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- // Made with Amplify Shader Editor v1.9.8.1
- // Available at the Unity Asset Store - http://u3d.as/y3X
- Shader "LT/shuimoFX"
- {
- Properties
- {
- [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
- [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
- _Main_Tex("Main_Tex", 2D) = "white" {}
- _TextureGao("高亮贴图", 2D) = "white" {}
- _ColorGG("高光Color", Color) = (0,0.7602248,1,1)
- _Rj2Tex("溶解2贴图", 2D) = "white" {}
- _RJraodong("溶解扰动", 2D) = "white" {}
- _RJraodongqd("溶解扰动强度", Float) = 0.2
- _RJraodongsd("溶解扰动速度", Float) = 0.2
- _AlphaQD("不透明强度", Float) = 1
- _RJ1soft("RJ1软度", Range( 0 , 1)) = 0
- _RJ2soft("RJ2软度", Range( 0 , 1)) = 0
- _dissolve("dissolve", 2D) = "white" {}
- _Soft_value("Soft_value", Range( 0 , 1)) = 0
- [HideInInspector] _texcoord( "", 2D ) = "white" {}
- //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
- //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
- //_TessMin( "Tess Min Distance", Float ) = 10
- //_TessMax( "Tess Max Distance", Float ) = 25
- //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
- //_TessMaxDisp( "Tess Max Displacement", Float ) = 25
- [HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
- [HideInInspector] _QueueControl("_QueueControl", Float) = -1
- [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
- [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
- [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
- [HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
- }
- SubShader
- {
- LOD 0
-
- Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Unlit" }
- Cull Off
- AlphaToMask Off
-
- HLSLINCLUDE
- #pragma target 4.5
- #pragma prefer_hlslcc gles
- // ensure rendering platforms toggle list is visible
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
- #ifndef ASE_TESS_FUNCS
- #define ASE_TESS_FUNCS
- float4 FixedTess( float tessValue )
- {
- return tessValue;
- }
- float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
- {
- float3 wpos = mul(o2w,vertex).xyz;
- float dist = distance (wpos, cameraPos);
- float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
- return f;
- }
- float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
- {
- float4 tess;
- tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
- tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
- tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
- tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
- return tess;
- }
- float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
- {
- float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
- float len = distance(wpos0, wpos1);
- float f = max(len * scParams.y / (edgeLen * dist), 1.0);
- return f;
- }
- float DistanceFromPlane (float3 pos, float4 plane)
- {
- float d = dot (float4(pos,1.0f), plane);
- return d;
- }
- bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
- {
- float4 planeTest;
- planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
- planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
- planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
- planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
- return !all (planeTest);
- }
- float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
- {
- float3 f;
- f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
- f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
- f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
- return CalcTriEdgeTessFactors (f);
- }
- float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
- {
- float3 pos0 = mul(o2w,v0).xyz;
- float3 pos1 = mul(o2w,v1).xyz;
- float3 pos2 = mul(o2w,v2).xyz;
- float4 tess;
- tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
- tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
- tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
- tess.w = (tess.x + tess.y + tess.z) / 3.0f;
- return tess;
- }
- float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
- {
- float3 pos0 = mul(o2w,v0).xyz;
- float3 pos1 = mul(o2w,v1).xyz;
- float3 pos2 = mul(o2w,v2).xyz;
- float4 tess;
- if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
- {
- tess = 0.0f;
- }
- else
- {
- tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
- tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
- tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
- tess.w = (tess.x + tess.y + tess.z) / 3.0f;
- }
- return tess;
- }
- #endif //ASE_TESS_FUNCS
- ENDHLSL
-
- Pass
- {
-
- Name "Forward"
- Tags { "LightMode"="UniversalForwardOnly" }
- Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
- ZWrite Off
- ZTest LEqual
- Offset 0 , 0
- ColorMask RGBA
-
- HLSLPROGRAM
-
- #pragma multi_compile_instancing
- #pragma instancing_options renderinglayer
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define ASE_VERSION 19801
- #define ASE_SRP_VERSION 140011
-
- #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
