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@@ -0,0 +1,2080 @@
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+// Made with Amplify Shader Editor
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+// Available at the Unity Asset Store - http://u3d.as/y3X
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+Shader "LT/Samplerefine"
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+{
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+ Properties
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+ {
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+ [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
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+ [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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+ [ASEBegin]_MainTex("MainTex", 2D) = "white" {}
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+ _power("power", Float) = 1
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+ _Liangbu("Liangbu", Float) = 1
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+ _CTime("_CTime", Float) = 1
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+ _zhongjian("zhongjian", Float) = 1
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+ _lerp("lerp", Float) = 0.5
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+ [HDR]_Color("Color", Color) = (1,1,1,1)
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+ _alpha("alpha", Float) = 1
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+ _Main_UV("Main_UV", Vector) = (0,0,0,0)
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+ _CustomDataMainUV("CustomDataMainUV", Range( 0 , 1)) = 0
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+ _Turb_Noise("Turb_Noise", 2D) = "white" {}
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+ _Turb_Value("Turb_Value", Float) = 0
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+ _Turb_UV("Turb_UV", Vector) = (0,0,0,0)
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+ [ASEEnd]_Mask("Mask", 2D) = "white" {}
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+ [HideInInspector] _texcoord( "", 2D ) = "white" {}
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+
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+ [HideInInspector]_QueueOffset("_QueueOffset", Float) = 0
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+ [HideInInspector]_QueueControl("_QueueControl", Float) = -1
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+ [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
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+ [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
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+ [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
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+ //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
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+ //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
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+ //_TessMin( "Tess Min Distance", Float ) = 10
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+ //_TessMax( "Tess Max Distance", Float ) = 25
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+ //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
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+ //_TessMaxDisp( "Tess Max Displacement", Float ) = 25
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+ }
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+
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+ SubShader
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+ {
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+ LOD 0
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+
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+
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+ Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" }
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+
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+ Cull Off
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+ AlphaToMask Off
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+
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+ HLSLINCLUDE
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+ #pragma target 3.0
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+
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+ #pragma prefer_hlslcc gles
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+ #pragma exclude_renderers d3d11_9x
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+
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+ #ifndef ASE_TESS_FUNCS
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+ #define ASE_TESS_FUNCS
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+ float4 FixedTess( float tessValue )
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+ {
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+ return tessValue;
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+ }
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+
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+ float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
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+ {
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+ float3 wpos = mul(o2w,vertex).xyz;
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+ float dist = distance (wpos, cameraPos);
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+ float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
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+ return f;
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+ }
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+
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+ float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
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+ {
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+ float4 tess;
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+ tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
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+ tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
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+ tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
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+ tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
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+ return tess;
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+ }
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+
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+ float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
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+ {
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+ float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
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+ float len = distance(wpos0, wpos1);
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+ float f = max(len * scParams.y / (edgeLen * dist), 1.0);
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+ return f;
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+ }
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+
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+ float DistanceFromPlane (float3 pos, float4 plane)
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+ {
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+ float d = dot (float4(pos,1.0f), plane);
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+ return d;
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+ }
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+
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+ bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
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+ {
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+ float4 planeTest;
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+ planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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+ (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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+ (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
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+ planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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+ (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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+ (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
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+ planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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+ (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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+ (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
