// Made with Amplify Shader Editor v1.9.8.1 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "SkyClouds" { Properties { [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 _BaseColor("Base Color", Color) = (1,1,1,1) _TranslucencyColor("Translucency Color", Color) = (1,1,1,0) _EmmissiveColor("Emmissive Color", Color) = (0.5490196,0.627451,0.7294118,0) _Scale("Scale", Float) = 1 _WindDirection("WindDirection", Vector) = (-1,-0.3,-0.3,0) _WindSpeed("WindSpeed", Float) = 1 _Mask0("Mask0", Vector) = (1.985208,0.440832,0.2055923,1.2) _Mask1("Mask1", Vector) = (1.985208,0.440832,0.2055923,1.2) _DepthDistance("Depth Distance", Float) = 0.4 _NoiseColorStrength("Noise Color Strength", Range( 0 , 1)) = 0.5565214 _EmmissiveNoiseColor("Emmissive Noise Color", Range( 0 , 1)) = 0.2000003 _NoiseSpeed("Noise Speed", Float) = 0.2 _VorSpeed("Vor Speed", Float) = 0.05 _AdditionalNoiseDir("Additional Noise Dir", Vector) = (0,0,0,0) _AdditionalVoronoiDir("AdditionalVoronoiDir", Vector) = (0.7,-0.3,-0.3,0) _VoronoiScale("Voronoi Scale", Float) = 1.4 _NoiseScale("Noise Scale", Float) = 20 _VoronoiStrength("Voronoi Strength", Float) = 0.9 _NoiseStrength("Noise Strength", Float) = 0.03 _NoiseDisplacement("Noise Displacement", Float) = 0.5 _NoiseScale3D("Noise Scale 3D", Vector) = (1,0.2,0.6,0) _EmmissiveDepthFade("Emmissive Depth Fade", Range( 0 , 1)) = 0.2086951 _NoiseColorMix("NoiseColorMix", Range( 0 , 1)) = 0.96 _VertexColorStrength("Vertex Color Strength", Range( 0 , 1)) = 0.6337917 //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 _TransStrength( "Strength", Range( 0, 50 ) ) = 1 _TransNormal( "Normal Distortion", Range( 0, 1 ) ) = 0.5 _TransScattering( "Scattering", Range( 1, 50 ) ) = 2 _TransDirect( "Direct", Range( 0, 1 ) ) = 0.9 _TransAmbient( "Ambient", Range( 0, 1 ) ) = 0.1 _TransShadow( "Shadow", Range( 0, 1 ) ) = 0.5 _TessPhongStrength( "Phong Tess 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 ( "Edge length", Range( 2, 50 ) ) = 16 //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 [HideInInspector][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1 [HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1 [HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0 [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) = "" {} } SubShader { LOD 0 Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" } Cull Back ZWrite Off ZTest LEqual Offset 0 , 0 AlphaToMask Off HLSLINCLUDE #pragma target 4.5 #pragma prefer_hlslcc gles // ensure rendering platforms toggle list is visible #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" #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 On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #pragma multi_compile_fragment _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define ASE_PHONG_TESSELLATION #define ASE_DEPTH_WRITE_ON #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_TESSELLATION 1 #pragma require tessellation tessHW #pragma hull HullFunction #pragma domain DomainFunction #define ASE_TRANSLUCENCY 1 #define ASE_LENGTH_TESSELLATION #define _EMISSION #define ASE_VERSION 19801 #define ASE_SRP_VERSION 140011 #define REQUIRE_DEPTH_TEXTURE 1 #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile _ _LIGHT_LAYERS #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile _ _FORWARD_PLUS #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #endif #define SHADERPASS SHADERPASS_FORWARD #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #endif #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #endif #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.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" /*ase_unity_cond_begin:>=20220316*/ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" /*ase_unity_cond_end*/ /*ase_unity_cond_begin:>=20220316*/ #if ASE_SRP_VERSION >=140009 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif /*ase_unity_cond_end*/ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.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" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) #define ENABLE_TERRAIN_PERPIXEL_NORMAL #endif #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_FRAG_WORLD_VIEW_DIR #define ASE_NEEDS_FRAG_WORLD_NORMAL #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float4 clipPosV : TEXCOORD0; float4 lightmapUVOrVertexSH : TEXCOORD1; #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) half4 fogFactorAndVertexLight : TEXCOORD2; #endif float4 tSpace0 : TEXCOORD3; float4 tSpace1 : TEXCOORD4; float4 tSpace2 : TEXCOORD5; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD6; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV : TEXCOORD7; #endif float4 ase_texcoord8 : TEXCOORD8; float4 ase_texcoord9 : TEXCOORD9; float3 ase_normal : NORMAL; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _TranslucencyColor; float4 _EmmissiveColor; float4 _BaseColor; float4 _Mask1; float4 _Mask0; float3 _NoiseScale3D; float3 _WindDirection; float3 _AdditionalNoiseDir; float3 _AdditionalVoronoiDir; float _EmmissiveNoiseColor; float _VertexColorStrength; float _NoiseColorStrength; float _NoiseColorMix; float _DepthDistance; float _VoronoiStrength; float _EmmissiveDepthFade; float _VorSpeed; float _VoronoiScale; float _NoiseStrength; float _NoiseScale; float _WindSpeed; float _NoiseSpeed; float _NoiseDisplacement; float _Scale; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); } float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; } float snoise( float3 v ) { const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 ); float3 i = floor( v + dot( v, C.yyy ) ); float3 x0 = v - i + dot( i, C.xxx ); float3 g = step( x0.yzx, x0.xyz ); float3 l = 1.0 - g; float3 i1 = min( g.xyz, l.zxy ); float3 i2 = max( g.xyz, l.zxy ); float3 x1 = x0 - i1 + C.xxx; float3 x2 = x0 - i2 + C.yyy; float3 x3 = x0 - 0.5; i = mod3D289( i); float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) ); float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7) float4 x_ = floor( j / 7.0 ); float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N) float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 h = 1.0 - abs( x ) - abs( y ); float4 b0 = float4( x.xy, y.xy ); float4 b1 = float4( x.zw, y.zw ); float4 s0 = floor( b0 ) * 2.0 + 1.0; float4 s1 = floor( b1 ) * 2.0 + 1.0; float4 sh = -step( h, 0.0 ); float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; float3 g0 = float3( a0.xy, h.x ); float3 g1 = float3( a0.zw, h.y ); float3 g2 = float3( a1.xy, h.z ); float3 g3 = float3( a1.zw, h.w ); float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) ); g0 *= norm.x; g1 *= norm.y; g2 *= norm.z; g3 *= norm.w; float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 ); m = m* m; m = m* m; float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) ); return 42.0 * dot( m, px); } float2 voronoihash97( float2 p ) { p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) ); return frac( sin( p ) *43758.5453); } float voronoi97( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId ) { float2 n = floor( v ); float2 f = frac( v ); float F1 = 8.0; float F2 = 8.0; float2 mg = 0; for ( int j = -1; j <= 1; j++ ) { for ( int i = -1; i <= 1; i++ ) { float2 g = float2( i, j ); float2 o = voronoihash97( n + g ); o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o; float d = 0.5 * dot( r, r ); if( d= 50 ) float recip367 = rcp( _Scale ); #else float recip367 = 1.0 / _Scale; #endif float Scale228 = recip367; float4 appendResult329 = (float4(_NoiseScale3D.x , _NoiseScale3D.y , _NoiseScale3D.z , 0.0)); float3 WindDir317 = ( ( float3( 1, 1, 1 ) * -2 + 1 ) * _WindDirection ); float3 break332 = WindDir317; float temp_output_333_0 = ( abs( break332.x ) + abs( break332.y ) + abs( break332.z ) ); float4 appendResult340 = (float4(( break332.x / temp_output_333_0 ) , ( break332.y / temp_output_333_0 ) , ( break332.z / temp_output_333_0 ) , 0.0)); float4 WindDirWeights341 = appendResult340; float4 break344 = abs( WindDirWeights341 ); float4 appendResult330 = (float4(_NoiseScale3D.y , _NoiseScale3D.x , _NoiseScale3D.z , 0.0)); float4 appendResult331 = (float4(_NoiseScale3D.y , _NoiseScale3D.z , _NoiseScale3D.x , 0.0)); float4 transform70 = mul(GetObjectToWorldMatrix(),input.positionOS); float4 temp_output_71_0 = (transform70).xyzw; float simplePerlin3D112 = snoise( ( Scale228 * ( ( ( appendResult329 * break344.x ) + ( appendResult330 * break344.y ) + ( appendResult331 * break344.z ) ) * (temp_output_71_0*1.0 + float4( ( ( WindDir317 + _AdditionalNoiseDir ) * ( _NoiseSpeed * _TimeParameters.x * _WindSpeed ) ) , 0.0 )) ) ).xyz*_NoiseScale ); simplePerlin3D112 = simplePerlin3D112*0.5 + 0.5; float temp_output_118_0 = saturate( (0.0 + (simplePerlin3D112 - 0.0) * (1.0 - 0.0) / (1.0 - 0.0)) ); float temp_output_198_0 = ( Scale228 * _VoronoiScale ); float time97 = 0.0; float2 voronoiSmoothId97 = 0; float4 break84 = (temp_output_71_0*1.0 + float4( ( ( _TimeParameters.x * _VorSpeed * _WindSpeed ) * ( WindDir317 + _AdditionalVoronoiDir ) ) , 0.0 )); float2 appendResult85 = (float2(break84.z , break84.y)); float2 coords97 = appendResult85 * temp_output_198_0; float2 id97 = 0; float2 uv97 = 0; float fade97 = 0.5; float voroi97 = 0; float rest97 = 0; for( int it97 = 0; it97 <3; it97++ ){ voroi97 += fade97 * voronoi97( coords97, time97, id97, uv97, 0,voronoiSmoothId97 ); rest97 += fade97; coords97 *= 2; fade97 *= 0.5; }//Voronoi97 voroi97 /= rest97; float3 objToWorldDir91 = mul( GetObjectToWorldMatrix(), float4( input.normalOS, 0.0 ) ).xyz; float3 temp_output_93_0 = pow( abs( objToWorldDir91 ) , 5.0 ); float dotResult94 = dot( temp_output_93_0 , float3( 1,1,1 ) ); float3 break104 = ( temp_output_93_0 / dotResult94 ); float time96 = 217.0; float2 voronoiSmoothId96 = 0; float2 appendResult86 = (float2(break84.z , break84.x)); float2 coords96 = appendResult86 * temp_output_198_0; float2 id96 = 0; float2 uv96 = 0; float fade96 = 0.5; float voroi96 = 0; float rest96 = 0; for( int it96 = 0; it96 <3; it96++ ){ voroi96 += fade96 * voronoi96( coords96, time96, id96, uv96, 0,voronoiSmoothId96 ); rest96 += fade96; coords96 *= 2; fade96 *= 0.5; }//Voronoi96 voroi96 /= rest96; float time89 = 137.0; float2 voronoiSmoothId89 = 0; float2 appendResult87 = (float2(break84.x , break84.y)); float2 coords89 = appendResult87 * temp_output_198_0; float2 id89 = 0; float2 uv89 = 0; float fade89 = 0.5; float voroi89 = 0; float rest89 = 0; for( int it89 = 0; it89 <3; it89++ ){ voroi89 += fade89 * voronoi89( coords89, time89, id89, uv89, 0,voronoiSmoothId89 ); rest89 += fade89; coords89 *= 2; fade89 *= 0.5; }//Voronoi89 voroi89 /= rest89; float temp_output_190_0 = saturate( (0.0 + (( 1.0 - ( ( ( voroi97 * break104.x ) + ( voroi96 * break104.y ) ) + ( voroi89 * break104.z ) ) ) - 0.65) * (1.0 - 0.0) / (1.0 - 0.65)) ); float temp_output_122_0 = saturate( ( ( temp_output_118_0 * _NoiseStrength ) + ( temp_output_190_0 * _VoronoiStrength ) ) ); float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float3 temp_output_184_0 = ( ( ( temp_output_122_0 - 0.5 ) * input.normalOS * ( _NoiseDisplacement / Scale228 ) ) / ase_objectScale ); float4 temp_output_2_0_g146 = _Mask0; float3 worldToObj306 = mul( GetWorldToObjectMatrix(), float4( (temp_output_2_0_g146).xyz, 1 ) ).xyz; float3 ase_objectPosition = GetAbsolutePositionWS( UNITY_MATRIX_M._m03_m13_m23 ); float4 appendResult313 = (float4((temp_output_2_0_g146).w , 0.0 , 0.0 , 0.0)); float3 worldToObj307 = mul( GetWorldToObjectMatrix(), float4( ( float4( ase_objectPosition , 0.0 ) + appendResult313 ).xyz, 1 ) ).xyz; float3 temp_output_304_0 = ( temp_output_184_0 + ( min( ( distance( ( temp_output_184_0 + input.positionOS.xyz ) , worldToObj306 ) - length( worldToObj307 ) ) , 0.0 ) * input.normalOS ) ); float4 temp_output_2_0_g153 = _Mask1; float3 worldToObj357 = mul( GetWorldToObjectMatrix(), float4( (temp_output_2_0_g153).xyz, 1 ) ).xyz; float4 appendResult354 = (float4((temp_output_2_0_g153).w , 0.0 , 0.0 , 0.0)); float3 worldToObj358 = mul( GetWorldToObjectMatrix(), float4( ( float4( ase_objectPosition , 0.0 ) + appendResult354 ).xyz, 1 ) ).xyz; float3 VertexOffset305 = ( temp_output_304_0 + ( min( ( distance( ( temp_output_304_0 + input.positionOS.xyz ) , worldToObj357 ) - length( worldToObj358 ) ) , 0.0 ) * input.normalOS ) ); float3 vertexPos38 = ( VertexOffset305 + input.positionOS.xyz ); float4 ase_positionCS38 = TransformObjectToHClip( ( vertexPos38 ).xyz ); float4 screenPos38 = ComputeScreenPos( ase_positionCS38 ); output.ase_texcoord8 = screenPos38; output.ase_texcoord9 = input.positionOS; output.ase_normal = input.normalOS; output.ase_color = input.ase_color; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = VertexOffset305; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; input.tangentOS = input.tangentOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS ); output.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x ); output.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y ); output.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z ); #if defined(LIGHTMAP_ON) OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy); #else OUTPUT_SH(normalInput.normalWS.xyz, output.lightmapUVOrVertexSH.xyz); #endif #if defined(DYNAMICLIGHTMAP_ON) output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) output.lightmapUVOrVertexSH.zw = input.texcoord.xy; output.lightmapUVOrVertexSH.