// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "LT/AlphaMoveTurbDissolveRamp" { Properties { [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [ASEBegin]_Alpha("Alpha", Range( 0 , 1)) = 1 [HDR]_Color("Color", Color) = (1,1,1,1) _Light("总亮度", Float) = 1 _MainTex("MainTex", 2D) = "white" {} _Main_UV("Main_UVspeed", Vector) = (0,0,0,0) [Enum(ParticCtrlMainUVOff,0,ParticCtrlMainUVOn,1)]_CustomDataMainUV("粒子参数控制主纹理UV", Float) = 0 _ca("_ca", Float) = 1 [Enum(RampON,0,RampOff,1)]_RampONOff("Ramp开关", Float) = 0 _Ramp("Ramp", 2D) = "white" {} _RampPower("RampPower", Range( 0.2 , 8)) = 1 [Enum(RampUVOn,0,RampUVOff,1)]_RampUVCtrl("RampUV调整开关", Float) = 0 [Enum(Default,0,RampOneMinus,1)]_RampOneMinus("Ramp反向开关", Float) = 0 _rampUVsub("rampUV减值", Float) = 0.5 _RampUVTiling("调RampUV平铺", Float) = 0 _RampUVoffset("调RampUV偏移", Float) = 0 _Mask("Mask", 2D) = "white" {} [Enum(ParticCtrlDissolveOff,0,ParticCtrlDissolveOn,1)]_CustomDataDissolve("粒子参数控制溶解", Float) = 0 _dissolve("dissolve", 2D) = "white" {} _Diss_value("Diss_value", Float) = 0 _Soft_value("Soft_value", Float) = 0 _Diss_UV("Diss_UVspeed", Vector) = (0,0,0,0) _Turb_Noise("Turb_Noise", 2D) = "white" {} _Turb_Value("Turb_Value", Float) = 0 _Turb_UV("Turb_UVspeed", Vector) = (0,0,0,0) [ASEEnd]_CTime("_CTime", Float) = 1 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector]_QueueOffset("_QueueOffset", Float) = 0 [HideInInspector]_QueueControl("_QueueControl", Float) = -1 [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 //_TessMin( "Tess Min Distance", Float ) = 10 //_TessMax( "Tess Max Distance", Float ) = 25 //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 } SubShader { LOD 0 Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" } Cull Off AlphaToMask Off HLSLINCLUDE #pragma target 3.0 #pragma prefer_hlslcc gles #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan nomrt #ifndef ASE_TESS_FUNCS #define ASE_TESS_FUNCS float4 FixedTess( float tessValue ) { return tessValue; } float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) { float3 wpos = mul(o2w,vertex).xyz; float dist = distance (wpos, cameraPos); float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; return f; } float4 CalcTriEdgeTessFactors (float3 triVertexFactors) { float4 tess; tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; return tess; } float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) { float dist = distance (0.5 * (wpos0+wpos1), cameraPos); float len = distance(wpos0, wpos1); float f = max(len * scParams.y / (edgeLen * dist), 1.0); return f; } float DistanceFromPlane (float3 pos, float4 plane) { float d = dot (float4(pos,1.0f), plane); return d; } bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) { float4 planeTest; planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); return !all (planeTest); } float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) { float3 f; f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); return CalcTriEdgeTessFactors (f); } float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; return tess; } float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) { tess = 0.0f; } else { tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; } return tess; } #endif //ASE_TESS_FUNCS ENDHLSL Pass { Name "Forward" Tags { "LightMode"="UniversalForwardOnly" } 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" #define ASE_NEEDS_FRAG_COLOR struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_color : COLOR; 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; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Color; float4 _dissolve_ST; float4 _Turb_Noise_ST; float4 _Mask_ST; float4 _MainTex_ST; float2 _Diss_UV; float2 _Turb_UV; float2 _Main_UV; float _Soft_value; float _CustomDataDissolve; float _Diss_value; float _Light; half _RampONOff; float _CustomDataMainUV; float _RampPower; float _Alpha; float _Turb_Value; float _CTime; float _RampUVCtrl; float _rampUVsub; float _RampUVoffset; float _RampUVTiling; float _RampOneMinus; float _ca; #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _Ramp; sampler2D _MainTex; sampler2D _Turb_Noise; sampler2D _Mask; sampler2D _dissolve; 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; o.ase_color = v.ase_color; //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; float4 ase_color : COLOR; 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; o.ase_color = v.ase_color; return o; } TessellationFactors TessellationFunction (InputPatch 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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch 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; o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * 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 temp_cast_0 = (_RampUVTiling).xx; float2 temp_cast_1 = (_RampUVoffset).xx; float2 texCoord49 = IN.ase_texcoord3.xy * temp_cast_0 + temp_cast_1; float2 temp_cast_2 = (_rampUVsub).xx; float2 temp_cast_3 = (0.0).xx; float2 lerpResult78 = lerp( ( texCoord49 - temp_cast_2 ) , temp_cast_3 , _RampUVCtrl); float2 uv_Turb_Noise = IN.ase_texcoord3.xy * _Turb_Noise_ST.xy + _Turb_Noise_ST.zw; float2 panner123 = ( 1.0 * _Time.y * ( _Turb_UV * _CTime ) + uv_Turb_Noise); float2 uv_MainTex = IN.ase_texcoord3.xy * _MainTex_ST.xy + _MainTex_ST.zw; float2 panner109 = ( 1.0 * _Time.y * ( _Main_UV * _CTime ) + uv_MainTex); float4 texCoord112 = IN.ase_texcoord4; texCoord112.