- #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
-
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma multi_compile _ DYNAMICLIGHTMAP_ON
- #pragma multi_compile_fragment _ DEBUG_DISPLAY
- #pragma vertex vert
- #pragma fragment frag
- #define SHADERPASS SHADERPASS_UNLIT
-
- #if ASE_SRP_VERSION >=140007
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
- #endif
-
-
- #if ASE_SRP_VERSION >=140007
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
- #endif
-
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
-
- #if ASE_SRP_VERSION >=140010
- #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
- #endif
-
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
- #if defined(LOD_FADE_CROSSFADE)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
- #endif
- #define ASE_NEEDS_FRAG_COLOR
- #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
- #define ASE_SV_DEPTH SV_DepthLessEqual
- #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
- #else
- #define ASE_SV_DEPTH SV_Depth
- #define ASE_SV_POSITION_QUALIFIERS
- #endif
- struct Attributes
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 texcoord : TEXCOORD0;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct PackedVaryings
- {
- ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
- float4 clipPosV : TEXCOORD0;
- float3 positionWS : TEXCOORD1;
- #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
- half4 fogFactorAndVertexLight : TEXCOORD2;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- float4 shadowCoord : TEXCOORD3;
- #endif
- #if defined(LIGHTMAP_ON)
- float4 lightmapUVOrVertexSH : TEXCOORD4;
- #endif
- #if defined(DYNAMICLIGHTMAP_ON)
- float2 dynamicLightmapUV : TEXCOORD5;
- #endif
- float4 ase_texcoord6 : TEXCOORD6;
- float4 ase_texcoord7 : TEXCOORD7;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _TextureGao_ST;
- float4 _ColorGG;
- float4 _Main_Tex_ST;
- float4 _RJraodong_ST;
- float4 _dissolve_ST;
- float _RJ1soft;
- float _RJraodongsd;
- float _RJraodongqd;
- float _RJ2soft;
- float _Soft_value;
- float _AlphaQD;
- #ifdef ASE_TESSELLATION
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- CBUFFER_END
- sampler2D _TextureGao;
- sampler2D _Main_Tex;
- sampler2D _RJraodong;
- sampler2D _Rj2Tex;
- sampler2D _dissolve;
-
- PackedVaryings VertexFunction( Attributes input )
- {
- PackedVaryings output = (PackedVaryings)0;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
- output.ase_texcoord6.xy = input.texcoord.xy;
- output.ase_texcoord7 = input.texcoord1;
- output.ase_color = input.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- output.ase_texcoord6.zw = 0;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = input.positionOS.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = defaultVertexValue;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- input.positionOS.xyz = vertexValue;
- #else
- input.positionOS.xyz += vertexValue;
- #endif
- input.normalOS = input.normalOS;
- VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
- #if defined(LIGHTMAP_ON)
- OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
- #endif
- #if defined(DYNAMICLIGHTMAP_ON)
- output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
- #endif
- #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
- output.fogFactorAndVertexLight = 0;
- #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
- output.fogFactorAndVertexLight.x = ComputeFogFactor(vertexInput.positionCS.z);
- #endif
- #ifdef _ADDITIONAL_LIGHTS_VERTEX
- half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
- output.fogFactorAndVertexLight.yzw = vertexLight;
- #endif
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- output.shadowCoord = GetShadowCoord( vertexInput );
- #endif
- output.positionCS = vertexInput.positionCS;
- output.clipPosV = vertexInput.positionCS;
- output.positionWS = vertexInput.positionWS;
- return output;
- }
- #if defined(ASE_TESSELLATION)
- struct VertexControl
- {
- float4 positionOS : INTERNALTESSPOS;
- float3 normalOS : NORMAL;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
- VertexControl vert ( Attributes input )
- {
- VertexControl output;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- output.positionOS = input.positionOS;
- output.normalOS = input.normalOS;
- output.ase_color = input.ase_color;
- return output;
- }
- TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
- {
- TessellationFactors output;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
- return output;
- }
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- Attributes output = (Attributes) 0;
- output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
- output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
- output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
- float phongStrength = _TessPhongStrength;
- output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
- return VertexFunction(output);
- }
- #else
- PackedVaryings vert ( Attributes input )