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+ planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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+ (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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+ (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
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+ return !all (planeTest);
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+ }
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+
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+ float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
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+ {
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+ float3 f;
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+ f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
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+ f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
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+ f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
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+
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+ return CalcTriEdgeTessFactors (f);
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+ }
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+
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+ float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
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+ {
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+ float3 pos0 = mul(o2w,v0).xyz;
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+ float3 pos1 = mul(o2w,v1).xyz;
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+ float3 pos2 = mul(o2w,v2).xyz;
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+ float4 tess;
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+ tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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+ tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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+ tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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+ tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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+ return tess;
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+ }
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+
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+ float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
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+ {
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+ float3 pos0 = mul(o2w,v0).xyz;
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+ float3 pos1 = mul(o2w,v1).xyz;
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+ float3 pos2 = mul(o2w,v2).xyz;
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+ float4 tess;
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+
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+ if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
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+ {
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+ tess = 0.0f;
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+ }
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+ else
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+ {
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+ tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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+ tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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+ tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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+ tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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+ }
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+ return tess;
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+ }
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+ #endif //ASE_TESS_FUNCS
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+
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+ ENDHLSL
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+
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+
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+ Pass
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+ {
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+
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+ Name "Forward"
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+ Tags { "LightMode"="UniversalForwardOnly" }
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+
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+ Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
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+ ZWrite Off
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+ ZTest LEqual
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+ Offset 0 , 0
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+ ColorMask RGBA
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+
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+
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+ HLSLPROGRAM
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+
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+ #pragma multi_compile_instancing
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+ #define _RECEIVE_SHADOWS_OFF 1
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+ #define ASE_SRP_VERSION 999999
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+
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+
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+ #pragma multi_compile _ LIGHTMAP_ON
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+ #pragma multi_compile _ DIRLIGHTMAP_COMBINED
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+ #pragma shader_feature _ _SAMPLE_GI
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+ #pragma multi_compile _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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+ #pragma multi_compile _ DEBUG_DISPLAY
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+ #define SHADERPASS SHADERPASS_UNLIT
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+
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+
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+ #pragma vertex vert
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+ #pragma fragment frag
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+
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+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
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+ #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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+
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+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
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+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
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+
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+
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+
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+
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+ struct VertexInput
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+ {
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+ float4 vertex : POSITION;
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+ float3 ase_normal : NORMAL;
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+ float4 ase_texcoord : TEXCOORD0;
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+ float4 ase_texcoord1 : TEXCOORD1;
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+ UNITY_VERTEX_INPUT_INSTANCE_ID
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+ };
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+
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+ struct VertexOutput
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+ {
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+ float4 clipPos : SV_POSITION;
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+ #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
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+ float3 worldPos : TEXCOORD0;
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+ #endif
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+ #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
