shuimoFX.shader 78 KB

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  1. // Made with Amplify Shader Editor v1.9.8.1
  2. // Available at the Unity Asset Store - http://u3d.as/y3X
  3. Shader "LT/shuimoFX"
  4. {
  5. Properties
  6. {
  7. [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
  8. [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
  9. _Main_Tex("Main_Tex", 2D) = "white" {}
  10. _TextureGao("高亮贴图", 2D) = "white" {}
  11. _ColorGG("高光Color", Color) = (0,0.7602248,1,1)
  12. _Rj2Tex("溶解2贴图", 2D) = "white" {}
  13. _RJraodong("溶解扰动", 2D) = "white" {}
  14. _RJraodongqd("溶解扰动强度", Float) = 0.2
  15. _RJraodongsd("溶解扰动速度", Float) = 0.2
  16. _AlphaQD("不透明强度", Float) = 1
  17. _RJ1soft("RJ1软度", Range( 0 , 1)) = 0
  18. _RJ2soft("RJ2软度", Range( 0 , 1)) = 0
  19. _dissolve("dissolve", 2D) = "white" {}
  20. _Soft_value("Soft_value", Range( 0 , 1)) = 0
  21. [HideInInspector] _texcoord( "", 2D ) = "white" {}
  22. //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
  23. //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
  24. //_TessMin( "Tess Min Distance", Float ) = 10
  25. //_TessMax( "Tess Max Distance", Float ) = 25
  26. //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
  27. //_TessMaxDisp( "Tess Max Displacement", Float ) = 25
  28. [HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
  29. [HideInInspector] _QueueControl("_QueueControl", Float) = -1
  30. [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
  31. [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
  32. [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
  33. [HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
  34. }
  35. SubShader
  36. {
  37. LOD 0
  38. Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Unlit" }
  39. Cull Off
  40. AlphaToMask Off
  41. HLSLINCLUDE
  42. #pragma target 4.5
  43. #pragma prefer_hlslcc gles
  44. // ensure rendering platforms toggle list is visible
  45. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
  46. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
  47. #ifndef ASE_TESS_FUNCS
  48. #define ASE_TESS_FUNCS
  49. float4 FixedTess( float tessValue )
  50. {
  51. return tessValue;
  52. }
  53. float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
  54. {
  55. float3 wpos = mul(o2w,vertex).xyz;
  56. float dist = distance (wpos, cameraPos);
  57. float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
  58. return f;
  59. }
  60. float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
  61. {
  62. float4 tess;
  63. tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
  64. tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
  65. tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
  66. tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
  67. return tess;
  68. }
  69. float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
  70. {
  71. float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
  72. float len = distance(wpos0, wpos1);
  73. float f = max(len * scParams.y / (edgeLen * dist), 1.0);
  74. return f;
  75. }
  76. float DistanceFromPlane (float3 pos, float4 plane)
  77. {
  78. float d = dot (float4(pos,1.0f), plane);
  79. return d;
  80. }
  81. bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
  82. {
  83. float4 planeTest;
  84. planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
  85. (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
  86. (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
  87. planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
  88. (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
  89. (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
  90. planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
  91. (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
  92. (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
  93. planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
  94. (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
  95. (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
  96. return !all (planeTest);
  97. }
  98. float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
  99. {
  100. float3 f;
  101. f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
  102. f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
  103. f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
  104. return CalcTriEdgeTessFactors (f);
  105. }
  106. float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
  107. {
  108. float3 pos0 = mul(o2w,v0).xyz;
  109. float3 pos1 = mul(o2w,v1).xyz;
  110. float3 pos2 = mul(o2w,v2).xyz;
  111. float4 tess;
  112. tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
  113. tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
  114. tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
  115. tess.w = (tess.x + tess.y + tess.z) / 3.0f;
  116. return tess;
  117. }
  118. float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
  119. {
  120. float3 pos0 = mul(o2w,v0).xyz;
  121. float3 pos1 = mul(o2w,v1).xyz;
  122. float3 pos2 = mul(o2w,v2).xyz;
  123. float4 tess;
  124. if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
  125. {
  126. tess = 0.0f;
  127. }
  128. else
  129. {
  130. tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
  131. tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
  132. tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
  133. tess.w = (tess.x + tess.y + tess.z) / 3.0f;
  134. }
  135. return tess;
  136. }
  137. #endif //ASE_TESS_FUNCS
  138. ENDHLSL
  139. Pass
  140. {
  141. Name "Forward"
  142. Tags { "LightMode"="UniversalForwardOnly" }
  143. Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
  144. ZWrite Off
  145. ZTest LEqual
  146. Offset 0 , 0
  147. ColorMask RGBA
  148. HLSLPROGRAM
  149. #pragma multi_compile_instancing
  150. #pragma instancing_options renderinglayer
  151. #define _SURFACE_TYPE_TRANSPARENT 1
  152. #define ASE_VERSION 19801
  153. #define ASE_SRP_VERSION 140011
  154. #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
  155. #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
  156. #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  157. #pragma multi_compile _ LIGHTMAP_ON
  158. #pragma multi_compile _ DYNAMICLIGHTMAP_ON
  159. #pragma multi_compile_fragment _ DEBUG_DISPLAY
  160. #pragma vertex vert
  161. #pragma fragment frag
  162. #define SHADERPASS SHADERPASS_UNLIT
  163. #if ASE_SRP_VERSION >=140007
  164. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
  165. #endif
  166. #if ASE_SRP_VERSION >=140007
  167. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
  168. #endif
  169. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  170. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
  171. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  172. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  173. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
  174. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
  175. #if ASE_SRP_VERSION >=140010
  176. #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
  177. #endif
  178. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
  179. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
