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- Shader /*ase_name*/"Hidden/Universal/Decal"/*end*/
- {
- Properties
- {
- /*ase_props*/
- [HideInInspector] _DrawOrder("Draw Order", Range(-50, 50)) = 0
- [HideInInspector][Enum(Depth Bias, 0, View Bias, 1)] _DecalMeshBiasType("DecalMesh BiasType", Float) = 0
- [HideInInspector] _DecalMeshDepthBias("DecalMesh DepthBias", Float) = 0
- [HideInInspector] _DecalMeshViewBias("DecalMesh ViewBias", Float) = 0
- [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
- [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
- [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
- //_DecalAngleFadeSupported("Decal Angle Fade Supported", Float) = 1
- }
- SubShader
- {
- /*ase_subshader_options:Name=Additional Options
- Option:Affect BaseColor:false,true:true
- true:SetDefine:_MATERIAL_AFFECTS_ALBEDO 1
- false:RemoveDefine:_MATERIAL_AFFECTS_ALBEDO 1
- Option:Affect Normal:false,true:true
- true:SetDefine:_MATERIAL_AFFECTS_NORMAL 1
- true:SetPropertyOnPass:DBufferProjector:ColorMask1,true,true,true,true
- true:SetPropertyOnPass:DecalGBufferProjector:ColorMask2,true,true,true,false
- true:SetPropertyOnPass:DBufferMesh:ColorMask1,true,true,true,true
- true:SetPropertyOnPass:DecalGBufferMesh:ColorMask2,true,true,true,false
- false:RemoveDefine:_MATERIAL_AFFECTS_NORMAL 1
- false:SetPropertyOnPass:DBufferProjector:ColorMask1,false,false,false,false
- false:SetPropertyOnPass:DecalGBufferProjector:ColorMask2,false,false,false,false
- false:SetPropertyOnPass:DBufferMesh:ColorMask1,false,false,false,false
- false:SetPropertyOnPass:DecalGBufferMesh:ColorMask2,false,false,false,false
- Option:Blend:false,true:true
- true:SetDefine:_MATERIAL_AFFECTS_NORMAL_BLEND 1
- false:RemoveDefine:_MATERIAL_AFFECTS_NORMAL_BLEND 1
- Option:Affect MAOS:false,true:false
- true:SetDefine: _MATERIAL_AFFECTS_MAOS 1
- true:ShowPort:DecalScreenSpaceProjector:Metallic
- true:ShowPort:DecalScreenSpaceProjector:Occlusion
- true:ShowPort:DecalScreenSpaceProjector:Smoothness
- true:ShowPort:DecalScreenSpaceProjector:MAOS Alpha
- false:RemoveDefine: _MATERIAL_AFFECTS_MAOS 1
- false:HidePort:DecalScreenSpaceProjector:Metallic
- false:HidePort:DecalScreenSpaceProjector:Occlusion
- false:HidePort:DecalScreenSpaceProjector:Smoothness
- false:HidePort:DecalScreenSpaceProjector:MAOS Alpha
- Option:Affect Emission:false,true:false
- true:SetDefine:_MATERIAL_AFFECTS_EMISSION 1
- true:IncludePass:DecalProjectorForwardEmissive
- true:IncludePass:DecalMeshForwardEmissive
- true:ShowPort:DecalScreenSpaceProjector:Emission
- false:RemoveDefine:_MATERIAL_AFFECTS_EMISSION 1
- false:ExcludePass:DecalProjectorForwardEmissive
- false:ExcludePass:DecalMeshForwardEmissive
- false:HidePort:DecalScreenSpaceProjector:Emission
- Option:Support LOD CrossFade:false,true:false
- true:SetDefine:DBufferMesh:USE_UNITY_CROSSFADE 1
- true:SetDefine:DecalScreenSpaceMesh:USE_UNITY_CROSSFADE 1
- true:SetDefine:DecalProjectorForwardEmissive:USE_UNITY_CROSSFADE 1
- true:SetDefine:DecalGBufferMesh:USE_UNITY_CROSSFADE 1
- true:SetDefine:DBufferMesh:pragma multi_compile _ LOD_FADE_CROSSFADE
- true:SetDefine:DecalScreenSpaceMesh:pragma multi_compile _ LOD_FADE_CROSSFADE
- true:SetDefine:DecalProjectorForwardEmissive:pragma multi_compile _ LOD_FADE_CROSSFADE
- true:SetDefine:DecalGBufferMesh:pragma multi_compile _ LOD_FADE_CROSSFADE
- false:RemoveDefine:DBufferMesh:USE_UNITY_CROSSFADE 1
- false:RemoveDefine:DecalScreenSpaceMesh:USE_UNITY_CROSSFADE 1
- false:RemoveDefine:DecalProjectorForwardEmissive:USE_UNITY_CROSSFADE 1
- false:RemoveDefine:DecalGBufferMesh:USE_UNITY_CROSSFADE 1
- false:RemoveDefine:DBufferMesh:pragma multi_compile _ LOD_FADE_CROSSFADE
- false:RemoveDefine:DecalScreenSpaceMesh:pragma multi_compile _ LOD_FADE_CROSSFADE
- false:RemoveDefine:DecalProjectorForwardEmissive:pragma multi_compile _ LOD_FADE_CROSSFADE
- false:RemoveDefine:DecalGBufferMesh:pragma multi_compile _ LOD_FADE_CROSSFADE
- Option:Angle Fade:false,true:true
- true:SetDefine:DBufferProjector:DECAL_ANGLE_FADE 1
- true:SetDefine:DecalScreenSpaceProjector:DECAL_ANGLE_FADE 1
- true:SetDefine:DecalProjectorForwardEmissive:DECAL_ANGLE_FADE 1
- true:SetDefine:DecalGBufferProjector:DECAL_ANGLE_FADE 1
- true:SetDefine:DBufferProjector:DECAL_ANGLE_FADE 1
- false:RemoveDefine:DBufferProjector:DECAL_ANGLE_FADE 1
- false:RemoveDefine:DecalScreenSpaceProjector:DECAL_ANGLE_FADE 1
- false:RemoveDefine:DecalProjectorForwardEmissive:DECAL_ANGLE_FADE 1
- false:RemoveDefine:DecalGBufferProjector:DECAL_ANGLE_FADE 1
- false:RemoveDefine:DBufferProjector:DECAL_ANGLE_FADE 1
- true:SetShaderProperty:_DecalAngleFadeSupported,[HideInInspector] _DecalAngleFadeSupported("Decal Angle Fade Supported", Float) = 1
- false:SetShaderProperty:_DecalAngleFadeSupported,//[HideInInspector] _DecalAngleFadeSupported("Decal Angle Fade Supported", Float) = 1
- */
- Tags
- {
- "RenderPipeline"="UniversalPipeline"
- "PreviewType"="Plane"
- "DisableBatching" = "LODFading"
- "ShaderGraphShader"="true"
- "ShaderGraphTargetId" = "UniversalDecalSubTarget"
- }
- HLSLINCLUDE
- #pragma target 3.5
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d9 // 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"
- ENDHLSL
- /*ase_pass*/
- Pass
- {
- /*ase_hide_pass*/
- Name "DBufferProjector"
- Tags
- {
- "LightMode" = "DBufferProjector"
- }
- Cull Front
- Blend 0 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
- Blend 1 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
- Blend 2 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
- ZTest Greater
- ZWrite Off
- ColorMask RGBA
- ColorMask RGBA 1
- ColorMask RGBA 2
- HLSLPROGRAM
- #pragma vertex Vert
- #pragma fragment Frag
- #pragma exclude_renderers gles gles3 glcore
- #pragma multi_compile_instancing
- #pragma editor_sync_compilation
- #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
- #pragma multi_compile _ _DECAL_LAYERS
- /*ase_srp_cond_begin:<140010*/
- #pragma multi_compile_fragment _ _FOVEATED_RENDERING_NON_UNIFORM_RASTER
- /*ase_srp_cond_end*/
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #define HAVE_MESH_MODIFICATION
- #define SHADERPASS SHADERPASS_DBUFFER_PROJECTOR
- #if _RENDER_PASS_ENABLED
- #define GBUFFER3 0
- #define GBUFFER4 1
- FRAMEBUFFER_INPUT_HALF(GBUFFER3);
- FRAMEBUFFER_INPUT_HALF(GBUFFER4);
- #endif
- /*ase_srp_cond_begin:<140007*/
- #pragma multi_compile _ DOTS_INSTANCING_ON
- /*ase_srp_cond_end*/
- /*ase_srp_cond_begin:>=140007*/
- #if ASE_SRP_VERSION >=140007
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
- #endif
- /*ase_srp_cond_end*/
- #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"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DecalInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderVariablesDecal.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
- #if defined(LOD_FADE_CROSSFADE)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
- #endif
- /*ase_pragma*/
- struct SurfaceDescription
- {
- float3 BaseColor;
- float Alpha;
- float3 NormalTS;
- float NormalAlpha;
- float Metallic;
- float Occlusion;
- float Smoothness;
- float MAOSAlpha;
- };
- struct Attributes
- {
- float3 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
- /*ase_vdata:p=p;n=n;t=t*/
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct PackedVaryings
- {
- float4 positionCS : SV_POSITION;
- /*ase_interp(0,):sp=sp*/
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float _DrawOrder;
- float _DecalMeshBiasType;
- float _DecalMeshDepthBias;
- float _DecalMeshViewBias;
- #if defined(DECAL_ANGLE_FADE)
- float _DecalAngleFadeSupported;
- #endif
- CBUFFER_END
- #ifdef SCENEPICKINGPASS
- float4 _SelectionID;
- #endif
- #ifdef SCENESELECTIONPASS
- int _ObjectId;
- int _PassValue;
- #endif
- /*ase_globals*/
- /*ase_funcs*/
- void GetSurfaceData(SurfaceDescription surfaceDescription, float angleFadeFactor, out DecalSurfaceData surfaceData)
- {
- half4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
- half fadeFactor = clamp(normalToWorld[0][3], 0.0f, 1.0f) * angleFadeFactor;
- float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
- float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
- ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
- surfaceData.occlusion = half(1.0);
- surfaceData.smoothness = half(0);
- #ifdef _MATERIAL_AFFECTS_NORMAL
- surfaceData.normalWS.w = half(1.0);
- #else
- surfaceData.normalWS.w = half(0.0);
- #endif
- surfaceData.baseColor.xyz = half3(surfaceDescription.BaseColor);
- surfaceData.baseColor.w = half(surfaceDescription.Alpha * fadeFactor);
- #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
- #if defined(_MATERIAL_AFFECTS_NORMAL)
- /*ase_unity_cond_begin:<20220310*/
- surfaceData.normalWS.xyz = mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz);
- /*ase_unity_cond_end*/
- /*ase_unity_cond_begin:>=20220310*/
- surfaceData.normalWS.xyz = normalize(mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz));
- /*ase_unity_cond_end*/
- #else
- /*ase_unity_cond_begin:<20220310*/
- surfaceData.normalWS.xyz = normalToWorld[2].xyz;
- /*ase_unity_cond_end*/
- /*ase_unity_cond_begin:>=20220310*/
- surfaceData.normalWS.xyz = normalize(normalToWorld[2].xyz);
- /*ase_unity_cond_end*/
- #endif
- #elif (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
- #if defined(_MATERIAL_AFFECTS_NORMAL)
- float sgn = input.tangentWS.w;
- float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
- half3x3 tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
- surfaceData.normalWS.xyz = normalize(TransformTangentToWorld(surfaceDescription.NormalTS, tangentToWorld));
- #else
- /*ase_unity_cond_begin:<20220310*/
- surfaceData.normalWS.xyz = half3(input.normalWS);
- /*ase_unity_cond_end*/
- /*ase_unity_cond_begin:>=20220310*/
- surfaceData.normalWS.xyz = normalize(half3(input.normalWS));
- /*ase_unity_cond_end*/
- #endif
- #endif
- surfaceData.normalWS.w = surfaceDescription.NormalAlpha * fadeFactor;
- #if defined( _MATERIAL_AFFECTS_MAOS )
- surfaceData.metallic = half(surfaceDescription.Metallic);
- surfaceData.occlusion = half(surfaceDescription.Occlusion);
- surfaceData.smoothness = half(surfaceDescription.Smoothness);
- surfaceData.MAOSAlpha = half(surfaceDescription.MAOSAlpha * fadeFactor);
- #endif
- }
- #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
- #define DECAL_PROJECTOR
- #endif
- #if (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
- #define DECAL_MESH
- #endif
- #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH)
- #define DECAL_DBUFFER
- #endif
- #if (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH)
- #define DECAL_SCREEN_SPACE
- #endif
- #if (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
- #define DECAL_GBUFFER
- #endif
- #if (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH)
- #define DECAL_FORWARD_EMISSIVE
- #endif
- #if ((!defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_ALBEDO)) || (defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_NORMAL_BLEND))) && (defined(DECAL_SCREEN_SPACE) || defined(DECAL_GBUFFER))
- #define DECAL_RECONSTRUCT_NORMAL
- #elif defined(DECAL_ANGLE_FADE)
- #define DECAL_LOAD_NORMAL
- #endif
- #ifdef _DECAL_LAYERS
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareRenderingLayerTexture.hlsl"
- #endif
- #if defined(DECAL_LOAD_NORMAL)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
- #endif
- #if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
- #endif
- #ifdef DECAL_MESH
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DecalMeshBiasTypeEnum.cs.hlsl"
- #endif
- #ifdef DECAL_RECONSTRUCT_NORMAL
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
- #endif
- PackedVaryings Vert(Attributes inputMesh /*ase_vert_input*/ )
- {
- PackedVaryings packedOutput;
- ZERO_INITIALIZE(PackedVaryings, packedOutput);
- UNITY_SETUP_INSTANCE_ID(inputMesh);
- UNITY_TRANSFER_INSTANCE_ID(inputMesh, packedOutput);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(packedOutput);
- inputMesh.tangentOS = float4( 1, 0, 0, -1 );
- inputMesh.normalOS = float3( 0, 1, 0 );
- /*ase_vert_code:inputMesh=Attributes;packedOutput=PackedVaryings*/
- VertexPositionInputs vertexInput = GetVertexPositionInputs(inputMesh.positionOS.xyz);
- float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
- packedOutput.positionCS = TransformWorldToHClip(positionWS);
- return packedOutput;
- }
- void Frag(PackedVaryings packedInput,
- OUTPUT_DBUFFER(outDBuffer)
- /*ase_frag_input*/
- )
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
- UNITY_SETUP_INSTANCE_ID(packedInput);
- half angleFadeFactor = 1.0;
- #ifdef _DECAL_LAYERS
- #ifdef _RENDER_PASS_ENABLED
- uint surfaceRenderingLayer = DecodeMeshRenderingLayer(LOAD_FRAMEBUFFER_INPUT(GBUFFER4, packedInput.positionCS.xy).r);
- #else
- uint surfaceRenderingLayer = LoadSceneRenderingLayer(packedInput.positionCS.xy);
- #endif
- uint projectorRenderingLayer = uint(UNITY_ACCESS_INSTANCED_PROP(Decal, _DecalLayerMaskFromDecal));
- clip((surfaceRenderingLayer & projectorRenderingLayer) - 0.1);
- #endif
- #if defined(DECAL_PROJECTOR)
- #if UNITY_REVERSED_Z
- #if _RENDER_PASS_ENABLED
- float depth = LOAD_FRAMEBUFFER_INPUT(GBUFFER3, packedInput.positionCS.xy).x;
- #else
- float depth = LoadSceneDepth(packedInput.positionCS.xy);
- #endif
- #else
- #if _RENDER_PASS_ENABLED
- float depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, LOAD_FRAMEBUFFER_INPUT(GBUFFER3, packedInput.positionCS.xy));
- #else
- float depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, LoadSceneDepth(packedInput.positionCS.xy));
- #endif
- #endif
- #endif
- #if defined(DECAL_RECONSTRUCT_NORMAL)
- #if defined(_DECAL_NORMAL_BLEND_HIGH)
- half3 normalWS = half3(ReconstructNormalTap9(packedInput.positionCS.xy));
- #elif defined(_DECAL_NORMAL_BLEND_MEDIUM)
- half3 normalWS = half3(ReconstructNormalTap5(packedInput.positionCS.xy));
- #else
- half3 normalWS = half3(ReconstructNormalDerivative(packedInput.positionCS.xy));
- #endif
- #elif defined(DECAL_LOAD_NORMAL)
- half3 normalWS = half3(LoadSceneNormals(packedInput.positionCS.xy));
- #endif
- /*ase_unity_cond_begin:<20220352*/
- #if ASE_SRP_VERSION <=140011
- float2 positionSS = packedInput.positionCS.xy * _ScreenSize.zw;
- #endif
- /*ase_unity_cond_end*/
- /*ase_unity_cond_begin:>=20220352*/
- #if ASE_SRP_VERSION >=140011
- float2 positionSS = FoveatedRemapNonUniformToLinearCS(packedInput.positionCS.xy) * _ScreenSize.zw;
- #endif
- /*ase_unity_cond_end*/
- /*ase_local_var:sp*/float4 positionCS = ComputeClipSpacePosition( positionSS, depth );
- float4 hpositionVS = mul( UNITY_MATRIX_I_P, positionCS );
- /*ase_local_var:rwp*/float3 positionRWS = mul( ( float3x3 )UNITY_MATRIX_I_V, hpositionVS.xyz / hpositionVS.w );
- /*ase_local_var:wp*/float3 positionWS = positionRWS + _WorldSpaceCameraPos;
- /*ase_local_var:op*/float3 positionOS = TransformWorldToObject( positionWS );
- /*ase_local_var:vp*/float3 positionVS = TransformWorldToView( positionWS );
- float3 positionDS = TransformWorldToObject(positionWS);
- positionDS = positionDS * float3(1.0, -1.0, 1.0);
- float clipValue = 0.5 - Max3(abs(positionDS).x, abs(positionDS).y, abs(positionDS).z);
- clip(clipValue);
- float2 texCoord = positionDS.xz + float2(0.5, 0.5);
- float4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