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; #endif #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) output.fogFactorAndVertexLight = 0; #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT) output.fogFactorAndVertexLight.x = ComputeFogFactor(vertexInput.positionCS.z); #endif #ifdef _ADDITIONAL_LIGHTS_VERTEX half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS ); output.fogFactorAndVertexLight.yzw = vertexLight; #endif #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) output.shadowCoord = GetShadowCoord( vertexInput ); #endif output.positionCS = vertexInput.positionCS; output.clipPosV = vertexInput.positionCS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.tangentOS = input.tangentOS; output.texcoord = input.texcoord; output.texcoord1 = input.texcoord1; output.texcoord2 = input.texcoord2; output.ase_color = input.ase_color; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [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")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; output.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] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag ( PackedVaryings input #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif #ifdef _WRITE_RENDERING_LAYERS , out float4 outRenderingLayers : SV_Target1 #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float2 sampleCoords = (input.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal); float3 WorldBiTangent = cross(WorldNormal, -WorldTangent); #else float3 WorldNormal = normalize( input.tSpace0.xyz ); float3 WorldTangent = input.tSpace1.xyz; float3 WorldBiTangent = input.tSpace2.xyz; #endif float3 WorldPosition = float3(input.tSpace0.w,input.tSpace1.w,input.tSpace2.w); float3 WorldViewDirection = GetWorldSpaceNormalizeViewDir( WorldPosition ); float4 ShadowCoords = float4( 0, 0, 0, 0 ); float4 ClipPos = input.clipPosV; float4 ScreenPos = ComputeScreenPos( input.clipPosV ); float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = input.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif float4 screenPos38 = input.ase_texcoord8; float4 ase_positionSSNorm = screenPos38 / screenPos38.w; ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float screenDepth38 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams); float distanceDepth38 = abs( ( screenDepth38 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( _DepthDistance ) ); float temp_output_1_0_g154 = distanceDepth38; float DepthFade43 = saturate( ( ( ( pow( temp_output_1_0_g154 , 5.0 ) * 6.0 ) - ( pow( temp_output_1_0_g154 , 4.0 ) * 15.0 ) ) + ( pow( temp_output_1_0_g154 , 3.0 ) * 10.0 ) ) ); #if ( SHADER_TARGET >= 50 ) float recip367 = rcp( _Scale ); #else float recip367 = 1.0 / _Scale; #endif float Scale228 = recip367; float4 appendResult329 = (float4(_NoiseScale3D.x , _NoiseScale3D.y , _NoiseScale3D.z , 0.0)); float3 WindDir317 = ( ( float3( 1, 1, 1 ) * -2 + 1 ) * _WindDirection ); float3 break332 = WindDir317; float temp_output_333_0 = ( abs( break332.x ) + abs( break332.y ) + abs( break332.z ) ); float4 appendResult340 = (float4(( break332.x / temp_output_333_0 ) , ( break332.y / temp_output_333_0 ) , ( break332.z / temp_output_333_0 ) , 0.0)); float4 WindDirWeights341 = appendResult340; float4 break344 = abs( WindDirWeights341 ); float4 appendResult330 = (float4(_NoiseScale3D.y , _NoiseScale3D.x , _NoiseScale3D.z , 0.0)); float4 appendResult331 = (float4(_NoiseScale3D.y , _NoiseScale3D.z , _NoiseScale3D.x , 0.0)); float4 transform70 = mul(GetObjectToWorldMatrix(),input.ase_texcoord9); float4 temp_output_71_0 = (transform70).xyzw; float simplePerlin3D112 = snoise( ( Scale228 * ( ( ( appendResult329 * break344.x ) + ( appendResult330 * break344.y ) + ( appendResult331 * break344.z ) ) * (temp_output_71_0*1.0 + float4( ( ( WindDir317 + _AdditionalNoiseDir ) * ( _NoiseSpeed * _TimeParameters.x * _WindSpeed ) ) , 0.0 )) ) ).xyz*_NoiseScale ); simplePerlin3D112 = simplePerlin3D112*0.5 + 0.5; float temp_output_118_0 = saturate( (0.0 + (simplePerlin3D112 - 0.0) * (1.0 - 0.0) / (1.0 - 0.0)) ); float NoiseColor3D151 = temp_output_118_0; float temp_output_198_0 = ( Scale228 * _VoronoiScale ); float time97 = 0.0; float2 voronoiSmoothId97 = 0; float4 break84 = (temp_output_71_0*1.0 + float4( ( ( _TimeParameters.x * _VorSpeed * _WindSpeed ) * ( WindDir317 + _AdditionalVoronoiDir ) ) , 0.0 )); float2 appendResult85 = (float2(break84.z , break84.y)); float2 coords97 = appendResult85 * temp_output_198_0; float2 id97 = 0; float2 uv97 = 0; float fade97 = 0.5; float voroi97 = 0; float rest97 = 0; for( int it97 = 0; it97 <3; it97++ ){ voroi97 += fade97 * voronoi97( coords97, time97, id97, uv97, 0,voronoiSmoothId97 ); rest97 += fade97; coords97 *= 2; fade97 *= 0.5; }//Voronoi97 voroi97 /= rest97; float3 objToWorldDir91 = mul( GetObjectToWorldMatrix(), float4( input.ase_normal, 0.0 ) ).xyz; float3 temp_output_93_0 = pow( abs( objToWorldDir91 ) , 5.0 ); float dotResult94 = dot( temp_output_93_0 , float3( 1,1,1 ) ); float3 break104 = ( temp_output_93_0 / dotResult94 ); float time96 = 217.0; float2 voronoiSmoothId96 = 0; float2 appendResult86 = (float2(break84.z , break84.x)); float2 coords96 = appendResult86 * temp_output_198_0; float2 id96 = 0; float2 uv96 = 0; float fade96 = 0.5; float voroi96 = 0; float rest96 = 0; for( int it96 = 0; it96 <3; it96++ ){ voroi96 += fade96 * voronoi96( coords96, time96, id96, uv96, 0,voronoiSmoothId96 ); rest96 += fade96; coords96 *= 2; fade96 *= 0.5; }//Voronoi96 voroi96 /= rest96; float time89 = 137.0; float2 voronoiSmoothId89 = 0; float2 appendResult87 = (float2(break84.x , break84.y)); float2 coords89 = appendResult87 * temp_output_198_0; float2 id89 = 0; float2 uv89 = 0; float fade89 = 0.5; float voroi89 = 0; float rest89 = 0; for( int it89 = 0; it89 <3; it89++ ){ voroi89 += fade89 * voronoi89( coords89, time89, id89, uv89, 0,voronoiSmoothId89 ); rest89 += fade89; coords89 *= 2; fade89 *= 0.5; }//Voronoi89 voroi89 /= rest89; float temp_output_190_0 = saturate( (0.0 + (( 1.0 - ( ( ( voroi97 * break104.x ) + ( voroi96 * break104.y ) ) + ( voroi89 * break104.z ) ) ) - 0.65) * (1.0 - 0.0) / (1.0 - 0.65)) ); float NoiseColorVoronoi152 = temp_output_190_0; float lerpResult157 = lerp( NoiseColor3D151 , NoiseColorVoronoi152 , _NoiseColorMix); float NoiseColorMix158 = lerpResult157; float3 temp_cast_3 = (NoiseColorMix158).xxx; float temp_output_2_0_g158 = _NoiseColorStrength; float temp_output_3_0_g158 = ( 1.0 - temp_output_2_0_g158 ); float3 appendResult7_g158 = (float3(temp_output_3_0_g158 , temp_output_3_0_g158 , temp_output_3_0_g158)); float4 lerpResult161 = lerp( _BaseColor , input.ase_color , _VertexColorStrength); float4 Albedo30 = saturate( ( float4( ( DepthFade43 * ( ( temp_cast_3 * temp_output_2_0_g158 ) + appendResult7_g158 ) ) , 0.0 ) * lerpResult161 ) ); float3 temp_cast_6 = (NoiseColorMix158).xxx; float temp_output_2_0_g156 = _EmmissiveNoiseColor; float temp_output_3_0_g156 = ( 1.0 - temp_output_2_0_g156 ); float3 appendResult7_g156 = (float3(temp_output_3_0_g156 , temp_output_3_0_g156 , temp_output_3_0_g156)); float3 temp_cast_8 = (DepthFade43).xxx; float temp_output_2_0_g157 = _EmmissiveDepthFade; float temp_output_3_0_g157 = ( 1.0 - temp_output_2_0_g157 ); float3 appendResult7_g157 = (float3(temp_output_3_0_g157 , temp_output_3_0_g157 , temp_output_3_0_g157)); float4 temp_output_2_0_g155 = lerpResult161; float BaseColorAlpha162 = (temp_output_2_0_g155).a; float fresnelNdotV54 = dot( WorldNormal, WorldViewDirection ); float fresnelNode54 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV54, 5.0 ) ); float3 BaseColor = Albedo30.rgb; float3 Normal = float3(0, 0, 1); float3 Emission = ( ( _EmmissiveColor * float4( ( ( temp_cast_6 * temp_output_2_0_g156 ) + appendResult7_g156 ) , 0.0 ) ) * float4( ( ( temp_cast_8 * temp_output_2_0_g157 ) + appendResult7_g157 ) , 0.0 ) ).rgb; float3 Specular = 0.5; float Metallic = 0.0; float Smoothness = 0.0; float Occlusion = 1; float Alpha = ( DepthFade43 * BaseColorAlpha162 ); float AlphaClipThreshold = 0.0; float AlphaClipThresholdShadow = 0.5; float3 BakedGI = 0; float3 RefractionColor = 1; float RefractionIndex = 1; float3 Transmission = 1; float3 Translucency = ( ( ( fresnelNode54 + 0.5 ) * _TranslucencyColor ) * DepthFade43 ).rgb; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = input.positionCS.z; #endif #ifdef _CLEARCOAT float CoatMask = 0; float CoatSmoothness = 0; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif InputData inputData = (InputData)0; inputData.positionWS = WorldPosition; inputData.positionCS = input.positionCS; inputData.viewDirectionWS = WorldViewDirection; #ifdef _NORMALMAP #if _NORMAL_DROPOFF_TS inputData.normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent, WorldBiTangent, WorldNormal)); #elif _NORMAL_DROPOFF_OS inputData.normalWS = TransformObjectToWorldNormal(Normal); #elif _NORMAL_DROPOFF_WS inputData.normalWS = Normal; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); #else inputData.normalWS = WorldNormal; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) inputData.shadowCoord = ShadowCoords; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); #else inputData.shadowCoord = float4(0, 0, 0, 0); #endif #ifdef ASE_FOG inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x); #endif #ifdef _ADDITIONAL_LIGHTS_VERTEX inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; #endif #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float3 SH = SampleSH(inputData.normalWS.xyz); #else float3 SH = input.lightmapUVOrVertexSH.xyz; #endif #if defined(DYNAMICLIGHTMAP_ON) inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS); #else inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS); #endif #ifdef ASE_BAKEDGI inputData.bakedGI = BakedGI; #endif inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV; inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); #if defined(DEBUG_DISPLAY) #if defined(DYNAMICLIGHTMAP_ON) inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy; #endif #if defined(LIGHTMAP_ON) inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy; #else inputData.vertexSH = SH; #endif #endif SurfaceData surfaceData; surfaceData.albedo = BaseColor; surfaceData.metallic = saturate(Metallic); surfaceData.specular = Specular; surfaceData.smoothness = saturate(Smoothness), surfaceData.occlusion = Occlusion, surfaceData.emission = Emission, surfaceData.alpha = saturate(Alpha); surfaceData.normalTS = Normal; surfaceData.clearCoatMask = 0; surfaceData.clearCoatSmoothness = 1; #ifdef _CLEARCOAT surfaceData.clearCoatMask = saturate(CoatMask); surfaceData.clearCoatSmoothness = saturate(CoatSmoothness); #endif #ifdef _DBUFFER ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData); #endif #ifdef _ASE_LIGHTING_SIMPLE half4 color = UniversalFragmentBlinnPhong( inputData, surfaceData); #else half4 color = UniversalFragmentPBR( inputData, surfaceData); #endif #ifdef ASE_TRANSMISSION { float shadow = _TransmissionShadow; #define SUM_LIGHT_TRANSMISSION(Light)\ float3 atten = Light.color * Light.distanceAttenuation;\ atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\ half3 transmission = max( 0, -dot( inputData.normalWS, Light.direction ) ) * atten * Transmission;\ color.rgb += BaseColor * transmission; SUM_LIGHT_TRANSMISSION( GetMainLight( inputData.shadowCoord ) ); #if defined(_ADDITIONAL_LIGHTS) uint meshRenderingLayers = GetMeshRenderingLayer(); uint pixelLightCount = GetAdditionalLightsCount(); #if USE_FORWARD_PLUS for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) { FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); #ifdef _LIGHT_LAYERS if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) #endif { SUM_LIGHT_TRANSMISSION( light ); } } #endif LIGHT_LOOP_BEGIN( pixelLightCount ) Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); #ifdef _LIGHT_LAYERS if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) #endif { SUM_LIGHT_TRANSMISSION( light ); } LIGHT_LOOP_END #endif } #endif #ifdef ASE_TRANSLUCENCY { float shadow = _TransShadow; float normal = _TransNormal; float scattering = _TransScattering; float direct = _TransDirect; float ambient = _TransAmbient; float strength = _TransStrength; #define SUM_LIGHT_TRANSLUCENCY(Light)\ float3 atten = Light.color * Light.distanceAttenuation;\ atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\ half3 lightDir = Light.direction + inputData.normalWS * normal;\ half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );\ half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;\ color.rgb += BaseColor * translucency * strength; SUM_LIGHT_TRANSLUCENCY( GetMainLight( inputData.shadowCoord ) ); #if defined(_ADDITIONAL_LIGHTS) uint meshRenderingLayers = GetMeshRenderingLayer(); uint pixelLightCount = GetAdditionalLightsCount(); #if USE_FORWARD_PLUS for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) { FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); #ifdef _LIGHT_LAYERS if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) #endif { SUM_LIGHT_TRANSLUCENCY( light ); } } #endif LIGHT_LOOP_BEGIN( pixelLightCount ) Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); #ifdef _LIGHT_LAYERS if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) #endif { SUM_LIGHT_TRANSLUCENCY( light ); } LIGHT_LOOP_END #endif } #endif #ifdef ASE_REFRACTION float4 projScreenPos = ScreenPos / ScreenPos.w; float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) ); projScreenPos.xy += refractionOffset.xy; float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor; color.rgb = lerp( refraction, color.rgb, color.a ); color.a = 1; #endif #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY color.rgb *= color.a; #endif #ifdef ASE_FOG #ifdef TERRAIN_SPLAT_ADDPASS color.rgb = MixFogColor(color.rgb, half3(0,0,0), inputData.fogCoord); #else color.rgb = MixFog(color.rgb, inputData.fogCoord); #endif #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif #ifdef _WRITE_RENDERING_LAYERS uint renderingLayers = GetMeshRenderingLayer(); outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 ); #endif return color; } ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask R AlphaToMask Off HLSLPROGRAM #pragma multi_compile _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #define ASE_FOG 1 #define ASE_PHONG_TESSELLATION #define ASE_DEPTH_WRITE_ON #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_TESSELLATION 1 #pragma require tessellation tessHW #pragma hull HullFunction #pragma domain DomainFunction #define ASE_TRANSLUCENCY 1 #define ASE_LENGTH_TESSELLATION #define _EMISSION #define ASE_VERSION 19801 #define ASE_SRP_VERSION 140011 #define REQUIRE_DEPTH_TEXTURE 1 #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #endif #define SHADERPASS SHADERPASS_DEPTHONLY #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #endif #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.