  180. #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
  181. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
  182. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
  183. #if defined(LOD_FADE_CROSSFADE)
  184. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
  185. #endif
  186. #define ASE_NEEDS_FRAG_COLOR
  187. #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
  188. #define ASE_SV_DEPTH SV_DepthLessEqual
  189. #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
  190. #else
  191. #define ASE_SV_DEPTH SV_Depth
  192. #define ASE_SV_POSITION_QUALIFIERS
  193. #endif
  194. struct Attributes
  195. {
  196. float4 positionOS : POSITION;
  197. float3 normalOS : NORMAL;
  198. float4 texcoord : TEXCOORD0;
  199. float4 texcoord1 : TEXCOORD1;
  200. float4 texcoord2 : TEXCOORD2;
  201. float4 ase_color : COLOR;
  202. UNITY_VERTEX_INPUT_INSTANCE_ID
  203. };
  204. struct PackedVaryings
  205. {
  206. ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
  207. float4 clipPosV : TEXCOORD0;
  208. float3 positionWS : TEXCOORD1;
  209. #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
  210. half4 fogFactorAndVertexLight : TEXCOORD2;
  211. #endif
  212. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  213. float4 shadowCoord : TEXCOORD3;
  214. #endif
  215. #if defined(LIGHTMAP_ON)
  216. float4 lightmapUVOrVertexSH : TEXCOORD4;
  217. #endif
  218. #if defined(DYNAMICLIGHTMAP_ON)
  219. float2 dynamicLightmapUV : TEXCOORD5;
  220. #endif
  221. float4 ase_texcoord6 : TEXCOORD6;
  222. float4 ase_texcoord7 : TEXCOORD7;
  223. float4 ase_color : COLOR;
  224. UNITY_VERTEX_INPUT_INSTANCE_ID
  225. UNITY_VERTEX_OUTPUT_STEREO
  226. };
  227. CBUFFER_START(UnityPerMaterial)
  228. float4 _TextureGao_ST;
  229. float4 _ColorGG;
  230. float4 _Main_Tex_ST;
  231. float4 _RJraodong_ST;
  232. float4 _dissolve_ST;
  233. float _RJ1soft;
  234. float _RJraodongsd;
  235. float _RJraodongqd;
  236. float _RJ2soft;
  237. float _Soft_value;
  238. float _AlphaQD;
  239. #ifdef ASE_TESSELLATION
  240. float _TessPhongStrength;
  241. float _TessValue;
  242. float _TessMin;
  243. float _TessMax;
  244. float _TessEdgeLength;
  245. float _TessMaxDisp;
  246. #endif
  247. CBUFFER_END
  248. sampler2D _TextureGao;
  249. sampler2D _Main_Tex;
  250. sampler2D _RJraodong;
  251. sampler2D _Rj2Tex;
  252. sampler2D _dissolve;
  253. PackedVaryings VertexFunction( Attributes input )
  254. {
  255. PackedVaryings output = (PackedVaryings)0;
  256. UNITY_SETUP_INSTANCE_ID(input);
  257. UNITY_TRANSFER_INSTANCE_ID(input, output);
  258. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
  259. output.ase_texcoord6.xy = input.texcoord.xy;
  260. output.ase_texcoord7 = input.texcoord1;
  261. output.ase_color = input.ase_color;
  262. //setting value to unused interpolator channels and avoid initialization warnings
  263. output.ase_texcoord6.zw = 0;
  264. #ifdef ASE_ABSOLUTE_VERTEX_POS
  265. float3 defaultVertexValue = input.positionOS.xyz;
  266. #else
  267. float3 defaultVertexValue = float3(0, 0, 0);
  268. #endif
  269. float3 vertexValue = defaultVertexValue;
  270. #ifdef ASE_ABSOLUTE_VERTEX_POS
  271. input.positionOS.xyz = vertexValue;
  272. #else
  273. input.positionOS.xyz += vertexValue;
  274. #endif
  275. input.normalOS = input.normalOS;
  276. VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
  277. #if defined(LIGHTMAP_ON)
  278. OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
  279. #endif
  280. #if defined(DYNAMICLIGHTMAP_ON)
  281. output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
  282. #endif
  283. #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
  284. output.fogFactorAndVertexLight = 0;
  285. #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
  286. output.fogFactorAndVertexLight.x = ComputeFogFactor(vertexInput.positionCS.z);
  287. #endif
  288. #ifdef _ADDITIONAL_LIGHTS_VERTEX
  289. half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
  290. output.fogFactorAndVertexLight.yzw = vertexLight;
  291. #endif
  292. #endif
  293. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  294. output.shadowCoord = GetShadowCoord( vertexInput );
  295. #endif
  296. output.positionCS = vertexInput.positionCS;
  297. output.clipPosV = vertexInput.positionCS;
  298. output.positionWS = vertexInput.positionWS;
  299. return output;
  300. }
  301. #if defined(ASE_TESSELLATION)
  302. struct VertexControl
  303. {
  304. float4 positionOS : INTERNALTESSPOS;
  305. float3 normalOS : NORMAL;
  306. float4 ase_color : COLOR;
  307. UNITY_VERTEX_INPUT_INSTANCE_ID
  308. };
  309. struct TessellationFactors
  310. {
  311. float edge[3] : SV_TessFactor;
  312. float inside : SV_InsideTessFactor;
  313. };
  314. VertexControl vert ( Attributes input )
  315. {
  316. VertexControl output;
  317. UNITY_SETUP_INSTANCE_ID(input);
  318. UNITY_TRANSFER_INSTANCE_ID(input, output);
  319. output.positionOS = input.positionOS;
  320. output.normalOS = input.normalOS;
  321. output.ase_color = input.ase_color;
  322. return output;
  323. }
  324. TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
  325. {
  326. TessellationFactors output;
  327. float4 tf = 1;
  328. float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
  329. float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
  330. #if defined(ASE_FIXED_TESSELLATION)
  331. tf = FixedTess( tessValue );
  332. #elif defined(ASE_DISTANCE_TESSELLATION)
  333. tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
  334. #elif defined(ASE_LENGTH_TESSELLATION)
  335. tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
  336. #elif defined(ASE_LENGTH_CULL_TESSELLATION)
  337. tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
  338. #endif
  339. output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
  340. return output;
  341. }
  342. [domain("tri")]
  343. [partitioning("fractional_odd")]
  344. [outputtopology("triangle_cw")]
  345. [patchconstantfunc("TessellationFunction")]
  346. [outputcontrolpoints(3)]
  347. VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
  348. {
  349. return patch[id];
  350. }
  351. [domain("tri")]
  352. PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
  353. {
  354. Attributes output = (Attributes) 0;
  355. output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
  356. output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
  357. output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
  358. #if defined(ASE_PHONG_TESSELLATION)
  359. float3 pp[3];
  360. for (int i = 0; i < 3; ++i)
  361. pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
  362. float phongStrength = _TessPhongStrength;
  363. output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
  364. #endif
  365. UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
  366. return VertexFunction(output);
  367. }
  368. #else
  369. PackedVaryings vert ( Attributes input )
  370. {
  371. return VertexFunction( input );
  372. }
  373. #endif
  374. half4 frag ( PackedVaryings input
  375. #ifdef ASE_DEPTH_WRITE_ON
  376. ,out float outputDepth : ASE_SV_DEPTH
  377. #endif
  378. #ifdef _WRITE_RENDERING_LAYERS
  379. , out float4 outRenderingLayers : SV_Target1
  380. #endif
  381. ) : SV_Target