- float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
- float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
- texCoord.xy = texCoord.xy * scale + offset;
- /*ase_local_var:uv0*/float2 texCoord0 = texCoord;
- /*ase_local_var:uv1*/float2 texCoord1 = texCoord;
- /*ase_local_var:uv2*/float2 texCoord2 = texCoord;
- /*ase_local_var:uv3*/float2 texCoord3 = texCoord;
- /*ase_local_var:wt*/float3 worldTangent = TransformObjectToWorldDir(float3(1, 0, 0));
- /*ase_local_var:wn*/float3 worldNormal = TransformObjectToWorldDir(float3(0, 1, 0));
- /*ase_local_var:wbt*/float3 worldBitangent = TransformObjectToWorldDir(float3(0, 0, 1));
- #ifdef DECAL_ANGLE_FADE
- half2 angleFade = half2(normalToWorld[1][3], normalToWorld[2][3]);
- if (angleFade.y < 0.0f)
- {
- half3 decalNormal = half3(normalToWorld[0].z, normalToWorld[1].z, normalToWorld[2].z);
- half dotAngle = dot(normalWS, decalNormal);
- angleFadeFactor = saturate(angleFade.x + angleFade.y * (dotAngle * (dotAngle - 2.0)));
- }
- #endif
- half3 viewDirectionWS = half3(1.0, 1.0, 1.0);
- DecalSurfaceData surfaceData;
- SurfaceDescription surfaceDescription = (SurfaceDescription)0;
- /*ase_frag_code:packedInput=PackedVaryings*/
- surfaceDescription.BaseColor = /*ase_frag_out:Base Color;Float3;0;-1;_BaseColor*/IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5))/*end*/;
- surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;1;-1;_Alpha*/1/*end*/;
- surfaceDescription.NormalTS = /*ase_frag_out:Normal;Float3;2;-1;_NormalTS*/float3(0.0f, 0.0f, 1.0f)/*end*/;
- surfaceDescription.NormalAlpha = /*ase_frag_out:Normal Alpha;Float;3;-1;_NormalAlpha*/1/*end*/;
- #if defined( _MATERIAL_AFFECTS_MAOS )
- surfaceDescription.Metallic = /*ase_frag_out:Metallic;Float;4;-1;_Metallic*/0/*end*/;
- surfaceDescription.Occlusion = /*ase_frag_out:Occlusion;Float;5;-1;_Occlusion*/1/*end*/;
- surfaceDescription.Smoothness =/*ase_frag_out:Smoothness;Float;6;-1;_Smoothness*/ 0.5/*end*/;
- surfaceDescription.MAOSAlpha = /*ase_frag_out:MAOS Alpha;Float;7;-1;_MAOSAlpha*/1/*end*/;
- #endif
- GetSurfaceData(surfaceDescription, angleFadeFactor, surfaceData);
- ENCODE_INTO_DBUFFER(surfaceData, outDBuffer);
- /*ase_unity_cond_begin:<20220352*/
- #if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
- UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
- {
- positionSS = RemapFoveatedRenderingNonUniformToLinearCS(input.positionCS.xy, true) * _ScreenSize.zw;
- }
- #endif
- /*ase_unity_cond_end*/
- }
- ENDHLSL
- }
- /*ase_pass*/
- Pass
- {
- /*ase_hide_pass*/
- Name "DecalProjectorForwardEmissive"
- Tags
- {
- "LightMode" = "DecalProjectorForwardEmissive"
- }
- Cull Front
- Blend 0 SrcAlpha One
- ZTest Greater
- ZWrite Off
- HLSLPROGRAM
- #pragma vertex Vert
- #pragma fragment Frag
- #pragma multi_compile_instancing
- #pragma editor_sync_compilation
- #pragma multi_compile _ _DECAL_LAYERS
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #define HAVE_MESH_MODIFICATION
- #define SHADERPASS SHADERPASS_FORWARD_EMISSIVE_PROJECTOR
- #if _RENDER_PASS_ENABLED
- #define GBUFFER3 0
- #define GBUFFER4 1
- FRAMEBUFFER_INPUT_HALF(GBUFFER3);
- FRAMEBUFFER_INPUT_HALF(GBUFFER4);
- #endif
- /*ase_srp_cond_begin:<140007*/
- #pragma multi_compile _ DOTS_INSTANCING_ON
- /*ase_srp_cond_end*/
- /*ase_srp_cond_begin:>=140007*/
- #if ASE_SRP_VERSION >=140007
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
- #endif
- /*ase_srp_cond_end*/
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
- /*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"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DecalInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderVariablesDecal.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
- #if defined(LOD_FADE_CROSSFADE)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
- #endif
- /*ase_pragma*/
- struct SurfaceDescription
- {
- float Alpha;
- float3 Emission;
- };
- struct Attributes
- {
- float3 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
- /*ase_vdata:p=p;n=n;t=t*/
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct PackedVaryings
- {
- float4 positionCS : SV_POSITION;
- /*ase_interp(0,):sp=sp*/
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float _DrawOrder;
- float _DecalMeshBiasType;
- float _DecalMeshDepthBias;
- float _DecalMeshViewBias;
- #if defined(DECAL_ANGLE_FADE)
- float _DecalAngleFadeSupported;
- #endif
- CBUFFER_END
- #ifdef SCENEPICKINGPASS
- float4 _SelectionID;
- #endif
- #ifdef SCENESELECTIONPASS
- int _ObjectId;
- int _PassValue;
- #endif
- /*ase_globals*/
- /*ase_funcs*/
- void GetSurfaceData(SurfaceDescription surfaceDescription, float angleFadeFactor, out DecalSurfaceData surfaceData)
- {
- half4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
- half fadeFactor = clamp(normalToWorld[0][3], 0.0f, 1.0f) * angleFadeFactor;
- float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
- float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
- ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
- surfaceData.occlusion = half(1.0);
- surfaceData.smoothness = half(0);
- #ifdef _MATERIAL_AFFECTS_NORMAL
- surfaceData.normalWS.w = half(1.0);
- #else
- surfaceData.normalWS.w = half(0.0);
- #endif
- #if defined( _MATERIAL_AFFECTS_EMISSION )
- surfaceData.emissive.rgb = half3(surfaceDescription.Emission.rgb * fadeFactor);
- #endif
- surfaceData.baseColor.w = half(surfaceDescription.Alpha * fadeFactor);
- }
- #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
- #define DECAL_PROJECTOR
- #endif
- #if (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
- #define DECAL_MESH
- #endif
- #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH)
- #define DECAL_DBUFFER
- #endif
- #if (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH)
- #define DECAL_SCREEN_SPACE
- #endif
- #if (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
- #define DECAL_GBUFFER
- #endif
- #if (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH)
- #define DECAL_FORWARD_EMISSIVE
- #endif
- #if ((!defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_ALBEDO)) || (defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_NORMAL_BLEND))) && (defined(DECAL_SCREEN_SPACE) || defined(DECAL_GBUFFER))
- #define DECAL_RECONSTRUCT_NORMAL
- #elif defined(DECAL_ANGLE_FADE)
- #define DECAL_LOAD_NORMAL
- #endif
- #ifdef _DECAL_LAYERS
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareRenderingLayerTexture.hlsl"
- #endif
- #if defined(DECAL_LOAD_NORMAL)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
- #endif
- #if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
- #endif
- #ifdef DECAL_MESH
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DecalMeshBiasTypeEnum.cs.hlsl"
- #endif
- #ifdef DECAL_RECONSTRUCT_NORMAL
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
- #endif
- PackedVaryings Vert(Attributes inputMesh /*ase_vert_input*/ )
- {
- PackedVaryings packedOutput;
- ZERO_INITIALIZE(PackedVaryings, packedOutput);
- UNITY_SETUP_INSTANCE_ID(inputMesh);
- UNITY_TRANSFER_INSTANCE_ID(inputMesh, packedOutput);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(packedOutput);
- inputMesh.tangentOS = float4( 1, 0, 0, -1 );
- inputMesh.normalOS = float3( 0, 1, 0 );
- /*ase_vert_code:inputMesh=Attributes;packedOutput=PackedVaryings*/
- VertexPositionInputs vertexInput = GetVertexPositionInputs(inputMesh.positionOS.xyz);
- float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
- packedOutput.positionCS = TransformWorldToHClip(positionWS);
- return packedOutput;
- }
- void Frag(PackedVaryings packedInput,
- out half4 outEmissive : SV_Target0
- /*ase_frag_input*/
- )
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
- UNITY_SETUP_INSTANCE_ID(packedInput);
- half angleFadeFactor = 1.0;
- #ifdef _DECAL_LAYERS
- #ifdef _RENDER_PASS_ENABLED
- uint surfaceRenderingLayer = DecodeMeshRenderingLayer(LOAD_FRAMEBUFFER_INPUT(GBUFFER4, packedInput.positionCS.xy).r);
- #else
- uint surfaceRenderingLayer = LoadSceneRenderingLayer(packedInput.positionCS.xy);
- #endif
- uint projectorRenderingLayer = uint(UNITY_ACCESS_INSTANCED_PROP(Decal, _DecalLayerMaskFromDecal));
- clip((surfaceRenderingLayer & projectorRenderingLayer) - 0.1);
- #endif
- #if defined(DECAL_PROJECTOR)
- #if UNITY_REVERSED_Z
- #if _RENDER_PASS_ENABLED
- float depth = LOAD_FRAMEBUFFER_INPUT(GBUFFER3, packedInput.positionCS.xy).x;
- #else
- float depth = LoadSceneDepth(packedInput.positionCS.xy);
- #endif
- #else
- #if _RENDER_PASS_ENABLED
- float depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, LOAD_FRAMEBUFFER_INPUT(GBUFFER3, packedInput.positionCS.xy));
- #else
- float depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, LoadSceneDepth(packedInput.positionCS.xy));
- #endif
- #endif
- #endif
- #if defined(DECAL_RECONSTRUCT_NORMAL)
- #if defined(_DECAL_NORMAL_BLEND_HIGH)
- half3 normalWS = half3(ReconstructNormalTap9(packedInput.positionCS.xy));
- #elif defined(_DECAL_NORMAL_BLEND_MEDIUM)
- half3 normalWS = half3(ReconstructNormalTap5(packedInput.positionCS.xy));
- #else
- half3 normalWS = half3(ReconstructNormalDerivative(packedInput.positionCS.xy));
- #endif
- #elif defined(DECAL_LOAD_NORMAL)
- half3 normalWS = half3(LoadSceneNormals(packedInput.positionCS.xy));
- #endif
- /*ase_unity_cond_begin:<20220352*/
- #if ASE_SRP_VERSION <=140011
- float2 positionSS = packedInput.positionCS.xy * _ScreenSize.zw;
- #endif
- /*ase_unity_cond_end*/
- /*ase_unity_cond_begin:>=20220352*/
- #if ASE_SRP_VERSION >=140011
- float2 positionSS = FoveatedRemapNonUniformToLinearCS(packedInput.positionCS.xy) * _ScreenSize.zw;
- #endif
- /*ase_unity_cond_end*/
- /*ase_local_var:sp*/float4 positionCS = ComputeClipSpacePosition( positionSS, depth );
- float4 hpositionVS = mul( UNITY_MATRIX_I_P, positionCS );
- /*ase_local_var:rwp*/float3 positionRWS = mul( ( float3x3 )UNITY_MATRIX_I_V, hpositionVS.xyz / hpositionVS.w );
- /*ase_local_var:wp*/float3 positionWS = positionRWS + _WorldSpaceCameraPos;
- /*ase_local_var:op*/float3 positionOS = TransformWorldToObject( positionWS );
- /*ase_local_var:vp*/float3 positionVS = TransformWorldToView( positionWS );
- float3 positionDS = TransformWorldToObject(positionWS);
- positionDS = positionDS * float3(1.0, -1.0, 1.0);
- float clipValue = 0.5 - Max3(abs(positionDS).x, abs(positionDS).y, abs(positionDS).z);
- clip(clipValue);
- float2 texCoord = positionDS.xz + float2(0.5, 0.5);
- float4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
- float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
- float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
- texCoord.xy = texCoord.xy * scale + offset;
- #ifdef DECAL_ANGLE_FADE
- half2 angleFade = half2(normalToWorld[1][3], normalToWorld[2][3]);
- if (angleFade.y < 0.0f)
- {
- half3 decalNormal = half3(normalToWorld[0].z, normalToWorld[1].z, normalToWorld[2].z);
- half dotAngle = dot(normalWS, decalNormal);
- angleFadeFactor = saturate(angleFade.x + angleFade.y * (dotAngle * (dotAngle - 2.0)));
- }
- #endif
- half3 viewDirectionWS = half3(1.0, 1.0, 1.0);
- DecalSurfaceData surfaceData;
- SurfaceDescription surfaceDescription = (SurfaceDescription)0;
- /*ase_local_var:uv0*/float2 texCoord0 = texCoord;
- /*ase_local_var:uv1*/float2 texCoord1 = texCoord;
- /*ase_local_var:uv2*/float2 texCoord2 = texCoord;
- /*ase_local_var:uv3*/float2 texCoord3 = texCoord;
- /*ase_local_var:wt*/float3 worldTangent = TransformObjectToWorldDir(float3(1, 0, 0));
- /*ase_local_var:wn*/float3 worldNormal = TransformObjectToWorldDir(float3(0, 1, 0));
- /*ase_local_var:wbt*/float3 worldBitangent = TransformObjectToWorldDir(float3(0, 0, 1));
- /*ase_frag_code:packedInput=PackedVaryings*/
- surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/;
- #if defined( _MATERIAL_AFFECTS_EMISSION )
- surfaceDescription.Emission = /*ase_frag_out:Emission;Float3;1;-1;_Emission*/float3(0, 0, 0)/*end*/;
- #endif
- GetSurfaceData( surfaceDescription, angleFadeFactor, surfaceData);
- outEmissive.rgb = surfaceData.emissive;
- outEmissive.a = surfaceData.baseColor.a;
- /*ase_unity_cond_begin:<20220352*/
- #if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
- UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
- {
- positionSS = RemapFoveatedRenderingNonUniformToLinearCS(input.positionCS.xy, true) * _ScreenSize.zw;
- }
- #endif
- /*ase_unity_cond_end*/
- }
- ENDHLSL
- }
- /*ase_pass*/
- Pass
- {
- /*ase_main_pass*/
- Name "DecalScreenSpaceProjector"
- Tags
- {
- "LightMode" = "DecalScreenSpaceProjector"
- }
- Cull Front
- Blend SrcAlpha OneMinusSrcAlpha
- ZTest Greater
- ZWrite Off
- HLSLPROGRAM
- #pragma vertex Vert
- #pragma fragment Frag
- #pragma multi_compile_instancing
- #pragma multi_compile_fog
- #pragma editor_sync_compilation
- #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_fragment _ _ADDITIONAL_LIGHT_SHADOWS
- /*ase_srp_cond_begin:<140009*/
- #pragma multi_compile_fragment _ _SHADOWS_SOFT
- /*ase_srp_cond_end*/
- /*ase_srp_cond_begin:>=140009*/
- #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
- /*ase_srp_cond_end*/
- #pragma multi_compile _ _FORWARD_PLUS
- /*ase_unity_cond_begin:>=20220325*/
- #pragma multi_compile_fragment _ _LIGHT_COOKIES
- /*ase_unity_cond_end*/
- /*ase_srp_cond_begin:<140010*/
- #pragma multi_compile_fragment _ _FOVEATED_RENDERING_NON_UNIFORM_RASTER
- /*ase_srp_cond_end*/
- #pragma multi_compile _DECAL_NORMAL_BLEND_LOW _DECAL_NORMAL_BLEND_MEDIUM _DECAL_NORMAL_BLEND_HIGH
- #pragma multi_compile _ _DECAL_LAYERS
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #define ATTRIBUTES_NEED_NORMAL
- #define ATTRIBUTES_NEED_TEXCOORD0
- #define VARYINGS_NEED_NORMAL_WS
- #define VARYINGS_NEED_TEXCOORD0
- #define VARYINGS_NEED_VIEWDIRECTION_WS
- #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
- #define VARYINGS_NEED_SH
- #define VARYINGS_NEED_STATIC_LIGHTMAP_UV
- #define VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV
- #define HAVE_MESH_MODIFICATION
- #define SHADERPASS SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR
- #if _RENDER_PASS_ENABLED
- #define GBUFFER3 0
- #define GBUFFER4 1
- FRAMEBUFFER_INPUT_HALF(GBUFFER3);
- FRAMEBUFFER_INPUT_HALF(GBUFFER4);
- #endif
- /*ase_srp_cond_begin:<140007*/
- #pragma multi_compile _ DOTS_INSTANCING_ON
- /*ase_srp_cond_end*/
- /*ase_srp_cond_begin:>=140007*/
- #if ASE_SRP_VERSION >=140007
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
- #endif
- /*ase_srp_cond_end*/
- #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"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DecalInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderVariablesDecal.hlsl"
- #if defined(LOD_FADE_CROSSFADE)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
- #endif
- /*ase_pragma*/
- struct SurfaceDescription
- {
- float3 BaseColor;
- float Alpha;
- float3 NormalTS;
- float NormalAlpha;
- float Metallic;
- float Occlusion;
- float Smoothness;
- float MAOSAlpha;
- float3 Emission;
- };
- struct Attributes
- {
- float3 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
- /*ase_vdata:p=p;n=n;t=t*/
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct PackedVaryings
- {
- float4 positionCS : SV_POSITION;
- float3 normalWS : TEXCOORD0;
- float3 viewDirectionWS : TEXCOORD1;
- float2 staticLightmapUV : TEXCOORD2;
- float2 dynamicLightmapUV : TEXCOORD3;
- float3 sh : TEXCOORD4;
- float4 fogFactorAndVertexLight : TEXCOORD5;