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+ float4 shadowCoord : TEXCOORD1;
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+ #endif
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+ #ifdef ASE_FOG
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+ float fogFactor : TEXCOORD2;
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+ #endif
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+ float4 ase_texcoord3 : TEXCOORD3;
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+ float4 ase_texcoord4 : TEXCOORD4;
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+ UNITY_VERTEX_INPUT_INSTANCE_ID
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+ UNITY_VERTEX_OUTPUT_STEREO
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+ };
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+
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+ CBUFFER_START(UnityPerMaterial)
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+ float4 _Turb_Noise_ST;
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+ float4 _MainTex_ST;
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+ float4 _Color;
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+ float4 _Mask_ST;
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+ float2 _Turb_UV;
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+ float2 _Main_UV;
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+ float _CTime;
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+ float _Turb_Value;
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+ float _CustomDataMainUV;
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+ float _power;
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+ float _Liangbu;
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+ float _zhongjian;
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+ float _lerp;
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+ float _alpha;
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+ #ifdef TESSELLATION_ON
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+ float _TessPhongStrength;
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+ float _TessValue;
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+ float _TessMin;
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+ float _TessMax;
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+ float _TessEdgeLength;
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+ float _TessMaxDisp;
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+ #endif
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+ CBUFFER_END
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+ sampler2D _MainTex;
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+ sampler2D _Turb_Noise;
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+ sampler2D _Mask;
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+
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+
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+
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+ VertexOutput VertexFunction ( VertexInput v )
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+ {
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+ VertexOutput o = (VertexOutput)0;
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+ UNITY_SETUP_INSTANCE_ID(v);
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+ UNITY_TRANSFER_INSTANCE_ID(v, o);
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+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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+
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+ o.ase_texcoord3.xy = v.ase_texcoord.xy;
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+ o.ase_texcoord4 = v.ase_texcoord1;
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+
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+ //setting value to unused interpolator channels and avoid initialization warnings
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+ o.ase_texcoord3.zw = 0;
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+ #ifdef ASE_ABSOLUTE_VERTEX_POS
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+ float3 defaultVertexValue = v.vertex.xyz;
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+ #else
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+ float3 defaultVertexValue = float3(0, 0, 0);
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+ #endif
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+ float3 vertexValue = defaultVertexValue;
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+ #ifdef ASE_ABSOLUTE_VERTEX_POS
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+ v.vertex.xyz = vertexValue;
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+ #else
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+ v.vertex.xyz += vertexValue;
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+ #endif
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+ v.ase_normal = v.ase_normal;
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+
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+ float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
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+ float4 positionCS = TransformWorldToHClip( positionWS );
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+
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+ #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
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+ o.worldPos = positionWS;
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+ #endif
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+ #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
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+ VertexPositionInputs vertexInput = (VertexPositionInputs)0;
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+ vertexInput.positionWS = positionWS;
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+ vertexInput.positionCS = positionCS;
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+ o.shadowCoord = GetShadowCoord( vertexInput );
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+ #endif
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+ #ifdef ASE_FOG
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+ o.fogFactor = ComputeFogFactor( positionCS.z );
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+ #endif
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+ o.clipPos = positionCS;
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+ return o;
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+ }
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+
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+ #if defined(TESSELLATION_ON)
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+ struct VertexControl
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+ {
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+ float4 vertex : INTERNALTESSPOS;
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+ float3 ase_normal : NORMAL;
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+ float4 ase_texcoord : TEXCOORD0;
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+ float4 ase_texcoord1 : TEXCOORD1;
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+
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+ UNITY_VERTEX_INPUT_INSTANCE_ID
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+ };
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+
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+ struct TessellationFactors
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+ {
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+ float edge[3] : SV_TessFactor;
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+ float inside : SV_InsideTessFactor;
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+ };
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+
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+ VertexControl vert ( VertexInput v )
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+ {
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+ VertexControl o;
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+ UNITY_SETUP_INSTANCE_ID(v);
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+ UNITY_TRANSFER_INSTANCE_ID(v, o);
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+ o.vertex = v.vertex;
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+ o.ase_normal = v.ase_normal;
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+ o.ase_texcoord = v.ase_texcoord;
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+ o.ase_texcoord1 = v.ase_texcoord1;
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+ return o;
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+ }
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+