  382. {
  383. UNITY_SETUP_INSTANCE_ID(input);
  384. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
  385. #if defined(LOD_FADE_CROSSFADE)
  386. LODFadeCrossFade( input.positionCS );
  387. #endif
  388. float3 WorldPosition = input.positionWS;
  389. float3 WorldViewDirection = GetWorldSpaceNormalizeViewDir( WorldPosition );
  390. float4 ShadowCoords = float4( 0, 0, 0, 0 );
  391. float4 ClipPos = input.clipPosV;
  392. float4 ScreenPos = ComputeScreenPos( input.clipPosV );
  393. float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
  394. #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  395. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  396. ShadowCoords = input.shadowCoord;
  397. #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
  398. ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
  399. #endif
  400. #endif
  401. float2 uv_TextureGao = input.ase_texcoord6.xy * _TextureGao_ST.xy + _TextureGao_ST.zw;
  402. float4 texCoord127 = input.ase_texcoord7;
  403. texCoord127.xy = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 );
  404. float2 uv_Main_Tex = input.ase_texcoord6.xy * _Main_Tex_ST.xy + _Main_Tex_ST.zw;
  405. float temp_output_133_0 = ( 1.0 - texCoord127.x );
  406. float2 texCoord37 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 );
  407. float2 temp_cast_1 = (( _RJraodongsd * 0.0 )).xx;
  408. float2 uv_RJraodong = input.ase_texcoord6.xy * _RJraodong_ST.xy + _RJraodong_ST.zw;
  409. float2 panner121 = ( 1.0 * _Time.y * temp_cast_1 + uv_RJraodong);
  410. float temp_output_116_0 = ( tex2D( _RJraodong, panner121 ).r * _RJraodongqd );
  411. float smoothstepResult98 = smoothstep( temp_output_133_0 , ( temp_output_133_0 + _RJ1soft ) , (( texCoord37 + temp_output_116_0 )).x);
  412. float temp_output_134_0 = ( 1.0 - texCoord127.y );
  413. float2 texCoord52 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 );
  414. float smoothstepResult108 = smoothstep( temp_output_134_0 , ( temp_output_134_0 + _RJ2soft ) , tex2D( _Rj2Tex, ( temp_output_116_0 + texCoord52 ) ).r);
  415. float2 uv_dissolve = input.ase_texcoord6.xy * _dissolve_ST.xy + _dissolve_ST.zw;
  416. float smoothstepResult136 = smoothstep( texCoord127.w , ( texCoord127.w + _Soft_value ) , tex2D( _dissolve, uv_dissolve ).r);
  417. float3 BakedAlbedo = 0;
  418. float3 BakedEmission = 0;
  419. float3 Color = ( tex2D( _TextureGao, uv_TextureGao ).r * texCoord127.z * _ColorGG * input.ase_color ).rgb;
  420. float Alpha = ( ( ( tex2D( _Main_Tex, uv_Main_Tex ).a * ( smoothstepResult98 * smoothstepResult108 ) ) * input.ase_color.a ) * smoothstepResult136 * _AlphaQD );
  421. float AlphaClipThreshold = 0.5;
  422. float AlphaClipThresholdShadow = 0.5;
  423. #ifdef ASE_DEPTH_WRITE_ON
  424. float DepthValue = input.positionCS.z;
  425. #endif
  426. #ifdef _ALPHATEST_ON
  427. clip(Alpha - AlphaClipThreshold);
  428. #endif
  429. InputData inputData = (InputData)0;
  430. inputData.positionWS = WorldPosition;
  431. inputData.viewDirectionWS = WorldViewDirection;
  432. #ifdef ASE_FOG
  433. inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x);
  434. #endif
  435. #ifdef _ADDITIONAL_LIGHTS_VERTEX
  436. inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
  437. #endif
  438. inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
  439. #if defined(_DBUFFER)
  440. ApplyDecalToBaseColor(input.positionCS, Color);
  441. #endif
  442. #ifdef ASE_FOG
  443. #ifdef TERRAIN_SPLAT_ADDPASS
  444. Color.rgb = MixFogColor(Color.rgb, half3(0,0,0), inputData.fogCoord);
  445. #else
  446. Color.rgb = MixFog(Color.rgb, inputData.fogCoord);
  447. #endif
  448. #endif
  449. #ifdef ASE_DEPTH_WRITE_ON
  450. outputDepth = DepthValue;
  451. #endif
  452. #ifdef _WRITE_RENDERING_LAYERS
  453. uint renderingLayers = GetMeshRenderingLayer();
  454. outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
  455. #endif
  456. return half4( Color, Alpha );
  457. }
  458. ENDHLSL
  459. }
  460. Pass
  461. {
  462. Name "DepthOnly"
  463. Tags { "LightMode"="DepthOnly" }
  464. ZWrite On
  465. ColorMask 0
  466. AlphaToMask Off
  467. HLSLPROGRAM
  468. #pragma multi_compile_instancing
  469. #define _SURFACE_TYPE_TRANSPARENT 1
  470. #define ASE_VERSION 19801
  471. #define ASE_SRP_VERSION 140011
  472. #pragma vertex vert
  473. #pragma fragment frag
  474. #if ASE_SRP_VERSION >=140007
  475. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
  476. #endif
  477. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  478. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  479. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  480. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
  481. #if defined(LOD_FADE_CROSSFADE)
  482. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
  483. #endif
  484. #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
  485. #define ASE_SV_DEPTH SV_DepthLessEqual
  486. #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
  487. #else
  488. #define ASE_SV_DEPTH SV_Depth
  489. #define ASE_SV_POSITION_QUALIFIERS
  490. #endif
  491. struct Attributes
  492. {
  493. float4 positionOS : POSITION;
  494. float3 normalOS : NORMAL;
  495. float4 ase_texcoord : TEXCOORD0;
  496. float4 ase_texcoord1 : TEXCOORD1;
  497. float4 ase_color : COLOR;
  498. UNITY_VERTEX_INPUT_INSTANCE_ID
  499. };
  500. struct PackedVaryings
  501. {
  502. ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
  503. float4 clipPosV : TEXCOORD0;
  504. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  505. float3 positionWS : TEXCOORD1;
  506. #endif
  507. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  508. float4 shadowCoord : TEXCOORD2;
  509. #endif
  510. float4 ase_texcoord3 : TEXCOORD3;
  511. float4 ase_texcoord4 : TEXCOORD4;
  512. float4 ase_color : COLOR;
  513. UNITY_VERTEX_INPUT_INSTANCE_ID
  514. UNITY_VERTEX_OUTPUT_STEREO
  515. };
  516. CBUFFER_START(UnityPerMaterial)
  517. float4 _TextureGao_ST;
  518. float4 _ColorGG;
  519. float4 _Main_Tex_ST;
  520. float4 _RJraodong_ST;
  521. float4 _dissolve_ST;
  522. float _RJ1soft;
  523. float _RJraodongsd;
  524. float _RJraodongqd;
  525. float _RJ2soft;
  526. float _Soft_value;
  527. float _AlphaQD;
  528. #ifdef ASE_TESSELLATION
  529. float _TessPhongStrength;
  530. float _TessValue;
  531. float _TessMin;
  532. float _TessMax;
  533. float _TessEdgeLength;
  534. float _TessMaxDisp;
  535. #endif
  536. CBUFFER_END
  537. sampler2D _Main_Tex;
  538. sampler2D _RJraodong;
  539. sampler2D _Rj2Tex;
  540. sampler2D _dissolve;
  541. PackedVaryings VertexFunction( Attributes input )
  542. {
  543. PackedVaryings output = (PackedVaryings)0;
  544. UNITY_SETUP_INSTANCE_ID(input);
  545. UNITY_TRANSFER_INSTANCE_ID(input, output);
  546. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
  547. output.ase_texcoord3.xy = input.ase_texcoord.xy;
  548. output.ase_texcoord4 = input.ase_texcoord1;
  549. output.ase_color = input.ase_color;
  550. //setting value to unused interpolator channels and avoid initialization warnings
  551. output.ase_texcoord3.zw = 0;
  552. #ifdef ASE_ABSOLUTE_VERTEX_POS
  553. float3 defaultVertexValue = input.positionOS.xyz;
  554. #else
  555. float3 defaultVertexValue = float3(0, 0, 0);
  556. #endif