- /*ase_interp(6,):sp=sp;wn=tc0;wvd=tc1*/
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float _DrawOrder;
- float _DecalMeshBiasType;
- float _DecalMeshDepthBias;
- float _DecalMeshViewBias;
- #if defined(DECAL_ANGLE_FADE)
- float _DecalAngleFadeSupported;
- #endif
- CBUFFER_END
- #ifdef SCENEPICKINGPASS
- float4 _SelectionID;
- #endif
- #ifdef SCENESELECTIONPASS
- int _ObjectId;
- int _PassValue;
- #endif
- /*ase_globals*/
- /*ase_funcs*/
- void GetSurfaceData(SurfaceDescription surfaceDescription, float angleFadeFactor, out DecalSurfaceData surfaceData)
- {
- half4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
- half fadeFactor = clamp(normalToWorld[0][3], 0.0f, 1.0f) * angleFadeFactor;
- float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
- float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
- ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
- surfaceData.occlusion = half(1.0);
- surfaceData.smoothness = half(0);
- #ifdef _MATERIAL_AFFECTS_NORMAL
- surfaceData.normalWS.w = half(1.0);
- #else
- surfaceData.normalWS.w = half(0.0);
- #endif
- #if defined( _MATERIAL_AFFECTS_EMISSION )
- surfaceData.emissive.rgb = half3(surfaceDescription.Emission.rgb * fadeFactor);
- #endif
- surfaceData.baseColor.xyz = half3(surfaceDescription.BaseColor);
- surfaceData.baseColor.w = half(surfaceDescription.Alpha * fadeFactor);
- #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
- #if defined(_MATERIAL_AFFECTS_NORMAL)
- /*ase_unity_cond_begin:<20220310*/
- surfaceData.normalWS.xyz = mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz);
- /*ase_unity_cond_end*/
- /*ase_unity_cond_begin:>=20220310*/
- surfaceData.normalWS.xyz = normalize(mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz));
- /*ase_unity_cond_end*/
- #else
- /*ase_unity_cond_begin:<20220310*/
- surfaceData.normalWS.xyz = normalToWorld[2].xyz;
- /*ase_unity_cond_end*/
- /*ase_unity_cond_begin:>=20220310*/
- surfaceData.normalWS.xyz = normalize(normalToWorld[2].xyz);
- /*ase_unity_cond_end*/
- #endif
- #elif (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
- #if defined(_MATERIAL_AFFECTS_NORMAL)
- float sgn = input.tangentWS.w;
- float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
- half3x3 tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
- surfaceData.normalWS.xyz = normalize(TransformTangentToWorld(surfaceDescription.NormalTS, tangentToWorld));
- #else
- /*ase_unity_cond_begin:<20220310*/
- surfaceData.normalWS.xyz = half3(input.normalWS);
- /*ase_unity_cond_end*/
- /*ase_unity_cond_begin:>=20220310*/
- surfaceData.normalWS.xyz = normalize(half3(input.normalWS));
- /*ase_unity_cond_end*/
- #endif
- #endif
- surfaceData.normalWS.w = surfaceDescription.NormalAlpha * fadeFactor;
- #if defined( _MATERIAL_AFFECTS_MAOS )
- surfaceData.metallic = half(surfaceDescription.Metallic);
- surfaceData.occlusion = half(surfaceDescription.Occlusion);
- surfaceData.smoothness = half(surfaceDescription.Smoothness);
- surfaceData.MAOSAlpha = half(surfaceDescription.MAOSAlpha * fadeFactor);
- #endif
- }
- #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
- #define DECAL_PROJECTOR
- #endif
- #if (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
- #define DECAL_MESH
- #endif
- #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH)
- #define DECAL_DBUFFER
- #endif
- #if (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH)
- #define DECAL_SCREEN_SPACE
- #endif
- #if (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
- #define DECAL_GBUFFER
- #endif
- #if (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH)
- #define DECAL_FORWARD_EMISSIVE
- #endif
- #if ((!defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_ALBEDO)) || (defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_NORMAL_BLEND))) && (defined(DECAL_SCREEN_SPACE) || defined(DECAL_GBUFFER))
- #define DECAL_RECONSTRUCT_NORMAL
- #elif defined(DECAL_ANGLE_FADE)
- #define DECAL_LOAD_NORMAL
- #endif
- #ifdef _DECAL_LAYERS
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareRenderingLayerTexture.hlsl"
- #endif
- #if defined(DECAL_LOAD_NORMAL)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
- #endif
- #if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
- #endif
- #ifdef DECAL_MESH
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DecalMeshBiasTypeEnum.cs.hlsl"
- #endif
- #ifdef DECAL_RECONSTRUCT_NORMAL
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
- #endif
- void InitializeInputData(PackedVaryings input, float3 positionWS, half3 normalWS, half3 viewDirectionWS, out InputData inputData)
- {
- inputData = (InputData)0;
- inputData.positionWS = positionWS;
- inputData.normalWS = normalWS;
- inputData.viewDirectionWS = viewDirectionWS;
- inputData.shadowCoord = float4(0, 0, 0, 0);
- #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
- inputData.fogCoord = InitializeInputDataFog(float4(positionWS, 1.0), input.fogFactorAndVertexLight.x);
- inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
- #endif
- #if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
- inputData.bakedGI = SAMPLE_GI(input.lightmapUVs.xy, input.lightmapUVs.zw, input.sh, normalWS);
- #elif defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
- inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, half3(input.sh), normalWS);
- #endif
- #if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
- inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
- #endif
- #if defined(DEBUG_DISPLAY)
- #if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
- inputData.dynamicLightmapUV = input.lightmapUVs.zw;
- #endif
- #if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV) && defined(LIGHTMAP_ON)
- inputData.staticLightmapUV = input.lightmapUVs.xy;
- #elif defined(VARYINGS_NEED_SH)
- inputData.vertexSH = input.sh;
- #endif
- #endif
- inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
- }
- void GetSurface(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData)
- {
- surfaceData.albedo = decalSurfaceData.baseColor.rgb;
- surfaceData.metallic = saturate(decalSurfaceData.metallic);
- surfaceData.specular = 0;
- surfaceData.smoothness = saturate(decalSurfaceData.smoothness);
- surfaceData.occlusion = decalSurfaceData.occlusion;
- surfaceData.emission = decalSurfaceData.emissive;
- surfaceData.alpha = saturate(decalSurfaceData.baseColor.w);
- surfaceData.clearCoatMask = 0;
- surfaceData.clearCoatSmoothness = 1;
- }
- PackedVaryings Vert(Attributes inputMesh /*ase_vert_input*/ )
- {
- PackedVaryings packedOutput;
- ZERO_INITIALIZE(PackedVaryings, packedOutput);
- UNITY_SETUP_INSTANCE_ID(inputMesh);
- UNITY_TRANSFER_INSTANCE_ID(inputMesh, packedOutput);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(packedOutput);
- inputMesh.tangentOS = float4( 1, 0, 0, -1 );
- inputMesh.normalOS = float3( 0, 1, 0 );
- /*ase_vert_code:inputMesh=Attributes;packedOutput=PackedVaryings*/
- VertexPositionInputs vertexInput = GetVertexPositionInputs(inputMesh.positionOS.xyz);
- float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
- float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
- packedOutput.positionCS = TransformWorldToHClip(positionWS);
- half fogFactor = 0;
- #if !defined(_FOG_FRAGMENT)
- fogFactor = ComputeFogFactor(packedOutput.positionCS.z);
- #endif
- half3 vertexLight = VertexLighting(positionWS, normalWS);
- packedOutput.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
- packedOutput.normalWS.xyz = normalWS;
- packedOutput.viewDirectionWS.xyz = GetWorldSpaceViewDir(positionWS);
- #if defined(LIGHTMAP_ON)
- OUTPUT_LIGHTMAP_UV(inputMesh.uv1, unity_LightmapST, packedOutput.staticLightmapUV);
- #endif
- #if defined(DYNAMICLIGHTMAP_ON)
- packedOutput.dynamicLightmapUV.xy = inputMesh.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
- #endif
- #if !defined(LIGHTMAP_ON)
- packedOutput.sh.xyz = float3(SampleSHVertex(half3(normalWS)));
- #endif
- return packedOutput;
- }
- void Frag(PackedVaryings packedInput,
- out half4 outColor : SV_Target0
- /*ase_frag_input*/
- )
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
- UNITY_SETUP_INSTANCE_ID(packedInput);
- half angleFadeFactor = 1.0;
- #ifdef _DECAL_LAYERS
- #ifdef _RENDER_PASS_ENABLED
- uint surfaceRenderingLayer = DecodeMeshRenderingLayer(LOAD_FRAMEBUFFER_INPUT(GBUFFER4, packedInput.positionCS.xy).r);
- #else
- uint surfaceRenderingLayer = LoadSceneRenderingLayer(packedInput.positionCS.xy);
- #endif
- uint projectorRenderingLayer = uint(UNITY_ACCESS_INSTANCED_PROP(Decal, _DecalLayerMaskFromDecal));
- clip((surfaceRenderingLayer & projectorRenderingLayer) - 0.1);
- #endif
- #if defined(DECAL_PROJECTOR)
- #if UNITY_REVERSED_Z
- #if _RENDER_PASS_ENABLED
- float depth = LOAD_FRAMEBUFFER_INPUT(GBUFFER3, packedInput.positionCS.xy).x;
- #else
- float depth = LoadSceneDepth(packedInput.positionCS.xy);
- #endif
- #else
- #if _RENDER_PASS_ENABLED
- float depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, LOAD_FRAMEBUFFER_INPUT(GBUFFER3, packedInput.positionCS.xy));
- #else
- float depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, LoadSceneDepth(packedInput.positionCS.xy));
- #endif
- #endif
- #endif
- #if defined(DECAL_RECONSTRUCT_NORMAL)
- #if defined(_DECAL_NORMAL_BLEND_HIGH)
- half3 normalWS = half3(ReconstructNormalTap9(packedInput.positionCS.xy));
- #elif defined(_DECAL_NORMAL_BLEND_MEDIUM)
- half3 normalWS = half3(ReconstructNormalTap5(packedInput.positionCS.xy));
- #else
- half3 normalWS = half3(ReconstructNormalDerivative(packedInput.positionCS.xy));
- #endif
- #elif defined(DECAL_LOAD_NORMAL)
- half3 normalWS = half3(LoadSceneNormals(packedInput.positionCS.xy));
- #endif
- /*ase_unity_cond_begin:<20220352*/
- #if ASE_SRP_VERSION <=140011
- float2 positionSS = packedInput.positionCS.xy * _ScreenSize.zw;
- #endif
- /*ase_unity_cond_end*/
- /*ase_unity_cond_begin:>=20220352*/
- #if ASE_SRP_VERSION >=140011
- float2 positionSS = FoveatedRemapNonUniformToLinearCS(packedInput.positionCS.xy) * _ScreenSize.zw;
- #endif
- /*ase_unity_cond_end*/
- /*ase_local_var:sp*/float4 positionCS = ComputeClipSpacePosition( positionSS, depth );
- float4 hpositionVS = mul( UNITY_MATRIX_I_P, positionCS );
- /*ase_local_var:rwp*/float3 positionRWS = mul( ( float3x3 )UNITY_MATRIX_I_V, hpositionVS.xyz / hpositionVS.w );
- /*ase_local_var:wp*/float3 positionWS = positionRWS + _WorldSpaceCameraPos;
- /*ase_local_var:op*/float3 positionOS = TransformWorldToObject( positionWS );
- /*ase_local_var:vp*/float3 positionVS = TransformWorldToView( positionWS );
- float3 positionDS = TransformWorldToObject(positionWS);
- positionDS = positionDS * float3(1.0, -1.0, 1.0);
- float clipValue = 0.5 - Max3(abs(positionDS).x, abs(positionDS).y, abs(positionDS).z);
- clip(clipValue);
- float2 texCoord = positionDS.xz + float2(0.5, 0.5);
- float4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
- float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
- float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
- texCoord.xy = texCoord.xy * scale + offset;
- /*ase_local_var:uv0*/float2 texCoord0 = texCoord;
- /*ase_local_var:uv1*/float2 texCoord1 = texCoord;
- /*ase_local_var:uv2*/float2 texCoord2 = texCoord;
- /*ase_local_var:uv3*/float2 texCoord3 = texCoord;
- /*ase_local_var:wt*/float3 worldTangent = TransformObjectToWorldDir(float3(1, 0, 0));
- /*ase_local_var:wn*/float3 worldNormal = TransformObjectToWorldDir(float3(0, 1, 0));
- /*ase_local_var:wbt*/float3 worldBitangent = TransformObjectToWorldDir(float3(0, 0, 1));
- #ifdef DECAL_ANGLE_FADE
- half2 angleFade = half2(normalToWorld[1][3], normalToWorld[2][3]);
- if (angleFade.y < 0.0f)
- {
- half3 decalNormal = half3(normalToWorld[0].z, normalToWorld[1].z, normalToWorld[2].z);
- half dotAngle = dot(normalWS, decalNormal);
- angleFadeFactor = saturate(angleFade.x + angleFade.y * (dotAngle * (dotAngle - 2.0)));
- }
- #endif
- half3 viewDirectionWS = half3(packedInput.viewDirectionWS);
- DecalSurfaceData surfaceData;
- /*ase_frag_code:packedInput=PackedVaryings*/
- SurfaceDescription surfaceDescription = (SurfaceDescription)0;
- surfaceDescription.BaseColor = /*ase_frag_out:Base Color;Float3;0;-1;_BaseColor*/IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5))/*end*/;
- surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;1;-1;_Alpha*/1/*end*/;
- surfaceDescription.NormalTS = /*ase_frag_out:Normal;Float3;2;-1;_NormalTS*/float3(0.0f, 0.0f, 1.0f)/*end*/;
- surfaceDescription.NormalAlpha = /*ase_frag_out:Normal Alpha;Float;3;-1;_NormalAlpha*/1/*end*/;
- #if defined( _MATERIAL_AFFECTS_MAOS )
- surfaceDescription.Metallic = /*ase_frag_out:Metallic;Float;4;-1;_Metallic*/0/*end*/;
- surfaceDescription.Occlusion = /*ase_frag_out:Occlusion;Float;5;-1;_Occlusion*/1/*end*/;
- surfaceDescription.Smoothness = /*ase_frag_out:Smoothness;Float;6;-1;_Smoothness*/0.5/*end*/;
- surfaceDescription.MAOSAlpha = /*ase_frag_out:MAOS Alpha;Float;7;-1;_MAOSAlpha*/1/*end*/;
- #endif
- #if defined( _MATERIAL_AFFECTS_EMISSION )
- surfaceDescription.Emission = /*ase_frag_out:Emission;Float3;8;-1;_Emission*/float3(0, 0, 0)/*end*/;
- #endif
- GetSurfaceData( surfaceDescription, angleFadeFactor, surfaceData);
- half3 normalToPack = surfaceData.normalWS.xyz;
- #ifdef DECAL_RECONSTRUCT_NORMAL
- surfaceData.normalWS.xyz = normalize(lerp(normalWS.xyz, surfaceData.normalWS.xyz, surfaceData.normalWS.w));
- #endif
- InputData inputData;
- InitializeInputData( packedInput, positionWS, surfaceData.normalWS.xyz, viewDirectionWS, inputData);
- SurfaceData surface = (SurfaceData)0;
- GetSurface(surfaceData, surface);
- half4 color = UniversalFragmentPBR(inputData, surface);
- color.rgb = MixFog(color.rgb, inputData.fogCoord);
- outColor = color;
- /*ase_unity_cond_begin:<20220352*/
- #if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
- UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
- {
- positionSS = RemapFoveatedRenderingNonUniformToLinearCS(input.positionCS.xy, true) * _ScreenSize.zw;
- }
- #endif
- /*ase_unity_cond_end*/
- }
- ENDHLSL
- }
- /*ase_pass*/
- Pass
- {
- /*ase_hide_pass*/
- Name "DecalGBufferProjector"
- Tags
- {
- "LightMode" = "DecalGBufferProjector"
- }
- Cull Front
- Blend 0 SrcAlpha OneMinusSrcAlpha
- Blend 1 SrcAlpha OneMinusSrcAlpha
- Blend 2 SrcAlpha OneMinusSrcAlpha
- Blend 3 SrcAlpha OneMinusSrcAlpha
- ZTest Greater
- ZWrite Off
- ColorMask RGB
- ColorMask 0 1
- ColorMask RGB 2
- ColorMask RGB 3
- HLSLPROGRAM
- #pragma vertex Vert
- #pragma fragment Frag
- #pragma multi_compile_instancing
- #pragma multi_compile_fog
- #pragma editor_sync_compilation
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
- /*ase_srp_cond_begin:<140009*/
- #pragma multi_compile_fragment _ _SHADOWS_SOFT
- /*ase_srp_cond_end*/
- /*ase_srp_cond_begin:>=140009*/
- #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
- /*ase_srp_cond_end*/
- #pragma multi_compile _DECAL_NORMAL_BLEND_LOW _DECAL_NORMAL_BLEND_MEDIUM _DECAL_NORMAL_BLEND_HIGH
- #pragma multi_compile _ _DECAL_LAYERS
- #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
- #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #define ATTRIBUTES_NEED_NORMAL
- #define ATTRIBUTES_NEED_TEXCOORD0
- #define VARYINGS_NEED_NORMAL_WS
- #define VARYINGS_NEED_TEXCOORD0
- #define VARYINGS_NEED_VIEWDIRECTION_WS
- #define VARYINGS_NEED_SH