- {
- return VertexFunction( input );
- }
- #endif
- half4 frag ( PackedVaryings input
- #ifdef ASE_DEPTH_WRITE_ON
- ,out float outputDepth : ASE_SV_DEPTH
- #endif
- #ifdef _WRITE_RENDERING_LAYERS
- , out float4 outRenderingLayers : SV_Target1
- #endif
- ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- #if defined(LOD_FADE_CROSSFADE)
- LODFadeCrossFade( input.positionCS );
- #endif
- float3 WorldPosition = input.positionWS;
- float3 WorldViewDirection = GetWorldSpaceNormalizeViewDir( WorldPosition );
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
- float4 ClipPos = input.clipPosV;
- float4 ScreenPos = ComputeScreenPos( input.clipPosV );
- float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = input.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
- #endif
- #endif
- float2 uv_TextureGao = input.ase_texcoord6.xy * _TextureGao_ST.xy + _TextureGao_ST.zw;
- float4 texCoord127 = input.ase_texcoord7;
- texCoord127.xy = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 );
-
- float2 uv_Main_Tex = input.ase_texcoord6.xy * _Main_Tex_ST.xy + _Main_Tex_ST.zw;
- float temp_output_133_0 = ( 1.0 - texCoord127.x );
- float2 texCoord37 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 );
- float2 temp_cast_1 = (( _RJraodongsd * 0.0 )).xx;
- float2 uv_RJraodong = input.ase_texcoord6.xy * _RJraodong_ST.xy + _RJraodong_ST.zw;
- float2 panner121 = ( 1.0 * _Time.y * temp_cast_1 + uv_RJraodong);
- float temp_output_116_0 = ( tex2D( _RJraodong, panner121 ).r * _RJraodongqd );
- float smoothstepResult98 = smoothstep( temp_output_133_0 , ( temp_output_133_0 + _RJ1soft ) , (( texCoord37 + temp_output_116_0 )).x);
- float temp_output_134_0 = ( 1.0 - texCoord127.y );
- float2 texCoord52 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 );
- float smoothstepResult108 = smoothstep( temp_output_134_0 , ( temp_output_134_0 + _RJ2soft ) , tex2D( _Rj2Tex, ( temp_output_116_0 + texCoord52 ) ).r);
- float2 uv_dissolve = input.ase_texcoord6.xy * _dissolve_ST.xy + _dissolve_ST.zw;
- float smoothstepResult136 = smoothstep( texCoord127.w , ( texCoord127.w + _Soft_value ) , tex2D( _dissolve, uv_dissolve ).r);
-
- float3 BakedAlbedo = 0;
- float3 BakedEmission = 0;
- float3 Color = ( tex2D( _TextureGao, uv_TextureGao ).r * texCoord127.z * _ColorGG * input.ase_color ).rgb;
- float Alpha = ( ( ( tex2D( _Main_Tex, uv_Main_Tex ).a * ( smoothstepResult98 * smoothstepResult108 ) ) * input.ase_color.a ) * smoothstepResult136 * _AlphaQD );
- float AlphaClipThreshold = 0.5;
- float AlphaClipThresholdShadow = 0.5;
- #ifdef ASE_DEPTH_WRITE_ON
- float DepthValue = input.positionCS.z;
- #endif
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
- #endif
- InputData inputData = (InputData)0;
- inputData.positionWS = WorldPosition;
- inputData.viewDirectionWS = WorldViewDirection;
- #ifdef ASE_FOG
- inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x);
- #endif
- #ifdef _ADDITIONAL_LIGHTS_VERTEX
- inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
- #endif
- inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
- #if defined(_DBUFFER)
- ApplyDecalToBaseColor(input.positionCS, Color);
- #endif
- #ifdef ASE_FOG
- #ifdef TERRAIN_SPLAT_ADDPASS
- Color.rgb = MixFogColor(Color.rgb, half3(0,0,0), inputData.fogCoord);
- #else
- Color.rgb = MixFog(Color.rgb, inputData.fogCoord);
- #endif
- #endif
- #ifdef ASE_DEPTH_WRITE_ON
- outputDepth = DepthValue;
- #endif
- #ifdef _WRITE_RENDERING_LAYERS
- uint renderingLayers = GetMeshRenderingLayer();
- outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
- #endif
- return half4( Color, Alpha );
- }
- ENDHLSL
- }
-
- Pass
- {
-
- Name "DepthOnly"
- Tags { "LightMode"="DepthOnly" }
- ZWrite On
- ColorMask 0
- AlphaToMask Off
- HLSLPROGRAM
-
- #pragma multi_compile_instancing
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define ASE_VERSION 19801
- #define ASE_SRP_VERSION 140011
-
- #pragma vertex vert
- #pragma fragment frag
-
- #if ASE_SRP_VERSION >=140007
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
- #endif
-
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #if defined(LOD_FADE_CROSSFADE)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
- #endif
-
- #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
- #define ASE_SV_DEPTH SV_DepthLessEqual
- #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
- #else
- #define ASE_SV_DEPTH SV_Depth
- #define ASE_SV_POSITION_QUALIFIERS
- #endif
- struct Attributes
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_texcoord1 : TEXCOORD1;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct PackedVaryings
- {
- ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
- float4 clipPosV : TEXCOORD0;
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 positionWS : TEXCOORD1;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- float4 shadowCoord : TEXCOORD2;
- #endif
- float4 ase_texcoord3 : TEXCOORD3;