  557. float3 vertexValue = defaultVertexValue;
  558. #ifdef ASE_ABSOLUTE_VERTEX_POS
  559. input.positionOS.xyz = vertexValue;
  560. #else
  561. input.positionOS.xyz += vertexValue;
  562. #endif
  563. input.normalOS = input.normalOS;
  564. VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
  565. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  566. output.positionWS = vertexInput.positionWS;
  567. #endif
  568. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  569. output.shadowCoord = GetShadowCoord( vertexInput );
  570. #endif
  571. output.positionCS = vertexInput.positionCS;
  572. output.clipPosV = vertexInput.positionCS;
  573. return output;
  574. }
  575. #if defined(ASE_TESSELLATION)
  576. struct VertexControl
  577. {
  578. float4 positionOS : INTERNALTESSPOS;
  579. float3 normalOS : NORMAL;
  580. float4 ase_texcoord : TEXCOORD0;
  581. float4 ase_texcoord1 : TEXCOORD1;
  582. float4 ase_color : COLOR;
  583. UNITY_VERTEX_INPUT_INSTANCE_ID
  584. };
  585. struct TessellationFactors
  586. {
  587. float edge[3] : SV_TessFactor;
  588. float inside : SV_InsideTessFactor;
  589. };
  590. VertexControl vert ( Attributes input )
  591. {
  592. VertexControl output;
  593. UNITY_SETUP_INSTANCE_ID(input);
  594. UNITY_TRANSFER_INSTANCE_ID(input, output);
  595. output.positionOS = input.positionOS;
  596. output.normalOS = input.normalOS;
  597. output.ase_texcoord = input.ase_texcoord;
  598. output.ase_texcoord1 = input.ase_texcoord1;
  599. output.ase_color = input.ase_color;
  600. return output;
  601. }
  602. TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
  603. {
  604. TessellationFactors output;
  605. float4 tf = 1;
  606. float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
  607. float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
  608. #if defined(ASE_FIXED_TESSELLATION)
  609. tf = FixedTess( tessValue );
  610. #elif defined(ASE_DISTANCE_TESSELLATION)
  611. tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
  612. #elif defined(ASE_LENGTH_TESSELLATION)
  613. tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
  614. #elif defined(ASE_LENGTH_CULL_TESSELLATION)
  615. tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
  616. #endif
  617. output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
  618. return output;
  619. }
  620. [domain("tri")]
  621. [partitioning("fractional_odd")]
  622. [outputtopology("triangle_cw")]
  623. [patchconstantfunc("TessellationFunction")]
  624. [outputcontrolpoints(3)]
  625. VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
  626. {
  627. return patch[id];
  628. }
  629. [domain("tri")]
  630. PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
  631. {
  632. Attributes output = (Attributes) 0;
  633. output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
  634. output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
  635. output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
  636. output.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
  637. output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
  638. #if defined(ASE_PHONG_TESSELLATION)
  639. float3 pp[3];
  640. for (int i = 0; i < 3; ++i)
  641. pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
  642. float phongStrength = _TessPhongStrength;
  643. output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
  644. #endif
  645. UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
  646. return VertexFunction(output);
  647. }
  648. #else
  649. PackedVaryings vert ( Attributes input )
  650. {
  651. return VertexFunction( input );
  652. }
  653. #endif
  654. half4 frag(PackedVaryings input
  655. #ifdef ASE_DEPTH_WRITE_ON
  656. ,out float outputDepth : ASE_SV_DEPTH
  657. #endif
  658. ) : SV_Target
  659. {
  660. UNITY_SETUP_INSTANCE_ID(input);
  661. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
  662. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  663. float3 WorldPosition = input.positionWS;
  664. #endif
  665. float4 ShadowCoords = float4( 0, 0, 0, 0 );
  666. float4 ClipPos = input.clipPosV;
  667. float4 ScreenPos = ComputeScreenPos( input.clipPosV );
  668. #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  669. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  670. ShadowCoords = input.shadowCoord;
  671. #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
  672. ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
  673. #endif
  674. #endif
  675. float2 uv_Main_Tex = input.ase_texcoord3.xy * _Main_Tex_ST.xy + _Main_Tex_ST.zw;
  676. float4 texCoord127 = input.ase_texcoord4;
  677. texCoord127.xy = input.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
  678. float temp_output_133_0 = ( 1.0 - texCoord127.x );
  679. float2 texCoord37 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
  680. float2 temp_cast_0 = (( _RJraodongsd * 0.0 )).xx;
  681. float2 uv_RJraodong = input.ase_texcoord3.xy * _RJraodong_ST.xy + _RJraodong_ST.zw;
  682. float2 panner121 = ( 1.0 * _Time.y * temp_cast_0 + uv_RJraodong);
  683. float temp_output_116_0 = ( tex2D( _RJraodong, panner121 ).r * _RJraodongqd );
  684. float smoothstepResult98 = smoothstep( temp_output_133_0 , ( temp_output_133_0 + _RJ1soft ) , (( texCoord37 + temp_output_116_0 )).x);
  685. float temp_output_134_0 = ( 1.0 - texCoord127.y );
  686. float2 texCoord52 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
  687. float smoothstepResult108 = smoothstep( temp_output_134_0 , ( temp_output_134_0 + _RJ2soft ) , tex2D( _Rj2Tex, ( temp_output_116_0 + texCoord52 ) ).r);
  688. float2 uv_dissolve = input.ase_texcoord3.xy * _dissolve_ST.xy + _dissolve_ST.zw;
  689. float smoothstepResult136 = smoothstep( texCoord127.w , ( texCoord127.w + _Soft_value ) , tex2D( _dissolve, uv_dissolve ).r);
  690. float Alpha = ( ( ( tex2D( _Main_Tex, uv_Main_Tex ).a * ( smoothstepResult98 * smoothstepResult108 ) ) * input.ase_color.a ) * smoothstepResult136 * _AlphaQD );
  691. float AlphaClipThreshold = 0.5;
  692. #ifdef ASE_DEPTH_WRITE_ON
  693. float DepthValue = input.positionCS.z;
  694. #endif
  695. #ifdef _ALPHATEST_ON
  696. clip(Alpha - AlphaClipThreshold);
  697. #endif
  698. #if defined(LOD_FADE_CROSSFADE)
  699. LODFadeCrossFade( input.positionCS );
  700. #endif
  701. #ifdef ASE_DEPTH_WRITE_ON
  702. outputDepth = DepthValue;
  703. #endif
  704. return 0;
  705. }
  706. ENDHLSL
  707. }
  708. Pass
  709. {
  710. Name "SceneSelectionPass"
  711. Tags { "LightMode"="SceneSelectionPass" }
  712. Cull Off
  713. AlphaToMask Off
  714. HLSLPROGRAM
  715. #define _SURFACE_TYPE_TRANSPARENT 1
  716. #define ASE_VERSION 19801
  717. #define ASE_SRP_VERSION 140011
  718. #pragma vertex vert
  719. #pragma fragment frag
  720. #define ATTRIBUTES_NEED_NORMAL
  721. #define ATTRIBUTES_NEED_TANGENT
  722. #define SHADERPASS SHADERPASS_DEPTHONLY
  723. #if ASE_SRP_VERSION >=140007
  724. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
  725. #endif
  726. #if ASE_SRP_VERSION >=140007
  727. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
  728. #endif
  729. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  730. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