- #define VARYINGS_NEED_STATIC_LIGHTMAP_UV
- #define VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV
- #define HAVE_MESH_MODIFICATION
- #define SHADERPASS SHADERPASS_DECAL_GBUFFER_PROJECTOR
- #if _RENDER_PASS_ENABLED
- #define GBUFFER3 0
- #define GBUFFER4 1
- FRAMEBUFFER_INPUT_HALF(GBUFFER3);
- FRAMEBUFFER_INPUT_HALF(GBUFFER4);
- #endif
- /*ase_srp_cond_begin:<140007*/
- #pragma multi_compile _ DOTS_INSTANCING_ON
- /*ase_srp_cond_end*/
- /*ase_srp_cond_begin:>=140007*/
- #if ASE_SRP_VERSION >=140007
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
- #endif
- /*ase_srp_cond_end*/
- #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/UnityGBuffer.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DecalInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderVariablesDecal.hlsl"
- #if defined(LOD_FADE_CROSSFADE)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
- #endif
- /*ase_pragma*/
- struct SurfaceDescription
- {
- float3 BaseColor;
- float Alpha;
- float3 NormalTS;
- float NormalAlpha;
- float Metallic;
- float Occlusion;
- float Smoothness;
- float MAOSAlpha;
- float3 Emission;
- };
- struct Attributes
- {
- float3 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
- /*ase_vdata:p=p;n=n;t=t*/
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct PackedVaryings
- {
- float4 positionCS : SV_POSITION;
- float3 normalWS : TEXCOORD0;
- float3 viewDirectionWS : TEXCOORD1;
- float2 staticLightmapUV : TEXCOORD2;
- float2 dynamicLightmapUV : TEXCOORD3;
- float3 sh : TEXCOORD4;
- /*ase_interp(5,):sp=sp;wn=tc0;wvd=tc1*/
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float _DrawOrder;
- float _DecalMeshBiasType;
- float _DecalMeshDepthBias;
- float _DecalMeshViewBias;
- #if defined(DECAL_ANGLE_FADE)
- float _DecalAngleFadeSupported;
- #endif
- CBUFFER_END
- #ifdef SCENEPICKINGPASS
- float4 _SelectionID;
- #endif
- #ifdef SCENESELECTIONPASS
- int _ObjectId;
- int _PassValue;
- #endif
- /*ase_globals*/
- /*ase_funcs*/
- void GetSurfaceData(SurfaceDescription surfaceDescription, float angleFadeFactor, out DecalSurfaceData surfaceData)
- {
- half4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
- half fadeFactor = clamp(normalToWorld[0][3], 0.0f, 1.0f) * angleFadeFactor;
- float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
- float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
- ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
- surfaceData.occlusion = half(1.0);
- surfaceData.smoothness = half(0);
- #ifdef _MATERIAL_AFFECTS_NORMAL
- surfaceData.normalWS.w = half(1.0);
- #else
- surfaceData.normalWS.w = half(0.0);
- #endif
- #if defined( _MATERIAL_AFFECTS_EMISSION )
- surfaceData.emissive.rgb = half3(surfaceDescription.Emission.rgb * fadeFactor);
- #endif
- surfaceData.baseColor.xyz = half3(surfaceDescription.BaseColor);
- surfaceData.baseColor.w = half(surfaceDescription.Alpha * fadeFactor);
- #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
- #if defined(_MATERIAL_AFFECTS_NORMAL)
- /*ase_unity_cond_begin:<20220310*/
- surfaceData.normalWS.xyz = mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz);
- /*ase_unity_cond_end*/
- /*ase_unity_cond_begin:>=20220310*/
- surfaceData.normalWS.xyz = normalize(mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz));
- /*ase_unity_cond_end*/
- #else
- /*ase_unity_cond_begin:<20220310*/
- surfaceData.normalWS.xyz = normalToWorld[2].xyz;
- /*ase_unity_cond_end*/
- /*ase_unity_cond_begin:>=20220310*/
- surfaceData.normalWS.xyz = normalize(normalToWorld[2].xyz);
- /*ase_unity_cond_end*/
- #endif
- #elif (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
- #if defined(_MATERIAL_AFFECTS_NORMAL)
- float sgn = input.tangentWS.w;
- float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
- half3x3 tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
- surfaceData.normalWS.xyz = normalize(TransformTangentToWorld(surfaceDescription.NormalTS, tangentToWorld));
- #else
- /*ase_unity_cond_begin:<20220310*/
- surfaceData.normalWS.xyz = half3(input.normalWS);
- /*ase_unity_cond_end*/
- /*ase_unity_cond_begin:>=20220310*/
- surfaceData.normalWS.xyz = normalize(half3(input.normalWS));
- /*ase_unity_cond_end*/
- #endif
- #endif
- surfaceData.normalWS.w = surfaceDescription.NormalAlpha * fadeFactor;
- #if defined( _MATERIAL_AFFECTS_MAOS )
- surfaceData.metallic = half(surfaceDescription.Metallic);
- surfaceData.occlusion = half(surfaceDescription.Occlusion);
- surfaceData.smoothness = half(surfaceDescription.Smoothness);
- surfaceData.MAOSAlpha = half(surfaceDescription.MAOSAlpha * fadeFactor);
- #endif
- }
- #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
- #define DECAL_PROJECTOR
- #endif
- #if (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
- #define DECAL_MESH
- #endif
- #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH)
- #define DECAL_DBUFFER
- #endif
- #if (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH)
- #define DECAL_SCREEN_SPACE
- #endif
- #if (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
- #define DECAL_GBUFFER
- #endif
- #if (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH)
- #define DECAL_FORWARD_EMISSIVE
- #endif
- #if ((!defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_ALBEDO)) || (defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_NORMAL_BLEND))) && (defined(DECAL_SCREEN_SPACE) || defined(DECAL_GBUFFER))
- #define DECAL_RECONSTRUCT_NORMAL
- #elif defined(DECAL_ANGLE_FADE)
- #define DECAL_LOAD_NORMAL
- #endif
- #ifdef _DECAL_LAYERS
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareRenderingLayerTexture.hlsl"
- #endif
- #if defined(DECAL_LOAD_NORMAL)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
- #endif
- #if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
- #endif
- #ifdef DECAL_MESH
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DecalMeshBiasTypeEnum.cs.hlsl"
- #endif
- #ifdef DECAL_RECONSTRUCT_NORMAL
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
- #endif
- void InitializeInputData(PackedVaryings input, float3 positionWS, half3 normalWS, half3 viewDirectionWS, out InputData inputData)
- {
- inputData = (InputData)0;
- inputData.positionWS = positionWS;
- inputData.normalWS = normalWS;
- inputData.viewDirectionWS = viewDirectionWS;
- inputData.shadowCoord = float4(0, 0, 0, 0);
- #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
- inputData.fogCoord = InitializeInputDataFog(float4(positionWS, 1.0), input.fogFactorAndVertexLight.x);
- inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
- #endif
- #if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
- inputData.bakedGI = SAMPLE_GI(input.lightmapUVs.xy, input.lightmapUVs.zw, input.sh, normalWS);
- #elif defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
- inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, half3(input.sh), normalWS);
- #endif
- #if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
- inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
- #endif
- #if defined(DEBUG_DISPLAY)
- #if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
- inputData.dynamicLightmapUV = input.lightmapUVs.zw;
- #endif
- #if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV) && defined(LIGHTMAP_ON)
- inputData.staticLightmapUV = input.lightmapUVs.xy;
- #elif defined(VARYINGS_NEED_SH)
- inputData.vertexSH = input.sh;
- #endif
- #endif
- inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
- }
- void GetSurface(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData)
- {
- surfaceData.albedo = decalSurfaceData.baseColor.rgb;
- surfaceData.metallic = saturate(decalSurfaceData.metallic);
- surfaceData.specular = 0;
- surfaceData.smoothness = saturate(decalSurfaceData.smoothness);
- surfaceData.occlusion = decalSurfaceData.occlusion;
- surfaceData.emission = decalSurfaceData.emissive;
- surfaceData.alpha = saturate(decalSurfaceData.baseColor.w);
- surfaceData.clearCoatMask = 0;
- surfaceData.clearCoatSmoothness = 1;
- }
- PackedVaryings Vert(Attributes inputMesh /*ase_vert_input*/ )
- {
- PackedVaryings packedOutput;
- ZERO_INITIALIZE(PackedVaryings, packedOutput);
- UNITY_SETUP_INSTANCE_ID(inputMesh);
- UNITY_TRANSFER_INSTANCE_ID(inputMesh, packedOutput);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(packedOutput);
- inputMesh.tangentOS = float4( 1, 0, 0, -1 );
- inputMesh.normalOS = float3( 0, 1, 0 );
- /*ase_vert_code:inputMesh=Attributes;packedOutput=PackedVaryings*/
- float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
- float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
- packedOutput.positionCS = TransformWorldToHClip(positionWS);
- packedOutput.normalWS.xyz = normalWS;
- packedOutput.viewDirectionWS.xyz = GetWorldSpaceViewDir(positionWS);
- #if defined(LIGHTMAP_ON)
- OUTPUT_LIGHTMAP_UV(inputMesh.uv1, unity_LightmapST, packedOutput.staticLightmapUV);
- #endif
- #if defined(DYNAMICLIGHTMAP_ON)
- packedOutput.dynamicLightmapUV.xy = inputMesh.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
- #endif
- #if !defined(LIGHTMAP_ON)
- packedOutput.sh = float3(SampleSHVertex(half3(normalWS)));
- #endif
- return packedOutput;
- }
- void Frag(PackedVaryings packedInput,
- out FragmentOutput fragmentOutput
- /*ase_frag_input*/
- )
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
- UNITY_SETUP_INSTANCE_ID(packedInput);
- half angleFadeFactor = 1.0;
- #ifdef _DECAL_LAYERS
- #ifdef _RENDER_PASS_ENABLED
- uint surfaceRenderingLayer = DecodeMeshRenderingLayer(LOAD_FRAMEBUFFER_INPUT(GBUFFER4, packedInput.positionCS.xy).r);
- #else
- uint surfaceRenderingLayer = LoadSceneRenderingLayer(packedInput.positionCS.xy);
- #endif
- uint projectorRenderingLayer = uint(UNITY_ACCESS_INSTANCED_PROP(Decal, _DecalLayerMaskFromDecal));
- clip((surfaceRenderingLayer & projectorRenderingLayer) - 0.1);
- #endif
- #if defined(DECAL_PROJECTOR)
- #if UNITY_REVERSED_Z
- #if _RENDER_PASS_ENABLED
- float depth = LOAD_FRAMEBUFFER_INPUT(GBUFFER3, packedInput.positionCS.xy).x;
- #else
- float depth = LoadSceneDepth(packedInput.positionCS.xy);
- #endif
- #else
- #if _RENDER_PASS_ENABLED
- float depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, LOAD_FRAMEBUFFER_INPUT(GBUFFER3, packedInput.positionCS.xy));
- #else
- float depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, LoadSceneDepth(packedInput.positionCS.xy));
- #endif
- #endif
- #endif
- #if defined(DECAL_RECONSTRUCT_NORMAL)
- #if defined(_DECAL_NORMAL_BLEND_HIGH)
- half3 normalWS = half3(ReconstructNormalTap9(packedInput.positionCS.xy));
- #elif defined(_DECAL_NORMAL_BLEND_MEDIUM)
- half3 normalWS = half3(ReconstructNormalTap5(packedInput.positionCS.xy));
- #else
- half3 normalWS = half3(ReconstructNormalDerivative(packedInput.positionCS.xy));
- #endif
- #elif defined(DECAL_LOAD_NORMAL)
- half3 normalWS = half3(LoadSceneNormals(packedInput.positionCS.xy));
- #endif
- /*ase_unity_cond_begin:<20220352*/
- #if ASE_SRP_VERSION <=140011
- float2 positionSS = packedInput.positionCS.xy * _ScreenSize.zw;
- #endif
- /*ase_unity_cond_end*/
- /*ase_unity_cond_begin:>=20220352*/
- #if ASE_SRP_VERSION >=140011
- float2 positionSS = FoveatedRemapNonUniformToLinearCS(packedInput.positionCS.xy) * _ScreenSize.zw;
- #endif
- /*ase_unity_cond_end*/
- /*ase_local_var:sp*/float4 positionCS = ComputeClipSpacePosition( positionSS, depth );
- float4 hpositionVS = mul( UNITY_MATRIX_I_P, positionCS );
- /*ase_local_var:rwp*/float3 positionRWS = mul( ( float3x3 )UNITY_MATRIX_I_V, hpositionVS.xyz / hpositionVS.w );
- /*ase_local_var:wp*/float3 positionWS = positionRWS + _WorldSpaceCameraPos;
- /*ase_local_var:op*/float3 positionOS = TransformWorldToObject( positionWS );
- /*ase_local_var:vp*/float3 positionVS = TransformWorldToView( positionWS );
- float3 positionDS = TransformWorldToObject(positionWS);
- positionDS = positionDS * float3(1.0, -1.0, 1.0);
- float clipValue = 0.5 - Max3(abs(positionDS).x, abs(positionDS).y, abs(positionDS).z);
- clip(clipValue);
- float2 texCoord = positionDS.xz + float2(0.5, 0.5);
- float4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
- float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
- float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
- texCoord.xy = texCoord.xy * scale + offset;
- /*ase_local_var:uv0*/float2 texCoord0 = texCoord;
- /*ase_local_var:uv1*/float2 texCoord1 = texCoord;
- /*ase_local_var:uv2*/float2 texCoord2 = texCoord;
- /*ase_local_var:uv3*/float2 texCoord3 = texCoord;
- /*ase_local_var:wt*/float3 worldTangent = TransformObjectToWorldDir(float3(1, 0, 0));
- /*ase_local_var:wn*/float3 worldNormal = TransformObjectToWorldDir(float3(0, 1, 0));
- /*ase_local_var:wbt*/float3 worldBitangent = TransformObjectToWorldDir(float3(0, 0, 1));
- #ifdef DECAL_ANGLE_FADE
- half2 angleFade = half2(normalToWorld[1][3], normalToWorld[2][3]);
- if (angleFade.y < 0.0f)
- {
- half3 decalNormal = half3(normalToWorld[0].z, normalToWorld[1].z, normalToWorld[2].z);
- half dotAngle = dot(normalWS, decalNormal);
- angleFadeFactor = saturate(angleFade.x + angleFade.y * (dotAngle * (dotAngle - 2.0)));
- }
- #endif
- half3 viewDirectionWS = half3(packedInput.viewDirectionWS);
- DecalSurfaceData surfaceData;
- SurfaceDescription surfaceDescription = (SurfaceDescription)0;
- /*ase_frag_code:packedInput=PackedVaryings*/
- surfaceDescription.BaseColor = /*ase_frag_out:Base Color;Float3;0;-1;_BaseColor*/IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5))/*end*/;
- surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;1;-1;_Alpha*/1/*end*/;
- surfaceDescription.NormalTS = /*ase_frag_out:Normal;Float3;2;-1;_NormalTS*/float3(0.0f, 0.0f, 1.0f)/*end*/;
- surfaceDescription.NormalAlpha = /*ase_frag_out:Normal Alpha;Float;3;-1;_NormalAlpha*/1/*end*/;
- #if defined( _MATERIAL_AFFECTS_MAOS )
- surfaceDescription.Metallic = /*ase_frag_out:Metallic;Float;4;-1;_Metallic*/0/*end*/;
- surfaceDescription.Occlusion =/*ase_frag_out:Occlusion;Float;5;-1;_Occlusion*/1/*end*/;
- surfaceDescription.Smoothness = /*ase_frag_out:Smoothness;Float;6;-1;_Smoothness*/0.5/*end*/;
- surfaceDescription.MAOSAlpha = /*ase_frag_out:MAOS Alpha;Float;7;-1;_MAOSAlpha*/1/*end*/;
- #endif
- #if defined( _MATERIAL_AFFECTS_EMISSION )
- surfaceDescription.Emission = /*ase_frag_out:Emission;Float;8;-1;_Emission*/float3(0, 0, 0)/*end*/;
- #endif
- GetSurfaceData(surfaceDescription, angleFadeFactor, surfaceData);
- half3 normalToPack = surfaceData.normalWS.xyz;
- #ifdef DECAL_RECONSTRUCT_NORMAL
- surfaceData.normalWS.xyz = normalize(lerp(normalWS.xyz, surfaceData.normalWS.xyz, surfaceData.normalWS.w));
- #endif
- InputData inputData;
- InitializeInputData(packedInput, positionWS, surfaceData.normalWS.xyz, viewDirectionWS, inputData);
- SurfaceData surface = (SurfaceData)0;
- GetSurface(surfaceData, surface);
- BRDFData brdfData;
- InitializeBRDFData(surface.albedo, surface.metallic, 0, surface.smoothness, surface.alpha, brdfData);
- #ifdef _MATERIAL_AFFECTS_ALBEDO
- Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
- MixRealtimeAndBakedGI(mainLight, surfaceData.normalWS.xyz, inputData.bakedGI, inputData.shadowMask);
- half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surface.occlusion, surfaceData.normalWS.xyz, inputData.viewDirectionWS);
- #else
- half3 color = 0;
- #endif
- #pragma warning (disable : 3578) // The output value isn't completely initialized.