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" /*ase_unity_cond_begin:>=20220316*/ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" /*ase_unity_cond_end*/ /*ase_unity_cond_begin:>=20220316*/ #if ASE_SRP_VERSION >=140009 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif /*ase_unity_cond_end*/ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_VERT_NORMAL #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float4 clipPosV : TEXCOORD0; float3 positionWS : TEXCOORD1; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD2; #endif float4 ase_texcoord3 : TEXCOORD3; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _TranslucencyColor; float4 _EmmissiveColor; float4 _BaseColor; float4 _Mask1; float4 _Mask0; float3 _NoiseScale3D; float3 _WindDirection; float3 _AdditionalNoiseDir; float3 _AdditionalVoronoiDir; float _EmmissiveNoiseColor; float _VertexColorStrength; float _NoiseColorStrength; float _NoiseColorMix; float _DepthDistance; float _VoronoiStrength; float _EmmissiveDepthFade; float _VorSpeed; float _VoronoiScale; float _NoiseStrength; float _NoiseScale; float _WindSpeed; float _NoiseSpeed; float _NoiseDisplacement; float _Scale; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); } float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; } float snoise( float3 v ) { const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 ); float3 i = floor( v + dot( v, C.yyy ) ); float3 x0 = v - i + dot( i, C.xxx ); float3 g = step( x0.yzx, x0.xyz ); float3 l = 1.0 - g; float3 i1 = min( g.xyz, l.zxy ); float3 i2 = max( g.xyz, l.zxy ); float3 x1 = x0 - i1 + C.xxx; float3 x2 = x0 - i2 + C.yyy; float3 x3 = x0 - 0.5; i = mod3D289( i); float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) ); float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7) float4 x_ = floor( j / 7.0 ); float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N) float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 h = 1.0 - abs( x ) - abs( y ); float4 b0 = float4( x.xy, y.xy ); float4 b1 = float4( x.zw, y.zw ); float4 s0 = floor( b0 ) * 2.0 + 1.0; float4 s1 = floor( b1 ) * 2.0 + 1.0; float4 sh = -step( h, 0.0 ); float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; float3 g0 = float3( a0.xy, h.x ); float3 g1 = float3( a0.zw, h.y ); float3 g2 = float3( a1.xy, h.z ); float3 g3 = float3( a1.zw, h.w ); float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) ); g0 *= norm.x; g1 *= norm.y; g2 *= norm.z; g3 *= norm.w; float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 ); m = m* m; m = m* m; float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) ); return 42.0 * dot( m, px); } float2 voronoihash97( float2 p ) { p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) ); return frac( sin( p ) *43758.5453); } float voronoi97( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId ) { float2 n = floor( v ); float2 f = frac( v ); float F1 = 8.0; float F2 = 8.0; float2 mg = 0; for ( int j = -1; j <= 1; j++ ) { for ( int i = -1; i <= 1; i++ ) { float2 g = float2( i, j ); float2 o = voronoihash97( n + g ); o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o; float d = 0.5 * dot( r, r ); if( d= 50 ) float recip367 = rcp( _Scale ); #else float recip367 = 1.0 / _Scale; #endif float Scale228 = recip367; float4 appendResult329 = (float4(_NoiseScale3D.x , _NoiseScale3D.y , _NoiseScale3D.z , 0.0)); float3 WindDir317 = ( ( float3( 1, 1, 1 ) * -2 + 1 ) * _WindDirection ); float3 break332 = WindDir317; float temp_output_333_0 = ( abs( break332.x ) + abs( break332.y ) + abs( break332.z ) ); float4 appendResult340 = (float4(( break332.x / temp_output_333_0 ) , ( break332.y / temp_output_333_0 ) , ( break332.z / temp_output_333_0 ) , 0.0)); float4 WindDirWeights341 = appendResult340; float4 break344 = abs( WindDirWeights341 ); float4 appendResult330 = (float4(_NoiseScale3D.y , _NoiseScale3D.x , _NoiseScale3D.z , 0.0)); float4 appendResult331 = (float4(_NoiseScale3D.y , _NoiseScale3D.z , _NoiseScale3D.x , 0.0)); float4 transform70 = mul(GetObjectToWorldMatrix(),input.positionOS); float4 temp_output_71_0 = (transform70).xyzw; float simplePerlin3D112 = snoise( ( Scale228 * ( ( ( appendResult329 * break344.x ) + ( appendResult330 * break344.y ) + ( appendResult331 * break344.z ) ) * (temp_output_71_0*1.0 + float4( ( ( WindDir317 + _AdditionalNoiseDir ) * ( _NoiseSpeed * _TimeParameters.x * _WindSpeed ) ) , 0.0 )) ) ).xyz*_NoiseScale ); simplePerlin3D112 = simplePerlin3D112*0.5 + 0.5; float temp_output_118_0 = saturate( (0.0 + (simplePerlin3D112 - 0.0) * (1.0 - 0.0) / (1.0 - 0.0)) ); float temp_output_198_0 = ( Scale228 * _VoronoiScale ); float time97 = 0.0; float2 voronoiSmoothId97 = 0; float4 break84 = (temp_output_71_0*1.0 + float4( ( ( _TimeParameters.x * _VorSpeed * _WindSpeed ) * ( WindDir317 + _AdditionalVoronoiDir ) ) , 0.0 )); float2 appendResult85 = (float2(break84.z , break84.y)); float2 coords97 = appendResult85 * temp_output_198_0; float2 id97 = 0; float2 uv97 = 0; float fade97 = 0.5; float voroi97 = 0; float rest97 = 0; for( int it97 = 0; it97 <3; it97++ ){ voroi97 += fade97 * voronoi97( coords97, time97, id97, uv97, 0,voronoiSmoothId97 ); rest97 += fade97; coords97 *= 2; fade97 *= 0.5; }//Voronoi97 voroi97 /= rest97; float3 objToWorldDir91 = mul( GetObjectToWorldMatrix(), float4( input.normalOS, 0.0 ) ).xyz; float3 temp_output_93_0 = pow( abs( objToWorldDir91 ) , 5.0 ); float dotResult94 = dot( temp_output_93_0 , float3( 1,1,1 ) ); float3 break104 = ( temp_output_93_0 / dotResult94 ); float time96 = 217.0; float2 voronoiSmoothId96 = 0; float2 appendResult86 = (float2(break84.z , break84.x)); float2 coords96 = appendResult86 * temp_output_198_0; float2 id96 = 0; float2 uv96 = 0; float fade96 = 0.5; float voroi96 = 0; float rest96 = 0; for( int it96 = 0; it96 <3; it96++ ){ voroi96 += fade96 * voronoi96( coords96, time96, id96, uv96, 0,voronoiSmoothId96 ); rest96 += fade96; coords96 *= 2; fade96 *= 0.5; }//Voronoi96 voroi96 /= rest96; float time89 = 137.0; float2 voronoiSmoothId89 = 0; float2 appendResult87 = (float2(break84.x , break84.y)); float2 coords89 = appendResult87 * temp_output_198_0; float2 id89 = 0; float2 uv89 = 0; float fade89 = 0.5; float voroi89 = 0; float rest89 = 0; for( int it89 = 0; it89 <3; it89++ ){ voroi89 += fade89 * voronoi89( coords89, time89, id89, uv89, 0,voronoiSmoothId89 ); rest89 += fade89; coords89 *= 2; fade89 *= 0.5; }//Voronoi89 voroi89 /= rest89; float temp_output_190_0 = saturate( (0.0 + (( 1.0 - ( ( ( voroi97 * break104.x ) + ( voroi96 * break104.y ) ) + ( voroi89 * break104.z ) ) ) - 0.65) * (1.0 - 0.0) / (1.0 - 0.65)) ); float temp_output_122_0 = saturate( ( ( temp_output_118_0 * _NoiseStrength ) + ( temp_output_190_0 * _VoronoiStrength ) ) ); float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float3 temp_output_184_0 = ( ( ( temp_output_122_0 - 0.5 ) * input.normalOS * ( _NoiseDisplacement / Scale228 ) ) / ase_objectScale ); float4 temp_output_2_0_g146 = _Mask0; float3 worldToObj306 = mul( GetWorldToObjectMatrix(), float4( (temp_output_2_0_g146).xyz, 1 ) ).xyz; float3 ase_objectPosition = GetAbsolutePositionWS( UNITY_MATRIX_M._m03_m13_m23 ); float4 appendResult313 = (float4((temp_output_2_0_g146).w , 0.0 , 0.0 , 0.0)); float3 worldToObj307 = mul( GetWorldToObjectMatrix(), float4( ( float4( ase_objectPosition , 0.0 ) + appendResult313 ).xyz, 1 ) ).xyz; float3 temp_output_304_0 = ( temp_output_184_0 + ( min( ( distance( ( temp_output_184_0 + input.positionOS.xyz ) , worldToObj306 ) - length( worldToObj307 ) ) , 0.0 ) * input.normalOS ) ); float4 temp_output_2_0_g153 = _Mask1; float3 worldToObj357 = mul( GetWorldToObjectMatrix(), float4( (temp_output_2_0_g153).xyz, 1 ) ).xyz; float4 appendResult354 = (float4((temp_output_2_0_g153).w , 0.0 , 0.0 , 0.0)); float3 worldToObj358 = mul( GetWorldToObjectMatrix(), float4( ( float4( ase_objectPosition , 0.0 ) + appendResult354 ).xyz, 1 ) ).xyz; float3 VertexOffset305 = ( temp_output_304_0 + ( min( ( distance( ( temp_output_304_0 + input.positionOS.xyz ) , worldToObj357 ) - length( worldToObj358 ) ) , 0.0 ) * input.normalOS ) ); float3 vertexPos38 = ( VertexOffset305 + input.positionOS.xyz ); float4 ase_positionCS38 = TransformObjectToHClip( ( vertexPos38 ).xyz ); float4 screenPos38 = ComputeScreenPos( ase_positionCS38 ); output.ase_texcoord3 = screenPos38; output.ase_color = input.ase_color; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = VertexOffset305; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) output.shadowCoord = GetShadowCoord( vertexInput ); #endif output.positionCS = vertexInput.positionCS; output.clipPosV = vertexInput.positionCS; output.positionWS = vertexInput.positionWS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.ase_color = input.ase_color; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [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")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.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] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag( PackedVaryings input #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); float3 WorldPosition = input.positionWS; float4 ShadowCoords = float4( 0, 0, 0, 0 ); float4 ClipPos = input.clipPosV; float4 ScreenPos = ComputeScreenPos( input.clipPosV ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = input.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float4 screenPos38 = input.ase_texcoord3; float4 ase_positionSSNorm = screenPos38 / screenPos38.w; ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float screenDepth38 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams); float distanceDepth38 = abs( ( screenDepth38 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( _DepthDistance ) ); float temp_output_1_0_g154 = distanceDepth38; float DepthFade43 = saturate( ( ( ( pow( temp_output_1_0_g154 , 5.0 ) * 6.0 ) - ( pow( temp_output_1_0_g154 , 4.0 ) * 15.0 ) ) + ( pow( temp_output_1_0_g154 , 3.0 ) * 10.0 ) ) ); float4 lerpResult161 = lerp( _BaseColor , input.ase_color , _VertexColorStrength); float4 temp_output_2_0_g155 = lerpResult161; float BaseColorAlpha162 = (temp_output_2_0_g155).a; float Alpha = ( DepthFade43 * BaseColorAlpha162 ); float AlphaClipThreshold = 0.0; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = input.positionCS.z; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif return 0; } ENDHLSL } Pass { Name "Meta" Tags { "LightMode"="Meta" } Cull Off HLSLPROGRAM #pragma multi_compile_fragment _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #define ASE_PHONG_TESSELLATION #define ASE_DEPTH_WRITE_ON #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_TESSELLATION 1 #pragma require tessellation tessHW #pragma hull HullFunction #pragma domain DomainFunction #define ASE_TRANSLUCENCY 1 #define ASE_LENGTH_TESSELLATION #define _EMISSION #define ASE_VERSION 19801 #define ASE_SRP_VERSION 140011 #define REQUIRE_DEPTH_TEXTURE 1 #pragma shader_feature EDITOR_VISUALIZATION #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #endif #define SHADERPASS SHADERPASS_META #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.