  731. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  732. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  733. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
  734. #if ASE_SRP_VERSION >=140010
  735. #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
  736. #endif
  737. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
  738. #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
  739. struct Attributes
  740. {
  741. float4 positionOS : POSITION;
  742. float3 normalOS : NORMAL;
  743. float4 ase_texcoord : TEXCOORD0;
  744. float4 ase_texcoord1 : TEXCOORD1;
  745. float4 ase_color : COLOR;
  746. UNITY_VERTEX_INPUT_INSTANCE_ID
  747. };
  748. struct PackedVaryings
  749. {
  750. float4 positionCS : SV_POSITION;
  751. float4 ase_texcoord : TEXCOORD0;
  752. float4 ase_texcoord1 : TEXCOORD1;
  753. float4 ase_color : COLOR;
  754. UNITY_VERTEX_INPUT_INSTANCE_ID
  755. UNITY_VERTEX_OUTPUT_STEREO
  756. };
  757. CBUFFER_START(UnityPerMaterial)
  758. float4 _TextureGao_ST;
  759. float4 _ColorGG;
  760. float4 _Main_Tex_ST;
  761. float4 _RJraodong_ST;
  762. float4 _dissolve_ST;
  763. float _RJ1soft;
  764. float _RJraodongsd;
  765. float _RJraodongqd;
  766. float _RJ2soft;
  767. float _Soft_value;
  768. float _AlphaQD;
  769. #ifdef ASE_TESSELLATION
  770. float _TessPhongStrength;
  771. float _TessValue;
  772. float _TessMin;
  773. float _TessMax;
  774. float _TessEdgeLength;
  775. float _TessMaxDisp;
  776. #endif
  777. CBUFFER_END
  778. sampler2D _Main_Tex;
  779. sampler2D _RJraodong;
  780. sampler2D _Rj2Tex;
  781. sampler2D _dissolve;
  782. int _ObjectId;
  783. int _PassValue;
  784. struct SurfaceDescription
  785. {
  786. float Alpha;
  787. float AlphaClipThreshold;
  788. };
  789. PackedVaryings VertexFunction(Attributes input )
  790. {
  791. PackedVaryings output;
  792. ZERO_INITIALIZE(PackedVaryings, output);
  793. UNITY_SETUP_INSTANCE_ID(input);
  794. UNITY_TRANSFER_INSTANCE_ID(input, output);
  795. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
  796. output.ase_texcoord.xy = input.ase_texcoord.xy;
  797. output.ase_texcoord1 = input.ase_texcoord1;
  798. output.ase_color = input.ase_color;
  799. //setting value to unused interpolator channels and avoid initialization warnings
  800. output.ase_texcoord.zw = 0;
  801. #ifdef ASE_ABSOLUTE_VERTEX_POS
  802. float3 defaultVertexValue = input.positionOS.xyz;
  803. #else
  804. float3 defaultVertexValue = float3(0, 0, 0);
  805. #endif
  806. float3 vertexValue = defaultVertexValue;
  807. #ifdef ASE_ABSOLUTE_VERTEX_POS
  808. input.positionOS.xyz = vertexValue;
  809. #else
  810. input.positionOS.xyz += vertexValue;
  811. #endif
  812. input.normalOS = input.normalOS;
  813. float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
  814. output.positionCS = TransformWorldToHClip(positionWS);
  815. return output;
  816. }
  817. #if defined(ASE_TESSELLATION)
  818. struct VertexControl
  819. {
  820. float4 positionOS : INTERNALTESSPOS;
  821. float3 normalOS : NORMAL;
  822. float4 ase_texcoord : TEXCOORD0;
  823. float4 ase_texcoord1 : TEXCOORD1;
  824. float4 ase_color : COLOR;
  825. UNITY_VERTEX_INPUT_INSTANCE_ID
  826. };
  827. struct TessellationFactors
  828. {
  829. float edge[3] : SV_TessFactor;
  830. float inside : SV_InsideTessFactor;
  831. };
  832. VertexControl vert ( Attributes input )
  833. {
  834. VertexControl output;
  835. UNITY_SETUP_INSTANCE_ID(input);
  836. UNITY_TRANSFER_INSTANCE_ID(input, output);
  837. output.positionOS = input.positionOS;
  838. output.normalOS = input.normalOS;
  839. output.ase_texcoord = input.ase_texcoord;
  840. output.ase_texcoord1 = input.ase_texcoord1;
  841. output.ase_color = input.ase_color;
  842. return output;
  843. }
  844. TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
  845. {
  846. TessellationFactors output;
  847. float4 tf = 1;
  848. float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
  849. float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
  850. #if defined(ASE_FIXED_TESSELLATION)
  851. tf = FixedTess( tessValue );
  852. #elif defined(ASE_DISTANCE_TESSELLATION)
  853. tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
  854. #elif defined(ASE_LENGTH_TESSELLATION)
  855. tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
  856. #elif defined(ASE_LENGTH_CULL_TESSELLATION)
  857. tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
  858. #endif
  859. output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
  860. return output;
  861. }
  862. [domain("tri")]
  863. [partitioning("fractional_odd")]
  864. [outputtopology("triangle_cw")]
  865. [patchconstantfunc("TessellationFunction")]
  866. [outputcontrolpoints(3)]
  867. VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
  868. {
  869. return patch[id];
  870. }
  871. [domain("tri")]
  872. PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
  873. {
  874. Attributes output = (Attributes) 0;
  875. output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
  876. output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
  877. output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
  878. output.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
  879. output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
  880. #if defined(ASE_PHONG_TESSELLATION)
  881. float3 pp[3];
  882. for (int i = 0; i < 3; ++i)
  883. pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
  884. float phongStrength = _TessPhongStrength;
  885. output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
  886. #endif
  887. UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
  888. return VertexFunction(output);
  889. }
  890. #else
  891. PackedVaryings vert ( Attributes input )
  892. {
  893. return VertexFunction( input );
  894. }
  895. #endif
  896. half4 frag(PackedVaryings input ) : SV_Target
  897. {
  898. SurfaceDescription surfaceDescription = (SurfaceDescription)0;
  899. float2 uv_Main_Tex = input.ase_texcoord.xy * _Main_Tex_ST.xy + _Main_Tex_ST.zw;
  900. float4 texCoord127 = input.ase_texcoord1;
  901. texCoord127.xy = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
  902. float temp_output_133_0 = ( 1.0 - texCoord127.x );
  903. float2 texCoord37 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
  904. float2 temp_cast_0 = (( _RJraodongsd * 0.0 )).xx;
  905. float2 uv_RJraodong = input.ase_texcoord.xy * _RJraodong_ST.xy + _RJraodong_ST.zw;
  906. float2 panner121 = ( 1.0 * _Time.y * temp_cast_0 + uv_RJraodong);
  907. float temp_output_116_0 = ( tex2D( _RJraodong, panner121 ).r * _RJraodongqd );
  908. float smoothstepResult98 = smoothstep( temp_output_133_0 , ( temp_output_133_0 + _RJ1soft ) , (( texCoord37 + temp_output_116_0 )).x);
  909. float temp_output_134_0 = ( 1.0 - texCoord127.y );
  910. float2 texCoord52 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
  911. float smoothstepResult108 = smoothstep( temp_output_134_0 , ( temp_output_134_0 + _RJ2soft ) , tex2D( _Rj2Tex, ( temp_output_116_0 + texCoord52 ) ).r);
  912. float2 uv_dissolve = input.ase_texcoord.xy * _dissolve_ST.xy + _dissolve_ST.zw;
  913. float smoothstepResult136 = smoothstep( texCoord127.w , ( texCoord127.w + _Soft_value ) , tex2D( _dissolve, uv_dissolve ).r);