- float4 ase_texcoord4 : TEXCOORD4;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _TextureGao_ST;
- float4 _ColorGG;
- float4 _Main_Tex_ST;
- float4 _RJraodong_ST;
- float4 _dissolve_ST;
- float _RJ1soft;
- float _RJraodongsd;
- float _RJraodongqd;
- float _RJ2soft;
- float _Soft_value;
- float _AlphaQD;
- #ifdef ASE_TESSELLATION
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- CBUFFER_END
- sampler2D _Main_Tex;
- sampler2D _RJraodong;
- sampler2D _Rj2Tex;
- sampler2D _dissolve;
-
- PackedVaryings VertexFunction( Attributes input )
- {
- PackedVaryings output = (PackedVaryings)0;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
- output.ase_texcoord3.xy = input.ase_texcoord.xy;
- output.ase_texcoord4 = input.ase_texcoord1;
- output.ase_color = input.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- output.ase_texcoord3.zw = 0;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = input.positionOS.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = defaultVertexValue;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- input.positionOS.xyz = vertexValue;
- #else
- input.positionOS.xyz += vertexValue;
- #endif
- input.normalOS = input.normalOS;
- VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- output.positionWS = vertexInput.positionWS;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- output.shadowCoord = GetShadowCoord( vertexInput );
- #endif
- output.positionCS = vertexInput.positionCS;
- output.clipPosV = vertexInput.positionCS;
- return output;
- }
- #if defined(ASE_TESSELLATION)
- struct VertexControl
- {
- float4 positionOS : INTERNALTESSPOS;
- float3 normalOS : NORMAL;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_texcoord1 : TEXCOORD1;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
- VertexControl vert ( Attributes input )
- {
- VertexControl output;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- output.positionOS = input.positionOS;
- output.normalOS = input.normalOS;
- output.ase_texcoord = input.ase_texcoord;
- output.ase_texcoord1 = input.ase_texcoord1;
- output.ase_color = input.ase_color;
- return output;
- }
- TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
- {
- TessellationFactors output;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
- return output;
- }
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- Attributes output = (Attributes) 0;
- output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
- output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
- output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
- output.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
- output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
- float phongStrength = _TessPhongStrength;
- output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
- return VertexFunction(output);
- }
- #else
- PackedVaryings vert ( Attributes input )
- {
- return VertexFunction( input );
- }
- #endif
- half4 frag(PackedVaryings input
- #ifdef ASE_DEPTH_WRITE_ON
- ,out float outputDepth : ASE_SV_DEPTH
- #endif
- ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 WorldPosition = input.positionWS;
- #endif
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
- float4 ClipPos = input.clipPosV;
- float4 ScreenPos = ComputeScreenPos( input.clipPosV );
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = input.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
- #endif
- #endif
- float2 uv_Main_Tex = input.ase_texcoord3.xy * _Main_Tex_ST.xy + _Main_Tex_ST.zw;
- float4 texCoord127 = input.ase_texcoord4;
- texCoord127.xy = input.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
- float temp_output_133_0 = ( 1.0 - texCoord127.x );
- float2 texCoord37 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
- float2 temp_cast_0 = (( _RJraodongsd * 0.0 )).xx;
- float2 uv_RJraodong = input.ase_texcoord3.xy * _RJraodong_ST.xy + _RJraodong_ST.zw;
- float2 panner121 = ( 1.0 * _Time.y * temp_cast_0 + uv_RJraodong);
- float temp_output_116_0 = ( tex2D( _RJraodong, panner121 ).r * _RJraodongqd );
- float smoothstepResult98 = smoothstep( temp_output_133_0 , ( temp_output_133_0 + _RJ1soft ) , (( texCoord37 + temp_output_116_0 )).x);
- float temp_output_134_0 = ( 1.0 - texCoord127.y );
- float2 texCoord52 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
- float smoothstepResult108 = smoothstep( temp_output_134_0 , ( temp_output_134_0 + _RJ2soft ) , tex2D( _Rj2Tex, ( temp_output_116_0 + texCoord52 ) ).r);
- float2 uv_dissolve = input.ase_texcoord3.xy * _dissolve_ST.xy + _dissolve_ST.zw;
- float smoothstepResult136 = smoothstep( texCoord127.w , ( texCoord127.w + _Soft_value ) , tex2D( _dissolve, uv_dissolve ).r);
-
- float Alpha = ( ( ( tex2D( _Main_Tex, uv_Main_Tex ).a * ( smoothstepResult98 * smoothstepResult108 ) ) * input.ase_color.a ) * smoothstepResult136 * _AlphaQD );
- float AlphaClipThreshold = 0.5;
- #ifdef ASE_DEPTH_WRITE_ON
- float DepthValue = input.positionCS.z;