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" /*ase_unity_cond_begin:>=20220316*/ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" /*ase_unity_cond_end*/ /*ase_unity_cond_begin:>=20220316*/ #if ASE_SRP_VERSION >=140009 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif /*ase_unity_cond_end*/ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_VERT_NORMAL struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 texcoord0 : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { float4 positionCS : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 positionWS : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif #ifdef EDITOR_VISUALIZATION float4 VizUV : TEXCOORD2; float4 LightCoord : TEXCOORD3; #endif float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; float3 ase_normal : NORMAL; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _TranslucencyColor; float4 _EmmissiveColor; float4 _BaseColor; float4 _Mask1; float4 _Mask0; float3 _NoiseScale3D; float3 _WindDirection; float3 _AdditionalNoiseDir; float3 _AdditionalVoronoiDir; float _EmmissiveNoiseColor; float _VertexColorStrength; float _NoiseColorStrength; float _NoiseColorMix; float _DepthDistance; float _VoronoiStrength; float _EmmissiveDepthFade; float _VorSpeed; float _VoronoiScale; float _NoiseStrength; float _NoiseScale; float _WindSpeed; float _NoiseSpeed; float _NoiseDisplacement; float _Scale; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); } float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; } float snoise( float3 v ) { const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 ); float3 i = floor( v + dot( v, C.yyy ) ); float3 x0 = v - i + dot( i, C.xxx ); float3 g = step( x0.yzx, x0.xyz ); float3 l = 1.0 - g; float3 i1 = min( g.xyz, l.zxy ); float3 i2 = max( g.xyz, l.zxy ); float3 x1 = x0 - i1 + C.xxx; float3 x2 = x0 - i2 + C.yyy; float3 x3 = x0 - 0.5; i = mod3D289( i); float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) ); float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7) float4 x_ = floor( j / 7.0 ); float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N) float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 h = 1.0 - abs( x ) - abs( y ); float4 b0 = float4( x.xy, y.xy ); float4 b1 = float4( x.zw, y.zw ); float4 s0 = floor( b0 ) * 2.0 + 1.0; float4 s1 = floor( b1 ) * 2.0 + 1.0; float4 sh = -step( h, 0.0 ); float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; float3 g0 = float3( a0.xy, h.x ); float3 g1 = float3( a0.zw, h.y ); float3 g2 = float3( a1.xy, h.z ); float3 g3 = float3( a1.zw, h.w ); float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) ); g0 *= norm.x; g1 *= norm.y; g2 *= norm.z; g3 *= norm.w; float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 ); m = m* m; m = m* m; float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) ); return 42.0 * dot( m, px); } float2 voronoihash97( float2 p ) { p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) ); return frac( sin( p ) *43758.5453); } float voronoi97( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId ) { float2 n = floor( v ); float2 f = frac( v ); float F1 = 8.0; float F2 = 8.0; float2 mg = 0; for ( int j = -1; j <= 1; j++ ) { for ( int i = -1; i <= 1; i++ ) { float2 g = float2( i, j ); float2 o = voronoihash97( n + g ); o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o; float d = 0.5 * dot( r, r ); if( d= 50 ) float recip367 = rcp( _Scale ); #else float recip367 = 1.0 / _Scale; #endif float Scale228 = recip367; float4 appendResult329 = (float4(_NoiseScale3D.x , _NoiseScale3D.y , _NoiseScale3D.z , 0.0)); float3 WindDir317 = ( ( float3( 1, 1, 1 ) * -2 + 1 ) * _WindDirection ); float3 break332 = WindDir317; float temp_output_333_0 = ( abs( break332.x ) + abs( break332.y ) + abs( break332.z ) ); float4 appendResult340 = (float4(( break332.x / temp_output_333_0 ) , ( break332.y / temp_output_333_0 ) , ( break332.z / temp_output_333_0 ) , 0.0)); float4 WindDirWeights341 = appendResult340; float4 break344 = abs( WindDirWeights341 ); float4 appendResult330 = (float4(_NoiseScale3D.y , _NoiseScale3D.x , _NoiseScale3D.z , 0.0)); float4 appendResult331 = (float4(_NoiseScale3D.y , _NoiseScale3D.z , _NoiseScale3D.x , 0.0)); float4 transform70 = mul(GetObjectToWorldMatrix(),input.positionOS); float4 temp_output_71_0 = (transform70).xyzw; float simplePerlin3D112 = snoise( ( Scale228 * ( ( ( appendResult329 * break344.x ) + ( appendResult330 * break344.y ) + ( appendResult331 * break344.z ) ) * (temp_output_71_0*1.0 + float4( ( ( WindDir317 + _AdditionalNoiseDir ) * ( _NoiseSpeed * _TimeParameters.x * _WindSpeed ) ) , 0.0 )) ) ).xyz*_NoiseScale ); simplePerlin3D112 = simplePerlin3D112*0.5 + 0.5; float temp_output_118_0 = saturate( (0.0 + (simplePerlin3D112 - 0.0) * (1.0 - 0.0) / (1.0 - 0.0)) ); float temp_output_198_0 = ( Scale228 * _VoronoiScale ); float time97 = 0.0; float2 voronoiSmoothId97 = 0; float4 break84 = (temp_output_71_0*1.0 + float4( ( ( _TimeParameters.x * _VorSpeed * _WindSpeed ) * ( WindDir317 + _AdditionalVoronoiDir ) ) , 0.0 )); float2 appendResult85 = (float2(break84.z , break84.y)); float2 coords97 = appendResult85 * temp_output_198_0; float2 id97 = 0; float2 uv97 = 0; float fade97 = 0.5; float voroi97 = 0; float rest97 = 0; for( int it97 = 0; it97 <3; it97++ ){ voroi97 += fade97 * voronoi97( coords97, time97, id97, uv97, 0,voronoiSmoothId97 ); rest97 += fade97; coords97 *= 2; fade97 *= 0.5; }//Voronoi97 voroi97 /= rest97; float3 objToWorldDir91 = mul( GetObjectToWorldMatrix(), float4( input.normalOS, 0.0 ) ).xyz; float3 temp_output_93_0 = pow( abs( objToWorldDir91 ) , 5.0 ); float dotResult94 = dot( temp_output_93_0 , float3( 1,1,1 ) ); float3 break104 = ( temp_output_93_0 / dotResult94 ); float time96 = 217.0; float2 voronoiSmoothId96 = 0; float2 appendResult86 = (float2(break84.z , break84.x)); float2 coords96 = appendResult86 * temp_output_198_0; float2 id96 = 0; float2 uv96 = 0; float fade96 = 0.5; float voroi96 = 0; float rest96 = 0; for( int it96 = 0; it96 <3; it96++ ){ voroi96 += fade96 * voronoi96( coords96, time96, id96, uv96, 0,voronoiSmoothId96 ); rest96 += fade96; coords96 *= 2; fade96 *= 0.5; }//Voronoi96 voroi96 /= rest96; float time89 = 137.0; float2 voronoiSmoothId89 = 0; float2 appendResult87 = (float2(break84.x , break84.y)); float2 coords89 = appendResult87 * temp_output_198_0; float2 id89 = 0; float2 uv89 = 0; float fade89 = 0.5; float voroi89 = 0; float rest89 = 0; for( int it89 = 0; it89 <3; it89++ ){ voroi89 += fade89 * voronoi89( coords89, time89, id89, uv89, 0,voronoiSmoothId89 ); rest89 += fade89; coords89 *= 2; fade89 *= 0.5; }//Voronoi89 voroi89 /= rest89; float temp_output_190_0 = saturate( (0.0 + (( 1.0 - ( ( ( voroi97 * break104.x ) + ( voroi96 * break104.y ) ) + ( voroi89 * break104.z ) ) ) - 0.65) * (1.0 - 0.0) / (1.0 - 0.65)) ); float temp_output_122_0 = saturate( ( ( temp_output_118_0 * _NoiseStrength ) + ( temp_output_190_0 * _VoronoiStrength ) ) ); float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float3 temp_output_184_0 = ( ( ( temp_output_122_0 - 0.5 ) * input.normalOS * ( _NoiseDisplacement / Scale228 ) ) / ase_objectScale ); float4 temp_output_2_0_g146 = _Mask0; float3 worldToObj306 = mul( GetWorldToObjectMatrix(), float4( (temp_output_2_0_g146).xyz, 1 ) ).xyz; float3 ase_objectPosition = GetAbsolutePositionWS( UNITY_MATRIX_M._m03_m13_m23 ); float4 appendResult313 = (float4((temp_output_2_0_g146).w , 0.0 , 0.0 , 0.0)); float3 worldToObj307 = mul( GetWorldToObjectMatrix(), float4( ( float4( ase_objectPosition , 0.0 ) + appendResult313 ).xyz, 1 ) ).xyz; float3 temp_output_304_0 = ( temp_output_184_0 + ( min( ( distance( ( temp_output_184_0 + input.positionOS.xyz ) , worldToObj306 ) - length( worldToObj307 ) ) , 0.0 ) * input.normalOS ) ); float4 temp_output_2_0_g153 = _Mask1; float3 worldToObj357 = mul( GetWorldToObjectMatrix(), float4( (temp_output_2_0_g153).xyz, 1 ) ).xyz; float4 appendResult354 = (float4((temp_output_2_0_g153).w , 0.0 , 0.0 , 0.0)); float3 worldToObj358 = mul( GetWorldToObjectMatrix(), float4( ( float4( ase_objectPosition , 0.0 ) + appendResult354 ).xyz, 1 ) ).xyz; float3 VertexOffset305 = ( temp_output_304_0 + ( min( ( distance( ( temp_output_304_0 + input.positionOS.xyz ) , worldToObj357 ) - length( worldToObj358 ) ) , 0.0 ) * input.normalOS ) ); float3 vertexPos38 = ( VertexOffset305 + input.positionOS.xyz ); float4 ase_positionCS38 = TransformObjectToHClip( ( vertexPos38 ).xyz ); float4 screenPos38 = ComputeScreenPos( ase_positionCS38 ); output.ase_texcoord4 = screenPos38; output.ase_texcoord5 = input.positionOS; output.ase_normal = input.normalOS; output.ase_color = input.ase_color; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = VertexOffset305; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) output.positionWS = positionWS; #endif output.positionCS = MetaVertexPosition( input.positionOS, input.texcoord1.xy, input.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST ); #ifdef EDITOR_VISUALIZATION float2 VizUV = 0; float4 LightCoord = 0; UnityEditorVizData(input.positionOS.xyz, input.texcoord0.xy, input.texcoord1.xy, input.texcoord2.xy, VizUV, LightCoord); output.VizUV = float4(VizUV, 0, 0); output.LightCoord = LightCoord; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = output.positionCS; output.shadowCoord = GetShadowCoord( vertexInput ); #endif return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 texcoord0 : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.texcoord0 = input.texcoord0; output.texcoord1 = input.texcoord1; output.texcoord2 = input.texcoord2; output.ase_color = input.ase_color; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [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")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.texcoord0 = patch[0].texcoord0 * bary.x + patch[1].texcoord0 * bary.y + patch[2].texcoord0 * bary.z; output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; output.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] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag(PackedVaryings input ) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = input.positionWS; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = input.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float4 screenPos38 = input.ase_texcoord4; float4 ase_positionSSNorm = screenPos38 / screenPos38.w; ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float screenDepth38 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams); float distanceDepth38 = abs( ( screenDepth38 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( _DepthDistance ) ); float temp_output_1_0_g154 = distanceDepth38; float DepthFade43 = saturate( ( ( ( pow( temp_output_1_0_g154 , 5.0 ) * 6.0 ) - ( pow( temp_output_1_0_g154 , 4.0 ) * 15.0 ) ) + ( pow( temp_output_1_0_g154 , 3.0 ) * 10.0 ) ) ); #if ( SHADER_TARGET >= 50 ) float recip367 = rcp( _Scale ); #else float recip367 = 1.0 / _Scale; #endif float Scale228 = recip367; float4 appendResult329 = (float4(_NoiseScale3D.x , _NoiseScale3D.y , _NoiseScale3D.z , 0.0)); float3 WindDir317 = ( ( float3( 1, 1, 1 ) * -2 + 1 ) * _WindDirection ); float3 break332 = WindDir317; float temp_output_333_0 = ( abs( break332.x ) + abs( break332.y ) + abs( break332.z ) ); float4 appendResult340 = (float4(( break332.x / temp_output_333_0 ) , ( break332.y / temp_output_333_0 ) , ( break332.z / temp_output_333_0 ) , 0.0)); float4 WindDirWeights341 = appendResult340; float4 break344 = abs( WindDirWeights341 ); float4 appendResult330 = (float4(_NoiseScale3D.y , _NoiseScale3D.x , _NoiseScale3D.z , 0.0)); float4 appendResult331 = (float4(_NoiseScale3D.y , _NoiseScale3D.z , _NoiseScale3D.x , 0.0)); float4 transform70 = mul(GetObjectToWorldMatrix(),input.ase_texcoord5); float4 temp_output_71_0 = (transform70).xyzw; float simplePerlin3D112 = snoise( ( Scale228 * ( ( ( appendResult329 * break344.x ) + ( appendResult330 * break344.y ) + ( appendResult331 * break344.z ) ) * (temp_output_71_0*1.0 + float4( ( ( WindDir317 + _AdditionalNoiseDir ) * ( _NoiseSpeed * _TimeParameters.x * _WindSpeed ) ) , 0.0 )) ) ).xyz*_NoiseScale ); simplePerlin3D112 = simplePerlin3D112*0.5 + 0.5; float temp_output_118_0 = saturate( (0.0 + (simplePerlin3D112 - 0.0) * (1.0 - 0.0) / (1.0 - 0.0)) ); float NoiseColor3D151 = temp_output_118_0; float temp_output_198_0 = ( Scale228 * _VoronoiScale ); float time97 = 0.0; float2 voronoiSmoothId97 = 0; float4 break84 = (temp_output_71_0*1.0 + float4( ( ( _TimeParameters.x * _VorSpeed * _WindSpeed ) * ( WindDir317 + _AdditionalVoronoiDir ) ) , 0.0 )); float2 appendResult85 = (float2(break84.z , break84.y)); float2 coords97 = appendResult85 * temp_output_198_0; float2 id97 = 0; float2 uv97 = 0; float fade97 = 0.5; float voroi97 = 0; float rest97 = 0; for( int it97 = 0; it97 <3; it97++ ){ voroi97 += fade97 * voronoi97( coords97, time97, id97, uv97, 0,voronoiSmoothId97 ); rest97 += fade97; coords97 *= 2; fade97 *= 0.5; }//Voronoi97 voroi97 /= rest97; float3 objToWorldDir91 = mul( GetObjectToWorldMatrix(), float4( input.ase_normal, 0.0 ) ).xyz; float3 temp_output_93_0 = pow( abs( objToWorldDir91 ) , 5.0 ); float dotResult94 = dot( temp_output_93_0 , float3( 1,1,1 ) ); float3 break104 = ( temp_output_93_0 / dotResult94 ); float time96 = 217.0; float2 voronoiSmoothId96 = 0; float2 appendResult86 = (float2(break84.z , break84.x)); float2 coords96 = appendResult86 * temp_output_198_0; float2 id96 = 0; float2 uv96 = 0; float fade96 = 0.5; float voroi96 = 0; float rest96 = 0; for( int it96 = 0; it96 <3; it96++ ){ voroi96 += fade96 * voronoi96( coords96, time96, id96, uv96, 0,voronoiSmoothId96 ); rest96 += fade96; coords96 *= 2; fade96 *= 0.5; }//Voronoi96 voroi96 /= rest96; float time89 = 137.0; float2 voronoiSmoothId89 = 0; float2 appendResult87 = (float2(break84.x , break84.y)); float2 coords89 = appendResult87 * temp_output_198_0; float2 id89 = 0; float2 uv89 = 0; float fade89 = 0.5; float voroi89 = 0; float rest89 = 0; for( int it89 = 0; it89 <3; it89++ ){ voroi89 += fade89 * voronoi89( coords89, time89, id89, uv89, 0,voronoiSmoothId89 ); rest89 += fade89; coords89 *= 2; fade89 *= 0.5; }//Voronoi89 voroi89 /= rest89; float temp_output_190_0 = saturate( (0.0 + (( 1.0 - ( ( ( voroi97 * break104.x ) + ( voroi96 * break104.y ) ) + ( voroi89 * break104.z ) ) ) - 0.65) * (1.0 - 0.0) / (1.0 - 0.65)) ); float NoiseColorVoronoi152 = temp_output_190_0; float lerpResult157 = lerp( NoiseColor3D151 , NoiseColorVoronoi152 , _NoiseColorMix); float NoiseColorMix158 = lerpResult157; float3 temp_cast_3 = (NoiseColorMix158).xxx; float temp_output_2_0_g158 = _NoiseColorStrength; float temp_output_3_0_g158 = ( 1.0 - temp_output_2_0_g158 ); float3 appendResult7_g158 = (float3(temp_output_3_0_g158 , temp_output_3_0_g158 , temp_output_3_0_g158)); float4 lerpResult161 = lerp( _BaseColor , input.ase_color , _VertexColorStrength); float4 Albedo30 = saturate( ( float4( ( DepthFade43 * ( ( temp_cast_3 * temp_output_2_0_g158 ) + appendResult7_g158 ) ) , 0.0 ) * lerpResult161 ) ); float3 temp_cast_6 = (NoiseColorMix158).xxx; float temp_output_2_0_g156 = _EmmissiveNoiseColor; float temp_output_3_0_g156 = ( 1.0 - temp_output_2_0_g156 ); float3 appendResult7_g156 = (float3(temp_output_3_0_g156 , temp_output_3_0_g156 , temp_output_3_0_g156)); float3 temp_cast_8 = (DepthFade43).xxx; float temp_output_2_0_g157 = _EmmissiveDepthFade; float temp_output_3_0_g157 = ( 1.0 - temp_output_2_0_g157 ); float3 appendResult7_g157 = (float3(temp_output_3_0_g157 , temp_output_3_0_g157 , temp_output_3_0_g157)); float4 temp_output_2_0_g155 = lerpResult161; float BaseColorAlpha162 = (temp_output_2_0_g155).a; float3 BaseColor = Albedo30.rgb; float3 Emission = ( ( _EmmissiveColor * float4( ( ( temp_cast_6 * temp_output_2_0_g156 ) + appendResult7_g156 ) , 0.0 ) ) * float4( ( ( temp_cast_8 * temp_output_2_0_g157 ) + appendResult7_g157 ) , 0.0 ) ).rgb; float Alpha = ( DepthFade43 * BaseColorAlpha162 ); float AlphaClipThreshold = 0.0; #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif MetaInput metaInput = (MetaInput)0; metaInput.Albedo = BaseColor; metaInput.Emission = Emission; #ifdef EDITOR_VISUALIZATION metaInput.VizUV = input.VizUV.xy; metaInput.LightCoord = input.LightCoord; #endif return UnityMetaFragment(metaInput); } ENDHLSL } Pass { Name "Universal2D" Tags { "LightMode"="Universal2D" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #pragma multi_compile_fragment _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #define ASE_PHONG_TESSELLATION #define ASE_DEPTH_WRITE_ON #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_TESSELLATION 1 #pragma require tessellation tessHW #pragma hull HullFunction #pragma domain DomainFunction #define ASE_TRANSLUCENCY 1 #define ASE_LENGTH_TESSELLATION #define _EMISSION #define ASE_VERSION 19801 #define ASE_SRP_VERSION 140011 #define REQUIRE_DEPTH_TEXTURE 1 #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #endif #define SHADERPASS SHADERPASS_2D #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.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" /*ase_unity_cond_begin:>=20220316*/ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" /*ase_unity_cond_end*/ /*ase_unity_cond_begin:>=20220316*/ #if ASE_SRP_VERSION >=140009 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif /*ase_unity_cond_end*/ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_VERT_NORMAL struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { float4 positionCS : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 positionWS : 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; float3 ase_normal : NORMAL; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _TranslucencyColor; float4 _EmmissiveColor; float4 _BaseColor; float4 _Mask1; float4 _Mask0; float3 _NoiseScale3D; float3 _WindDirection; float3 _AdditionalNoiseDir; float3 _AdditionalVoronoiDir; float _EmmissiveNoiseColor; float _VertexColorStrength; float _NoiseColorStrength; float _NoiseColorMix; float _DepthDistance; float _VoronoiStrength; float _EmmissiveDepthFade; float _VorSpeed; float _VoronoiScale; float _NoiseStrength; float _NoiseScale; float _WindSpeed; float _NoiseSpeed; float _NoiseDisplacement; float _Scale; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); } float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; } float snoise( float3 v ) { const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 ); float3 i = floor( v + dot( v, C.yyy ) ); float3 x0 = v - i + dot( i, C.xxx ); float3 g = step( x0.yzx, x0.xyz ); float3 l = 1.0 - g; float3 i1 = min( g.xyz, l.zxy ); float3 i2 = max( g.xyz, l.zxy ); float3 x1 = x0 - i1 + C.xxx; float3 x2 = x0 - i2 + C.yyy; float3 x3 = x0 - 0.5; i = mod3D289( i); float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) ); float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7) float4 x_ = floor( j / 7.0 ); float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N) float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 h = 1.0 - abs( x ) - abs( y ); float4 b0 = float4( x.xy, y.xy ); float4 b1 = float4( x.zw, y.zw ); float4 s0 = floor( b0 ) * 2.0 + 1.0; float4 s1 = floor( b1 ) * 2.0 + 1.0; float4 sh = -step( h, 0.0 ); float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; float3 g0 = float3( a0.xy, h.x ); float3 g1 = float3( a0.zw, h.y ); float3 g2 = float3( a1.xy, h.z ); float3 g3 = float3( a1.zw, h.w ); float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) ); g0 *= norm.x; g1 *= norm.y; g2 *= norm.z; g3 *= norm.w; float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 ); m = m* m; m = m* m; float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) ); return 42.0 * dot( m, px); } float2 voronoihash97( float2 p ) { p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) ); return frac( sin( p ) *43758.5453); } float voronoi97( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId ) { float2 n = floor( v ); float2 f = frac( v ); float F1 = 8.0; float F2 = 8.0; float2 mg = 0; for ( int j = -1; j <= 1; j++ ) { for ( int i = -1; i <= 1; i++ ) { float2 g = float2( i, j ); float2 o = voronoihash97( n + g ); o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o; float d = 0.5 * dot( r, r ); if( d= 50 ) float recip367 = rcp( _Scale ); #else float recip367 = 1.0 / _Scale; #endif float Scale228 = recip367; float4 appendResult329 = (float4(_NoiseScale3D.x , _NoiseScale3D.y , _NoiseScale3D.z , 0.0)); float3 WindDir317 = ( ( float3( 1, 1, 1 ) * -2 + 1 ) * _WindDirection ); float3 break332 = WindDir317; float temp_output_333_0 = ( abs( break332.x ) + abs( break332.y ) + abs( break332.z ) ); float4 appendResult340 = (float4(( break332.x / temp_output_333_0 ) , ( break332.y / temp_output_333_0 ) , ( break332.z / temp_output_333_0 ) , 0.0)); float4 WindDirWeights341 = appendResult340; float4 break344 = abs( WindDirWeights341 ); float4 appendResult330 = (float4(_NoiseScale3D.y , _NoiseScale3D.x , _NoiseScale3D.z , 0.0)); float4 appendResult331 = (float4(_NoiseScale3D.y , _NoiseScale3D.z , _NoiseScale3D.x , 0.0)); float4 transform70 = mul(GetObjectToWorldMatrix(),input.positionOS); float4 temp_output_71_0 = (transform70).xyzw; float simplePerlin3D112 = snoise( ( Scale228 * ( ( ( appendResult329 * break344.x ) + ( appendResult330 * break344.y ) + ( appendResult331 * break344.z ) ) * (temp_output_71_0*1.0 + float4( ( ( WindDir317 + _AdditionalNoiseDir ) * ( _NoiseSpeed * _TimeParameters.x * _WindSpeed ) ) , 0.0 )) ) ).xyz*_NoiseScale ); simplePerlin3D112 = simplePerlin3D112*0.5 + 0.5; float temp_output_118_0 = saturate( (0.0 + (simplePerlin3D112 - 0.0) * (1.0 - 0.0) / (1.0 - 0.0)) ); float temp_output_198_0 = ( Scale228 * _VoronoiScale ); float time97 = 0.0; float2 voronoiSmoothId97 = 0; float4 break84 = (temp_output_71_0*1.0 + float4( ( ( _TimeParameters.x * _VorSpeed * _WindSpeed ) * ( WindDir317 + _AdditionalVoronoiDir ) ) , 0.0 )); float2 appendResult85 = (float2(break84.z , break84.y)); float2 coords97 = appendResult85 * temp_output_198_0; float2 id97 = 0; float2 uv97 = 0; float fade97 = 0.5; float voroi97 = 0; float rest97 = 0; for( int it97 = 0; it97 <3; it97++ ){ voroi97 += fade97 * voronoi97( coords97, time97, id97, uv97, 0,voronoiSmoothId97 ); rest97 += fade97; coords97 *= 2; fade97 *= 0.5; }//Voronoi97 voroi97 /= rest97; float3 objToWorldDir91 = mul( GetObjectToWorldMatrix(), float4( input.normalOS, 0.0 ) ).xyz; float3 temp_output_93_0 = pow( abs( objToWorldDir91 ) , 5.0 ); float dotResult94 = dot( temp_output_93_0 , float3( 1,1,1 ) ); float3 break104 = ( temp_output_93_0 / dotResult94 ); float time96 = 217.0; float2 voronoiSmoothId96 = 0; float2 appendResult86 = (float2(break84.z , break84.x)); float2 coords96 = appendResult86 * temp_output_198_0; float2 id96 = 0; float2 uv96 = 0; float fade96 = 0.5; float voroi96 = 0; float rest96 = 0; for( int it96 = 0; it96 <3; it96++ ){ voroi96 += fade96 * voronoi96( coords96, time96, id96, uv96, 0,voronoiSmoothId96 ); rest96 += fade96; coords96 *= 2; fade96 *= 0.5; }//Voronoi96 voroi96 /= rest96; float time89 = 137.0; float2 voronoiSmoothId89 = 0; float2 appendResult87 = (float2(break84.x , break84.y)); float2 coords89 = appendResult87 * temp_output_198_0; float2 id89 = 0; float2 uv89 = 0; float fade89 = 0.5; float voroi89 = 0; float rest89 = 0; for( int it89 = 0; it89 <3; it89++ ){ voroi89 += fade89 * voronoi89( coords89, time89, id89, uv89, 0,voronoiSmoothId89 ); rest89 += fade89; coords89 *= 2; fade89 *= 0.5; }//Voronoi89 voroi89 /= rest89; float temp_output_190_0 = saturate( (0.0 + (( 1.0 - ( ( ( voroi97 * break104.x ) + ( voroi96 * break104.y ) ) + ( voroi89 * break104.z ) ) ) - 0.65) * (1.0 - 0.0) / (1.0 - 0.65)) ); float temp_output_122_0 = saturate( ( ( temp_output_118_0 * _NoiseStrength ) + ( temp_output_190_0 * _VoronoiStrength ) ) ); float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float3 temp_output_184_0 = ( ( ( temp_output_122_0 - 0.5 ) * input.normalOS * ( _NoiseDisplacement / Scale228 ) ) / ase_objectScale ); float4 temp_output_2_0_g146 = _Mask0; float3 worldToObj306 = mul( GetWorldToObjectMatrix(), float4( (temp_output_2_0_g146).xyz, 1 ) ).xyz; float3 ase_objectPosition = GetAbsolutePositionWS( UNITY_MATRIX_M._m03_m13_m23 ); float4 appendResult313 = (float4((temp_output_2_0_g146).w , 0.0 , 0.0 , 0.0)); float3 worldToObj307 = mul( GetWorldToObjectMatrix(), float4( ( float4( ase_objectPosition , 0.0 ) + appendResult313 ).xyz, 1 ) ).xyz; float3 temp_output_304_0 = ( temp_output_184_0 + ( min( ( distance( ( temp_output_184_0 + input.positionOS.xyz ) , worldToObj306 ) - length( worldToObj307 ) ) , 0.0 ) * input.normalOS ) ); float4 temp_output_2_0_g153 = _Mask1; float3 worldToObj357 = mul( GetWorldToObjectMatrix(), float4( (temp_output_2_0_g153).xyz, 1 ) ).xyz; float4 appendResult354 = (float4((temp_output_2_0_g153).w , 0.0 , 0.0 , 0.0)); float3 worldToObj358 = mul( GetWorldToObjectMatrix(), float4( ( float4( ase_objectPosition , 0.0 ) + appendResult354 ).xyz, 1 ) ).xyz; float3 VertexOffset305 = ( temp_output_304_0 + ( min( ( distance( ( temp_output_304_0 + input.positionOS.xyz ) , worldToObj357 ) - length( worldToObj358 ) ) , 0.0 ) * input.normalOS ) ); float3 vertexPos38 = ( VertexOffset305 + input.positionOS.xyz ); float4 ase_positionCS38 = TransformObjectToHClip( ( vertexPos38 ).xyz ); float4 screenPos38 = ComputeScreenPos( ase_positionCS38 ); output.ase_texcoord2 = screenPos38; output.ase_texcoord3 = input.positionOS; output.ase_normal = input.normalOS; output.ase_color = input.ase_color; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = VertexOffset305; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) output.positionWS = vertexInput.positionWS; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) output.shadowCoord = GetShadowCoord( vertexInput ); #endif output.positionCS = vertexInput.positionCS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.ase_color = input.ase_color; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [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")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.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] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag(PackedVaryings input ) : SV_Target { UNITY_SETUP_INSTANCE_ID( input ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = input.positionWS; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = input.