  914. surfaceDescription.Alpha = ( ( ( tex2D( _Main_Tex, uv_Main_Tex ).a * ( smoothstepResult98 * smoothstepResult108 ) ) * input.ase_color.a ) * smoothstepResult136 * _AlphaQD );
  915. surfaceDescription.AlphaClipThreshold = 0.5;
  916. #if _ALPHATEST_ON
  917. float alphaClipThreshold = 0.01f;
  918. #if ALPHA_CLIP_THRESHOLD
  919. alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
  920. #endif
  921. clip(surfaceDescription.Alpha - alphaClipThreshold);
  922. #endif
  923. half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
  924. return outColor;
  925. }
  926. ENDHLSL
  927. }
  928. Pass
  929. {
  930. Name "ScenePickingPass"
  931. Tags { "LightMode"="Picking" }
  932. AlphaToMask Off
  933. HLSLPROGRAM
  934. #define _SURFACE_TYPE_TRANSPARENT 1
  935. #define ASE_VERSION 19801
  936. #define ASE_SRP_VERSION 140011
  937. #pragma vertex vert
  938. #pragma fragment frag
  939. #define ATTRIBUTES_NEED_NORMAL
  940. #define ATTRIBUTES_NEED_TANGENT
  941. #define SHADERPASS SHADERPASS_DEPTHONLY
  942. #if ASE_SRP_VERSION >=140007
  943. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
  944. #endif
  945. #if ASE_SRP_VERSION >=140007
  946. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
  947. #endif
  948. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  949. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
  950. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  951. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  952. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
  953. #if ASE_SRP_VERSION >=140010
  954. #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
  955. #endif
  956. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
  957. #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
  958. #if defined(LOD_FADE_CROSSFADE)
  959. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
  960. #endif
  961. struct Attributes
  962. {
  963. float4 positionOS : POSITION;
  964. float3 normalOS : NORMAL;
  965. float4 ase_texcoord : TEXCOORD0;
  966. float4 ase_texcoord1 : TEXCOORD1;
  967. float4 ase_color : COLOR;
  968. UNITY_VERTEX_INPUT_INSTANCE_ID
  969. };
  970. struct PackedVaryings
  971. {
  972. float4 positionCS : SV_POSITION;
  973. float4 ase_texcoord : TEXCOORD0;
  974. float4 ase_texcoord1 : TEXCOORD1;
  975. float4 ase_color : COLOR;
  976. UNITY_VERTEX_INPUT_INSTANCE_ID
  977. UNITY_VERTEX_OUTPUT_STEREO
  978. };
  979. CBUFFER_START(UnityPerMaterial)
  980. float4 _TextureGao_ST;
  981. float4 _ColorGG;
  982. float4 _Main_Tex_ST;
  983. float4 _RJraodong_ST;
  984. float4 _dissolve_ST;
  985. float _RJ1soft;
  986. float _RJraodongsd;
  987. float _RJraodongqd;
  988. float _RJ2soft;
  989. float _Soft_value;
  990. float _AlphaQD;
  991. #ifdef ASE_TESSELLATION
  992. float _TessPhongStrength;
  993. float _TessValue;
  994. float _TessMin;
  995. float _TessMax;
  996. float _TessEdgeLength;
  997. float _TessMaxDisp;
  998. #endif
  999. CBUFFER_END
  1000. sampler2D _Main_Tex;
  1001. sampler2D _RJraodong;
  1002. sampler2D _Rj2Tex;
  1003. sampler2D _dissolve;
  1004. float4 _SelectionID;
  1005. struct SurfaceDescription
  1006. {
  1007. float Alpha;
  1008. float AlphaClipThreshold;
  1009. };
  1010. PackedVaryings VertexFunction(Attributes input )
  1011. {
  1012. PackedVaryings output;
  1013. ZERO_INITIALIZE(PackedVaryings, output);
  1014. UNITY_SETUP_INSTANCE_ID(input);
  1015. UNITY_TRANSFER_INSTANCE_ID(input, output);
  1016. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
  1017. output.ase_texcoord.xy = input.ase_texcoord.xy;
  1018. output.ase_texcoord1 = input.ase_texcoord1;
  1019. output.ase_color = input.ase_color;
  1020. //setting value to unused interpolator channels and avoid initialization warnings
  1021. output.ase_texcoord.zw = 0;
  1022. #ifdef ASE_ABSOLUTE_VERTEX_POS
  1023. float3 defaultVertexValue = input.positionOS.xyz;
  1024. #else
  1025. float3 defaultVertexValue = float3(0, 0, 0);
  1026. #endif
  1027. float3 vertexValue = defaultVertexValue;
  1028. #ifdef ASE_ABSOLUTE_VERTEX_POS
  1029. input.positionOS.xyz = vertexValue;
  1030. #else
  1031. input.positionOS.xyz += vertexValue;
  1032. #endif
  1033. input.normalOS = input.normalOS;
  1034. float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
  1035. output.positionCS = TransformWorldToHClip(positionWS);
  1036. return output;
  1037. }
  1038. #if defined(ASE_TESSELLATION)
  1039. struct VertexControl
  1040. {
  1041. float4 positionOS : INTERNALTESSPOS;
  1042. float3 normalOS : NORMAL;
  1043. float4 ase_texcoord : TEXCOORD0;
  1044. float4 ase_texcoord1 : TEXCOORD1;
  1045. float4 ase_color : COLOR;
  1046. UNITY_VERTEX_INPUT_INSTANCE_ID
  1047. };
  1048. struct TessellationFactors
  1049. {
  1050. float edge[3] : SV_TessFactor;
  1051. float inside : SV_InsideTessFactor;
  1052. };
  1053. VertexControl vert ( Attributes input )
  1054. {
  1055. VertexControl output;
  1056. UNITY_SETUP_INSTANCE_ID(input);
  1057. UNITY_TRANSFER_INSTANCE_ID(input, output);
  1058. output.positionOS = input.positionOS;
  1059. output.normalOS = input.normalOS;
  1060. output.ase_texcoord = input.ase_texcoord;
  1061. output.ase_texcoord1 = input.ase_texcoord1;
  1062. output.ase_color = input.ase_color;
  1063. return output;
  1064. }
  1065. TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
  1066. {
  1067. TessellationFactors output;
  1068. float4 tf = 1;
  1069. float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
  1070. float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
  1071. #if defined(ASE_FIXED_TESSELLATION)
  1072. tf = FixedTess( tessValue );
  1073. #elif defined(ASE_DISTANCE_TESSELLATION)
  1074. tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
  1075. #elif defined(ASE_LENGTH_TESSELLATION)
  1076. tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
  1077. #elif defined(ASE_LENGTH_CULL_TESSELLATION)
  1078. tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
  1079. #endif
  1080. output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
  1081. return output;
  1082. }
  1083. [domain("tri")]
  1084. [partitioning("fractional_odd")]
  1085. [outputtopology("triangle_cw")]
  1086. [patchconstantfunc("TessellationFunction")]
  1087. [outputcontrolpoints(3)]
  1088. VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
  1089. {
  1090. return patch[id];
  1091. }
  1092. [domain("tri")]
  1093. PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
  1094. {
  1095. Attributes output = (Attributes) 0;
  1096. output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
  1097. output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
  1098. output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
  1099. output.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
  1100. output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
  1101. #if defined(ASE_PHONG_TESSELLATION)
  1102. float3 pp[3];
  1103. for (int i = 0; i < 3; ++i)
  1104. pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
  1105. float phongStrength = _TessPhongStrength;
  1106. output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
  1107. #endif
  1108. UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
  1109. return VertexFunction(output);
  1110. }