- #endif
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
- #endif
- #if defined(LOD_FADE_CROSSFADE)
- LODFadeCrossFade( input.positionCS );
- #endif
- #ifdef ASE_DEPTH_WRITE_ON
- outputDepth = DepthValue;
- #endif
- return 0;
- }
- ENDHLSL
- }
-
- Pass
- {
-
- Name "SceneSelectionPass"
- Tags { "LightMode"="SceneSelectionPass" }
- Cull Off
- AlphaToMask Off
- HLSLPROGRAM
-
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define ASE_VERSION 19801
- #define ASE_SRP_VERSION 140011
-
- #pragma vertex vert
- #pragma fragment frag
- #define ATTRIBUTES_NEED_NORMAL
- #define ATTRIBUTES_NEED_TANGENT
- #define SHADERPASS SHADERPASS_DEPTHONLY
-
- #if ASE_SRP_VERSION >=140007
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
- #endif
-
-
- #if ASE_SRP_VERSION >=140007
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
- #endif
-
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
-
- #if ASE_SRP_VERSION >=140010
- #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
- #endif
-
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
-
- struct Attributes
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_texcoord1 : TEXCOORD1;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct PackedVaryings
- {
- float4 positionCS : SV_POSITION;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_texcoord1 : TEXCOORD1;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _TextureGao_ST;
- float4 _ColorGG;
- float4 _Main_Tex_ST;
- float4 _RJraodong_ST;
- float4 _dissolve_ST;
- float _RJ1soft;
- float _RJraodongsd;
- float _RJraodongqd;
- float _RJ2soft;
- float _Soft_value;
- float _AlphaQD;
- #ifdef ASE_TESSELLATION
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- CBUFFER_END
- sampler2D _Main_Tex;
- sampler2D _RJraodong;
- sampler2D _Rj2Tex;
- sampler2D _dissolve;
-
- int _ObjectId;
- int _PassValue;
- struct SurfaceDescription
- {
- float Alpha;
- float AlphaClipThreshold;
- };
- PackedVaryings VertexFunction(Attributes input )
- {
- PackedVaryings output;
- ZERO_INITIALIZE(PackedVaryings, output);
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
- output.ase_texcoord.xy = input.ase_texcoord.xy;
- output.ase_texcoord1 = input.ase_texcoord1;
- output.ase_color = input.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- output.ase_texcoord.zw = 0;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = input.positionOS.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = defaultVertexValue;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- input.positionOS.xyz = vertexValue;
- #else
- input.positionOS.xyz += vertexValue;
- #endif
- input.normalOS = input.normalOS;
- float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
- output.positionCS = TransformWorldToHClip(positionWS);
- return output;
- }
- #if defined(ASE_TESSELLATION)
- struct VertexControl
- {
- float4 positionOS : INTERNALTESSPOS;
- float3 normalOS : NORMAL;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_texcoord1 : TEXCOORD1;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
- VertexControl vert ( Attributes input )
- {
- VertexControl output;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- output.positionOS = input.positionOS;
- output.normalOS = input.normalOS;
- output.ase_texcoord = input.ase_texcoord;
- output.ase_texcoord1 = input.ase_texcoord1;
- output.ase_color = input.ase_color;
- return output;
- }
- TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
- {
- TessellationFactors output;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
- return output;
- }
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- Attributes output = (Attributes) 0;
- output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
- output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
- output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
- output.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
- output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
- float phongStrength = _TessPhongStrength;
- output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
- return VertexFunction(output);
- }
- #else
- PackedVaryings vert ( Attributes input )
- {
- return VertexFunction( input );
- }
- #endif
- half4 frag(PackedVaryings input ) : SV_Target
- {
- SurfaceDescription surfaceDescription = (SurfaceDescription)0;
- float2 uv_Main_Tex = input.ase_texcoord.xy * _Main_Tex_ST.xy + _Main_Tex_ST.zw;
- float4 texCoord127 = input.ase_texcoord1;
- texCoord127.xy = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
- float temp_output_133_0 = ( 1.0 - texCoord127.x );
- float2 texCoord37 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
- float2 temp_cast_0 = (( _RJraodongsd * 0.0 )).xx;
- float2 uv_RJraodong = input.ase_texcoord.xy * _RJraodong_ST.xy + _RJraodong_ST.zw;
- float2 panner121 = ( 1.0 * _Time.y * temp_cast_0 + uv_RJraodong);
- float temp_output_116_0 = ( tex2D( _RJraodong, panner121 ).r * _RJraodongqd );