- half3 packedNormalWS = PackNormal(normalToPack);
- fragmentOutput.GBuffer0 = half4(surfaceData.baseColor.rgb, surfaceData.baseColor.a);
- fragmentOutput.GBuffer1 = 0;
- fragmentOutput.GBuffer2 = half4(packedNormalWS, surfaceData.normalWS.a);
- fragmentOutput.GBuffer3 = half4(surfaceData.emissive + color, surfaceData.baseColor.a);
- #if OUTPUT_SHADOWMASK
- fragmentOutput.GBuffer4 = inputData.shadowMask;
- #endif
- #pragma warning (default : 3578) // Restore output value isn't completely initialized.
- /*ase_unity_cond_begin:<20220352*/
- #if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
- UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
- {
- positionSS = RemapFoveatedRenderingNonUniformToLinearCS(input.positionCS.xy, true) * _ScreenSize.zw;
- }
- #endif
- /*ase_unity_cond_end*/
- }
- ENDHLSL
- }
- /*ase_pass*/
- Pass
- {
- /*ase_hide_pass*/
- Name "DBufferMesh"
- Tags
- {
- "LightMode" = "DBufferMesh"
- }
- Blend 0 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
- Blend 1 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
- Blend 2 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
- ZTest LEqual
- ZWrite Off
- ColorMask RGBA
- ColorMask RGBA 1
- ColorMask RGBA 2
- HLSLPROGRAM
- #pragma vertex Vert
- #pragma fragment Frag
- #pragma multi_compile_instancing
- #pragma editor_sync_compilation
- #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
- #pragma multi_compile _ _DECAL_LAYERS
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #define ATTRIBUTES_NEED_NORMAL
- #define ATTRIBUTES_NEED_TANGENT
- #define ATTRIBUTES_NEED_TEXCOORD0
- #define ATTRIBUTES_NEED_TEXCOORD1
- #define ATTRIBUTES_NEED_TEXCOORD2
- #define VARYINGS_NEED_POSITION_WS
- #define VARYINGS_NEED_NORMAL_WS
- #define VARYINGS_NEED_TANGENT_WS
- #define VARYINGS_NEED_TEXCOORD0
- #define HAVE_MESH_MODIFICATION
- #define SHADERPASS SHADERPASS_DBUFFER_MESH
- #if _RENDER_PASS_ENABLED
- #define GBUFFER3 0
- #define GBUFFER4 1
- FRAMEBUFFER_INPUT_HALF(GBUFFER3);
- FRAMEBUFFER_INPUT_HALF(GBUFFER4);
- #endif
- /*ase_srp_cond_begin:<140007*/
- #pragma multi_compile _ DOTS_INSTANCING_ON
- /*ase_srp_cond_end*/
- /*ase_srp_cond_begin:>=140007*/
- #if ASE_SRP_VERSION >=140007
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
- #endif
- /*ase_srp_cond_end*/
- #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"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DecalInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderVariablesDecal.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
- #if defined(LOD_FADE_CROSSFADE)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
- #endif
- /*ase_pragma*/
- struct SurfaceDescription
- {
- float3 BaseColor;
- float Alpha;
- float3 NormalTS;
- float NormalAlpha;
- float Metallic;
- float Occlusion;
- float Smoothness;
- float MAOSAlpha;
- };
- struct Attributes
- {
- float3 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
- float4 uv0 : TEXCOORD0;
- float4 uv1 : TEXCOORD1;
- float4 uv2 : TEXCOORD2;
- /*ase_vdata:p=p;n=n;t=t;uv0=tc0;uv1=tc1;uv2=tc2*/
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct PackedVaryings
- {
- float4 positionCS : SV_POSITION;
- float3 positionWS : TEXCOORD0;
- float3 normalWS : TEXCOORD1;
- float4 tangentWS : TEXCOORD2;
- float4 texCoord0 : TEXCOORD3;
- /*ase_interp(4,):sp=sp;wp=tc0;wn=tc1;wt=tc2;uv0=tc3*/
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float _DrawOrder;
- float _DecalMeshBiasType;
- float _DecalMeshDepthBias;
- float _DecalMeshViewBias;
- #if defined(DECAL_ANGLE_FADE)
- float _DecalAngleFadeSupported;
- #endif
- CBUFFER_END
- #ifdef SCENEPICKINGPASS
- float4 _SelectionID;
- #endif
- #ifdef SCENESELECTIONPASS
- int _ObjectId;
- int _PassValue;
- #endif
- /*ase_globals*/
- /*ase_funcs*/
- void GetSurfaceData(PackedVaryings input, SurfaceDescription surfaceDescription, out DecalSurfaceData surfaceData)
- {
- #if defined(LOD_FADE_CROSSFADE)
- LODFadeCrossFade( input.positionCS );
- #endif
- half fadeFactor = half(1.0);
- ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
- surfaceData.occlusion = half(1.0);
- surfaceData.smoothness = half(0);
- #ifdef _MATERIAL_AFFECTS_NORMAL
- surfaceData.normalWS.w = half(1.0);
- #else
- surfaceData.normalWS.w = half(0.0);
- #endif
- surfaceData.baseColor.xyz = half3(surfaceDescription.BaseColor);
- surfaceData.baseColor.w = half(surfaceDescription.Alpha * fadeFactor);
- #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
- #if defined(_MATERIAL_AFFECTS_NORMAL)
- /*ase_unity_cond_begin:<20220310*/
- surfaceData.normalWS.xyz = mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz);
- /*ase_unity_cond_end*/
- /*ase_unity_cond_begin:>=20220310*/
- surfaceData.normalWS.xyz = normalize(mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz));
- /*ase_unity_cond_end*/
- #else
- /*ase_unity_cond_begin:<20220310*/
- surfaceData.normalWS.xyz = normalToWorld[2].xyz;
- /*ase_unity_cond_end*/
- /*ase_unity_cond_begin:>=20220310*/
- surfaceData.normalWS.xyz = normalize(normalToWorld[2].xyz);
- /*ase_unity_cond_end*/
- #endif
- #elif (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
- #if defined(_MATERIAL_AFFECTS_NORMAL)
- float sgn = input.tangentWS.w;
- float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
- half3x3 tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
- surfaceData.normalWS.xyz = normalize(TransformTangentToWorld(surfaceDescription.NormalTS, tangentToWorld));
- #else
- /*ase_unity_cond_begin:<20220310*/
- surfaceData.normalWS.xyz = half3(input.normalWS);
- /*ase_unity_cond_end*/
- /*ase_unity_cond_begin:>=20220310*/
- surfaceData.normalWS.xyz = normalize(half3(input.normalWS));
- /*ase_unity_cond_end*/
- #endif
- #endif
- surfaceData.normalWS.w = surfaceDescription.NormalAlpha * fadeFactor;
- #if defined( _MATERIAL_AFFECTS_MAOS )
- surfaceData.metallic = half(surfaceDescription.Metallic);
- surfaceData.occlusion = half(surfaceDescription.Occlusion);
- surfaceData.smoothness = half(surfaceDescription.Smoothness);
- surfaceData.MAOSAlpha = half(surfaceDescription.MAOSAlpha * fadeFactor);
- #endif
- }
- #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
- #define DECAL_PROJECTOR
- #endif
- #if (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
- #define DECAL_MESH
- #endif
- #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH)
- #define DECAL_DBUFFER
- #endif
- #if (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH)
- #define DECAL_SCREEN_SPACE
- #endif
- #if (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
- #define DECAL_GBUFFER
- #endif
- #if (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH)
- #define DECAL_FORWARD_EMISSIVE
- #endif
- #if ((!defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_ALBEDO)) || (defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_NORMAL_BLEND))) && (defined(DECAL_SCREEN_SPACE) || defined(DECAL_GBUFFER))
- #define DECAL_RECONSTRUCT_NORMAL
- #elif defined(DECAL_ANGLE_FADE)
- #define DECAL_LOAD_NORMAL
- #endif
- #ifdef _DECAL_LAYERS
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareRenderingLayerTexture.hlsl"
- #endif
- #if defined(DECAL_LOAD_NORMAL)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
- #endif
- #if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
- #endif
- #ifdef DECAL_MESH
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DecalMeshBiasTypeEnum.cs.hlsl"
- #endif
- #ifdef DECAL_RECONSTRUCT_NORMAL
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
- #endif
- void MeshDecalsPositionZBias(inout PackedVaryings input)
- {
- #if UNITY_REVERSED_Z
- input.positionCS.z -= _DecalMeshDepthBias;
- #else
- input.positionCS.z += _DecalMeshDepthBias;
- #endif
- }
- PackedVaryings Vert(Attributes inputMesh /*ase_vert_input*/ )
- {
- if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_VIEW_BIAS)
- {
- float3 viewDirectionOS = GetObjectSpaceNormalizeViewDir(inputMesh.positionOS);
- inputMesh.positionOS += viewDirectionOS * (_DecalMeshViewBias);
- }
- PackedVaryings packedOutput;
- ZERO_INITIALIZE(PackedVaryings, packedOutput);
- UNITY_SETUP_INSTANCE_ID(inputMesh);
- UNITY_TRANSFER_INSTANCE_ID(inputMesh, packedOutput);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(packedOutput);
- inputMesh.tangentOS = float4( 1, 0, 0, -1 );
- inputMesh.normalOS = float3( 0, 1, 0 );
- /*ase_vert_code:inputMesh=Attributes;packedOutput=PackedVaryings*/
- VertexPositionInputs vertexInput = GetVertexPositionInputs(inputMesh.positionOS.xyz);
- float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
- float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
- float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);
- packedOutput.positionWS.xyz = positionWS;
- packedOutput.normalWS.xyz = normalWS;
- packedOutput.tangentWS.xyzw = tangentWS;
- packedOutput.texCoord0.xyzw = inputMesh.uv0;
- packedOutput.positionCS = TransformWorldToHClip(positionWS);
- if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_DEPTH_BIAS)
- {
- MeshDecalsPositionZBias(packedOutput);
- }
- return packedOutput;
- }
- void Frag(PackedVaryings packedInput,
- OUTPUT_DBUFFER(outDBuffer)
- /*ase_frag_input*/
- )
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
- UNITY_SETUP_INSTANCE_ID(packedInput);
- half angleFadeFactor = 1.0;
- #ifdef _DECAL_LAYERS
- #ifdef _RENDER_PASS_ENABLED
- uint surfaceRenderingLayer = DecodeMeshRenderingLayer(LOAD_FRAMEBUFFER_INPUT(GBUFFER4, packedInput.positionCS.xy).r);
- #else
- uint surfaceRenderingLayer = LoadSceneRenderingLayer(packedInput.positionCS.xy);
- #endif
- uint projectorRenderingLayer = uint(UNITY_ACCESS_INSTANCED_PROP(Decal, _DecalLayerMaskFromDecal));
- clip((surfaceRenderingLayer & projectorRenderingLayer) - 0.1);
- #endif
- #if defined(DECAL_RECONSTRUCT_NORMAL)
- #if defined(_DECAL_NORMAL_BLEND_HIGH)
- half3 normalWS = half3(ReconstructNormalTap9(packedInput.positionCS.xy));
- #elif defined(_DECAL_NORMAL_BLEND_MEDIUM)
- half3 normalWS = half3(ReconstructNormalTap5(packedInput.positionCS.xy));
- #else
- half3 normalWS = half3(ReconstructNormalDerivative(packedInput.positionCS.xy));
- #endif
- #elif defined(DECAL_LOAD_NORMAL)
- half3 normalWS = half3(LoadSceneNormals(packedInput.positionCS.xy));
- #endif
- /*ase_unity_cond_begin:<20220352*/
- #if ASE_SRP_VERSION <=140011
- float2 positionSS = packedInput.positionCS.xy * _ScreenSize.zw;
- #endif
- /*ase_unity_cond_end*/
- /*ase_unity_cond_begin:>=20220352*/
- #if ASE_SRP_VERSION >=140011
- float2 positionSS = FoveatedRemapNonUniformToLinearCS(packedInput.positionCS.xy) * _ScreenSize.zw;
- #endif
- /*ase_unity_cond_end*/
- float3 positionWS = packedInput.positionWS.xyz;
- half3 viewDirectionWS = half3(1.0, 1.0, 1.0);
- DecalSurfaceData surfaceData;
- SurfaceDescription surfaceDescription;
- /*ase_frag_code:packedInput=PackedVaryings*/
- surfaceDescription.BaseColor = /*ase_frag_out:Base Color;Float3;0;-1;_BaseColor*/IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5))/*end*/;
- surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;1;-1;_Alpha*/1/*end*/;
- surfaceDescription.NormalTS = /*ase_frag_out:Normal;Float3;2;-1;_NormalTS*/float3(0.0f, 0.0f, 1.0f)/*end*/;
- surfaceDescription.NormalAlpha = /*ase_frag_out:Normal Alpha;Float;3;-1;_NormalAlpha*/1/*end*/;
- #if defined( _MATERIAL_AFFECTS_MAOS )
- surfaceDescription.Metallic = /*ase_frag_out:Metallic;Float;4;-1;_Metallic*/0/*end*/;
- surfaceDescription.Occlusion = /*ase_frag_out:Occlusion;Float;5;-1;_Occlusion*/1/*end*/;
- surfaceDescription.Smoothness = /*ase_frag_out:Smoothness;Float;6;-1;_Smoothness*/0.5/*end*/;
- surfaceDescription.MAOSAlpha = /*ase_frag_out:MAOS Alpha;Float;7;-1;_MAOSAlpha*/1/*end*/;
- #endif
- GetSurfaceData(packedInput, surfaceDescription, surfaceData);
- ENCODE_INTO_DBUFFER(surfaceData, outDBuffer);
- /*ase_unity_cond_begin:<20220352*/
- #if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
- UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
- {
- positionSS = RemapFoveatedRenderingNonUniformToLinearCS(input.positionCS.xy, true) * _ScreenSize.zw;
- }
- #endif
- /*ase_unity_cond_end*/
- }
- ENDHLSL
- }
- /*ase_pass*/
- Pass
- {
- /*ase_hide_pass*/
- Name "DecalMeshForwardEmissive"
- Tags
- {
- "LightMode" = "DecalMeshForwardEmissive"
- }
- Blend 0 SrcAlpha One
- ZTest LEqual
- ZWrite Off
- HLSLPROGRAM
- #pragma vertex Vert
- #pragma fragment Frag
- #pragma multi_compile_instancing
- #pragma editor_sync_compilation
- #pragma multi_compile _ _DECAL_LAYERS
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #define ATTRIBUTES_NEED_NORMAL
- #define ATTRIBUTES_NEED_TANGENT
- #define ATTRIBUTES_NEED_TEXCOORD0
- #define ATTRIBUTES_NEED_TEXCOORD1
- #define ATTRIBUTES_NEED_TEXCOORD2
- #define VARYINGS_NEED_POSITION_WS
- #define VARYINGS_NEED_NORMAL_WS
- #define VARYINGS_NEED_TANGENT_WS
- #define VARYINGS_NEED_TEXCOORD0
- #define HAVE_MESH_MODIFICATION
- #define SHADERPASS SHADERPASS_FORWARD_EMISSIVE_MESH
- #if _RENDER_PASS_ENABLED
- #define GBUFFER3 0
- #define GBUFFER4 1
- FRAMEBUFFER_INPUT_HALF(GBUFFER3);
- FRAMEBUFFER_INPUT_HALF(GBUFFER4);
- #endif
- /*ase_srp_cond_begin:<140007*/
- #pragma multi_compile _ DOTS_INSTANCING_ON
- /*ase_srp_cond_end*/
- /*ase_srp_cond_begin:>=140007*/
- #if ASE_SRP_VERSION >=140007
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
- #endif
- /*ase_srp_cond_end*/
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
- /*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"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DecalInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderVariablesDecal.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
- #if defined(LOD_FADE_CROSSFADE)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
- #endif
- /*ase_pragma*/
- struct SurfaceDescription
- {
- float3 BaseColor;
- float Alpha;
- float3 NormalTS;
- float NormalAlpha;
- float Metallic;
- float Occlusion;
- float Smoothness;
- float MAOSAlpha;
- float3 Emission;
- };
- struct Attributes
- {
- float3 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
- float4 uv0 : TEXCOORD0;
- float4 uv1 : TEXCOORD1;
- float4 uv2 : TEXCOORD2;
- /*ase_vdata:p=p;n=n;t=t;uv0=tc0;uv1=tc1;uv2=tc2*/
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct PackedVaryings
- {
- float4 positionCS : SV_POSITION;
- float3 positionWS : TEXCOORD0;
- float3 normalWS : TEXCOORD1;
- float4 tangentWS : TEXCOORD2;
- float4 texCoord0 : TEXCOORD3;
- /*ase_interp(4,):sp=sp;wp=tc0;wn=tc1;wt=tc2;uv0=tc3*/
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float _DrawOrder;
- float _DecalMeshBiasType;
- float _DecalMeshDepthBias;
- float _DecalMeshViewBias;
- #if defined(DECAL_ANGLE_FADE)