  1111. #else
  1112. PackedVaryings vert ( Attributes input )
  1113. {
  1114. return VertexFunction( input );
  1115. }
  1116. #endif
  1117. half4 frag(PackedVaryings input ) : SV_Target
  1118. {
  1119. SurfaceDescription surfaceDescription = (SurfaceDescription)0;
  1120. float2 uv_Main_Tex = input.ase_texcoord.xy * _Main_Tex_ST.xy + _Main_Tex_ST.zw;
  1121. float4 texCoord127 = input.ase_texcoord1;
  1122. texCoord127.xy = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
  1123. float temp_output_133_0 = ( 1.0 - texCoord127.x );
  1124. float2 texCoord37 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
  1125. float2 temp_cast_0 = (( _RJraodongsd * 0.0 )).xx;
  1126. float2 uv_RJraodong = input.ase_texcoord.xy * _RJraodong_ST.xy + _RJraodong_ST.zw;
  1127. float2 panner121 = ( 1.0 * _Time.y * temp_cast_0 + uv_RJraodong);
  1128. float temp_output_116_0 = ( tex2D( _RJraodong, panner121 ).r * _RJraodongqd );
  1129. float smoothstepResult98 = smoothstep( temp_output_133_0 , ( temp_output_133_0 + _RJ1soft ) , (( texCoord37 + temp_output_116_0 )).x);
  1130. float temp_output_134_0 = ( 1.0 - texCoord127.y );
  1131. float2 texCoord52 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
  1132. float smoothstepResult108 = smoothstep( temp_output_134_0 , ( temp_output_134_0 + _RJ2soft ) , tex2D( _Rj2Tex, ( temp_output_116_0 + texCoord52 ) ).r);
  1133. float2 uv_dissolve = input.ase_texcoord.xy * _dissolve_ST.xy + _dissolve_ST.zw;
  1134. float smoothstepResult136 = smoothstep( texCoord127.w , ( texCoord127.w + _Soft_value ) , tex2D( _dissolve, uv_dissolve ).r);
  1135. surfaceDescription.Alpha = ( ( ( tex2D( _Main_Tex, uv_Main_Tex ).a * ( smoothstepResult98 * smoothstepResult108 ) ) * input.ase_color.a ) * smoothstepResult136 * _AlphaQD );
  1136. surfaceDescription.AlphaClipThreshold = 0.5;
  1137. #if _ALPHATEST_ON
  1138. float alphaClipThreshold = 0.01f;
  1139. #if ALPHA_CLIP_THRESHOLD
  1140. alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
  1141. #endif
  1142. clip(surfaceDescription.Alpha - alphaClipThreshold);
  1143. #endif
  1144. half4 outColor = 0;
  1145. outColor = _SelectionID;
  1146. return outColor;
  1147. }
  1148. ENDHLSL
  1149. }
  1150. Pass
  1151. {
  1152. Name "DepthNormals"
  1153. Tags { "LightMode"="DepthNormalsOnly" }
  1154. ZTest LEqual
  1155. ZWrite On
  1156. HLSLPROGRAM
  1157. #pragma multi_compile_instancing
  1158. #define _SURFACE_TYPE_TRANSPARENT 1
  1159. #define ASE_VERSION 19801
  1160. #define ASE_SRP_VERSION 140011
  1161. #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
  1162. #pragma vertex vert
  1163. #pragma fragment frag
  1164. #define ATTRIBUTES_NEED_NORMAL
  1165. #define ATTRIBUTES_NEED_TANGENT
  1166. #define VARYINGS_NEED_NORMAL_WS
  1167. #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
  1168. #if ASE_SRP_VERSION >=140007
  1169. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
  1170. #endif
  1171. #if ASE_SRP_VERSION >=140007
  1172. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
  1173. #endif
  1174. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  1175. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
  1176. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  1177. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  1178. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
  1179. #if ASE_SRP_VERSION >=140010
  1180. #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
  1181. #endif
  1182. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
  1183. #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
  1184. #if defined(LOD_FADE_CROSSFADE)
  1185. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
  1186. #endif
  1187. #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
  1188. #define ASE_SV_DEPTH SV_DepthLessEqual
  1189. #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
  1190. #else
  1191. #define ASE_SV_DEPTH SV_Depth
  1192. #define ASE_SV_POSITION_QUALIFIERS
  1193. #endif
  1194. struct Attributes
  1195. {
  1196. float4 positionOS : POSITION;
  1197. float3 normalOS : NORMAL;
  1198. float4 ase_texcoord : TEXCOORD0;
  1199. float4 ase_texcoord1 : TEXCOORD1;
  1200. float4 ase_color : COLOR;
  1201. UNITY_VERTEX_INPUT_INSTANCE_ID
  1202. };
  1203. struct PackedVaryings
  1204. {
  1205. ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
  1206. float4 clipPosV : TEXCOORD0;
  1207. float3 positionWS : TEXCOORD1;
  1208. float3 normalWS : TEXCOORD2;
  1209. float4 ase_texcoord3 : TEXCOORD3;
  1210. float4 ase_texcoord4 : TEXCOORD4;
  1211. float4 ase_color : COLOR;
  1212. UNITY_VERTEX_INPUT_INSTANCE_ID
  1213. UNITY_VERTEX_OUTPUT_STEREO
  1214. };
  1215. CBUFFER_START(UnityPerMaterial)
  1216. float4 _TextureGao_ST;
  1217. float4 _ColorGG;
  1218. float4 _Main_Tex_ST;
  1219. float4 _RJraodong_ST;
  1220. float4 _dissolve_ST;
  1221. float _RJ1soft;
  1222. float _RJraodongsd;
  1223. float _RJraodongqd;
  1224. float _RJ2soft;
  1225. float _Soft_value;
  1226. float _AlphaQD;
  1227. #ifdef ASE_TESSELLATION
  1228. float _TessPhongStrength;
  1229. float _TessValue;
  1230. float _TessMin;
  1231. float _TessMax;
  1232. float _TessEdgeLength;
  1233. float _TessMaxDisp;
  1234. #endif
  1235. CBUFFER_END
  1236. sampler2D _Main_Tex;
  1237. sampler2D _RJraodong;
  1238. sampler2D _Rj2Tex;
  1239. sampler2D _dissolve;
  1240. struct SurfaceDescription
  1241. {
  1242. float Alpha;
  1243. float AlphaClipThreshold;
  1244. };
  1245. PackedVaryings VertexFunction( Attributes input )
  1246. {
  1247. PackedVaryings output;
  1248. ZERO_INITIALIZE(PackedVaryings, output);
  1249. UNITY_SETUP_INSTANCE_ID(input);
  1250. UNITY_TRANSFER_INSTANCE_ID(input, output);
  1251. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
  1252. output.ase_texcoord3.xy = input.ase_texcoord.xy;
  1253. output.ase_texcoord4 = input.ase_texcoord1;
  1254. output.ase_color = input.ase_color;
  1255. //setting value to unused interpolator channels and avoid initialization warnings
  1256. output.ase_texcoord3.zw = 0;
  1257. #ifdef ASE_ABSOLUTE_VERTEX_POS
  1258. float3 defaultVertexValue = input.positionOS.xyz;
  1259. #else
  1260. float3 defaultVertexValue = float3(0, 0, 0);
  1261. #endif
  1262. float3 vertexValue = defaultVertexValue;
  1263. #ifdef ASE_ABSOLUTE_VERTEX_POS
  1264. input.positionOS.xyz = vertexValue;
  1265. #else
  1266. input.positionOS.xyz += vertexValue;
  1267. #endif
  1268. input.normalOS = input.normalOS;
  1269. VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
  1270. output.positionCS = vertexInput.positionCS;
  1271. output.clipPosV = vertexInput.positionCS;
  1272. output.positionWS = vertexInput.positionWS;
  1273. output.normalWS = TransformObjectToWorldNormal( input.normalOS );
  1274. return output;
  1275. }
  1276. #if defined(ASE_TESSELLATION)
  1277. struct VertexControl
  1278. {
  1279. float4 positionOS : INTERNALTESSPOS;
  1280. float3 normalOS : NORMAL;
  1281. float4 ase_texcoord : TEXCOORD0;
  1282. float4 ase_texcoord1 : TEXCOORD1;
  1283. float4 ase_color : COLOR;
  1284. UNITY_VERTEX_INPUT_INSTANCE_ID
  1285. };
  1286. struct TessellationFactors
  1287. {
  1288. float edge[3] : SV_TessFactor;
  1289. float inside : SV_InsideTessFactor;
  1290. };