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float4 screenPos38 = input.ase_texcoord2; float4 ase_positionSSNorm = screenPos38 / screenPos38.w; ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float screenDepth38 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams); float distanceDepth38 = abs( ( screenDepth38 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( _DepthDistance ) ); float temp_output_1_0_g154 = distanceDepth38; float DepthFade43 = saturate( ( ( ( pow( temp_output_1_0_g154 , 5.0 ) * 6.0 ) - ( pow( temp_output_1_0_g154 , 4.0 ) * 15.0 ) ) + ( pow( temp_output_1_0_g154 , 3.0 ) * 10.0 ) ) ); #if ( SHADER_TARGET >= 50 ) float recip367 = rcp( _Scale ); #else float recip367 = 1.0 / _Scale; #endif float Scale228 = recip367; float4 appendResult329 = (float4(_NoiseScale3D.x , _NoiseScale3D.y , _NoiseScale3D.z , 0.0)); float3 WindDir317 = ( ( float3( 1, 1, 1 ) * -2 + 1 ) * _WindDirection ); float3 break332 = WindDir317; float temp_output_333_0 = ( abs( break332.x ) + abs( break332.y ) + abs( break332.z ) ); float4 appendResult340 = (float4(( break332.x / temp_output_333_0 ) , ( break332.y / temp_output_333_0 ) , ( break332.z / temp_output_333_0 ) , 0.0)); float4 WindDirWeights341 = appendResult340; float4 break344 = abs( WindDirWeights341 ); float4 appendResult330 = (float4(_NoiseScale3D.y , _NoiseScale3D.x , _NoiseScale3D.z , 0.0)); float4 appendResult331 = (float4(_NoiseScale3D.y , _NoiseScale3D.z , _NoiseScale3D.x , 0.0)); float4 transform70 = mul(GetObjectToWorldMatrix(),input.ase_texcoord3); float4 temp_output_71_0 = (transform70).xyzw; float simplePerlin3D112 = snoise( ( Scale228 * ( ( ( appendResult329 * break344.x ) + ( appendResult330 * break344.y ) + ( appendResult331 * break344.z ) ) * (temp_output_71_0*1.0 + float4( ( ( WindDir317 + _AdditionalNoiseDir ) * ( _NoiseSpeed * _TimeParameters.x * _WindSpeed ) ) , 0.0 )) ) ).xyz*_NoiseScale ); simplePerlin3D112 = simplePerlin3D112*0.5 + 0.5; float temp_output_118_0 = saturate( (0.0 + (simplePerlin3D112 - 0.0) * (1.0 - 0.0) / (1.0 - 0.0)) ); float NoiseColor3D151 = temp_output_118_0; float temp_output_198_0 = ( Scale228 * _VoronoiScale ); float time97 = 0.0; float2 voronoiSmoothId97 = 0; float4 break84 = (temp_output_71_0*1.0 + float4( ( ( _TimeParameters.x * _VorSpeed * _WindSpeed ) * ( WindDir317 + _AdditionalVoronoiDir ) ) , 0.0 )); float2 appendResult85 = (float2(break84.z , break84.y)); float2 coords97 = appendResult85 * temp_output_198_0; float2 id97 = 0; float2 uv97 = 0; float fade97 = 0.5; float voroi97 = 0; float rest97 = 0; for( int it97 = 0; it97 <3; it97++ ){ voroi97 += fade97 * voronoi97( coords97, time97, id97, uv97, 0,voronoiSmoothId97 ); rest97 += fade97; coords97 *= 2; fade97 *= 0.5; }//Voronoi97 voroi97 /= rest97; float3 objToWorldDir91 = mul( GetObjectToWorldMatrix(), float4( input.ase_normal, 0.0 ) ).xyz; float3 temp_output_93_0 = pow( abs( objToWorldDir91 ) , 5.0 ); float dotResult94 = dot( temp_output_93_0 , float3( 1,1,1 ) ); float3 break104 = ( temp_output_93_0 / dotResult94 ); float time96 = 217.0; float2 voronoiSmoothId96 = 0; float2 appendResult86 = (float2(break84.z , break84.x)); float2 coords96 = appendResult86 * temp_output_198_0; float2 id96 = 0; float2 uv96 = 0; float fade96 = 0.5; float voroi96 = 0; float rest96 = 0; for( int it96 = 0; it96 <3; it96++ ){ voroi96 += fade96 * voronoi96( coords96, time96, id96, uv96, 0,voronoiSmoothId96 ); rest96 += fade96; coords96 *= 2; fade96 *= 0.5; }//Voronoi96 voroi96 /= rest96; float time89 = 137.0; float2 voronoiSmoothId89 = 0; float2 appendResult87 = (float2(break84.x , break84.y)); float2 coords89 = appendResult87 * temp_output_198_0; float2 id89 = 0; float2 uv89 = 0; float fade89 = 0.5; float voroi89 = 0; float rest89 = 0; for( int it89 = 0; it89 <3; it89++ ){ voroi89 += fade89 * voronoi89( coords89, time89, id89, uv89, 0,voronoiSmoothId89 ); rest89 += fade89; coords89 *= 2; fade89 *= 0.5; }//Voronoi89 voroi89 /= rest89; float temp_output_190_0 = saturate( (0.0 + (( 1.0 - ( ( ( voroi97 * break104.x ) + ( voroi96 * break104.y ) ) + ( voroi89 * break104.z ) ) ) - 0.65) * (1.0 - 0.0) / (1.0 - 0.65)) ); float NoiseColorVoronoi152 = temp_output_190_0; float lerpResult157 = lerp( NoiseColor3D151 , NoiseColorVoronoi152 , _NoiseColorMix); float NoiseColorMix158 = lerpResult157; float3 temp_cast_3 = (NoiseColorMix158).xxx; float temp_output_2_0_g158 = _NoiseColorStrength; float temp_output_3_0_g158 = ( 1.0 - temp_output_2_0_g158 ); float3 appendResult7_g158 = (float3(temp_output_3_0_g158 , temp_output_3_0_g158 , temp_output_3_0_g158)); float4 lerpResult161 = lerp( _BaseColor , input.ase_color , _VertexColorStrength); float4 Albedo30 = saturate( ( float4( ( DepthFade43 * ( ( temp_cast_3 * temp_output_2_0_g158 ) + appendResult7_g158 ) ) , 0.0 ) * lerpResult161 ) ); float4 temp_output_2_0_g155 = lerpResult161; float BaseColorAlpha162 = (temp_output_2_0_g155).a; float3 BaseColor = Albedo30.rgb; float Alpha = ( DepthFade43 * BaseColorAlpha162 ); float AlphaClipThreshold = 0.0; half4 color = half4(BaseColor, Alpha ); #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif return color; } ENDHLSL } Pass { Name "DepthNormals" Tags { "LightMode"="DepthNormalsOnly" } ZWrite On Blend One Zero ZTest LEqual ZWrite On HLSLPROGRAM #pragma multi_compile _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #define ASE_FOG 1 #define ASE_PHONG_TESSELLATION #define ASE_DEPTH_WRITE_ON #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_TESSELLATION 1 #pragma require tessellation tessHW #pragma hull HullFunction #pragma domain DomainFunction #define ASE_TRANSLUCENCY 1 #define ASE_LENGTH_TESSELLATION #define _EMISSION #define ASE_VERSION 19801 #define ASE_SRP_VERSION 140011 #define REQUIRE_DEPTH_TEXTURE 1 #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #endif #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY //#define SHADERPASS SHADERPASS_DEPTHNORMALS #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #endif #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #endif #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.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" /*ase_unity_cond_begin:>=20220316*/ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" /*ase_unity_cond_end*/ /*ase_unity_cond_begin:>=20220316*/ #if ASE_SRP_VERSION >=140009 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif /*ase_unity_cond_end*/ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_VERT_NORMAL #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float4 clipPosV : TEXCOORD0; float3 positionWS : TEXCOORD1; float3 normalWS : TEXCOORD2; float4 tangentWS : TEXCOORD3; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD4; #endif float4 ase_texcoord5 : TEXCOORD5; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _TranslucencyColor; float4 _EmmissiveColor; float4 _BaseColor; float4 _Mask1; float4 _Mask0; float3 _NoiseScale3D; float3 _WindDirection; float3 _AdditionalNoiseDir; float3 _AdditionalVoronoiDir; float _EmmissiveNoiseColor; float _VertexColorStrength; float _NoiseColorStrength; float _NoiseColorMix; float _DepthDistance; float _VoronoiStrength; float _EmmissiveDepthFade; float _VorSpeed; float _VoronoiScale; float _NoiseStrength; float _NoiseScale; float _WindSpeed; float _NoiseSpeed; float _NoiseDisplacement; float _Scale; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); } float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; } float snoise( float3 v ) { const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 ); float3 i = floor( v + dot( v, C.yyy ) ); float3 x0 = v - i + dot( i, C.xxx ); float3 g = step( x0.yzx, x0.xyz ); float3 l = 1.0 - g; float3 i1 = min( g.xyz, l.zxy ); float3 i2 = max( g.xyz, l.zxy ); float3 x1 = x0 - i1 + C.xxx; float3 x2 = x0 - i2 + C.yyy; float3 x3 = x0 - 0.5; i = mod3D289( i); float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) ); float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7) float4 x_ = floor( j / 7.0 ); float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N) float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 h = 1.0 - abs( x ) - abs( y ); float4 b0 = float4( x.xy, y.xy ); float4 b1 = float4( x.zw, y.zw ); float4 s0 = floor( b0 ) * 2.0 + 1.0; float4 s1 = floor( b1 ) * 2.0 + 1.0; float4 sh = -step( h, 0.0 ); float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; float3 g0 = float3( a0.xy, h.x ); float3 g1 = float3( a0.zw, h.y ); float3 g2 = float3( a1.xy, h.z ); float3 g3 = float3( a1.zw, h.w ); float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) ); g0 *= norm.x; g1 *= norm.y; g2 *= norm.z; g3 *= norm.w; float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 ); m = m* m; m = m* m; float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) ); return 42.0 * dot( m, px); } float2 voronoihash97( float2 p ) { p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) ); return frac( sin( p ) *43758.5453); } float voronoi97( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId ) { float2 n = floor( v ); float2 f = frac( v ); float F1 = 8.0; float F2 = 8.0; float2 mg = 0; for ( int j = -1; j <= 1; j++ ) { for ( int i = -1; i <= 1; i++ ) { float2 g = float2( i, j ); float2 o = voronoihash97( n + g ); o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o; float d = 0.5 * dot( r, r ); if( d= 50 ) float recip367 = rcp( _Scale ); #else float recip367 = 1.0 / _Scale; #endif float Scale228 = recip367; float4 appendResult329 = (float4(_NoiseScale3D.x , _NoiseScale3D.y , _NoiseScale3D.z , 0.0)); float3 WindDir317 = ( ( float3( 1, 1, 1 ) * -2 + 1 ) * _WindDirection ); float3 break332 = WindDir317; float temp_output_333_0 = ( abs( break332.x ) + abs( break332.y ) + abs( break332.z ) ); float4 appendResult340 = (float4(( break332.x / temp_output_333_0 ) , ( break332.y / temp_output_333_0 ) , ( break332.z / temp_output_333_0 ) , 0.0)); float4 WindDirWeights341 = appendResult340; float4 break344 = abs( WindDirWeights341 ); float4 appendResult330 = (float4(_NoiseScale3D.y , _NoiseScale3D.x , _NoiseScale3D.z , 0.0)); float4 appendResult331 = (float4(_NoiseScale3D.y , _NoiseScale3D.z , _NoiseScale3D.x , 0.0)); float4 transform70 = mul(GetObjectToWorldMatrix(),input.positionOS); float4 temp_output_71_0 = (transform70).xyzw; float simplePerlin3D112 = snoise( ( Scale228 * ( ( ( appendResult329 * break344.x ) + ( appendResult330 * break344.y ) + ( appendResult331 * break344.z ) ) * (temp_output_71_0*1.0 + float4( ( ( WindDir317 + _AdditionalNoiseDir ) * ( _NoiseSpeed * _TimeParameters.x * _WindSpeed ) ) , 0.0 )) ) ).xyz*_NoiseScale ); simplePerlin3D112 = simplePerlin3D112*0.5 + 0.5; float temp_output_118_0 = saturate( (0.0 + (simplePerlin3D112 - 0.0) * (1.0 - 0.0) / (1.0 - 0.0)) ); float temp_output_198_0 = ( Scale228 * _VoronoiScale ); float time97 = 0.0; float2 voronoiSmoothId97 = 0; float4 break84 = (temp_output_71_0*1.0 + float4( ( ( _TimeParameters.x * _VorSpeed * _WindSpeed ) * ( WindDir317 + _AdditionalVoronoiDir ) ) , 0.0 )); float2 appendResult85 = (float2(break84.z , break84.y)); float2 coords97 = appendResult85 * temp_output_198_0; float2 id97 = 0; float2 uv97 = 0; float fade97 = 0.5; float voroi97 = 0; float rest97 = 0; for( int it97 = 0; it97 <3; it97++ ){ voroi97 += fade97 * voronoi97( coords97, time97, id97, uv97, 0,voronoiSmoothId97 ); rest97 += fade97; coords97 *= 2; fade97 *= 0.5; }//Voronoi97 voroi97 /= rest97; float3 objToWorldDir91 = mul( GetObjectToWorldMatrix(), float4( input.normalOS, 0.0 ) ).xyz; float3 temp_output_93_0 = pow( abs( objToWorldDir91 ) , 5.0 ); float dotResult94 = dot( temp_output_93_0 , float3( 1,1,1 ) ); float3 break104 = ( temp_output_93_0 / dotResult94 ); float time96 = 217.0; float2 voronoiSmoothId96 = 0; float2 appendResult86 = (float2(break84.z , break84.x)); float2 coords96 = appendResult86 * temp_output_198_0; float2 id96 = 0; float2 uv96 = 0; float fade96 = 0.5; float voroi96 = 0; float rest96 = 0; for( int it96 = 0; it96 <3; it96++ ){ voroi96 += fade96 * voronoi96( coords96, time96, id96, uv96, 0,voronoiSmoothId96 ); rest96 += fade96; coords96 *= 2; fade96 *= 0.5; }//Voronoi96 voroi96 /= rest96; float time89 = 137.0; float2 voronoiSmoothId89 = 0; float2 appendResult87 = (float2(break84.x , break84.y)); float2 coords89 = appendResult87 * temp_output_198_0; float2 id89 = 0; float2 uv89 = 0; float fade89 = 0.5; float voroi89 = 0; float rest89 = 0; for( int it89 = 0; it89 <3; it89++ ){ voroi89 += fade89 * voronoi89( coords89, time89, id89, uv89, 0,voronoiSmoothId89 ); rest89 += fade89; coords89 *= 2; fade89 *= 0.5; }//Voronoi89 voroi89 /= rest89; float temp_output_190_0 = saturate( (0.0 + (( 1.0 - ( ( ( voroi97 * break104.x ) + ( voroi96 * break104.y ) ) + ( voroi89 * break104.z ) ) ) - 0.65) * (1.0 - 0.0) / (1.0 - 0.65)) ); float temp_output_122_0 = saturate( ( ( temp_output_118_0 * _NoiseStrength ) + ( temp_output_190_0 * _VoronoiStrength ) ) ); float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float3 temp_output_184_0 = ( ( ( temp_output_122_0 - 0.5 ) * input.normalOS * ( _NoiseDisplacement / Scale228 ) ) / ase_objectScale ); float4 temp_output_2_0_g146 = _Mask0; float3 worldToObj306 = mul( GetWorldToObjectMatrix(), float4( (temp_output_2_0_g146).xyz, 1 ) ).xyz; float3 ase_objectPosition = GetAbsolutePositionWS( UNITY_MATRIX_M._m03_m13_m23 ); float4 appendResult313 = (float4((temp_output_2_0_g146).w , 0.0 , 0.0 , 0.0)); float3 worldToObj307 = mul( GetWorldToObjectMatrix(), float4( ( float4( ase_objectPosition , 0.0 ) + appendResult313 ).xyz, 1 ) ).xyz; float3 temp_output_304_0 = ( temp_output_184_0 + ( min( ( distance( ( temp_output_184_0 + input.positionOS.xyz ) , worldToObj306 ) - length( worldToObj307 ) ) , 0.0 ) * input.normalOS ) ); float4 temp_output_2_0_g153 = _Mask1; float3 worldToObj357 = mul( GetWorldToObjectMatrix(), float4( (temp_output_2_0_g153).xyz, 1 ) ).xyz; float4 appendResult354 = (float4((temp_output_2_0_g153).w , 0.0 , 0.0 , 0.0)); float3 worldToObj358 = mul( GetWorldToObjectMatrix(), float4( ( float4( ase_objectPosition , 0.0 ) + appendResult354 ).xyz, 1 ) ).xyz; float3 VertexOffset305 = ( temp_output_304_0 + ( min( ( distance( ( temp_output_304_0 + input.positionOS.xyz ) , worldToObj357 ) - length( worldToObj358 ) ) , 0.0 ) * input.normalOS ) ); float3 vertexPos38 = ( VertexOffset305 + input.positionOS.xyz ); float4 ase_positionCS38 = TransformObjectToHClip( ( vertexPos38 ).xyz ); float4 screenPos38 = ComputeScreenPos( ase_positionCS38 ); output.ase_texcoord5 = screenPos38; output.ase_color = input.ase_color; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = VertexOffset305; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; input.tangentOS = input.tangentOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); float3 normalWS = TransformObjectToWorldNormal( input.normalOS ); float4 tangentWS = float4( TransformObjectToWorldDir( input.tangentOS.xyz ), input.tangentOS.w ); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) output.shadowCoord = GetShadowCoord( vertexInput ); #endif output.positionCS = vertexInput.positionCS; output.clipPosV = vertexInput.positionCS; output.positionWS = vertexInput.positionWS; output.normalWS = normalWS; output.tangentWS = tangentWS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.tangentOS = input.tangentOS; output.ase_color = input.ase_color; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [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")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; output.