- float _DecalAngleFadeSupported;
- #endif
- CBUFFER_END
- #ifdef SCENEPICKINGPASS
- float4 _SelectionID;
- #endif
- #ifdef SCENESELECTIONPASS
- int _ObjectId;
- int _PassValue;
- #endif
- /*ase_globals*/
- /*ase_funcs*/
- void GetSurfaceData(SurfaceDescription surfaceDescription, float4 positionCS, out DecalSurfaceData surfaceData)
- {
- #if defined(LOD_FADE_CROSSFADE)
- LODFadeCrossFade( input.positionCS );
- #endif
- half fadeFactor = half(1.0);
- ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
- surfaceData.occlusion = half(1.0);
- surfaceData.smoothness = half(0);
- #ifdef _MATERIAL_AFFECTS_NORMAL
- surfaceData.normalWS.w = half(1.0);
- #else
- surfaceData.normalWS.w = half(0.0);
- #endif
- #if defined( _MATERIAL_AFFECTS_EMISSION )
- surfaceData.emissive.rgb = half3(surfaceDescription.Emission.rgb * fadeFactor);
- #endif
- surfaceData.baseColor.xyz = half3(surfaceDescription.BaseColor);
- surfaceData.baseColor.w = half(surfaceDescription.Alpha * fadeFactor);
- surfaceData.normalWS.w = surfaceDescription.NormalAlpha * fadeFactor;
- #if defined( _MATERIAL_AFFECTS_MAOS )
- surfaceData.metallic = half(surfaceDescription.Metallic);
- surfaceData.occlusion = half(surfaceDescription.Occlusion);
- surfaceData.smoothness = half(surfaceDescription.Smoothness);
- surfaceData.MAOSAlpha = half(surfaceDescription.MAOSAlpha * fadeFactor);
- #endif
- }
- #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
- #define DECAL_PROJECTOR
- #endif
- #if (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
- #define DECAL_MESH
- #endif
- #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH)
- #define DECAL_DBUFFER
- #endif
- #if (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH)
- #define DECAL_SCREEN_SPACE
- #endif
- #if (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
- #define DECAL_GBUFFER
- #endif
- #if (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH)
- #define DECAL_FORWARD_EMISSIVE
- #endif
- #if ((!defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_ALBEDO)) || (defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_NORMAL_BLEND))) && (defined(DECAL_SCREEN_SPACE) || defined(DECAL_GBUFFER))
- #define DECAL_RECONSTRUCT_NORMAL
- #elif defined(DECAL_ANGLE_FADE)
- #define DECAL_LOAD_NORMAL
- #endif
- #ifdef _DECAL_LAYERS
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareRenderingLayerTexture.hlsl"
- #endif
- #if defined(DECAL_LOAD_NORMAL)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
- #endif
- #if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
- #endif
- #ifdef DECAL_MESH
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DecalMeshBiasTypeEnum.cs.hlsl"
- #endif
- #ifdef DECAL_RECONSTRUCT_NORMAL
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
- #endif
- void MeshDecalsPositionZBias(inout PackedVaryings input)
- {
- #if UNITY_REVERSED_Z
- input.positionCS.z -= _DecalMeshDepthBias;
- #else
- input.positionCS.z += _DecalMeshDepthBias;
- #endif
- }
- PackedVaryings Vert(Attributes inputMesh /*ase_vert_input*/ )
- {
- if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_VIEW_BIAS)
- {
- float3 viewDirectionOS = GetObjectSpaceNormalizeViewDir(inputMesh.positionOS);
- inputMesh.positionOS += viewDirectionOS * (_DecalMeshViewBias);
- }
- PackedVaryings packedOutput;
- ZERO_INITIALIZE(PackedVaryings, packedOutput);
- UNITY_SETUP_INSTANCE_ID(inputMesh);
- UNITY_TRANSFER_INSTANCE_ID(inputMesh, packedOutput);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(packedOutput);
- inputMesh.tangentOS = float4( 1, 0, 0, -1 );
- inputMesh.normalOS = float3( 0, 1, 0 );
- /*ase_vert_code:inputMesh=Attributes;packedOutput=PackedVaryings*/
- VertexPositionInputs vertexInput = GetVertexPositionInputs(inputMesh.positionOS.xyz);
- float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
- float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
- float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);
- packedOutput.positionCS = TransformWorldToHClip(positionWS);
- if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_DEPTH_BIAS)
- {
- MeshDecalsPositionZBias(packedOutput);
- }
- packedOutput.positionWS.xyz = positionWS;
- packedOutput.normalWS.xyz = normalWS;
- packedOutput.tangentWS.xyzw = tangentWS;
- packedOutput.texCoord0.xyzw = inputMesh.uv0;
- return packedOutput;
- }
- void Frag(PackedVaryings packedInput,
- out half4 outEmissive : SV_Target0
- /*ase_frag_input*/
- )
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
- UNITY_SETUP_INSTANCE_ID(packedInput);
- half angleFadeFactor = 1.0;
- #ifdef _DECAL_LAYERS
- #ifdef _RENDER_PASS_ENABLED
- uint surfaceRenderingLayer = DecodeMeshRenderingLayer(LOAD_FRAMEBUFFER_INPUT(GBUFFER4, packedInput.positionCS.xy).r);
- #else
- uint surfaceRenderingLayer = LoadSceneRenderingLayer(packedInput.positionCS.xy);
- #endif
- uint projectorRenderingLayer = uint(UNITY_ACCESS_INSTANCED_PROP(Decal, _DecalLayerMaskFromDecal));
- clip((surfaceRenderingLayer & projectorRenderingLayer) - 0.1);
- #endif
- #if defined(DECAL_RECONSTRUCT_NORMAL)
- #if defined(_DECAL_NORMAL_BLEND_HIGH)
- half3 normalWS = half3(ReconstructNormalTap9(packedInput.positionCS.xy));
- #elif defined(_DECAL_NORMAL_BLEND_MEDIUM)
- half3 normalWS = half3(ReconstructNormalTap5(packedInput.positionCS.xy));
- #else
- half3 normalWS = half3(ReconstructNormalDerivative(packedInput.positionCS.xy));
- #endif
- #elif defined(DECAL_LOAD_NORMAL)
- half3 normalWS = half3(LoadSceneNormals(packedInput.positionCS.xy));
- #endif
- /*ase_unity_cond_begin:<20220352*/
- #if ASE_SRP_VERSION <=140011
- float2 positionSS = packedInput.positionCS.xy * _ScreenSize.zw;
- #endif
- /*ase_unity_cond_end*/
- /*ase_unity_cond_begin:>=20220352*/
- #if ASE_SRP_VERSION >=140011
- float2 positionSS = FoveatedRemapNonUniformToLinearCS(packedInput.positionCS.xy) * _ScreenSize.zw;
- #endif
- /*ase_unity_cond_end*/
- float3 positionWS = packedInput.positionWS.xyz;
- half3 viewDirectionWS = half3(1.0, 1.0, 1.0);
- DecalSurfaceData surfaceData;
- SurfaceDescription surfaceDescription = (SurfaceDescription)0;
- /*ase_frag_code:packedInput=PackedVaryings*/
- surfaceDescription.BaseColor = /*ase_frag_out:Base Color;Float3;0;-1;_BaseColor*/IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5))/*end*/;
- surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;1;-1;_Alpha*/1/*end*/;
- surfaceDescription.NormalTS = /*ase_frag_out:Normal;Float3;2;-1;_NormalTS*/float3(0.0f, 0.0f, 1.0f)/*end*/;
- surfaceDescription.NormalAlpha = /*ase_frag_out:Normal Alpha;Float;3;-1;_NormalAlpha*/1/*end*/;
- #if defined( _MATERIAL_AFFECTS_MAOS )
- surfaceDescription.Metallic = /*ase_frag_out:Metallic;Float;4;-1;_Metallic*/0/*end*/;
- surfaceDescription.Occlusion = /*ase_frag_out:Occlusion;Float;5;-1;_Occlusion*/1/*end*/;
- surfaceDescription.Smoothness = /*ase_frag_out:Smoothness;Float;6;-1;_Smoothness*/0.5/*end*/;
- surfaceDescription.MAOSAlpha = /*ase_frag_out:MAOS Alpha;Float;7;-1;_MAOSAlpha*/1/*end*/;
- #endif
- #if defined( _MATERIAL_AFFECTS_EMISSION )
- surfaceDescription.Emission = /*ase_frag_out:Emission;Float3;8;-1;_Emission*/float3(0, 0, 0)/*end*/;
- #endif
- GetSurfaceData(surfaceDescription, packedInput.positionCS, surfaceData);
- outEmissive.rgb = surfaceData.emissive;
- outEmissive.a = surfaceData.baseColor.a;
- /*ase_unity_cond_begin:<20220352*/
- #if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
- UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
- {
- positionSS = RemapFoveatedRenderingNonUniformToLinearCS(input.positionCS.xy, true) * _ScreenSize.zw;
- }
- #endif
- /*ase_unity_cond_end*/
- }
- ENDHLSL
- }
- /*ase_pass*/
- Pass
- {
- /*ase_hide_pass*/
- Name "DecalScreenSpaceMesh"
- Tags
- {
- "LightMode" = "DecalScreenSpaceMesh"
- }
- Blend SrcAlpha OneMinusSrcAlpha
- ZTest LEqual
- ZWrite Off
- HLSLPROGRAM
- #pragma vertex Vert
- #pragma fragment Frag
- #pragma multi_compile_instancing
- #pragma multi_compile_fog
- #pragma editor_sync_compilation
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma multi_compile _ DYNAMICLIGHTMAP_ON
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #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_fragment _ _ADDITIONAL_LIGHT_SHADOWS
- /*ase_srp_cond_begin:<140009*/
- #pragma multi_compile_fragment _ _SHADOWS_SOFT
- /*ase_srp_cond_end*/
- /*ase_srp_cond_begin:>=140009*/
- #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
- /*ase_srp_cond_end*/
- #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
- #pragma multi_compile _ SHADOWS_SHADOWMASK
- #pragma multi_compile _ _FORWARD_PLUS
- #pragma multi_compile _DECAL_NORMAL_BLEND_LOW _DECAL_NORMAL_BLEND_MEDIUM _DECAL_NORMAL_BLEND_HIGH
- #pragma multi_compile _ _DECAL_LAYERS
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #define ATTRIBUTES_NEED_NORMAL
- #define ATTRIBUTES_NEED_TANGENT
- #define ATTRIBUTES_NEED_TEXCOORD0
- #define ATTRIBUTES_NEED_TEXCOORD1
- #define ATTRIBUTES_NEED_TEXCOORD2
- #define VARYINGS_NEED_POSITION_WS
- #define VARYINGS_NEED_NORMAL_WS
- #define VARYINGS_NEED_VIEWDIRECTION_WS
- #define VARYINGS_NEED_TANGENT_WS
- #define VARYINGS_NEED_TEXCOORD0
- #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
- #define VARYINGS_NEED_SH
- #define VARYINGS_NEED_STATIC_LIGHTMAP_UV
- #define VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV
- #define HAVE_MESH_MODIFICATION
- #define SHADERPASS SHADERPASS_DECAL_SCREEN_SPACE_MESH
- #if _RENDER_PASS_ENABLED
- #define GBUFFER3 0
- #define GBUFFER4 1
- FRAMEBUFFER_INPUT_HALF(GBUFFER3);
- FRAMEBUFFER_INPUT_HALF(GBUFFER4);
- #endif
- /*ase_srp_cond_begin:<140007*/
- #pragma multi_compile _ DOTS_INSTANCING_ON
- /*ase_srp_cond_end*/
- /*ase_srp_cond_begin:>=140007*/
- #if ASE_SRP_VERSION >=140007
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
- #endif
- /*ase_srp_cond_end*/
- #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"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DecalInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderVariablesDecal.hlsl"
- #if defined(LOD_FADE_CROSSFADE)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
- #endif
- /*ase_pragma*/
- struct SurfaceDescription
- {
- float3 BaseColor;
- float Alpha;
- float3 NormalTS;
- float NormalAlpha;
- float Metallic;
- float Occlusion;
- float Smoothness;
- float MAOSAlpha;
- float3 Emission;
- };
- struct Attributes
- {
- float3 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
- float4 uv0 : TEXCOORD0;
- float4 uv1 : TEXCOORD1;
- float4 uv2 : TEXCOORD2;
- /*ase_vdata:p=p;n=n;t=t;uv0=tc0;uv1=tc1;uv2=tc2*/
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct PackedVaryings
- {
- float4 positionCS : SV_POSITION;
- float3 positionWS : TEXCOORD0;
- float3 normalWS : TEXCOORD1;
- float4 tangentWS : TEXCOORD2;
- float4 texCoord0 : TEXCOORD3;
- float3 viewDirectionWS : TEXCOORD4;
- float2 staticLightmapUV : TEXCOORD5;
- float2 dynamicLightmapUV : TEXCOORD6;
- float3 sh : TEXCOORD7;
- float4 fogFactorAndVertexLight : TEXCOORD8;
- /*ase_interp(9,):sp=sp;wp=tc0;wn=tc1;wt=tc2;uv0=tc3;wvd=tc4*/
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float _DrawOrder;
- float _DecalMeshBiasType;
- float _DecalMeshDepthBias;
- float _DecalMeshViewBias;
- #if defined(DECAL_ANGLE_FADE)
- float _DecalAngleFadeSupported;
- #endif
- CBUFFER_END
- #ifdef SCENEPICKINGPASS
- float4 _SelectionID;
- #endif
- #ifdef SCENESELECTIONPASS
- int _ObjectId;
- int _PassValue;
- #endif
- /*ase_globals*/
- /*ase_funcs*/
- void GetSurfaceData(PackedVaryings input, SurfaceDescription surfaceDescription, out DecalSurfaceData surfaceData)
- {
- #if defined(LOD_FADE_CROSSFADE)
- LODFadeCrossFade( input.positionCS );
- #endif
- half fadeFactor = half(1.0);
- ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
- surfaceData.occlusion = half(1.0);
- surfaceData.smoothness = half(0);
- #ifdef _MATERIAL_AFFECTS_NORMAL
- surfaceData.normalWS.w = half(1.0);
- #else
- surfaceData.normalWS.w = half(0.0);
- #endif
- #if defined( _MATERIAL_AFFECTS_EMISSION )
- surfaceData.emissive.rgb = half3(surfaceDescription.Emission.rgb * fadeFactor);
- #endif
- surfaceData.baseColor.xyz = half3(surfaceDescription.BaseColor);
- surfaceData.baseColor.w = half(surfaceDescription.Alpha * fadeFactor);
- #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
- #if defined(_MATERIAL_AFFECTS_NORMAL)
- /*ase_unity_cond_begin:<20220310*/
- surfaceData.normalWS.xyz = mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz);
- /*ase_unity_cond_end*/
- /*ase_unity_cond_begin:>=20220310*/
- surfaceData.normalWS.xyz = normalize(mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz));
- /*ase_unity_cond_end*/
- #else
- /*ase_unity_cond_begin:<20220310*/
- surfaceData.normalWS.xyz = normalToWorld[2].xyz;
- /*ase_unity_cond_end*/
- /*ase_unity_cond_begin:>=20220310*/
- surfaceData.normalWS.xyz = normalize(normalToWorld[2].xyz);
- /*ase_unity_cond_end*/
- #endif
- #elif (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
- #if defined(_MATERIAL_AFFECTS_NORMAL)
- float sgn = input.tangentWS.w;
- float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
- half3x3 tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
- surfaceData.normalWS.xyz = normalize(TransformTangentToWorld(surfaceDescription.NormalTS, tangentToWorld));
- #else
- /*ase_unity_cond_begin:<20220310*/
- surfaceData.normalWS.xyz = half3(input.normalWS);
- /*ase_unity_cond_end*/
- /*ase_unity_cond_begin:>=20220310*/
- surfaceData.normalWS.xyz = normalize(half3(input.normalWS));
- /*ase_unity_cond_end*/
- #endif
- #endif
- surfaceData.normalWS.w = surfaceDescription.NormalAlpha * fadeFactor;
- #if defined( _MATERIAL_AFFECTS_MAOS )
- surfaceData.metallic = half(surfaceDescription.Metallic);
- surfaceData.occlusion = half(surfaceDescription.Occlusion);
- surfaceData.smoothness = half(surfaceDescription.Smoothness);
- surfaceData.MAOSAlpha = half(surfaceDescription.MAOSAlpha * fadeFactor);
- #endif
- }
- #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
- #define DECAL_PROJECTOR
- #endif
- #if (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
- #define DECAL_MESH
- #endif
- #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH)
- #define DECAL_DBUFFER
- #endif
- #if (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH)
- #define DECAL_SCREEN_SPACE
- #endif
- #if (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
- #define DECAL_GBUFFER
- #endif
- #if (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH)
- #define DECAL_FORWARD_EMISSIVE
- #endif
- #if ((!defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_ALBEDO)) || (defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_NORMAL_BLEND))) && (defined(DECAL_SCREEN_SPACE) || defined(DECAL_GBUFFER))