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+ TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
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+ {
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+ TessellationFactors o;
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+ float4 tf = 1;
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+ float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
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+ float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
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+ #if defined(ASE_FIXED_TESSELLATION)
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+ tf = FixedTess( tessValue );
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+ #elif defined(ASE_DISTANCE_TESSELLATION)
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+ tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
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+ #elif defined(ASE_LENGTH_TESSELLATION)
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+ tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
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+ #elif defined(ASE_LENGTH_CULL_TESSELLATION)
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|
+ 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;
|
|
|
+ o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_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
|
|
|
+
|
|
|
+ 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
|
|
|
+ float2 uv_Turb_Noise = IN.ase_texcoord3.xy * _Turb_Noise_ST.xy + _Turb_Noise_ST.zw;
|
|
|
+ float2 panner65 = ( 1.0 * _Time.y * ( _Turb_UV * _CTime ) + uv_Turb_Noise);
|
|
|
+ float2 uv_MainTex = IN.ase_texcoord3.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
|
|
+ float2 panner57 = ( 1.0 * _Time.y * ( _Main_UV * _CTime ) + uv_MainTex);
|
|
|
+ float4 texCoord69 = IN.ase_texcoord4;
|
|
|
+ texCoord69.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
|
|
|
+ float2 appendResult70 = (float2(texCoord69.z , texCoord69.w));
|
|
|
+ float2 lerpResult59 = lerp( panner57 , ( appendResult70 + uv_MainTex ) , round( _CustomDataMainUV ));
|
|
|
+ float4 tex2DNode10 = tex2D( _MainTex, ( ( tex2D( _Turb_Noise, panner65 ).r * _Turb_Value ) + lerpResult59 ) );
|
|
|
+ float4 temp_cast_0 = (_power).xxxx;
|
|
|
+ float4 lerpResult41 = lerp( ( pow( tex2DNode10 , temp_cast_0 ) * _Liangbu ) , ( tex2DNode10 * _zhongjian ) , _lerp);
|
|
|
+
|
|
|
+ float2 uv_Mask = IN.ase_texcoord3.xy * _Mask_ST.xy + _Mask_ST.zw;
|
|
|
+
|
|
|
+ float3 BakedAlbedo = 0;
|
|
|
+ float3 BakedEmission = 0;
|
|
|
+ float3 Color = ( lerpResult41 * _Color ).rgb;
|
|
|
+ float Alpha = ( ( tex2DNode10.a * tex2D( _Mask, uv_Mask ).r ) * _alpha );
|
|
|
+ float AlphaClipThreshold = 0.5;
|
|
|
+ float AlphaClipThresholdShadow = 0.5;
|
|
|
+
|
|
|
+ #ifdef _ALPHATEST_ON
|
|
|
+ clip( Alpha - AlphaClipThreshold );
|
|
|
+ #endif
|
|
|
+
|
|
|
+ #if defined(_DBUFFER)
|
|
|
+ ApplyDecalToBaseColor(IN.clipPos, Color);
|
|
|
+ #endif
|
|
|
+
|
|
|
+ #if defined(_ALPHAPREMULTIPLY_ON)
|
|
|
+ Color *= Alpha;
|
|
|
+ #endif
|
|
|
+
|
|
|
+
|
|
|
+ #ifdef LOD_FADE_CROSSFADE
|
|
|
+ LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
|
+ #endif
|
|
|
+
|
|
|
+ #ifdef ASE_FOG
|
|
|
+ Color = MixFog( Color, IN.fogFactor );
|
|
|
+ #endif
|
|
|
+
|
|
|
+ return half4( Color, Alpha );
|
|
|
+ }
|
|
|
+
|
|
|
+ ENDHLSL
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ Pass
|
|
|
+ {
|
|
|
+
|
|
|
+ Name "DepthOnly"
|
|
|
+ Tags { "LightMode"="DepthOnly" }
|
|
|
+
|
|
|
+ ZWrite On
|
|
|
+ ColorMask 0
|
|
|
+ AlphaToMask Off
|
|
|
+
|
|
|
+ HLSLPROGRAM
|
|
|
+
|
|
|
+ #pragma multi_compile_instancing
|
|
|
+ #define _RECEIVE_SHADOWS_OFF 1
|
|
|
+ #define ASE_SRP_VERSION 999999
|
|
|
+
|
|
|
+
|
|
|
+ #pragma vertex vert
|
|
|
+ #pragma fragment frag
|
|
|
+
|
|
|
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
|
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
|
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+ struct VertexInput
|
|
|
+ {
|
|
|
+ float4 vertex : POSITION;
|
|
|
+ float3 ase_normal : NORMAL;
|
|
|
+ float4 ase_texcoord : TEXCOORD0;
|
|
|
+ float4 ase_texcoord1 : TEXCOORD1;
|
|
|
+ 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 _Turb_Noise_ST;
|
|
|
+ float4 _MainTex_ST;
|
|
|
+ float4 _Color;
|
|
|
+ float4 _Mask_ST;
|
|
|
+ float2 _Turb_UV;
|
|
|
+ float2 _Main_UV;
|
|
|
+ float _CTime;
|
|
|
+ float _Turb_Value;
|
|
|
+ float _CustomDataMainUV;
|
|
|
+ float _power;
|
|
|
+ float _Liangbu;
|
|
|
+ float _zhongjian;
|
|
|
+ float _lerp;
|
|
|
+ float _alpha;
|
|
|
+ #ifdef TESSELLATION_ON
|
|
|
+ float _TessPhongStrength;
|
|
|
+ float _TessValue;
|
|
|
+ float _TessMin;
|
|
|
+ float _TessMax;
|
|
|
+ float _TessEdgeLength;
|
|
|
+ float _TessMaxDisp;
|
|
|
+ #endif
|
|
|
+ CBUFFER_END
|
|
|
+ sampler2D _MainTex;
|
|
|
+ sampler2D _Turb_Noise;
|
|
|
+ sampler2D _Mask;
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+ VertexOutput VertexFunction( VertexInput v )
|
|
|
+ {
|
|
|
+ VertexOutput o = (VertexOutput)0;
|
|
|
+ UNITY_SETUP_INSTANCE_ID(v);
|
|
|
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
|
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
+
|
|
|
+ o.ase_texcoord2.xy = v.ase_texcoord.xy;
|
|
|
+ o.ase_texcoord3 = v.ase_texcoord1;
|
|
|
+
|
|
|
+ //setting value to unused interpolator channels and avoid initialization warnings
|
|
|
+ o.ase_texcoord2.zw = 0;
|
|
|
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
|
+ float3 defaultVertexValue = v.vertex.xyz;
|
|
|
+ #else
|
|
|
+ float3 defaultVertexValue = float3(0, 0, 0);
|
|
|
+ #endif
|
|
|
+ float3 vertexValue = defaultVertexValue;
|
|
|
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
|
+ v.vertex.xyz = vertexValue;
|
|
|
+ #else
|
|
|
+ v.vertex.xyz += vertexValue;
|
|
|
+ #endif
|
|
|
+
|
|
|
+ v.ase_normal = v.ase_normal;
|
|
|
+
|
|
|
+ float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
|
+
|
|
|
+ #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
|
+ o.worldPos = positionWS;
|
|
|
+ #endif
|
|
|
+
|
|
|
+ o.clipPos = TransformWorldToHClip( positionWS );
|
|
|
+ #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
|
+ VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
|
+ vertexInput.positionWS = positionWS;
|
|
|
+ vertexInput.positionCS = o.clipPos;
|
|
|
+ o.shadowCoord = GetShadowCoord( vertexInput );
|
|
|
+ #endif
|
|
|
+ return o;
|
|
|
+ }
|
|
|
+
|
|
|
+ #if defined(TESSELLATION_ON)
|
|
|
+ struct VertexControl
|
|
|
+ {
|
|
|
+ float4 vertex : INTERNALTESSPOS;
|
|
|
+ float3 ase_normal : NORMAL;
|
|
|
+ float4 ase_texcoord : TEXCOORD0;
|
|
|
+ float4 ase_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_texcoord = v.ase_texcoord;
|
|
|
+ o.ase_texcoord1 = v.ase_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_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
|
+ o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_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
|
|
|
+
|
|
|
+ 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
|
|
|
+
|
|
|
+ float2 uv_Turb_Noise = IN.ase_texcoord2.xy * _Turb_Noise_ST.xy + _Turb_Noise_ST.zw;
|
|
|
+ float2 panner65 = ( 1.0 * _Time.y * ( _Turb_UV * _CTime ) + uv_Turb_Noise);
|
|
|
+ float2 uv_MainTex = IN.ase_texcoord2.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
|
|
+ float2 panner57 = ( 1.0 * _Time.y * ( _Main_UV * _CTime ) + uv_MainTex);
|
|
|
+ float4 texCoord69 = IN.ase_texcoord3;
|
|
|
+ texCoord69.xy = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
|
|
|
+ float2 appendResult70 = (float2(texCoord69.z , texCoord69.w));
|
|
|
+ float2 lerpResult59 = lerp( panner57 , ( appendResult70 + uv_MainTex ) , round( _CustomDataMainUV ));
|
|
|
+ float4 tex2DNode10 = tex2D( _MainTex, ( ( tex2D( _Turb_Noise, panner65 ).r * _Turb_Value ) + lerpResult59 ) );
|
|
|
+ float2 uv_Mask = IN.ase_texcoord2.xy * _Mask_ST.xy + _Mask_ST.zw;
|
|
|
+
|
|
|
+ float Alpha = ( ( tex2DNode10.a * tex2D( _Mask, uv_Mask ).r ) * _alpha );
|
|
|
+ float AlphaClipThreshold = 0.5;
|
|
|
+
|
|
|
+ #ifdef _ALPHATEST_ON
|
|
|
+ clip(Alpha - AlphaClipThreshold);
|
|
|
+ #endif
|
|
|
+
|
|
|
+ #ifdef LOD_FADE_CROSSFADE
|
|
|
+ LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
|
+ #endif
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+ ENDHLSL
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ Pass
|
|
|
+ {
|
|
|
+
|
|
|
+ Name "Universal2D"
|
|
|
+ Tags { "LightMode"="Universal2D" }
|
|
|
+
|
|
|
+ Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
|
|
|
+ ZWrite Off
|
|
|
+ ZTest LEqual
|
|
|
+ Offset 0 , 0
|
|
|
+ ColorMask RGBA
|
|
|
+
|
|
|
+
|
|
|
+ HLSLPROGRAM
|
|
|
+
|
|
|
