRAY;;False;6;SAMPLERSTATE;;False;7;FLOAT4;1,1,0,0;False;8;FLOAT4;0,0,0,0;False;9;FLOAT4;0,0,0,0;False;10;FLOAT4;0,0,0,0;False;11;FLOAT3;0,0,0;False;3;FLOAT;0;FLOAT4;11;FLOAT3;12
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