- #define DECAL_RECONSTRUCT_NORMAL
- #elif defined(DECAL_ANGLE_FADE)
- #define DECAL_LOAD_NORMAL
- #endif
- #ifdef _DECAL_LAYERS
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareRenderingLayerTexture.hlsl"
- #endif
- #if defined(DECAL_LOAD_NORMAL)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
- #endif
- #if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
- #endif
- #ifdef DECAL_MESH
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DecalMeshBiasTypeEnum.cs.hlsl"
- #endif
- #ifdef DECAL_RECONSTRUCT_NORMAL
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
- #endif
- void MeshDecalsPositionZBias(inout PackedVaryings input)
- {
- #if UNITY_REVERSED_Z
- input.positionCS.z -= _DecalMeshDepthBias;
- #else
- input.positionCS.z += _DecalMeshDepthBias;
- #endif
- }
- void InitializeInputData(PackedVaryings input, float3 positionWS, half3 normalWS, half3 viewDirectionWS, out InputData inputData)
- {
- inputData = (InputData)0;
- inputData.positionWS = positionWS;
- inputData.normalWS = normalWS;
- inputData.viewDirectionWS = viewDirectionWS;
- inputData.shadowCoord = float4(0, 0, 0, 0);
- #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
- inputData.fogCoord = InitializeInputDataFog(float4(positionWS, 1.0), input.fogFactorAndVertexLight.x);
- inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
- #endif
- #if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
- inputData.bakedGI = SAMPLE_GI(input.lightmapUVs.xy, input.lightmapUVs.zw, input.sh, normalWS);
- #elif defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
- inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, half3(input.sh), normalWS);
- #endif
- #if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
- inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
- #endif
- #if defined(DEBUG_DISPLAY)
- #if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
- inputData.dynamicLightmapUV = input.lightmapUVs.zw;
- #endif
- #if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV) && defined(LIGHTMAP_ON)
- inputData.staticLightmapUV = input.lightmapUVs.xy;
- #elif defined(VARYINGS_NEED_SH)
- inputData.vertexSH = input.sh;
- #endif
- #endif
- inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
- }
- void GetSurface(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData)
- {
- surfaceData.albedo = decalSurfaceData.baseColor.rgb;
- surfaceData.metallic = saturate(decalSurfaceData.metallic);
- surfaceData.specular = 0;
- surfaceData.smoothness = saturate(decalSurfaceData.smoothness);
- surfaceData.occlusion = decalSurfaceData.occlusion;
- surfaceData.emission = decalSurfaceData.emissive;
- surfaceData.alpha = saturate(decalSurfaceData.baseColor.w);
- surfaceData.clearCoatMask = 0;
- surfaceData.clearCoatSmoothness = 1;
- }
- PackedVaryings Vert(Attributes inputMesh /*ase_vert_input*/ )
- {
- if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_VIEW_BIAS)
- {
- float3 viewDirectionOS = GetObjectSpaceNormalizeViewDir(inputMesh.positionOS);
- inputMesh.positionOS += viewDirectionOS * (_DecalMeshViewBias);
- }
- PackedVaryings packedOutput;
- ZERO_INITIALIZE(PackedVaryings, packedOutput);
- UNITY_SETUP_INSTANCE_ID(inputMesh);
- UNITY_TRANSFER_INSTANCE_ID(inputMesh, packedOutput);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(packedOutput);
- inputMesh.tangentOS = float4( 1, 0, 0, -1 );
- inputMesh.normalOS = float3( 0, 1, 0 );
- /*ase_vert_code:inputMesh=Attributes;packedOutput=PackedVaryings*/
- VertexPositionInputs vertexInput = GetVertexPositionInputs(inputMesh.positionOS.xyz);
- float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
- float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
- float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);
- packedOutput.positionCS = TransformWorldToHClip(positionWS);
- half fogFactor = 0;
- #if !defined(_FOG_FRAGMENT)
- fogFactor = ComputeFogFactor(packedOutput.positionCS.z);
- #endif
- half3 vertexLight = VertexLighting(positionWS, normalWS);
- packedOutput.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
- if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_DEPTH_BIAS)
- {
- MeshDecalsPositionZBias(packedOutput);
- }
- packedOutput.positionWS.xyz = positionWS;
- packedOutput.normalWS.xyz = normalWS;
- packedOutput.tangentWS.xyzw = tangentWS;
- packedOutput.texCoord0.xyzw = inputMesh.uv0;
- packedOutput.viewDirectionWS.xyz = GetWorldSpaceViewDir(positionWS);
- #if defined(LIGHTMAP_ON)
- OUTPUT_LIGHTMAP_UV(inputMesh.uv1, unity_LightmapST, packedOutput.staticLightmapUV);
- #endif
- #if defined(DYNAMICLIGHTMAP_ON)
- packedOutput.dynamicLightmapUV.xy = inputMesh.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
- #endif
- #if !defined(LIGHTMAP_ON)
- packedOutput.sh = float3(SampleSHVertex(half3(normalWS)));
- #endif
- return packedOutput;
- }
- void Frag(PackedVaryings packedInput,
- out half4 outColor : SV_Target0
- /*ase_frag_input*/
- )
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
- UNITY_SETUP_INSTANCE_ID(packedInput);
- half angleFadeFactor = 1.0;
- #ifdef _DECAL_LAYERS
- #ifdef _RENDER_PASS_ENABLED
- uint surfaceRenderingLayer = DecodeMeshRenderingLayer(LOAD_FRAMEBUFFER_INPUT(GBUFFER4, packedInput.positionCS.xy).r);
- #else
- uint surfaceRenderingLayer = LoadSceneRenderingLayer(packedInput.positionCS.xy);
- #endif
- uint projectorRenderingLayer = uint(UNITY_ACCESS_INSTANCED_PROP(Decal, _DecalLayerMaskFromDecal));
- clip((surfaceRenderingLayer & projectorRenderingLayer) - 0.1);
- #endif
- #if defined(DECAL_RECONSTRUCT_NORMAL)
- #if defined(_DECAL_NORMAL_BLEND_HIGH)
- half3 normalWS = half3(ReconstructNormalTap9(packedInput.positionCS.xy));
- #elif defined(_DECAL_NORMAL_BLEND_MEDIUM)
- half3 normalWS = half3(ReconstructNormalTap5(packedInput.positionCS.xy));
- #else
- half3 normalWS = half3(ReconstructNormalDerivative(packedInput.positionCS.xy));
- #endif
- #elif defined(DECAL_LOAD_NORMAL)
- half3 normalWS = half3(LoadSceneNormals(packedInput.positionCS.xy));
- #endif
- /*ase_unity_cond_begin:<20220352*/
- #if ASE_SRP_VERSION <=140011
- float2 positionSS = packedInput.positionCS.xy * _ScreenSize.zw;
- #endif
- /*ase_unity_cond_end*/
- /*ase_unity_cond_begin:>=20220352*/
- #if ASE_SRP_VERSION >=140011
- float2 positionSS = FoveatedRemapNonUniformToLinearCS(packedInput.positionCS.xy) * _ScreenSize.zw;
- #endif
- /*ase_unity_cond_end*/
- float3 positionWS = packedInput.positionWS.xyz;
- half3 viewDirectionWS = half3(packedInput.viewDirectionWS);
- DecalSurfaceData surfaceData;
- SurfaceDescription surfaceDescription = (SurfaceDescription)0;
- /*ase_frag_code:packedInput=PackedVaryings*/
- surfaceDescription.BaseColor = /*ase_frag_out:Base Color;Float3;0;-1;_BaseColor*/IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5))/*end*/;
- surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;1;-1;_Alpha*/1/*end*/;
- surfaceDescription.NormalTS = /*ase_frag_out:Normal;Float3;2;-1;_NormalTS*/float3(0.0f, 0.0f, 1.0f)/*end*/;
- surfaceDescription.NormalAlpha = /*ase_frag_out:Normal Alpha;Float;3;-1;_NormalAlpha*/1/*end*/;
- #if defined( _MATERIAL_AFFECTS_MAOS )
- surfaceDescription.Metallic = /*ase_frag_out:Metallic;Float;4;-1;_Metallic*/0/*end*/;
- surfaceDescription.Occlusion = /*ase_frag_out:Occlusion;Float;5;-1;_Occlusion*/1/*end*/;
- surfaceDescription.Smoothness = /*ase_frag_out:Smoothness;Float;6;-1;_Smoothness*/0.5/*end*/;
- surfaceDescription.MAOSAlpha = /*ase_frag_out:MAOS Alpha;Float;7;-1;_MAOSAlpha*/1/*end*/;
- #endif
- #if defined( _MATERIAL_AFFECTS_EMISSION )
- surfaceDescription.Emission = /*ase_frag_out:Emission;Float3;8;-1;_Emission*/float3(0, 0, 0)/*end*/;
- #endif
- GetSurfaceData(packedInput, surfaceDescription, surfaceData);
- half3 normalToPack = surfaceData.normalWS.xyz;
- #ifdef DECAL_RECONSTRUCT_NORMAL
- surfaceData.normalWS.xyz = normalize(lerp(normalWS.xyz, surfaceData.normalWS.xyz, surfaceData.normalWS.w));
- #endif
- InputData inputData;
- InitializeInputData(packedInput, positionWS, surfaceData.normalWS.xyz, viewDirectionWS, inputData);
- SurfaceData surface = (SurfaceData)0;
- GetSurface(surfaceData, surface);
- half4 color = UniversalFragmentPBR(inputData, surface);
- color.rgb = MixFog(color.rgb, inputData.fogCoord);
- outColor = color;
- /*ase_unity_cond_begin:<20220352*/
- #if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
- UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
- {
- positionSS = RemapFoveatedRenderingNonUniformToLinearCS(input.positionCS.xy, true) * _ScreenSize.zw;
- }
- #endif
- /*ase_unity_cond_end*/
- }
- ENDHLSL
- }
- /*ase_pass*/
- Pass
- {
- /*ase_hide_pass*/
- Name "DecalGBufferMesh"
- Tags
- {
- "LightMode" = "DecalGBufferMesh"
- }
- Blend 0 SrcAlpha OneMinusSrcAlpha
- Blend 1 SrcAlpha OneMinusSrcAlpha
- Blend 2 SrcAlpha OneMinusSrcAlpha
- Blend 3 SrcAlpha OneMinusSrcAlpha
- ZWrite Off
- ColorMask RGB
- ColorMask 0 1
- ColorMask RGB 2
- ColorMask RGB 3
- HLSLPROGRAM
- #pragma vertex Vert
- #pragma fragment Frag
- #pragma multi_compile_instancing
- #pragma multi_compile_fog
- #pragma editor_sync_compilation
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma multi_compile _ DYNAMICLIGHTMAP_ON
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
- /*ase_srp_cond_begin:<140009*/
- #pragma multi_compile_fragment _ _SHADOWS_SOFT
- /*ase_srp_cond_end*/
- /*ase_srp_cond_begin:>=140009*/
- #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
- /*ase_srp_cond_end*/
- #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
- #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
- #pragma multi_compile _DECAL_NORMAL_BLEND_LOW _DECAL_NORMAL_BLEND_MEDIUM _DECAL_NORMAL_BLEND_HIGH
- #pragma multi_compile _ _DECAL_LAYERS
- #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
- #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #define ATTRIBUTES_NEED_NORMAL
- #define ATTRIBUTES_NEED_TANGENT
- #define ATTRIBUTES_NEED_TEXCOORD0
- #define ATTRIBUTES_NEED_TEXCOORD1
- #define ATTRIBUTES_NEED_TEXCOORD2
- #define VARYINGS_NEED_POSITION_WS
- #define VARYINGS_NEED_NORMAL_WS
- #define VARYINGS_NEED_VIEWDIRECTION_WS
- #define VARYINGS_NEED_TANGENT_WS
- #define VARYINGS_NEED_TEXCOORD0
- #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
- #define VARYINGS_NEED_SH
- #define VARYINGS_NEED_STATIC_LIGHTMAP_UV
- #define VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV
- #define HAVE_MESH_MODIFICATION
- #define SHADERPASS SHADERPASS_DECAL_GBUFFER_MESH
- #if _RENDER_PASS_ENABLED
- #define GBUFFER3 0
- #define GBUFFER4 1
- FRAMEBUFFER_INPUT_HALF(GBUFFER3);
- FRAMEBUFFER_INPUT_HALF(GBUFFER4);
- #endif
- /*ase_srp_cond_begin:<140007*/
- #pragma multi_compile _ DOTS_INSTANCING_ON
- /*ase_srp_cond_end*/
- /*ase_srp_cond_begin:>=140007*/
- #if ASE_SRP_VERSION >=140007
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
- #endif
- /*ase_srp_cond_end*/
- #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/UnityGBuffer.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DecalInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderVariablesDecal.hlsl"
- #if defined(LOD_FADE_CROSSFADE)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
- #endif
- /*ase_pragma*/
- struct SurfaceDescription
- {
- float3 BaseColor;
- float Alpha;
- float3 NormalTS;
- float NormalAlpha;
- float Metallic;
- float Occlusion;
- float Smoothness;
- float MAOSAlpha;
- float3 Emission;
- };
- struct Attributes
- {
- float3 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
- float4 uv0 : TEXCOORD0;
- float4 uv1 : TEXCOORD1;
- float4 uv2 : TEXCOORD2;
- /*ase_vdata:p=p;n=n;t=t;uv0=tc0;uv1=tc1;uv2=tc2*/
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct PackedVaryings
- {
- float4 positionCS : SV_POSITION;
- float3 positionWS : TEXCOORD0;
- float3 normalWS : TEXCOORD1;
- float4 tangentWS : TEXCOORD2;
- float4 texCoord0 : TEXCOORD3;
- float3 viewDirectionWS : TEXCOORD4;
- float2 staticLightmapUV : TEXCOORD5;
- float2 dynamicLightmapUV : TEXCOORD6;
- float3 sh : TEXCOORD7;
- float4 fogFactorAndVertexLight : TEXCOORD8;
- /*ase_interp(9,):sp=sp;wp=tc0;wn=tc1;wt=tc2;uv0=tc3;wvd=tc4*/
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float _DrawOrder;
- float _DecalMeshBiasType;
- float _DecalMeshDepthBias;
- float _DecalMeshViewBias;
- #if defined(DECAL_ANGLE_FADE)
- float _DecalAngleFadeSupported;
- #endif
- CBUFFER_END
- #ifdef SCENEPICKINGPASS
- float4 _SelectionID;
- #endif
- #ifdef SCENESELECTIONPASS
- int _ObjectId;
- int _PassValue;
- #endif
- /*ase_globals*/
- /*ase_funcs*/
- void GetSurfaceData(PackedVaryings input, SurfaceDescription surfaceDescription, out DecalSurfaceData surfaceData)
- {
- #if defined(LOD_FADE_CROSSFADE)
- LODFadeCrossFade( input.positionCS );
- #endif
- half fadeFactor = half(1.0);
- ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
- surfaceData.occlusion = half(1.0);
- surfaceData.smoothness = half(0);
- #ifdef _MATERIAL_AFFECTS_NORMAL
- surfaceData.normalWS.w = half(1.0);
- #else
- surfaceData.normalWS.w = half(0.0);
- #endif
- #if defined( _MATERIAL_AFFECTS_EMISSION )
- surfaceData.emissive.rgb = half3(surfaceDescription.Emission.rgb * fadeFactor);
- #endif
- surfaceData.baseColor.xyz = half3(surfaceDescription.BaseColor);
- surfaceData.baseColor.w = half(surfaceDescription.Alpha * fadeFactor);
- #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
- #if defined(_MATERIAL_AFFECTS_NORMAL)
- /*ase_unity_cond_begin:<20220310*/
- surfaceData.normalWS.xyz = mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz);
- /*ase_unity_cond_end*/
- /*ase_unity_cond_begin:>=20220310*/
- surfaceData.normalWS.xyz = normalize(mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz));
- /*ase_unity_cond_end*/
- #else
- /*ase_unity_cond_begin:<20220310*/
- surfaceData.normalWS.xyz = normalToWorld[2].xyz;
- /*ase_unity_cond_end*/
- /*ase_unity_cond_begin:>=20220310*/
- surfaceData.normalWS.xyz = normalize(normalToWorld[2].xyz);
- /*ase_unity_cond_end*/
- #endif
- #elif (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
- #if defined(_MATERIAL_AFFECTS_NORMAL)
- float sgn = input.tangentWS.w;
- float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
- half3x3 tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
- surfaceData.normalWS.xyz = normalize(TransformTangentToWorld(surfaceDescription.NormalTS, tangentToWorld));
- #else
- /*ase_unity_cond_begin:<20220310*/
- surfaceData.normalWS.xyz = half3(input.normalWS);
- /*ase_unity_cond_end*/
- /*ase_unity_cond_begin:>=20220310*/
- surfaceData.normalWS.xyz = normalize(half3(input.normalWS));
- /*ase_unity_cond_end*/
- #endif
- #endif