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); float2 appendResult114 = (float2(texCoord112.z , texCoord112.w)); float2 lerpResult110 = lerp( panner109 , ( appendResult114 + uv_MainTex ) , _CustomDataMainUV); float4 tex2DNode18 = tex2D( _MainTex, ( ( tex2D( _Turb_Noise, panner123 ).r * _Turb_Value ) + lerpResult110 ) ); float temp_output_21_0 = pow( tex2DNode18.r , _RampPower ); float lerpResult73 = lerp( temp_output_21_0 , ( 1.0 - temp_output_21_0 ) , _RampOneMinus); float2 appendResult17 = (float2(saturate( lerpResult73 ) , 0.0)); float4 lerpResult57 = lerp( tex2D( _Ramp, ( lerpResult78 + appendResult17 ) ) , tex2DNode18 , _RampONOff); float2 uv_Mask = IN.ase_texcoord3.xy * _Mask_ST.xy + _Mask_ST.zw; float4 texCoord91 = IN.ase_texcoord4; texCoord91.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); float lerpResult98 = lerp( _Diss_value , texCoord91.x , _CustomDataDissolve); float lerpResult95 = lerp( _Diss_value , texCoord91.x , round( _CustomDataDissolve )); float2 uv_dissolve = IN.ase_texcoord3.xy * _dissolve_ST.xy + _dissolve_ST.zw; float2 panner96 = ( 1.0 * _Time.y * ( _Diss_UV * _CTime ) + uv_dissolve); float smoothstepResult102 = smoothstep( lerpResult98 , ( lerpResult95 + _Soft_value ) , tex2D( _dissolve, panner96 ).r); float3 BakedAlbedo = 0; float3 BakedEmission = 0; float3 Color = ( _Color * lerpResult57 * _Light * IN.ase_color ).rgb; float Alpha = ( ( tex2DNode18.a * IN.ase_color.a * tex2D( _Mask, uv_Mask ).r * ( smoothstepResult102 * _Alpha ) ) * _ca ); 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; float4 ase_color : COLOR; 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; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Color; float4 _dissolve_ST; float4 _Turb_Noise_ST; float4 _Mask_ST; float4 _MainTex_ST; float2 _Diss_UV; float2 _Turb_UV; float2 _Main_UV; float _Soft_value; float _CustomDataDissolve; float _Diss_value; float _Light; half _RampONOff; float _CustomDataMainUV; float _RampPower; float _Alpha; float _Turb_Value; float _CTime; float _RampUVCtrl; float _rampUVsub; float _RampUVoffset; float _RampUVTiling; float _RampOneMinus; float _ca; #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; sampler2D _dissolve; 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; o.ase_color = v.ase_color; //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; float4 ase_color : COLOR; 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; o.ase_color = v.ase_color; return o; } TessellationFactors TessellationFunction (InputPatch 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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch 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; o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * 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 panner123 = ( 1.0 * _Time.y * ( _Turb_UV * _CTime ) + uv_Turb_Noise); float2 uv_MainTex = IN.ase_texcoord2.xy * _MainTex_ST.xy + _MainTex_ST.zw; float2 panner109 = ( 1.0 * _Time.y * ( _Main_UV * _CTime ) + uv_MainTex); float4 texCoord112 = IN.ase_texcoord3; texCoord112.xy = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 appendResult114 = (float2(texCoord112.z , texCoord112.w)); float2 lerpResult110 = lerp( panner109 , ( appendResult114 + uv_MainTex ) , _CustomDataMainUV); float4 tex2DNode18 = tex2D( _MainTex, ( ( tex2D( _Turb_Noise, panner123 ).r * _Turb_Value ) + lerpResult110 ) ); float2 uv_Mask = IN.ase_texcoord2.xy * _Mask_ST.xy + _Mask_ST.zw; float4 texCoord91 = IN.ase_texcoord3; texCoord91.xy = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float lerpResult98 = lerp( _Diss_value , texCoord91.x , _CustomDataDissolve); float lerpResult95 = lerp( _Diss_value , texCoord91.x , round( _CustomDataDissolve )); float2 uv_dissolve = IN.ase_texcoord2.xy * _dissolve_ST.xy + _dissolve_ST.zw; float2 panner96 = ( 1.0 * _Time.y * ( _Diss_UV * _CTime ) + uv_dissolve); float smoothstepResult102 = smoothstep( lerpResult98 , ( lerpResult95 + _Soft_value ) , tex2D( _dissolve, panner96 ).r); float Alpha = ( ( tex2DNode18.a * IN.ase_color.a * tex2D( _Mask, uv_Mask ).r * ( smoothstepResult102 * _Alpha ) ) * _ca ); 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" #define ASE_NEEDS_FRAG_COLOR struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_color : COLOR; 