- float smoothstepResult98 = smoothstep( temp_output_133_0 , ( temp_output_133_0 + _RJ1soft ) , (( texCoord37 + temp_output_116_0 )).x);
- float temp_output_134_0 = ( 1.0 - texCoord127.y );
- float2 texCoord52 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
- float smoothstepResult108 = smoothstep( temp_output_134_0 , ( temp_output_134_0 + _RJ2soft ) , tex2D( _Rj2Tex, ( temp_output_116_0 + texCoord52 ) ).r);
- float2 uv_dissolve = input.ase_texcoord.xy * _dissolve_ST.xy + _dissolve_ST.zw;
- float smoothstepResult136 = smoothstep( texCoord127.w , ( texCoord127.w + _Soft_value ) , tex2D( _dissolve, uv_dissolve ).r);
-
- surfaceDescription.Alpha = ( ( ( tex2D( _Main_Tex, uv_Main_Tex ).a * ( smoothstepResult98 * smoothstepResult108 ) ) * input.ase_color.a ) * smoothstepResult136 * _AlphaQD );
- surfaceDescription.AlphaClipThreshold = 0.5;
- #if _ALPHATEST_ON
- float alphaClipThreshold = 0.01f;
- #if ALPHA_CLIP_THRESHOLD
- alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
- #endif
- clip(surfaceDescription.Alpha - alphaClipThreshold);
- #endif
- half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
- return outColor;
- }
- ENDHLSL
- }
-
- Pass
- {
-
- Name "ScenePickingPass"
- Tags { "LightMode"="Picking" }
- AlphaToMask Off
- HLSLPROGRAM
-
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define ASE_VERSION 19801
- #define ASE_SRP_VERSION 140011
-
- #pragma vertex vert
- #pragma fragment frag
- #define ATTRIBUTES_NEED_NORMAL
- #define ATTRIBUTES_NEED_TANGENT
- #define SHADERPASS SHADERPASS_DEPTHONLY
-
- #if ASE_SRP_VERSION >=140007
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
- #endif
-
-
- #if ASE_SRP_VERSION >=140007
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
- #endif
-
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
-
- #if ASE_SRP_VERSION >=140010
- #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
- #endif
-
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
- #if defined(LOD_FADE_CROSSFADE)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
- #endif
-
- struct Attributes
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_texcoord1 : TEXCOORD1;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct PackedVaryings
- {
- float4 positionCS : SV_POSITION;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_texcoord1 : TEXCOORD1;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _TextureGao_ST;
- float4 _ColorGG;
- float4 _Main_Tex_ST;
- float4 _RJraodong_ST;
- float4 _dissolve_ST;
- float _RJ1soft;
- float _RJraodongsd;
- float _RJraodongqd;
- float _RJ2soft;
- float _Soft_value;
- float _AlphaQD;
- #ifdef ASE_TESSELLATION
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- CBUFFER_END
- sampler2D _Main_Tex;
- sampler2D _RJraodong;
- sampler2D _Rj2Tex;
- sampler2D _dissolve;
-
- float4 _SelectionID;
- struct SurfaceDescription
- {
- float Alpha;
- float AlphaClipThreshold;
- };
- PackedVaryings VertexFunction(Attributes input )
- {
- PackedVaryings output;
- ZERO_INITIALIZE(PackedVaryings, output);
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
- output.ase_texcoord.xy = input.ase_texcoord.xy;
- output.ase_texcoord1 = input.ase_texcoord1;
- output.ase_color = input.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- output.ase_texcoord.zw = 0;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = input.positionOS.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = defaultVertexValue;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- input.positionOS.xyz = vertexValue;
- #else
- input.positionOS.xyz += vertexValue;
- #endif
- input.normalOS = input.normalOS;
- float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
- output.positionCS = TransformWorldToHClip(positionWS);
- return output;
- }
- #if defined(ASE_TESSELLATION)
- struct VertexControl
- {
- float4 positionOS : INTERNALTESSPOS;
- float3 normalOS : NORMAL;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_texcoord1 : TEXCOORD1;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
- VertexControl vert ( Attributes input )
- {
- VertexControl output;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- output.positionOS = input.positionOS;
- output.normalOS = input.normalOS;
- output.ase_texcoord = input.ase_texcoord;
- output.ase_texcoord1 = input.ase_texcoord1;
- output.ase_color = input.ase_color;
- return output;
- }
- TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
- {
- TessellationFactors output;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
- return output;
- }
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- Attributes output = (Attributes) 0;
- output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
- output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
- output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
- output.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
- output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