- surfaceData.normalWS.w = surfaceDescription.NormalAlpha * fadeFactor;
- #if defined( _MATERIAL_AFFECTS_MAOS )
- surfaceData.metallic = half(surfaceDescription.Metallic);
- surfaceData.occlusion = half(surfaceDescription.Occlusion);
- surfaceData.smoothness = half(surfaceDescription.Smoothness);
- surfaceData.MAOSAlpha = half(surfaceDescription.MAOSAlpha * fadeFactor);
- #endif
- }
- #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
- #define DECAL_PROJECTOR
- #endif
- #if (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
- #define DECAL_MESH
- #endif
- #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH)
- #define DECAL_DBUFFER
- #endif
- #if (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH)
- #define DECAL_SCREEN_SPACE
- #endif
- #if (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
- #define DECAL_GBUFFER
- #endif
- #if (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH)
- #define DECAL_FORWARD_EMISSIVE
- #endif
- #if ((!defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_ALBEDO)) || (defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_NORMAL_BLEND))) && (defined(DECAL_SCREEN_SPACE) || defined(DECAL_GBUFFER))
- #define DECAL_RECONSTRUCT_NORMAL
- #elif defined(DECAL_ANGLE_FADE)
- #define DECAL_LOAD_NORMAL
- #endif
- #ifdef _DECAL_LAYERS
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareRenderingLayerTexture.hlsl"
- #endif
- #if defined(DECAL_LOAD_NORMAL)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
- #endif
- #if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
- #endif
- #ifdef DECAL_MESH
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DecalMeshBiasTypeEnum.cs.hlsl"
- #endif
- #ifdef DECAL_RECONSTRUCT_NORMAL
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
- #endif
- void MeshDecalsPositionZBias(inout PackedVaryings input)
- {
- #if UNITY_REVERSED_Z
- input.positionCS.z -= _DecalMeshDepthBias;
- #else
- input.positionCS.z += _DecalMeshDepthBias;
- #endif
- }
- void InitializeInputData(PackedVaryings input, float3 positionWS, half3 normalWS, half3 viewDirectionWS, out InputData inputData)
- {
- inputData = (InputData)0;
- inputData.positionWS = positionWS;
- inputData.normalWS = normalWS;
- inputData.viewDirectionWS = viewDirectionWS;
- inputData.shadowCoord = float4(0, 0, 0, 0);
- #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
- inputData.fogCoord = InitializeInputDataFog(float4(positionWS, 1.0), input.fogFactorAndVertexLight.x);
- inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
- #endif
- #if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
- inputData.bakedGI = SAMPLE_GI(input.lightmapUVs.xy, input.lightmapUVs.zw, input.sh, normalWS);
- #elif defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
- inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, half3(input.sh), normalWS);
- #endif
- #if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
- inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
- #endif
- #if defined(DEBUG_DISPLAY)
- #if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
- inputData.dynamicLightmapUV = input.lightmapUVs.zw;
- #endif
- #if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV) && defined(LIGHTMAP_ON)
- inputData.staticLightmapUV = input.lightmapUVs.xy;
- #elif defined(VARYINGS_NEED_SH)
- inputData.vertexSH = input.sh;
- #endif
- #endif
- inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
- }
- void GetSurface(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData)
- {
- surfaceData.albedo = decalSurfaceData.baseColor.rgb;
- surfaceData.metallic = saturate(decalSurfaceData.metallic);
- surfaceData.specular = 0;
- surfaceData.smoothness = saturate(decalSurfaceData.smoothness);
- surfaceData.occlusion = decalSurfaceData.occlusion;
- surfaceData.emission = decalSurfaceData.emissive;
- surfaceData.alpha = saturate(decalSurfaceData.baseColor.w);
- surfaceData.clearCoatMask = 0;
- surfaceData.clearCoatSmoothness = 1;
- }
- PackedVaryings Vert(Attributes inputMesh /*ase_vert_input*/ )
- {
- if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_VIEW_BIAS)
- {
- float3 viewDirectionOS = GetObjectSpaceNormalizeViewDir(inputMesh.positionOS);
- inputMesh.positionOS += viewDirectionOS * (_DecalMeshViewBias);
- }
- PackedVaryings packedOutput;
- ZERO_INITIALIZE(PackedVaryings, packedOutput);
- UNITY_SETUP_INSTANCE_ID(inputMesh);
- UNITY_TRANSFER_INSTANCE_ID(inputMesh, packedOutput);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(packedOutput);
- inputMesh.tangentOS = float4( 1, 0, 0, -1 );
- inputMesh.normalOS = float3( 0, 1, 0 );
- /*ase_vert_code:inputMesh=Attributes;packedOutput=PackedVaryings*/
- VertexPositionInputs vertexInput = GetVertexPositionInputs(inputMesh.positionOS.xyz);
- float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
- float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
- float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);
- packedOutput.positionCS = TransformWorldToHClip(positionWS);
- if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_DEPTH_BIAS)
- {
- MeshDecalsPositionZBias(packedOutput);
- }
- packedOutput.positionWS.xyz = positionWS;
- packedOutput.normalWS.xyz = normalWS;
- packedOutput.tangentWS.xyzw = tangentWS;
- packedOutput.texCoord0.xyzw = inputMesh.uv0;
- packedOutput.viewDirectionWS.xyz = GetWorldSpaceViewDir(positionWS);
- #if defined(LIGHTMAP_ON)
- OUTPUT_LIGHTMAP_UV(inputMesh.uv1, unity_LightmapST, packedOutput.staticLightmapUV);
- #endif
- #if defined(DYNAMICLIGHTMAP_ON)
- packedOutput.dynamicLightmapUV.xy = inputMesh.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
- #endif
- #if !defined(LIGHTMAP_ON)
- packedOutput.sh.xyz = float3(SampleSHVertex(half3(normalWS)));
- #endif
- half fogFactor = 0;
- #if !defined(_FOG_FRAGMENT)
- fogFactor = ComputeFogFactor(packedOutput.positionCS.z);
- #endif
- half3 vertexLight = VertexLighting(positionWS, normalWS);
- packedOutput.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
- return packedOutput;
- }
- void Frag(PackedVaryings packedInput,
- out FragmentOutput fragmentOutput
- /*ase_frag_input*/
- )
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
- UNITY_SETUP_INSTANCE_ID(packedInput);
- half angleFadeFactor = 1.0;
- #ifdef _DECAL_LAYERS
- #ifdef _RENDER_PASS_ENABLED
- uint surfaceRenderingLayer = DecodeMeshRenderingLayer(LOAD_FRAMEBUFFER_INPUT(GBUFFER4, packedInput.positionCS.xy).r);
- #else
- uint surfaceRenderingLayer = LoadSceneRenderingLayer(packedInput.positionCS.xy);
- #endif
- uint projectorRenderingLayer = uint(UNITY_ACCESS_INSTANCED_PROP(Decal, _DecalLayerMaskFromDecal));
- clip((surfaceRenderingLayer & projectorRenderingLayer) - 0.1);
- #endif
- #if defined(DECAL_RECONSTRUCT_NORMAL)
- #if defined(_DECAL_NORMAL_BLEND_HIGH)
- half3 normalWS = half3(ReconstructNormalTap9(packedInput.positionCS.xy));
- #elif defined(_DECAL_NORMAL_BLEND_MEDIUM)
- half3 normalWS = half3(ReconstructNormalTap5(packedInput.positionCS.xy));
- #else
- half3 normalWS = half3(ReconstructNormalDerivative(packedInput.positionCS.xy));
- #endif
- #elif defined(DECAL_LOAD_NORMAL)
- half3 normalWS = half3(LoadSceneNormals(packedInput.positionCS.xy));
- #endif
- /*ase_unity_cond_begin:<20220352*/
- #if ASE_SRP_VERSION <=140011
- float2 positionSS = packedInput.positionCS.xy * _ScreenSize.zw;
- #endif
- /*ase_unity_cond_end*/
- /*ase_unity_cond_begin:>=20220352*/
- #if ASE_SRP_VERSION >=140011
- float2 positionSS = FoveatedRemapNonUniformToLinearCS(packedInput.positionCS.xy) * _ScreenSize.zw;
- #endif
- /*ase_unity_cond_end*/
- float3 positionWS = packedInput.positionWS.xyz;
- half3 viewDirectionWS = half3(packedInput.viewDirectionWS);
- DecalSurfaceData surfaceData;
- SurfaceDescription surfaceDescription = (SurfaceDescription)0;
- /*ase_frag_code:packedInput=PackedVaryings*/
- surfaceDescription.BaseColor = /*ase_frag_out:Base Color;Float3;0;-1;_BaseColor*/IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5))/*end*/;
- surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;1;-1;_Alpha*/1/*end*/;
- surfaceDescription.NormalTS = /*ase_frag_out:Normal;Float3;2;-1;_NormalTS*/float3(0.0f, 0.0f, 1.0f)/*end*/;
- surfaceDescription.NormalAlpha = /*ase_frag_out:Normal Alpha;Float;3;-1;_NormalAlpha*/1/*end*/;
- #if defined( _MATERIAL_AFFECTS_MAOS )
- surfaceDescription.Metallic = /*ase_frag_out:Metallic;Float;4;-1;_Metallic*/0/*end*/;
- surfaceDescription.Occlusion = /*ase_frag_out:Occlusion;Float;5;-1;_Occlusion*/1/*end*/;
- surfaceDescription.Smoothness = /*ase_frag_out:Smoothness;Float;6;-1;_Smoothness*/0.5/*end*/;
- surfaceDescription.MAOSAlpha = /*ase_frag_out:MAOS Alpha;Float;7;-1;_ColorP*/1/*end*/;
- #endif
- #if defined( _MATERIAL_AFFECTS_EMISSION )
- surfaceDescription.Emission = /*ase_frag_out:Emission;Float3;8;-1;_Emission*/float3(0, 0, 0)/*end*/;
- #endif
- GetSurfaceData(packedInput, surfaceDescription, surfaceData);
- half3 normalToPack = surfaceData.normalWS.xyz;
- #ifdef DECAL_RECONSTRUCT_NORMAL
- surfaceData.normalWS.xyz = normalize(lerp(normalWS.xyz, surfaceData.normalWS.xyz, surfaceData.normalWS.w));
- #endif
- InputData inputData;
- InitializeInputData(packedInput, positionWS, surfaceData.normalWS.xyz, viewDirectionWS, inputData);
- SurfaceData surface = (SurfaceData)0;
- GetSurface(surfaceData, surface);
- BRDFData brdfData;
- InitializeBRDFData(surface.albedo, surface.metallic, 0, surface.smoothness, surface.alpha, brdfData);
- #ifdef _MATERIAL_AFFECTS_ALBEDO
- Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
- MixRealtimeAndBakedGI(mainLight, surfaceData.normalWS.xyz, inputData.bakedGI, inputData.shadowMask);
- half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surface.occlusion, surfaceData.normalWS.xyz, inputData.viewDirectionWS);
- #else
- half3 color = 0;
- #endif
- #pragma warning (disable : 3578) // The output value isn't completely initialized.
- half3 packedNormalWS = PackNormal(normalToPack);
- fragmentOutput.GBuffer0 = half4(surfaceData.baseColor.rgb, surfaceData.baseColor.a);
- fragmentOutput.GBuffer1 = 0;
- fragmentOutput.GBuffer2 = half4(packedNormalWS, surfaceData.normalWS.a);
- fragmentOutput.GBuffer3 = half4(surfaceData.emissive + color, surfaceData.baseColor.a);
- #if OUTPUT_SHADOWMASK
- fragmentOutput.GBuffer4 = inputData.shadowMask;
- #endif
- #pragma warning (default : 3578) // Restore output value isn't completely initialized.
- /*ase_unity_cond_begin:<20220352*/
- #if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
- UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
- {
- positionSS = RemapFoveatedRenderingNonUniformToLinearCS(input.positionCS.xy, true) * _ScreenSize.zw;
- }
- #endif
- /*ase_unity_cond_end*/
- }
- ENDHLSL
- }
- /*ase_pass*/
- Pass
- {
- /*ase_hide_pass*/
- Name "ScenePickingPass"
- Tags
- {
- "LightMode" = "Picking"
- }
- Cull Back
- HLSLPROGRAM
- #pragma multi_compile_instancing
- #pragma editor_sync_compilation
- #pragma vertex Vert
- #pragma fragment Frag
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #define HAVE_MESH_MODIFICATION
- #define SHADERPASS SHADERPASS_DEPTHONLY
- #define SCENEPICKINGPASS 1
- #if _RENDER_PASS_ENABLED
- #define GBUFFER3 0
- #define GBUFFER4 1
- FRAMEBUFFER_INPUT_HALF(GBUFFER3);
- FRAMEBUFFER_INPUT_HALF(GBUFFER4);
- #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"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DecalInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderVariablesDecal.hlsl"
- /*ase_pragma*/
- struct Attributes
- {
- float3 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
- /*ase_vdata:p=p;n=n;t=t*/
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct PackedVaryings
- {
- float4 positionCS : SV_POSITION;
- /*ase_interp(0,):sp=sp*/
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float _DrawOrder;
- float _DecalMeshBiasType;
- float _DecalMeshDepthBias;
- float _DecalMeshViewBias;
- #if defined(DECAL_ANGLE_FADE)
- float _DecalAngleFadeSupported;
- #endif
- CBUFFER_END
- #ifdef SCENEPICKINGPASS
- float4 _SelectionID;
- #endif
- #ifdef SCENESELECTIONPASS
- int _ObjectId;
- int _PassValue;
- #endif
- /*ase_globals*/
- /*ase_funcs*/
- #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
- #define DECAL_PROJECTOR
- #endif
- #if (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
- #define DECAL_MESH
- #endif
- #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH)
- #define DECAL_DBUFFER
- #endif
- #if (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH)
- #define DECAL_SCREEN_SPACE
- #endif
- #if (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
- #define DECAL_GBUFFER
- #endif
- #if (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH)
- #define DECAL_FORWARD_EMISSIVE
- #endif
- #if ((!defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_ALBEDO)) || (defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_NORMAL_BLEND))) && (defined(DECAL_SCREEN_SPACE) || defined(DECAL_GBUFFER))
- #define DECAL_RECONSTRUCT_NORMAL
- #elif defined(DECAL_ANGLE_FADE)
- #define DECAL_LOAD_NORMAL
- #endif
- #ifdef _DECAL_LAYERS
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareRenderingLayerTexture.hlsl"
- #endif
- #if defined(DECAL_LOAD_NORMAL)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
- #endif
- #if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
- #endif
- #ifdef DECAL_MESH
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DecalMeshBiasTypeEnum.cs.hlsl"
- #endif
- #ifdef DECAL_RECONSTRUCT_NORMAL
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
- #endif
- PackedVaryings Vert(Attributes inputMesh /*ase_vert_input*/ )
- {
- PackedVaryings packedOutput;
- ZERO_INITIALIZE(PackedVaryings, packedOutput);
- UNITY_SETUP_INSTANCE_ID(inputMesh);
- UNITY_TRANSFER_INSTANCE_ID(inputMesh, packedOutput);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(packedOutput);
- inputMesh.tangentOS = float4( 1, 0, 0, -1 );
- inputMesh.normalOS = float3( 0, 1, 0 );
- /*ase_vert_code:inputMesh=Attributes;packedOutput=PackedVaryings*/
- float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
- packedOutput.positionCS = TransformWorldToHClip(positionWS);
- return packedOutput;
- }
- void Frag(PackedVaryings packedInput,
- out float4 outColor : SV_Target0
- /*ase_frag_input*/
- )
- {
- /*ase_frag_code:packedInput=PackedVaryings*/
- float3 BaseColor = /*ase_frag_out:Base Color;Float3;0;-1;_BaseColor*/IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5))/*end*/;
- outColor = _SelectionID;
- }
- ENDHLSL
- }
- }
- CustomEditor "UnityEditor.Rendering.Universal.DecalShaderGraphGUI"
- FallBack "Hidden/Shader Graph/FallbackError"
- }
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