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; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Color; float4 _dissolve_ST; float4 _Turb_Noise_ST; float4 _Mask_ST; float4 _MainTex_ST; float2 _Diss_UV; float2 _Turb_UV; float2 _Main_UV; float _Soft_value; float _CustomDataDissolve; float _Diss_value; float _Light; half _RampONOff; float _CustomDataMainUV; float _RampPower; float _Alpha; float _Turb_Value; float _CTime; float _RampUVCtrl; float _rampUVsub; float _RampUVoffset; float _RampUVTiling; float _RampOneMinus; float _ca; #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _Ramp; sampler2D _MainTex; sampler2D _Turb_Noise; sampler2D _Mask; sampler2D _dissolve; 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; o.ase_color = v.ase_color; //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; float4 ase_color : COLOR; 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; o.ase_color = v.ase_color; return o; } TessellationFactors TessellationFunction (InputPatch 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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch 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; o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * 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 temp_cast_0 = (_RampUVTiling).xx; float2 temp_cast_1 = (_RampUVoffset).xx; float2 texCoord49 = IN.ase_texcoord3.xy * temp_cast_0 + temp_cast_1; float2 temp_cast_2 = (_rampUVsub).xx; float2 temp_cast_3 = (0.0).xx; float2 lerpResult78 = lerp( ( texCoord49 - temp_cast_2 ) , temp_cast_3 , _RampUVCtrl); float2 uv_Turb_Noise = IN.ase_texcoord3.xy * _Turb_Noise_ST.xy + _Turb_Noise_ST.zw; float2 panner123 = ( 1.0 * _Time.y * ( _Turb_UV * _CTime ) + uv_Turb_Noise); float2 uv_MainTex = IN.ase_texcoord3.xy * _MainTex_ST.xy + _MainTex_ST.zw; float2 panner109 = ( 1.0 * _Time.y * ( _Main_UV * _CTime ) + uv_MainTex); float4 texCoord112 = IN.ase_texcoord4; texCoord112.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); float2 appendResult114 = (float2(texCoord112.z , texCoord112.w)); float2 lerpResult110 = lerp( panner109 , ( appendResult114 + uv_MainTex ) , _CustomDataMainUV); float4 tex2DNode18 = tex2D( _MainTex, ( ( tex2D( _Turb_Noise, panner123 ).r * _Turb_Value ) + lerpResult110 ) ); float temp_output_21_0 = pow( tex2DNode18.r , _RampPower ); float lerpResult73 = lerp( temp_output_21_0 , ( 1.0 - temp_output_21_0 ) , _RampOneMinus); float2 appendResult17 = (float2(saturate( lerpResult73 ) , 0.0)); float4 lerpResult57 = lerp( tex2D( _Ramp, ( lerpResult78 + appendResult17 ) ) , tex2DNode18 , _RampONOff); float2 uv_Mask = IN.ase_texcoord3.xy * _Mask_ST.xy + _Mask_ST.zw; float4 texCoord91 = IN.ase_texcoord4; texCoord91.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); float lerpResult98 = lerp( _Diss_value , texCoord91.x , _CustomDataDissolve); float lerpResult95 = lerp( _Diss_value , texCoord91.x , round( _CustomDataDissolve )); float2 uv_dissolve = IN.ase_texcoord3.xy * _dissolve_ST.xy + _dissolve_ST.zw; float2 panner96 = ( 1.0 * _Time.y * ( _Diss_UV * _CTime ) + uv_dissolve); float smoothstepResult102 = smoothstep( lerpResult98 , ( lerpResult95 + _Soft_value ) , tex2D( _dissolve, panner96 ).r); float3 BakedAlbedo = 0; float3 BakedEmission = 0; float3 Color = ( _Color * lerpResult57 * _Light * IN.ase_color ).rgb; float Alpha = ( ( tex2DNode18.a * IN.ase_color.a * tex2D( _Mask, uv_Mask ).r * ( smoothstepResult102 * _Alpha ) ) * _ca ); 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; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Color; float4 _dissolve_ST; float4 _Turb_Noise_ST; float4 _Mask_ST; float4 _MainTex_ST; float2 _Diss_UV; float2 _Turb_UV; float2 _Main_UV; float _Soft_value; float _CustomDataDissolve; float _Diss_value; float _Light; half _RampONOff; float _CustomDataMainUV; float _RampPower; float _Alpha; float _Turb_Value; float _CTime; float _RampUVCtrl; float _rampUVsub; float _RampUVoffset; float _RampUVTiling; float _RampOneMinus; float _ca; #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; sampler2D _dissolve; 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; o.ase_color = v.ase_color; //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; float4 ase_color : COLOR; 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; o.ase_color = v.ase_color; return o; } TessellationFactors TessellationFunction (InputPatch 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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch 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; o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * 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 panner123 = ( 1.0 * _Time.y * ( _Turb_UV * _CTime ) + uv_Turb_Noise); float2 uv_MainTex = IN.ase_texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; float2 panner109 = ( 1.0 * _Time.y * ( _Main_UV * _CTime ) + uv_MainTex); float4 texCoord112 = IN.ase_texcoord1; texCoord112.xy = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 appendResult114 = (float2(texCoord112.z , texCoord112.w)); float2 lerpResult110 = lerp( panner109 , ( appendResult114 + uv_MainTex ) , _CustomDataMainUV); float4 tex2DNode18 = tex2D( _MainTex, ( ( tex2D( _Turb_Noise, panner123 ).r * _Turb_Value ) + lerpResult110 ) ); float2 uv_Mask = IN.ase_texcoord.xy * _Mask_ST.xy + _Mask_ST.zw; float4 texCoord91 = IN.ase_texcoord1; texCoord91.xy = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float lerpResult98 = lerp( _Diss_value , texCoord91.x , _CustomDataDissolve); float lerpResult95 = lerp( _Diss_value , texCoord91.x , round( _CustomDataDissolve )); float2 uv_dissolve = IN.ase_texcoord.xy * _dissolve_ST.xy + _dissolve_ST.zw; float2 panner96 = ( 1.0 * _Time.y * ( _Diss_UV * _CTime ) + uv_dissolve); float smoothstepResult102 = smoothstep( lerpResult98 , ( lerpResult95 + _Soft_value ) , tex2D( _dissolve, panner96 ).r); surfaceDescription.Alpha = ( ( tex2DNode18.a * IN.ase_color.a * tex2D( _Mask, uv_Mask ).r * ( smoothstepResult102 * _Alpha ) ) * _ca ); 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; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Color; float4 _dissolve_ST; float4 _Turb_Noise_ST; float4 _Mask_ST; float4 _MainTex_ST; float2 _Diss_UV; float2 _Turb_UV; float2 _Main_UV; float _Soft_value; float _CustomDataDissolve; float _Diss_value; float _Light; half _RampONOff; float _CustomDataMainUV; float _RampPower; float _Alpha; float _Turb_Value; float _CTime; float _RampUVCtrl; float _rampUVsub; float _RampUVoffset; float _RampUVTiling; float _RampOneMinus; float _ca; #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; sampler2D _dissolve; 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; o.ase_color = v.ase_color; //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; float4 ase_color : COLOR; 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; o.ase_color = v.ase_color; return o; } TessellationFactors TessellationFunction (InputPatch 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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch 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; o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * 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 panner123 = ( 1.0 * _Time.y * ( _Turb_UV * _CTime ) + uv_Turb_Noise); float2 uv_MainTex = IN.ase_texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; float2 panner109 = ( 1.0 * _Time.y * ( _Main_UV * _CTime ) + uv_MainTex); float4 texCoord112 = IN.ase_texcoord1; texCoord112.xy = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 appendResult114 = (float2(texCoord112.z , texCoord112.w)); float2 lerpResult110 = lerp( panner109 , ( appendResult114 + uv_MainTex ) , _CustomDataMainUV); float4 tex2DNode18 = tex2D( _MainTex, ( ( tex2D( _Turb_Noise, panner123 ).r * _Turb_Value ) + lerpResult110 ) ); float2 uv_Mask = IN.ase_texcoord.xy * _Mask_ST.xy + _Mask_ST.zw; float4 texCoord91 = IN.ase_texcoord1; texCoord91.xy = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float lerpResult98 = lerp( _Diss_value , texCoord91.x , _CustomDataDissolve); float lerpResult95 = lerp( _Diss_value , texCoord91.x , round( _CustomDataDissolve )); float2 uv_dissolve = IN.ase_texcoord.xy * _dissolve_ST.xy + _dissolve_ST.zw; float2 panner96 = ( 1.0 * _Time.y * ( _Diss_UV * _CTime ) + uv_dissolve); float smoothstepResult102 = smoothstep( lerpResult98 , ( lerpResult95 + _Soft_value ) , tex2D( _dissolve, panner96 ).r); surfaceDescription.Alpha = ( ( tex2DNode18.a * IN.ase_color.a * tex2D( _Mask, uv_Mask ).r * ( smoothstepResult102 * _Alpha ) ) * _ca ); 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; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float3 normalWS : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Color; float4 _dissolve_ST; float4 _Turb_Noise_ST; float4 _Mask_ST; float4 _MainTex_ST; float2 _Diss_UV; float2 _Turb_UV; float2 _Main_UV; float _Soft_value; float _CustomDataDissolve; float _Diss_value; float _Light; half _RampONOff; float _CustomDataMainUV; float _RampPower; float _Alpha; float _Turb_Value; float _CTime; float _RampUVCtrl; float _rampUVsub; float _RampUVoffset; float _RampUVTiling; float _RampOneMinus; float _ca; #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; sampler2D _dissolve; 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; o.ase_color = v.ase_color; //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; float4 ase_color : COLOR; 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; o.ase_color = v.ase_color; return o; } TessellationFactors TessellationFunction (InputPatch 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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch 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; o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * 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 panner123 = ( 1.0 * _Time.y * ( _Turb_UV * _CTime ) + uv_Turb_Noise); float2 uv_MainTex = IN.ase_texcoord1.xy * _MainTex_ST.xy + _MainTex_ST.zw; float2 panner109 = ( 1.0 * _Time.y * ( _Main_UV * _CTime ) + uv_MainTex); float4 texCoord112 = IN.ase_texcoord2; texCoord112.xy = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 appendResult114 = (float2(texCoord112.z , texCoord112.w)); float2 lerpResult110 = lerp( panner109 , ( appendResult114 + uv_MainTex ) , _CustomDataMainUV); float4 tex2DNode18 = tex2D( _MainTex, ( ( tex2D( _Turb_Noise, panner123 ).r * _Turb_Value ) + lerpResult110 ) ); float2 uv_Mask = IN.ase_texcoord1.xy * _Mask_ST.xy + _Mask_ST.zw; float4 texCoord91 = IN.ase_texcoord2; texCoord91.xy = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float lerpResult98 = lerp( _Diss_value , texCoord91.x , _CustomDataDissolve); float lerpResult95 = lerp( _Diss_value , texCoord91.x , round( _CustomDataDissolve )); float2 uv_dissolve = IN.ase_texcoord1.xy * _dissolve_ST.xy + _dissolve_ST.zw; float2 panner96 = ( 1.0 * _Time.y * ( _Diss_UV * _CTime ) + uv_dissolve); float smoothstepResult102 = smoothstep( lerpResult98 , ( lerpResult95 + _Soft_value ) , tex2D( _dissolve, panner96 ).r); surfaceDescription.Alpha = ( ( tex2DNode18.a * IN.ase_color.a * tex2D( _Mask, uv_Mask ).r * ( smoothstepResult102 * _Alpha ) ) * _ca ); 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; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float3 normalWS : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Color; float4 _dissolve_ST; float4 _Turb_Noise_ST; float4 _Mask_ST; float4 _MainTex_ST; float2 _Diss_UV; float2 _Turb_UV; float2 _Main_UV; float _Soft_value; float _CustomDataDissolve; float _Diss_value; float _Light; half _RampONOff; float _CustomDataMainUV; float _RampPower; float _Alpha; float _Turb_Value; float _CTime; float _RampUVCtrl; float _rampUVsub; float _RampUVoffset; float _RampUVTiling; float _RampOneMinus; float _ca; #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; sampler2D _dissolve; 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; o.ase_color = v.ase_color; //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; float4 ase_color : COLOR; 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; o.ase_color = v.ase_color; return o; } TessellationFactors TessellationFunction (InputPatch 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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch 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; o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * 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 panner123 = ( 1.0 * _Time.y * ( _Turb_UV * _CTime ) + uv_Turb_Noise); float2 uv_MainTex = IN.ase_texcoord1.xy * _MainTex_ST.xy + _MainTex_ST.zw; float2 panner109 = ( 1.0 * _Time.y * ( _Main_UV * _CTime ) + uv_MainTex); float4 texCoord112 = IN.ase_texcoord2; texCoord112.xy = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 appendResult114 = (float2(texCoord112.z , texCoord112.w)); float2 lerpResult110 = lerp( panner109 , ( appendResult114 + uv_MainTex ) , _CustomDataMainUV); float4 tex2DNode18 = tex2D( _MainTex, ( ( tex2D( _Turb_Noise, panner123 ).r * _Turb_Value ) + lerpResult110 ) ); float2 uv_Mask = IN.ase_texcoord1.xy * _Mask_ST.xy + _Mask_ST.zw; float4 texCoord91 = IN.ase_texcoord2; texCoord91.xy = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float lerpResult98 = lerp( _Diss_value , texCoord91.x , _CustomDataDissolve); float lerpResult95 = lerp( _Diss_value , texCoord91.x , round( _CustomDataDissolve )); float2 uv_dissolve = IN.ase_texcoord1.xy * _dissolve_ST.xy + _dissolve_ST.zw; float2 panner96 = ( 1.0 * _Time.y * ( _Diss_UV * _CTime ) + uv_dissolve); float smoothstepResult102 = smoothstep( lerpResult98 , ( lerpResult95 + _Soft_value ) , tex2D( _dissolve, panner96 ).r); surfaceDescription.Alpha = ( ( tex2DNode18.a * IN.ase_color.a * tex2D( _Mask, uv_Mask ).r * ( smoothstepResult102 * _Alpha ) ) * _ca ); 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 0;112.6667;1575.333;794.3334;914.8641;113.4549;1.369828;True;False Node;AmplifyShaderEditor.CommentaryNode;118;-3977.263,-903.4722;Inherit;False;1127.591;536.088;Comment;8;126;125;124;123;122;121;120;119;niuqu;1,1,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode;86;-1637.092,956.8452;Inherit;False;1701.173;921.1578;Comment;17;103;102;101;100;99;98;97;96;95;94;93;92;91;90;89;88;87;溶解;1,1,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode;111;-4026.335,228.5785;Inherit;False;797.835;502.0598;Comment;5;116;115;114;113;112;partic ctrl uv on off;1,1,1,1;0;0 Node;AmplifyShaderEditor.FunctionNode;119;-3904.965,-518.7435;Inherit;False;CombatTiem;24;;13;baa0c5cb73677dd46acb62f0afb31b96;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.CommentaryNode;104;-3939.421,-316.3585;Inherit;False;653.2803;430.3732;Comment;5;109;108;107;106;105;main