- float phongStrength = _TessPhongStrength;
- output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
- return VertexFunction(output);
- }
- #else
- PackedVaryings vert ( Attributes input )
- {
- return VertexFunction( input );
- }
- #endif
- half4 frag(PackedVaryings input ) : SV_Target
- {
- SurfaceDescription surfaceDescription = (SurfaceDescription)0;
- float2 uv_Main_Tex = input.ase_texcoord.xy * _Main_Tex_ST.xy + _Main_Tex_ST.zw;
- float4 texCoord127 = input.ase_texcoord1;
- texCoord127.xy = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
- float temp_output_133_0 = ( 1.0 - texCoord127.x );
- float2 texCoord37 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
- float2 temp_cast_0 = (( _RJraodongsd * 0.0 )).xx;
- float2 uv_RJraodong = input.ase_texcoord.xy * _RJraodong_ST.xy + _RJraodong_ST.zw;
- float2 panner121 = ( 1.0 * _Time.y * temp_cast_0 + uv_RJraodong);
- float temp_output_116_0 = ( tex2D( _RJraodong, panner121 ).r * _RJraodongqd );
- float smoothstepResult98 = smoothstep( temp_output_133_0 , ( temp_output_133_0 + _RJ1soft ) , (( texCoord37 + temp_output_116_0 )).x);
- float temp_output_134_0 = ( 1.0 - texCoord127.y );
- float2 texCoord52 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
- float smoothstepResult108 = smoothstep( temp_output_134_0 , ( temp_output_134_0 + _RJ2soft ) , tex2D( _Rj2Tex, ( temp_output_116_0 + texCoord52 ) ).r);
- float2 uv_dissolve = input.ase_texcoord.xy * _dissolve_ST.xy + _dissolve_ST.zw;
- float smoothstepResult136 = smoothstep( texCoord127.w , ( texCoord127.w + _Soft_value ) , tex2D( _dissolve, uv_dissolve ).r);
-
- surfaceDescription.Alpha = ( ( ( tex2D( _Main_Tex, uv_Main_Tex ).a * ( smoothstepResult98 * smoothstepResult108 ) ) * input.ase_color.a ) * smoothstepResult136 * _AlphaQD );
- surfaceDescription.AlphaClipThreshold = 0.5;
- #if _ALPHATEST_ON
- float alphaClipThreshold = 0.01f;
- #if ALPHA_CLIP_THRESHOLD
- alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
- #endif
- clip(surfaceDescription.Alpha - alphaClipThreshold);
- #endif
- half4 outColor = 0;
- outColor = _SelectionID;
- return outColor;
- }
- ENDHLSL
- }
-
- Pass
- {
-
- Name "DepthNormals"
- Tags { "LightMode"="DepthNormalsOnly" }
- ZTest LEqual
- ZWrite On
- HLSLPROGRAM
-
- #pragma multi_compile_instancing
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define ASE_VERSION 19801
- #define ASE_SRP_VERSION 140011
-
- #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
-
- #pragma vertex vert
- #pragma fragment frag
- #define ATTRIBUTES_NEED_NORMAL
- #define ATTRIBUTES_NEED_TANGENT
- #define VARYINGS_NEED_NORMAL_WS
- #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
-
- #if ASE_SRP_VERSION >=140007
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
- #endif
-
-
- #if ASE_SRP_VERSION >=140007
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
- #endif
-
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
-
- #if ASE_SRP_VERSION >=140010
- #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
- #endif
-
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
- #if defined(LOD_FADE_CROSSFADE)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
- #endif
-
- #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
- #define ASE_SV_DEPTH SV_DepthLessEqual
- #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
- #else
- #define ASE_SV_DEPTH SV_Depth
- #define ASE_SV_POSITION_QUALIFIERS
- #endif
- struct Attributes
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_texcoord1 : TEXCOORD1;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct PackedVaryings
- {
- ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
- float4 clipPosV : TEXCOORD0;
- float3 positionWS : TEXCOORD1;
- float3 normalWS : TEXCOORD2;
- float4 ase_texcoord3 : TEXCOORD3;
- float4 ase_texcoord4 : TEXCOORD4;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _TextureGao_ST;
- float4 _ColorGG;
- float4 _Main_Tex_ST;
- float4 _RJraodong_ST;
- float4 _dissolve_ST;
- float _RJ1soft;
- float _RJraodongsd;
- float _RJraodongqd;
- float _RJ2soft;
- float _Soft_value;
- float _AlphaQD;
- #ifdef ASE_TESSELLATION
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- CBUFFER_END
- sampler2D _Main_Tex;
- sampler2D _RJraodong;
- sampler2D _Rj2Tex;
- sampler2D _dissolve;
-
- struct SurfaceDescription
- {
- float Alpha;
- float AlphaClipThreshold;
- };
- PackedVaryings VertexFunction( Attributes input )
- {
- PackedVaryings output;
- ZERO_INITIALIZE(PackedVaryings, output);
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
- output.ase_texcoord3.xy = input.ase_texcoord.xy;
- output.ase_texcoord4 = input.ase_texcoord1;
- output.ase_color = input.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- output.ase_texcoord3.zw = 0;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = input.positionOS.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = defaultVertexValue;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- input.positionOS.xyz = vertexValue;