  1291. VertexControl vert ( Attributes input )
  1292. {
  1293. VertexControl output;
  1294. UNITY_SETUP_INSTANCE_ID(input);
  1295. UNITY_TRANSFER_INSTANCE_ID(input, output);
  1296. output.positionOS = input.positionOS;
  1297. output.normalOS = input.normalOS;
  1298. output.ase_texcoord = input.ase_texcoord;
  1299. output.ase_texcoord1 = input.ase_texcoord1;
  1300. output.ase_color = input.ase_color;
  1301. return output;
  1302. }
  1303. TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
  1304. {
  1305. TessellationFactors output;
  1306. float4 tf = 1;
  1307. float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
  1308. float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
  1309. #if defined(ASE_FIXED_TESSELLATION)
  1310. tf = FixedTess( tessValue );
  1311. #elif defined(ASE_DISTANCE_TESSELLATION)
  1312. tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
  1313. #elif defined(ASE_LENGTH_TESSELLATION)
  1314. tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
  1315. #elif defined(ASE_LENGTH_CULL_TESSELLATION)
  1316. tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
  1317. #endif
  1318. output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
  1319. return output;
  1320. }
  1321. [domain("tri")]
  1322. [partitioning("fractional_odd")]
  1323. [outputtopology("triangle_cw")]
  1324. [patchconstantfunc("TessellationFunction")]
  1325. [outputcontrolpoints(3)]
  1326. VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
  1327. {
  1328. return patch[id];
  1329. }
  1330. [domain("tri")]
  1331. PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
  1332. {
  1333. Attributes output = (Attributes) 0;
  1334. output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
  1335. output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
  1336. output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
  1337. output.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
  1338. output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
  1339. #if defined(ASE_PHONG_TESSELLATION)
  1340. float3 pp[3];
  1341. for (int i = 0; i < 3; ++i)
  1342. pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
  1343. float phongStrength = _TessPhongStrength;
  1344. output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
  1345. #endif
  1346. UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
  1347. return VertexFunction(output);
  1348. }
  1349. #else
  1350. PackedVaryings vert ( Attributes input )
  1351. {
  1352. return VertexFunction( input );
  1353. }
  1354. #endif
  1355. void frag(PackedVaryings input
  1356. , out half4 outNormalWS : SV_Target0
  1357. #ifdef ASE_DEPTH_WRITE_ON
  1358. ,out float outputDepth : ASE_SV_DEPTH
  1359. #endif
  1360. #ifdef _WRITE_RENDERING_LAYERS
  1361. , out float4 outRenderingLayers : SV_Target1
  1362. #endif
  1363. )
  1364. {
  1365. UNITY_SETUP_INSTANCE_ID(input);
  1366. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
  1367. float3 WorldPosition = input.positionWS;
  1368. float3 WorldNormal = input.normalWS;
  1369. float4 ClipPos = input.clipPosV;
  1370. float4 ScreenPos = ComputeScreenPos( input.clipPosV );
  1371. float2 uv_Main_Tex = input.ase_texcoord3.xy * _Main_Tex_ST.xy + _Main_Tex_ST.zw;
  1372. float4 texCoord127 = input.ase_texcoord4;
  1373. texCoord127.xy = input.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
  1374. float temp_output_133_0 = ( 1.0 - texCoord127.x );
  1375. float2 texCoord37 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
  1376. float2 temp_cast_0 = (( _RJraodongsd * 0.0 )).xx;
  1377. float2 uv_RJraodong = input.ase_texcoord3.xy * _RJraodong_ST.xy + _RJraodong_ST.zw;
  1378. float2 panner121 = ( 1.0 * _Time.y * temp_cast_0 + uv_RJraodong);
  1379. float temp_output_116_0 = ( tex2D( _RJraodong, panner121 ).r * _RJraodongqd );
  1380. float smoothstepResult98 = smoothstep( temp_output_133_0 , ( temp_output_133_0 + _RJ1soft ) , (( texCoord37 + temp_output_116_0 )).x);
  1381. float temp_output_134_0 = ( 1.0 - texCoord127.y );
  1382. float2 texCoord52 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
  1383. float smoothstepResult108 = smoothstep( temp_output_134_0 , ( temp_output_134_0 + _RJ2soft ) , tex2D( _Rj2Tex, ( temp_output_116_0 + texCoord52 ) ).r);
  1384. float2 uv_dissolve = input.ase_texcoord3.xy * _dissolve_ST.xy + _dissolve_ST.zw;
  1385. float smoothstepResult136 = smoothstep( texCoord127.w , ( texCoord127.w + _Soft_value ) , tex2D( _dissolve, uv_dissolve ).r);
  1386. float Alpha = ( ( ( tex2D( _Main_Tex, uv_Main_Tex ).a * ( smoothstepResult98 * smoothstepResult108 ) ) * input.ase_color.a ) * smoothstepResult136 * _AlphaQD );
  1387. float AlphaClipThreshold = 0.5;
  1388. #ifdef ASE_DEPTH_WRITE_ON
  1389. float DepthValue = input.positionCS.z;
  1390. #endif
  1391. #ifdef _ALPHATEST_ON
  1392. clip(Alpha - AlphaClipThreshold);
  1393. #endif
  1394. #if defined(LOD_FADE_CROSSFADE)
  1395. LODFadeCrossFade( input.positionCS );
  1396. #endif
  1397. #ifdef ASE_DEPTH_WRITE_ON
  1398. outputDepth = DepthValue;
  1399. #endif
  1400. #if defined(_GBUFFER_NORMALS_OCT)
  1401. float3 normalWS = normalize(input.normalWS);
  1402. float2 octNormalWS = PackNormalOctQuadEncode(normalWS);
  1403. float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);
  1404. half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);
  1405. outNormalWS = half4(packedNormalWS, 0.0);
  1406. #else
  1407. float3 normalWS = input.normalWS;
  1408. outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
  1409. #endif
  1410. #ifdef _WRITE_RENDERING_LAYERS
  1411. uint renderingLayers = GetMeshRenderingLayer();
  1412. outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
  1413. #endif
  1414. }
  1415. ENDHLSL
  1416. }
  1417. }
  1418. CustomEditor "UnityEditor.ShaderGraphUnlitGUI"
  1419. FallBack "Hidden/Shader Graph/FallbackError"
  1420. Fallback Off
  1421. }
  1422. /*ASEBEGIN
  1423. Version=19801
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  1425. Node;AmplifyShaderEditor.RangedFloatNode;123;-3072.723,1059.87;Inherit;False;Property;_RJraodongsd;溶解扰动速度;8;0;Create;False;0;0;0;False;0;False;0.2;0.2;0;0;0;1;FLOAT;0
  1426. Node;AmplifyShaderEditor.TextureCoordinatesNode;122;-3012.799,919.8809;Inherit;False;0;50;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
  1427. Node;AmplifyShaderEditor.SimpleMultiplyOpNode;120;-2855.274,1090.91;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
  1428. Node;AmplifyShaderEditor.PannerNode;121;-2707.124,978.3328;Inherit;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT2;0
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  1431. Node;AmplifyShaderEditor.SamplerNode;50;-2492.553,958.5914;Inherit;True;Property;_RJraodong;溶解扰动;6;0;Create;False;0;0;0;False;0;False;-1;8dd972cbb6cdc024a9da718d46ea3dfc;8dd972cbb6cdc024a9da718d46ea3dfc;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
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  1440. Node;AmplifyShaderEditor.RangedFloatNode;100;-1104,960;Inherit;False;Property;_RJ1soft;RJ1软度;10;0;Create;False;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
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  1519. //CHKSM=AC8C95602254C9DDB5C4BA7A74D76295278A82BD