+ #pragma multi_compile_instancing
|
|
|
+ #define _RECEIVE_SHADOWS_OFF 1
|
|
|
+ #define ASE_SRP_VERSION 999999
|
|
|
+
|
|
|
+
|
|
|
+ #pragma multi_compile _ LIGHTMAP_ON
|
|
|
+ #pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
|
|
+ #pragma shader_feature _ _SAMPLE_GI
|
|
|
+ #pragma multi_compile _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
|
|
+ #pragma multi_compile _ DEBUG_DISPLAY
|
|
|
+ #define SHADERPASS SHADERPASS_UNLIT
|
|
|
+
|
|
|
+
|
|
|
+ #pragma vertex vert
|
|
|
+ #pragma fragment frag
|
|
|
+
|
|
|
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
|
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
|
+ #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/TextureStack.hlsl"
|
|
|
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
|
|
|
+ #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
+
|
|
|
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
|
|
|
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
|
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+ struct VertexInput
|
|
|
+ {
|
|
|
+ float4 vertex : POSITION;
|
|
|
+ float3 ase_normal : NORMAL;
|
|
|
+ float4 ase_texcoord : TEXCOORD0;
|
|
|
+ float4 ase_texcoord1 : TEXCOORD1;
|
|
|
+ UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
|
+ };
|
|
|
+
|
|
|
+ struct VertexOutput
|
|
|
+ {
|
|
|
+ float4 clipPos : SV_POSITION;
|
|
|
+ #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
|
+ float3 worldPos : TEXCOORD0;
|
|
|
+ #endif
|
|
|
+ #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
|
+ float4 shadowCoord : TEXCOORD1;
|
|
|
+ #endif
|
|
|
+ #ifdef ASE_FOG
|
|
|
+ float fogFactor : TEXCOORD2;
|
|
|
+ #endif
|
|
|
+ float4 ase_texcoord3 : TEXCOORD3;
|
|
|
+ float4 ase_texcoord4 : TEXCOORD4;
|
|
|
+ UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
|
+ UNITY_VERTEX_OUTPUT_STEREO
|
|
|
+ };
|
|
|
+
|
|
|
+ CBUFFER_START(UnityPerMaterial)
|
|
|
+ float4 _Turb_Noise_ST;
|
|
|
+ float4 _MainTex_ST;
|
|
|
+ float4 _Color;
|
|
|
+ float4 _Mask_ST;
|
|
|
+ float2 _Turb_UV;
|
|
|
+ float2 _Main_UV;
|
|
|
+ float _CTime;
|
|
|
+ float _Turb_Value;
|
|
|
+ float _CustomDataMainUV;
|
|
|
+ float _power;
|
|
|
+ float _Liangbu;
|
|
|
+ float _zhongjian;
|
|
|
+ float _lerp;
|
|
|
+ float _alpha;
|
|
|
+ #ifdef TESSELLATION_ON
|
|
|
+ float _TessPhongStrength;
|
|
|
+ float _TessValue;
|
|
|
+ float _TessMin;
|
|
|
+ float _TessMax;
|
|
|
+ float _TessEdgeLength;
|
|
|
+ float _TessMaxDisp;
|
|
|
+ #endif
|
|
|
+ CBUFFER_END
|
|
|
+ sampler2D _MainTex;
|
|
|
+ sampler2D _Turb_Noise;
|
|
|
+ sampler2D _Mask;
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+ VertexOutput VertexFunction ( VertexInput v )
|
|
|
+ {
|
|
|
+ VertexOutput o = (VertexOutput)0;
|
|
|
+ UNITY_SETUP_INSTANCE_ID(v);
|
|
|
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
|
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
+
|
|
|
+ o.ase_texcoord3.xy = v.ase_texcoord.xy;
|
|
|
+ o.ase_texcoord4 = v.ase_texcoord1;
|
|
|
+
|
|
|
+ //setting value to unused interpolator channels and avoid initialization warnings
|
|
|
+ o.ase_texcoord3.zw = 0;
|
|
|
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
|
+ float3 defaultVertexValue = v.vertex.xyz;
|
|
|
+ #else
|
|
|
+ float3 defaultVertexValue = float3(0, 0, 0);
|
|
|
+ #endif
|
|
|
+ float3 vertexValue = defaultVertexValue;
|
|
|
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
|
+ v.vertex.xyz = vertexValue;
|
|
|
+ #else
|
|
|
+ v.vertex.xyz += vertexValue;
|
|
|
+ #endif
|
|
|
+ v.ase_normal = v.ase_normal;
|
|
|
+
|
|
|
+ float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
|
+ float4 positionCS = TransformWorldToHClip( positionWS );
|
|
|
+
|
|
|
+ #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
|
+ o.worldPos = positionWS;
|
|
|
+ #endif
|
|
|
+ #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
|
+ VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
|
+ vertexInput.positionWS = positionWS;
|
|
|
+ vertexInput.positionCS = positionCS;
|
|
|
+ o.shadowCoord = GetShadowCoord( vertexInput );
|
|
|
+ #endif
|
|
|
+ #ifdef ASE_FOG
|
|
|
+ o.fogFactor = ComputeFogFactor( positionCS.z );
|
|
|
+ #endif
|
|
|
+ o.clipPos = positionCS;
|
|
|
+ return o;
|
|
|
+ }
|
|
|
+
|
|
|
+ #if defined(TESSELLATION_ON)
|
|
|
+ struct VertexControl
|
|
|
+ {
|
|
|
+ float4 vertex : INTERNALTESSPOS;
|
|
|
+ float3 ase_normal : NORMAL;
|
|
|
+ float4 ase_texcoord : TEXCOORD0;
|
|
|
+ float4 ase_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_texcoord = v.ase_texcoord;
|
|
|
+ o.ase_texcoord1 = v.ase_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_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
|
+ o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_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
|
|
|
+
|
|
|
+ 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
|
|
|
+ float2 uv_Turb_Noise = IN.ase_texcoord3.xy * _Turb_Noise_ST.xy + _Turb_Noise_ST.zw;
|
|
|
+ float2 panner65 = ( 1.0 * _Time.y * ( _Turb_UV * _CTime ) + uv_Turb_Noise);
|
|
|
+ float2 uv_MainTex = IN.ase_texcoord3.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
|
|
+ float2 panner57 = ( 1.0 * _Time.y * ( _Main_UV * _CTime ) + uv_MainTex);
|
|
|
+ float4 texCoord69 = IN.ase_texcoord4;
|
|
|
+ texCoord69.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
|
|
|
+ float2 appendResult70 = (float2(texCoord69.z , texCoord69.w));
|
|
|
+ float2 lerpResult59 = lerp( panner57 , ( appendResult70 + uv_MainTex ) , round( _CustomDataMainUV ));
|
|
|
+ float4 tex2DNode10 = tex2D( _MainTex, ( ( tex2D( _Turb_Noise, panner65 ).r * _Turb_Value ) + lerpResult59 ) );
|
|
|
+ float4 temp_cast_0 = (_power).xxxx;
|
|
|
+ float4 lerpResult41 = lerp( ( pow( tex2DNode10 , temp_cast_0 ) * _Liangbu ) , ( tex2DNode10 * _zhongjian ) , _lerp);
|
|
|
+
|
|
|
+ float2 uv_Mask = IN.ase_texcoord3.xy * _Mask_ST.xy + _Mask_ST.zw;
|
|
|
+
|
|
|
+ float3 BakedAlbedo = 0;
|
|
|
+ float3 BakedEmission = 0;
|
|
|
+ float3 Color = ( lerpResult41 * _Color ).rgb;
|
|
|
+ float Alpha = ( ( tex2DNode10.a * tex2D( _Mask, uv_Mask ).r ) * _alpha );
|
|
|
+ float AlphaClipThreshold = 0.5;
|
|
|
+ float AlphaClipThresholdShadow = 0.5;
|
|
|
+
|
|
|
+ #ifdef _ALPHATEST_ON
|
|
|
+ clip( Alpha - AlphaClipThreshold );
|
|
|
+ #endif
|
|
|
+
|
|
|
+ #if defined(_DBUFFER)
|
|
|
+ ApplyDecalToBaseColor(IN.clipPos, Color);
|
|
|
+ #endif
|
|
|
+
|
|
|
+ #if defined(_ALPHAPREMULTIPLY_ON)
|
|
|
+ Color *= Alpha;
|
|
|
+ #endif
|
|
|
+
|
|
|
+
|
|
|
+ #ifdef LOD_FADE_CROSSFADE
|
|
|
+ LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
|
+ #endif
|
|
|
+
|
|
|
+ #ifdef ASE_FOG
|
|
|
+ Color = MixFog( Color, IN.fogFactor );
|
|
|
+ #endif
|
|
|
+
|
|
|
+ return half4( Color, Alpha );
|
|
|
+ }
|
|
|
+
|
|
|
+ ENDHLSL
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+ Pass
|
|
|
+ {
|
|
|
+
|
|
|
+ Name "SceneSelectionPass"
|
|
|
+ Tags { "LightMode"="SceneSelectionPass" }
|
|
|
+
|
|
|
+ Cull Off
|
|
|
+
|
|
|
+ HLSLPROGRAM
|
|
|
+
|
|
|
+ #pragma multi_compile_instancing
|
|
|
+ #define _RECEIVE_SHADOWS_OFF 1
|
|
|
+ #define ASE_SRP_VERSION 999999
|
|
|
+
|
|
|
+
|
|
|
+ #pragma only_renderers d3d11 glcore gles gles3
|
|
|
+ #pragma vertex vert
|
|
|
+ #pragma fragment frag
|
|
|
+
|
|
|
+ #define ATTRIBUTES_NEED_NORMAL
|
|
|
+ #define ATTRIBUTES_NEED_TANGENT
|
|
|
+ #define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
+
|
|
|
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
|
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
|
+ #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/TextureStack.hlsl"
|
|
|
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
+ #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+ struct VertexInput
|
|
|
+ {
|
|
|
+ float4 vertex : POSITION;
|
|
|
+ float3 ase_normal : NORMAL;
|
|
|
+ float4 ase_texcoord : TEXCOORD0;
|
|
|
+ float4 ase_texcoord1 : TEXCOORD1;
|
|
|
+ UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
|
+ };
|
|
|
+
|
|
|
+ struct VertexOutput
|
|
|
+ {
|
|
|
+ float4 clipPos : SV_POSITION;
|
|
|
+ float4 ase_texcoord : TEXCOORD0;
|
|
|
+ float4 ase_texcoord1 : TEXCOORD1;
|
|
|
+ UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
|
+ UNITY_VERTEX_OUTPUT_STEREO
|
|
|
+ };
|
|
|
+
|
|
|
+ CBUFFER_START(UnityPerMaterial)
|
|
|
+ float4 _Turb_Noise_ST;
|
|
|
+ float4 _MainTex_ST;
|
|
|
+ float4 _Color;
|
|
|
+ float4 _Mask_ST;
|
|
|
+ float2 _Turb_UV;
|
|
|
+ float2 _Main_UV;
|
|
|
+ float _CTime;
|
|
|
+ float _Turb_Value;
|
|
|
+ float _CustomDataMainUV;
|
|
|
+ float _power;
|
|
|
+ float _Liangbu;
|
|
|
+ float _zhongjian;
|
|
|
+ float _lerp;
|
|
|
+ float _alpha;
|
|
|
+ #ifdef TESSELLATION_ON
|
|
|
+ float _TessPhongStrength;
|
|
|
+ float _TessValue;
|
|
|
+ float _TessMin;
|
|
|
+ float _TessMax;
|
|
|