uv speed;1,1,1,1;0;0 Node;AmplifyShaderEditor.Vector2Node;120;-3910.642,-667.1134;Float;False;Property;_Turb_UV;Turb_UVspeed;23;0;Create;False;0;0;0;False;0;False;0,0;0,1;0;3;FLOAT2;0;FLOAT;1;FLOAT;2 Node;AmplifyShaderEditor.FunctionNode;89;-1336.835,1253.872;Inherit;False;CombatTiem;24;;16;baa0c5cb73677dd46acb62f0afb31b96;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.TextureCoordinatesNode;112;-3976.335,278.5785;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 Node;AmplifyShaderEditor.TextureCoordinatesNode;122;-3931.13,-853.4722;Inherit;False;0;124;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.Vector2Node;105;-3888.189,-121.8264;Float;False;Property;_Main_UV;Main_UVspeed;4;0;Create;False;0;0;0;False;0;False;0,0;0,0;0;3;FLOAT2;0;FLOAT;1;FLOAT;2 Node;AmplifyShaderEditor.RangedFloatNode;87;-1587.092,1762.602;Inherit;False;Property;_CustomDataDissolve;粒子参数控制溶解;16;1;[Enum];Create;False;0;2;ParticCtrlDissolveOff;0;ParticCtrlDissolveOn;1;0;False;0;False;0;1;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.FunctionNode;106;-3889.421,16.23574;Inherit;False;CombatTiem;24;;17;baa0c5cb73677dd46acb62f0afb31b96;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;121;-3715.965,-590.7437;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.Vector2Node;88;-1328.634,1128.791;Float;False;Property;_Diss_UV;Diss_UVspeed;20;0;Create;False;0;0;0;False;0;False;0,0;0,0;0;3;FLOAT2;0;FLOAT;1;FLOAT;2 Node;AmplifyShaderEditor.RoundOpNode;94;-1287.17,1798.305;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.TextureCoordinatesNode;92;-1307.36,1006.844;Inherit;False;0;100;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.TextureCoordinatesNode;108;-3850.89,-266.3585;Inherit;False;0;18;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.TextureCoordinatesNode;91;-1478.058,1542.234;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 Node;AmplifyShaderEditor.TextureCoordinatesNode;113;-3691.299,433.2755;Inherit;False;0;18;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.RangedFloatNode;90;-1366.595,1427.296;Float;False;Property;_Diss_value;Diss_value;18;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;93;-1149.835,1177.873;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.DynamicAppendNode;114;-3640.661,308.911;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.PannerNode;123;-3581.583,-701.7803;Inherit;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;107;-3692.333,-63.69086;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.PannerNode;109;-3552.896,-203.9876;Inherit;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT2;0 Node;AmplifyShaderEditor.LerpOp;95;-1129.871,1716.541;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.PannerNode;96;-1001.685,1065.296;Inherit;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT2;0 Node;AmplifyShaderEditor.RangedFloatNode;97;-921.547,1696.952;Float;False;Property;_Soft_value;Soft_value;19;0;Create;True;0;0;0;False;0;False;0;0.2;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleAddOpNode;116;-3403.742,339.3091;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.RangedFloatNode;125;-3235.226,-482.7842;Float;False;Property;_Turb_Value;Turb_Value;22;0;Create;True;0;0;0;False;0;False;0;-0.1;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SamplerNode;124;-3326.086,-730.6328;Inherit;True;Property;_Turb_Noise;Turb_Noise;21;0;Create;True;0;0;0;False;0;False;-1;None;3d0080a1107b2fb4ca479dec7b44ff5a;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.RangedFloatNode;115;-3548.308,604.3668;Inherit;False;Property;_CustomDataMainUV;粒子参数控制主纹理UV;5;1;[Enum];Create;False;0;2;ParticCtrlMainUVOff;0;ParticCtrlMainUVOn;1;0;False;0;False;0;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.LerpOp;110;-3137.103,69.36205;Inherit;False;3;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.LerpOp;98;-1145.514,1431.248;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleAddOpNode;99;-717.8284,1561.436;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SamplerNode;100;-793.5424,1062.369;Inherit;True;Property;_dissolve;dissolve;17;0;Create;True;0;0;0;False;0;False;-1;None;3d0080a1107b2fb4ca479dec7b44ff5a;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;126;-3012.072,-640.1533;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;101;-402.293,1412.726;Inherit;False;Property;_Alpha;Alpha;0;0;Create;True;0;0;0;False;0;False;1;1;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.SmoothstepOpNode;102;-379.9879,1130.97;Inherit;True;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.CommentaryNode;61;-348.6115,554.0256;Inherit;False;399.8428;359.4126;Comment;1;67;mask;1,1,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode;68;-67.42966,-332.5426;Inherit;False;462.9867;718.2328;Comment;13;8;5;0;2;6;3;9;4;7;54;55;56;59;color;1,1,1,1;0;0 