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] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif void frag( PackedVaryings input , out half4 outNormalWS : SV_Target0 #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif #ifdef _WRITE_RENDERING_LAYERS , out float4 outRenderingLayers : SV_Target1 #endif ) { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); float4 ShadowCoords = float4( 0, 0, 0, 0 ); float3 WorldNormal = input.normalWS; float4 WorldTangent = input.tangentWS; float3 WorldPosition = input.positionWS; float4 ClipPos = input.clipPosV; float4 ScreenPos = ComputeScreenPos( input.clipPosV ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = input.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float4 screenPos38 = input.ase_texcoord5; float4 ase_positionSSNorm = screenPos38 / screenPos38.w; ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float screenDepth38 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams); float distanceDepth38 = abs( ( screenDepth38 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( _DepthDistance ) ); float temp_output_1_0_g154 = distanceDepth38; float DepthFade43 = saturate( ( ( ( pow( temp_output_1_0_g154 , 5.0 ) * 6.0 ) - ( pow( temp_output_1_0_g154 , 4.0 ) * 15.0 ) ) + ( pow( temp_output_1_0_g154 , 3.0 ) * 10.0 ) ) ); float4 lerpResult161 = lerp( _BaseColor , input.ase_color , _VertexColorStrength); float4 temp_output_2_0_g155 = lerpResult161; float BaseColorAlpha162 = (temp_output_2_0_g155).a; float3 Normal = float3(0, 0, 1); float Alpha = ( DepthFade43 * BaseColorAlpha162 ); float AlphaClipThreshold = 0.0; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = input.positionCS.z; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif #if defined(_GBUFFER_NORMALS_OCT) float2 octNormalWS = PackNormalOctQuadEncode(WorldNormal); float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); outNormalWS = half4(packedNormalWS, 0.0); #else #if defined(_NORMALMAP) #if _NORMAL_DROPOFF_TS float crossSign = (WorldTangent.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale(); float3 bitangent = crossSign * cross(WorldNormal.xyz, WorldTangent.xyz); float3 normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent.xyz, bitangent, WorldNormal.xyz)); #elif _NORMAL_DROPOFF_OS float3 normalWS = TransformObjectToWorldNormal(Normal); #elif _NORMAL_DROPOFF_WS float3 normalWS = Normal; #endif #else float3 normalWS = WorldNormal; #endif outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0); #endif #ifdef _WRITE_RENDERING_LAYERS uint renderingLayers = GetMeshRenderingLayer(); outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); #endif } ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode"="SceneSelectionPass" } Cull Off AlphaToMask Off HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #define ASE_PHONG_TESSELLATION #define ASE_DEPTH_WRITE_ON #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_TESSELLATION 1 #pragma require tessellation tessHW #pragma hull HullFunction #pragma domain DomainFunction #define ASE_TRANSLUCENCY 1 #define ASE_LENGTH_TESSELLATION #define _EMISSION #define ASE_VERSION 19801 #define ASE_SRP_VERSION 140011 #define REQUIRE_DEPTH_TEXTURE 1 #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #endif #define SCENESELECTIONPASS 1 #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.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" /*ase_unity_cond_begin:>=20220316*/ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" /*ase_unity_cond_end*/ /*ase_unity_cond_begin:>=20220316*/ #if ASE_SRP_VERSION >=140009 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif /*ase_unity_cond_end*/ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #endif #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_VERT_NORMAL struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _TranslucencyColor; float4 _EmmissiveColor; float4 _BaseColor; float4 _Mask1; float4 _Mask0; float3 _NoiseScale3D; float3 _WindDirection; float3 _AdditionalNoiseDir; float3 _AdditionalVoronoiDir; float _EmmissiveNoiseColor; float _VertexColorStrength; float _NoiseColorStrength; float _NoiseColorMix; float _DepthDistance; float _VoronoiStrength; float _EmmissiveDepthFade; float _VorSpeed; float _VoronoiScale; float _NoiseStrength; float _NoiseScale; float _WindSpeed; float _NoiseSpeed; float _NoiseDisplacement; float _Scale; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); } float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; } float snoise( float3 v ) { const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 ); float3 i = floor( v + dot( v, C.yyy ) ); float3 x0 = v - i + dot( i, C.xxx ); float3 g = step( x0.yzx, x0.xyz ); float3 l = 1.0 - g; float3 i1 = min( g.xyz, l.zxy ); float3 i2 = max( g.xyz, l.zxy ); float3 x1 = x0 - i1 + C.xxx; float3 x2 = x0 - i2 + C.yyy; float3 x3 = x0 - 0.5; i = mod3D289( i); float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) ); float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7) float4 x_ = floor( j / 7.0 ); float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N) float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 h = 1.0 - abs( x ) - abs( y ); float4 b0 = float4( x.xy, y.xy ); float4 b1 = float4( x.zw, y.zw ); float4 s0 = floor( b0 ) * 2.0 + 1.0; float4 s1 = floor( b1 ) * 2.0 + 1.0; float4 sh = -step( h, 0.0 ); float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; float3 g0 = float3( a0.xy, h.x ); float3 g1 = float3( a0.zw, h.y ); float3 g2 = float3( a1.xy, h.z ); float3 g3 = float3( a1.zw, h.w ); float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) ); g0 *= norm.x; g1 *= norm.y; g2 *= norm.z; g3 *= norm.w; float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 ); m = m* m; m = m* m; float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) ); return 42.0 * dot( m, px); } float2 voronoihash97( float2 p ) { p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) ); return frac( sin( p ) *43758.5453); } float voronoi97( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId ) { float2 n = floor( v ); float2 f = frac( v ); float F1 = 8.0; float F2 = 8.0; float2 mg = 0; for ( int j = -1; j <= 1; j++ ) { for ( int i = -1; i <= 1; i++ ) { float2 g = float2( i, j ); float2 o = voronoihash97( n + g ); o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o; float d = 0.5 * dot( r, r ); if( d= 50 ) float recip367 = rcp( _Scale ); #else float recip367 = 1.0 / _Scale; #endif float Scale228 = recip367; float4 appendResult329 = (float4(_NoiseScale3D.x , _NoiseScale3D.y , _NoiseScale3D.z , 0.0)); float3 WindDir317 = ( ( float3( 1, 1, 1 ) * -2 + 1 ) * _WindDirection ); float3 break332 = WindDir317; float temp_output_333_0 = ( abs( break332.x ) + abs( break332.y ) + abs( break332.z ) ); float4 appendResult340 = (float4(( break332.x / temp_output_333_0 ) , ( break332.y / temp_output_333_0 ) , ( break332.z / temp_output_333_0 ) , 0.0)); float4 WindDirWeights341 = appendResult340; float4 break344 = abs( WindDirWeights341 ); float4 appendResult330 = (float4(_NoiseScale3D.y , _NoiseScale3D.x , _NoiseScale3D.z , 0.0)); float4 appendResult331 = (float4(_NoiseScale3D.y , _NoiseScale3D.z , _NoiseScale3D.x , 0.0)); float4 transform70 = mul(GetObjectToWorldMatrix(),input.positionOS); float4 temp_output_71_0 = (transform70).xyzw; float simplePerlin3D112 = snoise( ( Scale228 * ( ( ( appendResult329 * break344.x ) + ( appendResult330 * break344.y ) + ( appendResult331 * break344.z ) ) * (temp_output_71_0*1.0 + float4( ( ( WindDir317 + _AdditionalNoiseDir ) * ( _NoiseSpeed * _TimeParameters.x * _WindSpeed ) ) , 0.0 )) ) ).xyz*_NoiseScale ); simplePerlin3D112 = simplePerlin3D112*0.5 + 0.5; float temp_output_118_0 = saturate( (0.0 + (simplePerlin3D112 - 0.0) * (1.0 - 0.0) / (1.0 - 0.0)) ); float temp_output_198_0 = ( Scale228 * _VoronoiScale ); float time97 = 0.0; float2 voronoiSmoothId97 = 0; float4 break84 = (temp_output_71_0*1.0 + float4( ( ( _TimeParameters.x * _VorSpeed * _WindSpeed ) * ( WindDir317 + _AdditionalVoronoiDir ) ) , 0.0 )); float2 appendResult85 = (float2(break84.z , break84.y)); float2 coords97 = appendResult85 * temp_output_198_0; float2 id97 = 0; float2 uv97 = 0; float fade97 = 0.5; float voroi97 = 0; float rest97 = 0; for( int it97 = 0; it97 <3; it97++ ){ voroi97 += fade97 * voronoi97( coords97, time97, id97, uv97, 0,voronoiSmoothId97 ); rest97 += fade97; coords97 *= 2; fade97 *= 0.5; }//Voronoi97 voroi97 /= rest97; float3 objToWorldDir91 = mul( GetObjectToWorldMatrix(), float4( input.normalOS, 0.0 ) ).xyz; float3 temp_output_93_0 = pow( abs( objToWorldDir91 ) , 5.0 ); float dotResult94 = dot( temp_output_93_0 , float3( 1,1,1 ) ); float3 break104 = ( temp_output_93_0 / dotResult94 ); float time96 = 217.0; float2 voronoiSmoothId96 = 0; float2 appendResult86 = (float2(break84.z , break84.x)); float2 coords96 = appendResult86 * temp_output_198_0; float2 id96 = 0; float2 uv96 = 0; float fade96 = 0.5; float voroi96 = 0; float rest96 = 0; for( int it96 = 0; it96 <3; it96++ ){ voroi96 += fade96 * voronoi96( coords96, time96, id96, uv96, 0,voronoiSmoothId96 ); rest96 += fade96; coords96 *= 2; fade96 *= 0.5; }//Voronoi96 voroi96 /= rest96; float time89 = 137.0; float2 voronoiSmoothId89 = 0; float2 appendResult87 = (float2(break84.x , break84.y)); float2 coords89 = appendResult87 * temp_output_198_0; float2 id89 = 0; float2 uv89 = 0; float fade89 = 0.5; float voroi89 = 0; float rest89 = 0; for( int it89 = 0; it89 <3; it89++ ){ voroi89 += fade89 * voronoi89( coords89, time89, id89, uv89, 0,voronoiSmoothId89 ); rest89 += fade89; coords89 *= 2; fade89 *= 0.5; }//Voronoi89 voroi89 /= rest89; float temp_output_190_0 = saturate( (0.0 + (( 1.0 - ( ( ( voroi97 * break104.x ) + ( voroi96 * break104.y ) ) + ( voroi89 * break104.z ) ) ) - 0.65) * (1.0 - 0.0) / (1.0 - 0.65)) ); float temp_output_122_0 = saturate( ( ( temp_output_118_0 * _NoiseStrength ) + ( temp_output_190_0 * _VoronoiStrength ) ) ); float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float3 temp_output_184_0 = ( ( ( temp_output_122_0 - 0.5 ) * input.normalOS * ( _NoiseDisplacement / Scale228 ) ) / ase_objectScale ); float4 temp_output_2_0_g146 = _Mask0; float3 worldToObj306 = mul( GetWorldToObjectMatrix(), float4( (temp_output_2_0_g146).xyz, 1 ) ).xyz; float3 ase_objectPosition = GetAbsolutePositionWS( UNITY_MATRIX_M._m03_m13_m23 ); float4 appendResult313 = (float4((temp_output_2_0_g146).w , 0.0 , 0.0 , 0.0)); float3 worldToObj307 = mul( GetWorldToObjectMatrix(), float4( ( float4( ase_objectPosition , 0.0 ) + appendResult313 ).xyz, 1 ) ).xyz; float3 temp_output_304_0 = ( temp_output_184_0 + ( min( ( distance( ( temp_output_184_0 + input.positionOS.xyz ) , worldToObj306 ) - length( worldToObj307 ) ) , 0.0 ) * input.normalOS ) ); float4 temp_output_2_0_g153 = _Mask1; float3 worldToObj357 = mul( GetWorldToObjectMatrix(), float4( (temp_output_2_0_g153).xyz, 1 ) ).xyz; float4 appendResult354 = (float4((temp_output_2_0_g153).w , 0.0 , 0.0 , 0.0)); float3 worldToObj358 = mul( GetWorldToObjectMatrix(), float4( ( float4( ase_objectPosition , 0.0 ) + appendResult354 ).xyz, 1 ) ).xyz; float3 VertexOffset305 = ( temp_output_304_0 + ( min( ( distance( ( temp_output_304_0 + input.positionOS.xyz ) , worldToObj357 ) - length( worldToObj358 ) ) , 0.0 ) * input.normalOS ) ); float3 vertexPos38 = ( VertexOffset305 + input.positionOS.xyz ); float4 ase_positionCS38 = TransformObjectToHClip( ( vertexPos38 ).xyz ); float4 screenPos38 = ComputeScreenPos( ase_positionCS38 ); output.ase_texcoord = screenPos38; output.ase_color = input.ase_color; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = VertexOffset305; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); output.positionCS = TransformWorldToHClip(positionWS); return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.ase_color = input.ase_color; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [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")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.