+ float _TessEdgeLength;
|
|
|
+ float _TessMaxDisp;
|
|
|
+ #endif
|
|
|
+ CBUFFER_END
|
|
|
+
|
|
|
+ sampler2D _MainTex;
|
|
|
+ sampler2D _Turb_Noise;
|
|
|
+ sampler2D _Mask;
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+ int _ObjectId;
|
|
|
+ int _PassValue;
|
|
|
+
|
|
|
+ struct SurfaceDescription
|
|
|
+ {
|
|
|
+ float Alpha;
|
|
|
+ float AlphaClipThreshold;
|
|
|
+ };
|
|
|
+
|
|
|
+ VertexOutput VertexFunction(VertexInput v )
|
|
|
+ {
|
|
|
+ VertexOutput o;
|
|
|
+ ZERO_INITIALIZE(VertexOutput, o);
|
|
|
+
|
|
|
+ UNITY_SETUP_INSTANCE_ID(v);
|
|
|
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
|
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
+
|
|
|
+
|
|
|
+ o.ase_texcoord.xy = v.ase_texcoord.xy;
|
|
|
+ o.ase_texcoord1 = v.ase_texcoord1;
|
|
|
+
|
|
|
+ //setting value to unused interpolator channels and avoid initialization warnings
|
|
|
+ o.ase_texcoord.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 );
|
|
|
+ o.clipPos = TransformWorldToHClip(positionWS);
|
|
|
+ return o;
|
|
|
+ }
|
|
|
+
|
|
|
+ #if defined(TESSELLATION_ON)
|
|
|
+ struct VertexControl
|
|
|
+ {
|
|
|
+ float4 vertex : INTERNALTESSPOS;
|
|
|
+ float3 ase_normal : NORMAL;
|
|
|
+ float4 ase_texcoord : TEXCOORD0;
|
|
|
+ float4 ase_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_texcoord = v.ase_texcoord;
|
|
|
+ o.ase_texcoord1 = v.ase_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_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
|
+ o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_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
|
|
|
+
|
|
|
+ half4 frag(VertexOutput IN ) : SV_TARGET
|
|
|
+ {
|
|
|
+ SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
|
+ float2 uv_Turb_Noise = IN.ase_texcoord.xy * _Turb_Noise_ST.xy + _Turb_Noise_ST.zw;
|
|
|
+ float2 panner65 = ( 1.0 * _Time.y * ( _Turb_UV * _CTime ) + uv_Turb_Noise);
|
|
|
+ float2 uv_MainTex = IN.ase_texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
|
|
+ float2 panner57 = ( 1.0 * _Time.y * ( _Main_UV * _CTime ) + uv_MainTex);
|
|
|
+ float4 texCoord69 = IN.ase_texcoord1;
|
|
|
+ texCoord69.xy = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
|
|
|
+ float2 appendResult70 = (float2(texCoord69.z , texCoord69.w));
|
|
|
+ float2 lerpResult59 = lerp( panner57 , ( appendResult70 + uv_MainTex ) , round( _CustomDataMainUV ));
|
|
|
+ float4 tex2DNode10 = tex2D( _MainTex, ( ( tex2D( _Turb_Noise, panner65 ).r * _Turb_Value ) + lerpResult59 ) );
|
|
|
+ float2 uv_Mask = IN.ase_texcoord.xy * _Mask_ST.xy + _Mask_ST.zw;
|
|
|
+
|
|
|
+ surfaceDescription.Alpha = ( ( tex2DNode10.a * tex2D( _Mask, uv_Mask ).r ) * _alpha );
|
|
|
+ surfaceDescription.AlphaClipThreshold = 0.5;
|
|
|
+
|
|
|
+
|
|
|
+ #if _ALPHATEST_ON
|
|
|
+ float alphaClipThreshold = 0.01f;
|
|
|
+ #if ALPHA_CLIP_THRESHOLD
|
|
|
+ alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
|
|
|
+ #endif
|
|
|
+ clip(surfaceDescription.Alpha - alphaClipThreshold);
|
|
|
+ #endif
|
|
|
+
|
|
|
+ half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
|
|
|
+ return outColor;
|
|
|
+ }
|
|
|
+
|
|
|
+ ENDHLSL
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ Pass
|
|
|
+ {
|
|
|
+
|
|
|
+ Name "ScenePickingPass"
|
|
|
+ Tags { "LightMode"="Picking" }
|
|
|
+
|
|
|
+ HLSLPROGRAM
|
|
|
+
|
|
|
+ #pragma multi_compile_instancing
|
|
|
+ #define _RECEIVE_SHADOWS_OFF 1
|
|
|
+ #define ASE_SRP_VERSION 999999
|
|
|
+
|
|
|
+
|
|
|
+ #pragma only_renderers d3d11 glcore gles gles3
|
|
|
+ #pragma vertex vert
|
|
|
+ #pragma fragment frag
|
|
|
+
|
|
|
+
|
|
|
+ #define ATTRIBUTES_NEED_NORMAL
|
|
|
+ #define ATTRIBUTES_NEED_TANGENT
|
|
|
+ #define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
+
|
|
|
+
|
|
|
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
|
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
|
+ #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/TextureStack.hlsl"
|
|
|
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
+ #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+ struct VertexInput
|
|
|
+ {
|
|
|
+ float4 vertex : POSITION;
|
|
|
+ float3 ase_normal : NORMAL;
|
|
|
+ float4 ase_texcoord : TEXCOORD0;
|
|
|
+ float4 ase_texcoord1 : TEXCOORD1;
|
|
|
+ UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
|
+ };
|
|
|
+
|
|
|
+ struct VertexOutput
|
|
|
+ {
|
|
|
+ float4 clipPos : SV_POSITION;
|
|
|
+ float4 ase_texcoord : TEXCOORD0;
|
|
|
+ float4 ase_texcoord1 : TEXCOORD1;
|
|
|
+ UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
|
+ UNITY_VERTEX_OUTPUT_STEREO
|
|
|
+ };
|
|
|
+
|
|
|
+ CBUFFER_START(UnityPerMaterial)
|
|
|
+ float4 _Turb_Noise_ST;
|
|
|
+ float4 _MainTex_ST;
|
|
|
+ float4 _Color;
|
|
|
+ float4 _Mask_ST;
|
|
|
+ float2 _Turb_UV;
|
|
|
+ float2 _Main_UV;
|
|
|
+ float _CTime;
|
|
|
+ float _Turb_Value;
|
|
|
+ float _CustomDataMainUV;
|
|
|
+ float _power;
|
|
|
+ float _Liangbu;
|
|
|
+ float _zhongjian;
|
|
|
+ float _lerp;
|
|
|
+ float _alpha;
|
|
|
+ #ifdef TESSELLATION_ON
|
|
|
+ float _TessPhongStrength;
|
|
|
+ float _TessValue;
|
|
|
+ float _TessMin;
|
|
|
+ float _TessMax;
|
|
|
+ float _TessEdgeLength;
|
|
|
+ float _TessMaxDisp;
|
|
|
+ #endif
|
|
|
+ CBUFFER_END
|
|
|
+
|
|
|
+ sampler2D _MainTex;
|
|
|
+ sampler2D _Turb_Noise;
|
|
|
+ sampler2D _Mask;
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+ float4 _SelectionID;
|
|
|
+
|
|
|
+
|
|
|
+ struct SurfaceDescription
|
|
|
+ {
|
|
|
+ float Alpha;
|
|
|
+ float AlphaClipThreshold;
|
|
|
+ };
|
|
|
+
|
|
|
+ VertexOutput VertexFunction(VertexInput v )
|
|
|
+ {
|
|
|
+ VertexOutput o;
|
|
|
+ ZERO_INITIALIZE(VertexOutput, o);
|
|
|
+
|
|
|
+ UNITY_SETUP_INSTANCE_ID(v);
|
|
|
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
|
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
+
|
|
|
+
|
|
|
+ o.ase_texcoord.xy = v.ase_texcoord.xy;
|
|
|
+ o.ase_texcoord1 = v.ase_texcoord1;
|
|
|
+
|
|
|
+ //setting value to unused interpolator channels and avoid initialization warnings
|
|
|
+ o.ase_texcoord.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 );
|
|
|
+ o.clipPos = TransformWorldToHClip(positionWS);
|
|
|
+ return o;
|
|
|
+ }
|
|
|
+
|
|
|
+ #if defined(TESSELLATION_ON)
|
|
|
+ struct VertexControl
|
|
|
+ {
|
|
|
+ float4 vertex : INTERNALTESSPOS;
|
|
|
+ float3 ase_normal : NORMAL;
|
|
|
+ float4 ase_texcoord : TEXCOORD0;
|
|
|
+ float4 ase_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_texcoord = v.ase_texcoord;
|
|
|
+ o.ase_texcoord1 = v.ase_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_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
|
+ o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_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
|
|
|
+
|
|
|
+ half4 frag(VertexOutput IN ) : SV_TARGET
|
|
|
+ {
|
|
|
+ SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
|
+ float2 uv_Turb_Noise = IN.ase_texcoord.xy * _Turb_Noise_ST.xy + _Turb_Noise_ST.zw;
|
|
|
+ float2 panner65 = ( 1.0 * _Time.y * ( _Turb_UV * _CTime ) + uv_Turb_Noise);
|
|
|
+ float2 uv_MainTex = IN.ase_texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
|
|
+ float2 panner57 = ( 1.0 * _Time.y * ( _Main_UV * _CTime ) + uv_MainTex);
|
|
|
+ float4 texCoord69 = IN.ase_texcoord1;
|
|
|
+ texCoord69.xy = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
|
|
|
+ float2 appendResult70 = (float2(texCoord69.z , texCoord69.w));
|
|
|
+ float2 lerpResult59 = lerp( panner57 , ( appendResult70 + uv_MainTex ) , round( _CustomDataMainUV ));
|
|
|
+ float4 tex2DNode10 = tex2D( _MainTex, ( ( tex2D( _Turb_Noise, panner65 ).r * _Turb_Value ) + lerpResult59 ) );
|
|
|
+ float2 uv_Mask = IN.ase_texcoord.xy * _Mask_ST.xy + _Mask_ST.zw;
|
|
|
+
|
|
|
+ surfaceDescription.Alpha = ( ( tex2DNode10.a * tex2D( _Mask, uv_Mask ).r ) * _alpha );
|
|
|
+ surfaceDescription.AlphaClipThreshold = 0.5;
|
|
|
+
|
|
|
+
|
|
|
+ #if _ALPHATEST_ON
|
|
|
+ float alphaClipThreshold = 0.01f;
|
|
|
+ #if ALPHA_CLIP_THRESHOLD
|
|
|
+ alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
|
|
|
+ #endif
|
|
|
+ clip(surfaceDescription.Alpha - alphaClipThreshold);
|
|
|
+ #endif
|
|
|
+
|
|
|
+ half4 outColor = 0;
|
|
|
+ outColor = _SelectionID;
|
|
|
+
|
|
|
+ return outColor;
|
|
|
+ }
|
|
|
+
|
|
|
+ ENDHLSL
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ Pass
|
|
|
+ {
|
|
|
+
|
|
|
+ Name "DepthNormals"
|
|
|
+ Tags { "LightMode"="DepthNormalsOnly" }
|
|
|
+
|
|
|
+ ZTest LEqual
|
|
|
+ ZWrite On
|
|
|
+
|
|
|
+
|
|
|
+ HLSLPROGRAM
|
|
|
+
|
|
|
+ #pragma multi_compile_instancing
|
|
|
+ #define _RECEIVE_SHADOWS_OFF 1
|
|
|
+ #define ASE_SRP_VERSION 999999
|
|
|
+
|
|
|
+
|
|
|
+ #pragma only_renderers d3d11 glcore gles gles3
|
|
|
+ #pragma multi_compile_fog
|
|
|
+ #pragma instancing_options renderinglayer