Node;AmplifyShaderEditor.SimpleAddOpNode;127;-2839.62,-169.4936;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SamplerNode;18;-2442.072,-203.9406;Inherit;True;Property;_MainTex;MainTex;3;0;Create;True;0;0;0;False;0;False;-1;d562e350c5b957347b66a1904b6e9925;7af8b3edca1665341a56824ae69865a5;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.VertexColorNode;59;3.60567,181.6902;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SamplerNode;67;-261.4153,662.9495;Inherit;True;Property;_Mask;Mask;15;0;Create;True;0;0;0;False;0;False;-1;7c027eef811ee104690451b4c6e2834f;7c027eef811ee104690451b4c6e2834f;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;103;-102.5556,1117.286;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;128;452.1342,616.4992;Inherit;False;Property;_ca;_ca;6;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.CommentaryNode;69;-1969.715,-688.8776;Inherit;False;1809.062;976.636;Comment;19;49;52;53;73;76;17;21;22;29;72;58;13;74;57;78;79;80;84;85;ramp;1,1,1,1;0;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;60;191.5606,500.1075;Inherit;False;4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.DynamicAppendNode;17;-1161.627,-293.3067;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.RangedFloatNode;56;17.18695,14.64668;Inherit;False;Property;_Light;总亮度;2;0;Create;False;0;0;0;False;0;False;1;3;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.LerpOp;78;-1141.851,-600.264;Inherit;False;3;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;54;233.157,-125.5922;Inherit;False;4;4;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;3;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;129;594.6856,516.2092;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.PowerNode;21;-1666.914,-289.9044;Inherit;False;False;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;74;-1537.374,-36.97224;Inherit;False;Property;_RampOneMinus;Ramp反向开关;11;1;[Enum];Create;False;0;2;Default;0;RampOneMinus;1;0;False;0;False;0;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;22;-1941.625,-130.6084;Inherit;False;Property;_RampPower;RampPower;9;0;Create;True;0;0;0;False;0;False;1;2.21;0.2;8;0;1;FLOAT;0 Node;AmplifyShaderEditor.LerpOp;73;-1374.59,-238.4485;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SaturateNode;76;-1222.837,-144.1954;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;58;-740.5533,-280.9847;Half;False;Property;_RampONOff;Ramp开关;7;1;[Enum];Create;False;0;2;RampON;0;RampOff;1;0;False;0;False;0;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;84;-1850.716,-641.8093;Inherit;False;Property;_RampUVTiling;调RampUV平铺;13;0;Create;False;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleAddOpNode;29;-1010.593,-440.3466;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SamplerNode;13;-859.7825,-507.0181;Inherit;True;Property;_Ramp;Ramp;8;0;Create;True;0;0;0;False;0;False;-1;e2f54bb6b75347b4e9cb19e5013572b2;8464304fac9befb45a1538fca7e10286;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.LerpOp;57;-331.5471,-424.4771;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.TextureCoordinatesNode;49;-1577.397,-660.8774;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleSubtractOpNode;52;-1335.204,-628.6049;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.ColorNode;55;-17.42967,-282.5426;Inherit;False;Property;_Color;Color;1;1;[HDR];Create;True;0;0;0;False;0;False;1,1,1,1;1,1,1,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.RangedFloatNode;80;-1356.016,-454.9991;Inherit;False;Property;_RampUVCtrl;RampUV调整开关;10;1;[Enum];Create;False;0;2;RampUVOn;0;RampUVOff;1;0;False;0;False;0;1;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;79;-1333.016,-534.9991;Inherit;False;Constant;_Float0;Float 0;11;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;85;-1841.115,-542.0023;Inherit;False;Property;_RampUVoffset;调RampUV偏移;14;0;Create;False;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.OneMinusNode;72;-1537.83,-179.161;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;53;-1532.476,-503.8634;Inherit;False;Property;_rampUVsub;rampUV减值;12;0;Create;False;0;0;0;False;0;False;0.5;0.5;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;4;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1;594.9406,116.6712;Half;False;True;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;3;LT/AlphaMoveTurbDissolveRamp;2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;8;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;2;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;True;2;True;8;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;nomrt;0;False;True;1;5;False;-1;10;False;-1;1;1;False;-1;10;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;-1;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;True;2;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;1;LightMode=UniversalForwardOnly;False;False;0;Hidden/InternalErrorShader;0;0;Standard;22;Surface;1;638084978071169747; Blend;0;0;Two