- #else
- input.positionOS.xyz += vertexValue;
- #endif
- input.normalOS = input.normalOS;
- VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
- output.positionCS = vertexInput.positionCS;
- output.clipPosV = vertexInput.positionCS;
- output.positionWS = vertexInput.positionWS;
- output.normalWS = TransformObjectToWorldNormal( input.normalOS );
- return output;
- }
- #if defined(ASE_TESSELLATION)
- struct VertexControl
- {
- float4 positionOS : INTERNALTESSPOS;
- float3 normalOS : NORMAL;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_texcoord1 : TEXCOORD1;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
- VertexControl vert ( Attributes input )
- {
- VertexControl output;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- output.positionOS = input.positionOS;
- output.normalOS = input.normalOS;
- output.ase_texcoord = input.ase_texcoord;
- output.ase_texcoord1 = input.ase_texcoord1;
- output.ase_color = input.ase_color;
- return output;
- }
- TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
- {
- TessellationFactors output;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
- return output;
- }
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- Attributes output = (Attributes) 0;
- output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
- output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
- output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
- output.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
- output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
- float phongStrength = _TessPhongStrength;
- output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
- return VertexFunction(output);
- }
- #else
- PackedVaryings vert ( Attributes input )
- {
- return VertexFunction( input );
- }
- #endif
- void frag(PackedVaryings input
- , out half4 outNormalWS : SV_Target0
- #ifdef ASE_DEPTH_WRITE_ON
- ,out float outputDepth : ASE_SV_DEPTH
- #endif
- #ifdef _WRITE_RENDERING_LAYERS
- , out float4 outRenderingLayers : SV_Target1
- #endif
- )
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
- float3 WorldPosition = input.positionWS;
- float3 WorldNormal = input.normalWS;
- float4 ClipPos = input.clipPosV;
- float4 ScreenPos = ComputeScreenPos( input.clipPosV );
- float2 uv_Main_Tex = input.ase_texcoord3.xy * _Main_Tex_ST.xy + _Main_Tex_ST.zw;
- float4 texCoord127 = input.ase_texcoord4;
- texCoord127.xy = input.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
- float temp_output_133_0 = ( 1.0 - texCoord127.x );
- float2 texCoord37 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
- float2 temp_cast_0 = (( _RJraodongsd * 0.0 )).xx;
- float2 uv_RJraodong = input.ase_texcoord3.xy * _RJraodong_ST.xy + _RJraodong_ST.zw;
- float2 panner121 = ( 1.0 * _Time.y * temp_cast_0 + uv_RJraodong);
- float temp_output_116_0 = ( tex2D( _RJraodong, panner121 ).r * _RJraodongqd );
- float smoothstepResult98 = smoothstep( temp_output_133_0 , ( temp_output_133_0 + _RJ1soft ) , (( texCoord37 + temp_output_116_0 )).x);
- float temp_output_134_0 = ( 1.0 - texCoord127.y );
- float2 texCoord52 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
- float smoothstepResult108 = smoothstep( temp_output_134_0 , ( temp_output_134_0 + _RJ2soft ) , tex2D( _Rj2Tex, ( temp_output_116_0 + texCoord52 ) ).r);
- float2 uv_dissolve = input.ase_texcoord3.xy * _dissolve_ST.xy + _dissolve_ST.zw;
- float smoothstepResult136 = smoothstep( texCoord127.w , ( texCoord127.w + _Soft_value ) , tex2D( _dissolve, uv_dissolve ).r);
-
- float Alpha = ( ( ( tex2D( _Main_Tex, uv_Main_Tex ).a * ( smoothstepResult98 * smoothstepResult108 ) ) * input.ase_color.a ) * smoothstepResult136 * _AlphaQD );
- float AlphaClipThreshold = 0.5;
- #ifdef ASE_DEPTH_WRITE_ON
- float DepthValue = input.positionCS.z;
- #endif
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
- #endif
- #if defined(LOD_FADE_CROSSFADE)
- LODFadeCrossFade( input.positionCS );
- #endif
- #ifdef ASE_DEPTH_WRITE_ON
- outputDepth = DepthValue;
- #endif
- #if defined(_GBUFFER_NORMALS_OCT)
- float3 normalWS = normalize(input.normalWS);
- float2 octNormalWS = PackNormalOctQuadEncode(normalWS);
- float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);
- half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);
- outNormalWS = half4(packedNormalWS, 0.0);
- #else
- float3 normalWS = input.normalWS;
- outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
- #endif
- #ifdef _WRITE_RENDERING_LAYERS
- uint renderingLayers = GetMeshRenderingLayer();
- outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
- #endif
- }
- ENDHLSL
- }
-
- }
-
- CustomEditor "UnityEditor.ShaderGraphUnlitGUI"
- FallBack "Hidden/Shader Graph/FallbackError"
-
- Fallback Off
- }
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- ASEEND*/
- //CHKSM=AC8C95602254C9DDB5C4BA7A74D76295278A82BD
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