|
|
|
+ #pragma vertex vert
|
|
|
+ #pragma fragment frag
|
|
|
+
|
|
|
+
|
|
|
+ #define ATTRIBUTES_NEED_NORMAL
|
|
|
+ #define ATTRIBUTES_NEED_TANGENT
|
|
|
+ #define VARYINGS_NEED_NORMAL_WS
|
|
|
+
|
|
|
+ #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
|
|
|
+
|
|
|
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
|
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
|
+ #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/TextureStack.hlsl"
|
|
|
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
+ #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+ struct VertexInput
|
|
|
+ {
|
|
|
+ float4 vertex : POSITION;
|
|
|
+ float3 ase_normal : NORMAL;
|
|
|
+ float4 ase_texcoord : TEXCOORD0;
|
|
|
+ float4 ase_texcoord1 : TEXCOORD1;
|
|
|
+ UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
|
+ };
|
|
|
+
|
|
|
+ struct VertexOutput
|
|
|
+ {
|
|
|
+ float4 clipPos : SV_POSITION;
|
|
|
+ float3 normalWS : TEXCOORD0;
|
|
|
+ float4 ase_texcoord1 : TEXCOORD1;
|
|
|
+ float4 ase_texcoord2 : TEXCOORD2;
|
|
|
+ UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
|
+ UNITY_VERTEX_OUTPUT_STEREO
|
|
|
+ };
|
|
|
+
|
|
|
+ CBUFFER_START(UnityPerMaterial)
|
|
|
+ float4 _Turb_Noise_ST;
|
|
|
+ float4 _MainTex_ST;
|
|
|
+ float4 _Color;
|
|
|
+ float4 _Mask_ST;
|
|
|
+ float2 _Turb_UV;
|
|
|
+ float2 _Main_UV;
|
|
|
+ float _CTime;
|
|
|
+ float _Turb_Value;
|
|
|
+ float _CustomDataMainUV;
|
|
|
+ float _power;
|
|
|
+ float _Liangbu;
|
|
|
+ float _zhongjian;
|
|
|
+ float _lerp;
|
|
|
+ float _alpha;
|
|
|
+ #ifdef TESSELLATION_ON
|
|
|
+ float _TessPhongStrength;
|
|
|
+ float _TessValue;
|
|
|
+ float _TessMin;
|
|
|
+ float _TessMax;
|
|
|
+ float _TessEdgeLength;
|
|
|
+ float _TessMaxDisp;
|
|
|
+ #endif
|
|
|
+ CBUFFER_END
|
|
|
+ sampler2D _MainTex;
|
|
|
+ sampler2D _Turb_Noise;
|
|
|
+ sampler2D _Mask;
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+ struct SurfaceDescription
|
|
|
+ {
|
|
|
+ float Alpha;
|
|
|
+ float AlphaClipThreshold;
|
|
|
+ };
|
|
|
+
|
|
|
+ VertexOutput VertexFunction(VertexInput v )
|
|
|
+ {
|
|
|
+ VertexOutput o;
|
|
|
+ ZERO_INITIALIZE(VertexOutput, o);
|
|
|
+
|
|
|
+ UNITY_SETUP_INSTANCE_ID(v);
|
|
|
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
|
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
+
|
|
|
+ o.ase_texcoord1.xy = v.ase_texcoord.xy;
|
|
|
+ o.ase_texcoord2 = v.ase_texcoord1;
|
|
|
+
|
|
|
+ //setting value to unused interpolator channels and avoid initialization warnings
|
|
|
+ o.ase_texcoord1.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 normalWS = TransformObjectToWorldNormal(v.ase_normal);
|
|
|
+
|
|
|
+ o.clipPos = TransformWorldToHClip(positionWS);
|
|
|
+ o.normalWS.xyz = normalWS;
|
|
|
+
|
|
|
+ return o;
|
|
|
+ }
|
|
|
+
|
|
|
+ #if defined(TESSELLATION_ON)
|
|
|
+ struct VertexControl
|
|
|
+ {
|
|
|
+ float4 vertex : INTERNALTESSPOS;
|
|
|
+ float3 ase_normal : NORMAL;
|
|
|
+ float4 ase_texcoord : TEXCOORD0;
|
|
|
+ float4 ase_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_texcoord = v.ase_texcoord;
|
|
|
+ o.ase_texcoord1 = v.ase_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_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
|
+ o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_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
|
|
|
+
|
|
|
+ half4 frag(VertexOutput IN ) : SV_TARGET
|
|
|
+ {
|
|
|
+ SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
|
+ float2 uv_Turb_Noise = IN.ase_texcoord1.xy * _Turb_Noise_ST.xy + _Turb_Noise_ST.zw;
|
|
|
+ float2 panner65 = ( 1.0 * _Time.y * ( _Turb_UV * _CTime ) + uv_Turb_Noise);
|
|
|
+ float2 uv_MainTex = IN.ase_texcoord1.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
|
|
+ float2 panner57 = ( 1.0 * _Time.y * ( _Main_UV * _CTime ) + uv_MainTex);
|
|
|
+ float4 texCoord69 = IN.ase_texcoord2;
|
|
|
+ texCoord69.xy = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
|
|
|
+ float2 appendResult70 = (float2(texCoord69.z , texCoord69.w));
|
|
|
+ float2 lerpResult59 = lerp( panner57 , ( appendResult70 + uv_MainTex ) , round( _CustomDataMainUV ));
|
|
|
+ float4 tex2DNode10 = tex2D( _MainTex, ( ( tex2D( _Turb_Noise, panner65 ).r * _Turb_Value ) + lerpResult59 ) );
|
|
|
+ float2 uv_Mask = IN.ase_texcoord1.xy * _Mask_ST.xy + _Mask_ST.zw;
|
|
|
+
|
|
|
+ surfaceDescription.Alpha = ( ( tex2DNode10.a * tex2D( _Mask, uv_Mask ).r ) * _alpha );
|
|
|
+ surfaceDescription.AlphaClipThreshold = 0.5;
|
|
|
+
|
|
|
+ #if _ALPHATEST_ON
|
|
|
+ clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold);
|
|
|
+ #endif
|
|
|
+
|
|
|
+ #ifdef LOD_FADE_CROSSFADE
|
|
|
+ LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
|
+ #endif
|
|
|
+
|
|
|
+ float3 normalWS = IN.normalWS;
|
|
|
+ return half4(NormalizeNormalPerPixel(normalWS), 0.0);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ ENDHLSL
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ Pass
|
|
|
+ {
|
|
|
+
|
|
|
+ Name "DepthNormalsOnly"
|
|
|
+ Tags { "LightMode"="DepthNormalsOnly" }
|
|
|
+
|
|
|
+ ZTest LEqual
|
|
|
+ ZWrite On
|
|
|
+
|
|
|
+
|
|
|
+ HLSLPROGRAM
|
|
|
+
|
|
|
+ #pragma multi_compile_instancing
|
|
|
+ #define _RECEIVE_SHADOWS_OFF 1
|
|
|
+ #define ASE_SRP_VERSION 999999
|
|
|
+
|
|
|
+
|
|
|
+ #pragma exclude_renderers glcore gles gles3
|
|
|
+ #pragma vertex vert
|
|
|
+ #pragma fragment frag
|
|
|
+
|
|
|
+ #define ATTRIBUTES_NEED_NORMAL
|
|
|
+ #define ATTRIBUTES_NEED_TANGENT
|
|
|
+ #define ATTRIBUTES_NEED_TEXCOORD1
|
|
|
+ #define VARYINGS_NEED_NORMAL_WS
|
|
|
+ #define VARYINGS_NEED_TANGENT_WS
|
|
|
+
|
|
|
+ #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
|
|
|
+
|
|
|
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
|
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
|
+ #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/TextureStack.hlsl"
|
|
|
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
+ #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+ struct VertexInput
|
|
|
+ {
|
|
|
+ float4 vertex : POSITION;
|
|
|
+ float3 ase_normal : NORMAL;
|
|
|
+ float4 ase_texcoord : TEXCOORD0;
|
|
|
+ float4 ase_texcoord1 : TEXCOORD1;
|
|
|
+ UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
|
+ };
|
|
|
+
|
|
|
+ struct VertexOutput
|
|
|
+ {
|
|
|
+ float4 clipPos : SV_POSITION;
|
|
|
+ float3 normalWS : TEXCOORD0;
|
|
|
+ float4 ase_texcoord1 : TEXCOORD1;
|
|
|
+ float4 ase_texcoord2 : TEXCOORD2;
|
|
|
+ UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
|
+ UNITY_VERTEX_OUTPUT_STEREO
|
|
|
+ };
|
|
|
+
|
|
|
+ CBUFFER_START(UnityPerMaterial)
|
|
|
+ float4 _Turb_Noise_ST;
|
|
|
+ float4 _MainTex_ST;
|
|
|
+ float4 _Color;
|
|
|
+ float4 _Mask_ST;
|
|
|
+ float2 _Turb_UV;
|
|
|
+ float2 _Main_UV;
|
|
|
+ float _CTime;
|
|
|
+ float _Turb_Value;
|
|
|
+ float _CustomDataMainUV;
|
|
|
+ float _power;
|
|
|
+ float _Liangbu;
|
|
|
+ float _zhongjian;
|
|
|
+ float _lerp;
|
|
|
+ float _alpha;
|
|
|
+ #ifdef TESSELLATION_ON
|
|
|
+ float _TessPhongStrength;
|
|
|
+ float _TessValue;
|
|
|
+ float _TessMin;
|
|
|
+ float _TessMax;
|
|
|
+ float _TessEdgeLength;
|
|
|
+ float _TessMaxDisp;
|
|
|
+ #endif
|
|
|
+ CBUFFER_END
|
|
|
+ sampler2D _MainTex;
|
|
|
+ sampler2D _Turb_Noise;
|
|
|
+ sampler2D _Mask;
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+ struct SurfaceDescription
|
|
|
+ {
|
|
|
+ float Alpha;
|
|
|
+ float AlphaClipThreshold;
|
|
|
+ };
|
|
|
+
|
|
|
+ VertexOutput VertexFunction(VertexInput v )
|
|
|
+ {
|
|
|
+ VertexOutput o;
|
|
|
+ ZERO_INITIALIZE(VertexOutput, o);
|
|
|
+
|
|
|
+ UNITY_SETUP_INSTANCE_ID(v);
|
|
|
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
|
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
+
|
|
|
+ o.ase_texcoord1.xy = v.ase_texcoord.xy;
|
|
|
+ o.ase_texcoord2 = v.ase_texcoord1;
|
|
|
+
|
|
|
+ //setting value to unused interpolator channels and avoid initialization warnings
|
|
|
+ o.ase_texcoord1.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 normalWS = TransformObjectToWorldNormal(v.ase_normal);
|
|
|
+
|
|
|
+ o.clipPos = TransformWorldToHClip(positionWS);
|
|
|
+ o.normalWS.xyz = normalWS;
|
|
|
+ return o;
|
|
|
+ }
|
|
|
+
|
|
|
+ #if defined(TESSELLATION_ON)
|
|
|
+ struct VertexControl
|
|
|
+ {
|
|
|
+ float4 vertex : INTERNALTESSPOS;
|
|
|
+ float3 ase_normal : NORMAL;
|
|
|
+ float4 ase_texcoord : TEXCOORD0;
|
|
|
+ float4 ase_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_texcoord = v.ase_texcoord;
|
|
|
+ o.ase_texcoord1 = v.ase_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_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
|
+ o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_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
|
|
|
+
|
|
|
+ half4 frag(VertexOutput IN ) : SV_TARGET