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] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag(PackedVaryings input ) : SV_Target { SurfaceDescription surfaceDescription = (SurfaceDescription)0; float4 screenPos38 = input.ase_texcoord; float4 ase_positionSSNorm = screenPos38 / screenPos38.w; ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float screenDepth38 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams); float distanceDepth38 = abs( ( screenDepth38 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( _DepthDistance ) ); float temp_output_1_0_g154 = distanceDepth38; float DepthFade43 = saturate( ( ( ( pow( temp_output_1_0_g154 , 5.0 ) * 6.0 ) - ( pow( temp_output_1_0_g154 , 4.0 ) * 15.0 ) ) + ( pow( temp_output_1_0_g154 , 3.0 ) * 10.0 ) ) ); float4 lerpResult161 = lerp( _BaseColor , input.ase_color , _VertexColorStrength); float4 temp_output_2_0_g155 = lerpResult161; float BaseColorAlpha162 = (temp_output_2_0_g155).a; surfaceDescription.Alpha = ( DepthFade43 * BaseColorAlpha162 ); surfaceDescription.AlphaClipThreshold = 0.0; #if _ALPHATEST_ON float alphaClipThreshold = 0.01f; #if ALPHA_CLIP_THRESHOLD alphaClipThreshold = surfaceDescription.AlphaClipThreshold; #endif clip(surfaceDescription.Alpha - alphaClipThreshold); #endif half4 outColor = 0; #ifdef SCENESELECTIONPASS outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); #elif defined(SCENEPICKINGPASS) outColor = _SelectionID; #endif return outColor; } ENDHLSL } Pass { Name "ScenePickingPass" Tags { "LightMode"="Picking" } AlphaToMask Off HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #define ASE_PHONG_TESSELLATION #define ASE_DEPTH_WRITE_ON #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_TESSELLATION 1 #pragma require tessellation tessHW #pragma hull HullFunction #pragma domain DomainFunction #define ASE_TRANSLUCENCY 1 #define ASE_LENGTH_TESSELLATION #define _EMISSION #define ASE_VERSION 19801 #define ASE_SRP_VERSION 140011 #define REQUIRE_DEPTH_TEXTURE 1 #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #endif #define SCENEPICKINGPASS 1 #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.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" /*ase_unity_cond_begin:>=20220316*/ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" /*ase_unity_cond_end*/ /*ase_unity_cond_begin:>=20220316*/ #if ASE_SRP_VERSION >=140009 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif /*ase_unity_cond_end*/ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #endif #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_VERT_NORMAL struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _TranslucencyColor; float4 _EmmissiveColor; float4 _BaseColor; float4 _Mask1; float4 _Mask0; float3 _NoiseScale3D; float3 _WindDirection; float3 _AdditionalNoiseDir; float3 _AdditionalVoronoiDir; float _EmmissiveNoiseColor; float _VertexColorStrength; float _NoiseColorStrength; float _NoiseColorMix; float _DepthDistance; float _VoronoiStrength; float _EmmissiveDepthFade; float _VorSpeed; float _VoronoiScale; float _NoiseStrength; float _NoiseScale; float _WindSpeed; float _NoiseSpeed; float _NoiseDisplacement; float _Scale; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); } float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; } float snoise( float3 v ) { const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 ); float3 i = floor( v + dot( v, C.yyy ) ); float3 x0 = v - i + dot( i, C.xxx ); float3 g = step( x0.yzx, x0.xyz ); float3 l = 1.0 - g; float3 i1 = min( g.xyz, l.zxy ); float3 i2 = max( g.xyz, l.zxy ); float3 x1 = x0 - i1 + C.xxx; float3 x2 = x0 - i2 + C.yyy; float3 x3 = x0 - 0.5; i = mod3D289( i); float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) ); float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7) float4 x_ = floor( j / 7.0 ); float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N) float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 h = 1.0 - abs( x ) - abs( y ); float4 b0 = float4( x.xy, y.xy ); float4 b1 = float4( x.zw, y.zw ); float4 s0 = floor( b0 ) * 2.0 + 1.0; float4 s1 = floor( b1 ) * 2.0 + 1.0; float4 sh = -step( h, 0.0 ); float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; float3 g0 = float3( a0.xy, h.x ); float3 g1 = float3( a0.zw, h.y ); float3 g2 = float3( a1.xy, h.z ); float3 g3 = float3( a1.zw, h.w ); float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) ); g0 *= norm.x; g1 *= norm.y; g2 *= norm.z; g3 *= norm.w; float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 ); m = m* m; m = m* m; float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) ); return 42.0 * dot( m, px); } float2 voronoihash97( float2 p ) { p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) ); return frac( sin( p ) *43758.5453); } float voronoi97( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId ) { float2 n = floor( v ); float2 f = frac( v ); float F1 = 8.0; float F2 = 8.0; float2 mg = 0; for ( int j = -1; j <= 1; j++ ) { for ( int i = -1; i <= 1; i++ ) { float2 g = float2( i, j ); float2 o = voronoihash97( n + g ); o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o; float d = 0.5 * dot( r, r ); if( d= 50 ) float recip367 = rcp( _Scale ); #else float recip367 = 1.0 / _Scale; #endif float Scale228 = recip367; float4 appendResult329 = (float4(_NoiseScale3D.x , _NoiseScale3D.y , _NoiseScale3D.z , 0.0)); float3 WindDir317 = ( ( float3( 1, 1, 1 ) * -2 + 1 ) * _WindDirection ); float3 break332 = WindDir317; float temp_output_333_0 = ( abs( break332.x ) + abs( break332.y ) + abs( break332.z ) ); float4 appendResult340 = (float4(( break332.x / temp_output_333_0 ) , ( break332.y / temp_output_333_0 ) , ( break332.z / temp_output_333_0 ) , 0.0)); float4 WindDirWeights341 = appendResult340; float4 break344 = abs( WindDirWeights341 ); float4 appendResult330 = (float4(_NoiseScale3D.y , _NoiseScale3D.x , _NoiseScale3D.z , 0.0)); float4 appendResult331 = (float4(_NoiseScale3D.y , _NoiseScale3D.z , _NoiseScale3D.x , 0.0)); float4 transform70 = mul(GetObjectToWorldMatrix(),input.positionOS); float4 temp_output_71_0 = (transform70).xyzw; float simplePerlin3D112 = snoise( ( Scale228 * ( ( ( appendResult329 * break344.x ) + ( appendResult330 * break344.y ) + ( appendResult331 * break344.z ) ) * (temp_output_71_0*1.0 + float4( ( ( WindDir317 + _AdditionalNoiseDir ) * ( _NoiseSpeed * _TimeParameters.x * _WindSpeed ) ) , 0.0 )) ) ).xyz*_NoiseScale ); simplePerlin3D112 = simplePerlin3D112*0.5 + 0.5; float temp_output_118_0 = saturate( (0.0 + (simplePerlin3D112 - 0.0) * (1.0 - 0.0) / (1.0 - 0.0)) ); float temp_output_198_0 = ( Scale228 * _VoronoiScale ); float time97 = 0.0; float2 voronoiSmoothId97 = 0; float4 break84 = (temp_output_71_0*1.0 + float4( ( ( _TimeParameters.x * _VorSpeed * _WindSpeed ) * ( WindDir317 + _AdditionalVoronoiDir ) ) , 0.0 )); float2 appendResult85 = (float2(break84.z , break84.y)); float2 coords97 = appendResult85 * temp_output_198_0; float2 id97 = 0; float2 uv97 = 0; float fade97 = 0.5; float voroi97 = 0; float rest97 = 0; for( int it97 = 0; it97 <3; it97++ ){ voroi97 += fade97 * voronoi97( coords97, time97, id97, uv97, 0,voronoiSmoothId97 ); rest97 += fade97; coords97 *= 2; fade97 *= 0.5; }//Voronoi97 voroi97 /= rest97; float3 objToWorldDir91 = mul( GetObjectToWorldMatrix(), float4( input.normalOS, 0.0 ) ).xyz; float3 temp_output_93_0 = pow( abs( objToWorldDir91 ) , 5.0 ); float dotResult94 = dot( temp_output_93_0 , float3( 1,1,1 ) ); float3 break104 = ( temp_output_93_0 / dotResult94 ); float time96 = 217.0; float2 voronoiSmoothId96 = 0; float2 appendResult86 = (float2(break84.z , break84.x)); float2 coords96 = appendResult86 * temp_output_198_0; float2 id96 = 0; float2 uv96 = 0; float fade96 = 0.5; float voroi96 = 0; float rest96 = 0; for( int it96 = 0; it96 <3; it96++ ){ voroi96 += fade96 * voronoi96( coords96, time96, id96, uv96, 0,voronoiSmoothId96 ); rest96 += fade96; coords96 *= 2; fade96 *= 0.5; }//Voronoi96 voroi96 /= rest96; float time89 = 137.0; float2 voronoiSmoothId89 = 0; float2 appendResult87 = (float2(break84.x , break84.y)); float2 coords89 = appendResult87 * temp_output_198_0; float2 id89 = 0; float2 uv89 = 0; float fade89 = 0.5; float voroi89 = 0; float rest89 = 0; for( int it89 = 0; it89 <3; it89++ ){ voroi89 += fade89 * voronoi89( coords89, time89, id89, uv89, 0,voronoiSmoothId89 ); rest89 += fade89; coords89 *= 2; fade89 *= 0.5; }//Voronoi89 voroi89 /= rest89; float temp_output_190_0 = saturate( (0.0 + (( 1.0 - ( ( ( voroi97 * break104.x ) + ( voroi96 * break104.y ) ) + ( voroi89 * break104.z ) ) ) - 0.65) * (1.0 - 0.0) / (1.0 - 0.65)) ); float temp_output_122_0 = saturate( ( ( temp_output_118_0 * _NoiseStrength ) + ( temp_output_190_0 * _VoronoiStrength ) ) ); float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float3 temp_output_184_0 = ( ( ( temp_output_122_0 - 0.5 ) * input.normalOS * ( _NoiseDisplacement / Scale228 ) ) / ase_objectScale ); float4 temp_output_2_0_g146 = _Mask0; float3 worldToObj306 = mul( GetWorldToObjectMatrix(), float4( (temp_output_2_0_g146).xyz, 1 ) ).xyz; float3 ase_objectPosition = GetAbsolutePositionWS( UNITY_MATRIX_M._m03_m13_m23 ); float4 appendResult313 = (float4((temp_output_2_0_g146).w , 0.0 , 0.0 , 0.0)); float3 worldToObj307 = mul( GetWorldToObjectMatrix(), float4( ( float4( ase_objectPosition , 0.0 ) + appendResult313 ).xyz, 1 ) ).xyz; float3 temp_output_304_0 = ( temp_output_184_0 + ( min( ( distance( ( temp_output_184_0 + input.positionOS.xyz ) , worldToObj306 ) - length( worldToObj307 ) ) , 0.0 ) * input.normalOS ) ); float4 temp_output_2_0_g153 = _Mask1; float3 worldToObj357 = mul( GetWorldToObjectMatrix(), float4( (temp_output_2_0_g153).xyz, 1 ) ).xyz; float4 appendResult354 = (float4((temp_output_2_0_g153).w , 0.0 , 0.0 , 0.0)); float3 worldToObj358 = mul( GetWorldToObjectMatrix(), float4( ( float4( ase_objectPosition , 0.0 ) + appendResult354 ).xyz, 1 ) ).xyz; float3 VertexOffset305 = ( temp_output_304_0 + ( min( ( distance( ( temp_output_304_0 + input.positionOS.xyz ) , worldToObj357 ) - length( worldToObj358 ) ) , 0.0 ) * input.normalOS ) ); float3 vertexPos38 = ( VertexOffset305 + input.positionOS.xyz ); float4 ase_positionCS38 = TransformObjectToHClip( ( vertexPos38 ).xyz ); float4 screenPos38 = ComputeScreenPos( ase_positionCS38 ); output.ase_texcoord = screenPos38; output.ase_color = input.ase_color; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = VertexOffset305; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); output.positionCS = TransformWorldToHClip(positionWS); return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.ase_color = input.ase_color; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [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")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.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] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag(PackedVaryings input ) : SV_Target { SurfaceDescription surfaceDescription = (SurfaceDescription)0; float4 screenPos38 = input.ase_texcoord; float4 ase_positionSSNorm = screenPos38 / screenPos38.w; ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float screenDepth38 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams); float distanceDepth38 = abs( ( screenDepth38 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( _DepthDistance ) ); float temp_output_1_0_g154 = distanceDepth38; float DepthFade43 = saturate( ( ( ( pow( temp_output_1_0_g154 , 5.0 ) * 6.0 ) - ( pow( temp_output_1_0_g154 , 4.0 ) * 15.0 ) ) + ( pow( temp_output_1_0_g154 , 3.0 ) * 10.0 ) ) ); float4 lerpResult161 = lerp( _BaseColor , input.ase_color , _VertexColorStrength); float4 temp_output_2_0_g155 = lerpResult161; float BaseColorAlpha162 = (temp_output_2_0_g155).a; surfaceDescription.Alpha = ( DepthFade43 * BaseColorAlpha162 ); surfaceDescription.AlphaClipThreshold = 0.0; #if _ALPHATEST_ON float alphaClipThreshold = 0.01f; #if ALPHA_CLIP_THRESHOLD alphaClipThreshold = surfaceDescription.AlphaClipThreshold; #endif clip(surfaceDescription.Alpha - alphaClipThreshold); #endif half4 outColor = 0; #ifdef SCENESELECTIONPASS outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); #elif defined(SCENEPICKINGPASS) outColor = _SelectionID; #endif return outColor; } ENDHLSL } } CustomEditor "UnityEditor.ShaderGraphLitGUI" FallBack "Hidden/Shader Graph/FallbackError" Fallback Off } /*ASEBEGIN Version=19801 Node;AmplifyShaderEditor.Vector3Node;316;-1488,1952;Inherit;False;Property;_WindDirection;WindDirection;4;0;Create;True;0;0;0;False;0;False;-1,-0.3,-0.3;-1,-0.3,-0.3;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 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