Sided;1;0;Cast Shadows;0;638084978116408295; Use Shadow Threshold;0;0;Receive Shadows;0;638084978138826347;GPU Instancing;1;0;LOD CrossFade;0;0;Built-in Fog;0;0;DOTS Instancing;0;0;Meta Pass;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,-1;0; Type;0;0; Tess;16,False,-1;0; Min;10,False,-1;0; Max;25,False,-1;0; Edge Length;16,False,-1;0; Max Displacement;25,False,-1;0;Vertex Position,InvertActionOnDeselection;1;0;0;10;False;True;False;True;False;True;True;True;True;True;False;;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;2;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;False;False;True;False;False;False;False;0;False;-1;False;False;False;False;False;False;False;False;False;True;1;False;-1;True;3;False;-1;False;True;1;LightMode=ShadowCaster;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;7;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ScenePickingPass;0;7;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;True;4;d3d11;glcore;gles;gles3;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;0;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;True;1;1;False;-1;0;False;-1;0;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;True;True;True;True;0;False;-1;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;0;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;9;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormalsOnly;0;9;DepthNormalsOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;-1;True;3;False;-1;False;True;1;LightMode=DepthNormalsOnly;False;True;15;d3d9;d3d11_9x;d3d11;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;3;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;False;False;True;False;False;False;False;0;False;-1;False;False;False;False;False;False;False;False;False;True;1;False;-1;False;False;True;1;LightMode=DepthOnly;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;8;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormals;0;8;DepthNormals;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;-1;True;3;False;-1;False;True;1;LightMode=DepthNormalsOnly;False;True;4;d3d11;glcore;gles;gles3;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;6;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;SceneSelectionPass;0;6;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;True;4;d3d11;glcore;gles;gles3;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;5;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Universal2D;0;5;Universal2D;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;True;1;5;False;-1;10;False;-1;1;1;False;-1;10;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;-1;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;True;2;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;1;LightMode=Universal2D;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 WireConnection;121;0;120;0 WireConnection;121;1;119;0 WireConnection;94;0;87;0 WireConnection;93;0;88;0 WireConnection;93;1;89;0 WireConnection;114;0;112;3 WireConnection;114;1;112;4 WireConnection;123;0;122;0 WireConnection;123;2;121;0 WireConnection;107;0;105;0 WireConnection;107;1;106;0 WireConnection;109;0;108;0 WireConnection;109;2;107;0 WireConnection;95;0;90;0 WireConnection;95;1;91;1 WireConnection;95;2;94;0 WireConnection;96;0;92;0 WireConnection;96;2;93;0 WireConnection;116;0;114;0 WireConnection;116;1;113;0 WireConnection;124;1;123;0 WireConnection;110;0;109;0 WireConnection;110;1;116;0 WireConnection;110;2;115;0 WireConnection;98;0;90;0 WireConnection;98;1;91;1 WireConnection;98;2;87;0 WireConnection;99;0;95;0 WireConnection;99;1;97;0 WireConnection;100;1;96;0 WireConnection;126;0;124;1 WireConnection;126;1;125;0 WireConnection;102;0;100;1 WireConnection;102;1;98;0 WireConnection;102;2;99;0 WireConnection;127;0;126;0 WireConnection;127;1;110;0 WireConnection;18;1;127;0 WireConnection;103;0;102;0 WireConnection;103;1;101;0 WireConnection;60;0;18;4 WireConnection;60;1;59;4 WireConnection;60;2;67;1 WireConnection;60;3;103;0 WireConnection;17;0;76;0 WireConnection;78;0;52;0 WireConnection;78;1;79;0 WireConnection;78;2;80;0 WireConnection;54;0;55;0 WireConnection;54;1;57;0 WireConnection;54;2;56;0 WireConnection;54;3;59;0 WireConnection;129;0;60;0 WireConnection;129;1;128;0 WireConnection;21;0;18;1 WireConnection;21;1;22;0 WireConnection;73;0;21;0 WireConnection;73;1;72;0 WireConnection;73;2;74;0 WireConnection;76;0;73;0 WireConnection;29;0;78;0 WireConnection;29;1;17;0 WireConnection;13;1;29;0 WireConnection;57;0;13;0 WireConnection;57;1;18;0 WireConnection;57;2;58;0 WireConnection;49;0;84;0 WireConnection;49;1;85;0 WireConnection;52;0;49;0 WireConnection;52;1;53;0 WireConnection;72;0;21;0 WireConnection;1;2;54;0 WireConnection;1;3;129;0 ASEEND*/ //CHKSM=DBC1B665050A916748CF6696D10D5C559ECF3221