|
|
|
+ {
|
|
|
+ SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
|
+ float2 uv_Turb_Noise = IN.ase_texcoord1.xy * _Turb_Noise_ST.xy + _Turb_Noise_ST.zw;
|
|
|
+ float2 panner65 = ( 1.0 * _Time.y * ( _Turb_UV * _CTime ) + uv_Turb_Noise);
|
|
|
+ float2 uv_MainTex = IN.ase_texcoord1.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
|
|
+ float2 panner57 = ( 1.0 * _Time.y * ( _Main_UV * _CTime ) + uv_MainTex);
|
|
|
+ float4 texCoord69 = IN.ase_texcoord2;
|
|
|
+ texCoord69.xy = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
|
|
|
+ float2 appendResult70 = (float2(texCoord69.z , texCoord69.w));
|
|
|
+ float2 lerpResult59 = lerp( panner57 , ( appendResult70 + uv_MainTex ) , round( _CustomDataMainUV ));
|
|
|
+ float4 tex2DNode10 = tex2D( _MainTex, ( ( tex2D( _Turb_Noise, panner65 ).r * _Turb_Value ) + lerpResult59 ) );
|
|
|
+ float2 uv_Mask = IN.ase_texcoord1.xy * _Mask_ST.xy + _Mask_ST.zw;
|
|
|
+
|
|
|
+ surfaceDescription.Alpha = ( ( tex2DNode10.a * tex2D( _Mask, uv_Mask ).r ) * _alpha );
|
|
|
+ surfaceDescription.AlphaClipThreshold = 0.5;
|
|
|
+
|
|
|
+ #if _ALPHATEST_ON
|
|
|
+ clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold);
|
|
|
+ #endif
|
|
|
+
|
|
|
+ #ifdef LOD_FADE_CROSSFADE
|
|
|
+ LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
|
+ #endif
|
|
|
+
|
|
|
+ float3 normalWS = IN.normalWS;
|
|
|
+ return half4(NormalizeNormalPerPixel(normalWS), 0.0);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ ENDHLSL
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ CustomEditor "UnityEditor.ShaderGraphUnlitGUI"
|
|
|
+ Fallback "Hidden/InternalErrorShader"
|
|
|
+
|
|
|
+}
|
|
|
+/*ASEBEGIN
|
|
|
+Version=18935
|
|
|
+3234.4;390.4;2038.4;1089.4;3690.416;610.6542;2.390283;True;False
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|
|
+Node;AmplifyShaderEditor.CommentaryNode;52;-2365.192,209.8123;Inherit;False;1495.365;1020.31;Comment;15;67;66;65;64;63;62;61;60;59;58;57;56;55;54;53;;1,1,1,1;0;0
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+Node;AmplifyShaderEditor.CommentaryNode;68;-2355.195,1326.076;Inherit;False;808.6021;543.3561;Comment;6;74;73;72;71;70;69;数据流控制 uv 滚动;1,1,1,1;0;0
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|
+Node;AmplifyShaderEditor.FunctionNode;64;-2292.894,594.541;Inherit;False;CombatTiem;3;;4;baa0c5cb73677dd46acb62f0afb31b96;0;0;1;FLOAT;0
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|
|
+Node;AmplifyShaderEditor.Vector2Node;63;-2290.062,428.0891;Float;False;Property;_Turb_UV;Turb_UV;13;0;Create;True;0;0;0;False;0;False;0,0;0,0;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
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|
|
+Node;AmplifyShaderEditor.TextureCoordinatesNode;69;-2305.194,1376.077;Inherit;False;1;-1;4;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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+Node;AmplifyShaderEditor.FunctionNode;53;-2217.411,1135.523;Inherit;False;CombatTiem;3;;3;baa0c5cb73677dd46acb62f0afb31b96;0;0;1;FLOAT;0
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+Node;AmplifyShaderEditor.TextureCoordinatesNode;62;-2313.1,259.8123;Inherit;False;0;58;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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+Node;AmplifyShaderEditor.SimpleMultiplyOpNode;54;-2103.894,522.541;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;1;FLOAT2;0
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+Node;AmplifyShaderEditor.Vector2Node;55;-2216.179,997.4608;Float;False;Property;_Main_UV;Main_UV;9;0;Create;True;0;0;0;False;0;False;0,0;0,-0.2;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
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|
|
+Node;AmplifyShaderEditor.SimpleMultiplyOpNode;56;-2003.887,1061.573;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;1;FLOAT2;0
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+Node;AmplifyShaderEditor.TextureCoordinatesNode;67;-2178.88,852.9286;Inherit;False;0;10;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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+Node;AmplifyShaderEditor.DynamicAppendNode;70;-2039.49,1401.026;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
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+Node;AmplifyShaderEditor.RangedFloatNode;71;-2096.613,1757.588;Inherit;False;Property;_CustomDataMainUV;CustomDataMainUV;10;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
|
|
|
+Node;AmplifyShaderEditor.TextureCoordinatesNode;72;-2063.835,1572.037;Inherit;False;0;10;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
|
+Node;AmplifyShaderEditor.PannerNode;65;-1970.558,411.5042;Inherit;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT2;0
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|
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+Node;AmplifyShaderEditor.PannerNode;57;-1880.886,915.2996;Inherit;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT2;0
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|
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+Node;AmplifyShaderEditor.RoundOpNode;74;-1698.595,1604.588;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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+Node;AmplifyShaderEditor.RangedFloatNode;66;-1623.155,630.5004;Float;False;Property;_Turb_Value;Turb_Value;12;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
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+Node;AmplifyShaderEditor.SamplerNode;58;-1714.015,382.6518;Inherit;True;Property;_Turb_Noise;Turb_Noise;11;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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+Node;AmplifyShaderEditor.SimpleAddOpNode;73;-1839.938,1403.4;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
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+Node;AmplifyShaderEditor.LerpOp;59;-1468.949,965.9954;Inherit;False;3;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;1;FLOAT2;0
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+Node;AmplifyShaderEditor.SimpleMultiplyOpNode;60;-1400.001,473.1313;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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|
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+Node;AmplifyShaderEditor.SimpleAddOpNode;61;-1104.828,493.8094;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
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+Node;AmplifyShaderEditor.SamplerNode;10;-349.5017,9.774245;Inherit;True;Property;_MainTex;MainTex;0;0;Create;True;0;0;0;False;0;False;-1;cdf2a69571afdc141959b4e6d0f2150d;55b804d38a5b96941b3655f392435275;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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+Node;AmplifyShaderEditor.SamplerNode;75;-21.15808,738.26;Inherit;True;Property;_Mask;Mask;14;0;Create;True;0;0;0;False;0;False;-1;None;d934f6a6df9022a43981f28151507b74;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
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+Node;AmplifyShaderEditor.SimpleMultiplyOpNode;76;297.795,734.992;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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+Node;AmplifyShaderEditor.RangedFloatNode;49;599.3696,664.052;Inherit;False;Property;_alpha;alpha;8;0;Create;False;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
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+Node;AmplifyShaderEditor.SimpleMultiplyOpNode;46;836.1696,323.252;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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+Node;AmplifyShaderEditor.RangedFloatNode;40;178.9507,252.3869;Inherit;False;Property;_Liangbu;Liangbu;2;0;Create;False;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
|
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+Node;AmplifyShaderEditor.RangedFloatNode;44;322.5696,444.0521;Inherit;False;Property;_lerp;lerp;6;0;Create;False;0;0;0;False;0;False;0.5;0;0;0;0;1;FLOAT;0
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+Node;AmplifyShaderEditor.SimpleMultiplyOpNode;42;149.9046,354.7523;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
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+Node;AmplifyShaderEditor.SimpleMultiplyOpNode;48;819.3696,581.652;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
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+Node;AmplifyShaderEditor.RangedFloatNode;43;-50.28542,387.83;Inherit;False;Property;_zhongjian;zhongjian;5;0;Create;False;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
|
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|
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|
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|
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