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- // Made with Amplify Shader Editor v1.9.6.3
- // Available at the Unity Asset Store - http://u3d.as/y3X
- Shader "SkyClouds"
- {
- Properties
- {
- [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
- [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
- _BaseColor("Base Color", Color) = (1,1,1,1)
- _TranslucencyColor("Translucency Color", Color) = (1,1,1,0)
- _EmmissiveColor("Emmissive Color", Color) = (0.5490196,0.627451,0.7294118,0)
- _Scale("Scale", Float) = 1
- _WindDirection("WindDirection", Vector) = (-1,-0.3,-0.3,0)
- _WindSpeed("WindSpeed", Float) = 1
- _Mask0("Mask0", Vector) = (1.985208,0.440832,0.2055923,1.2)
- _Mask1("Mask1", Vector) = (1.985208,0.440832,0.2055923,1.2)
- _DepthDistance("Depth Distance", Float) = 0.4
- _NoiseColorStrength("Noise Color Strength", Range( 0 , 1)) = 0.5565214
- _EmmissiveNoiseColor("Emmissive Noise Color", Range( 0 , 1)) = 0.2000003
- _NoiseSpeed("Noise Speed", Float) = 0.2
- _VorSpeed("Vor Speed", Float) = 0.05
- _AdditionalNoiseDir("Additional Noise Dir", Vector) = (0,0,0,0)
- _AdditionalVoronoiDir("AdditionalVoronoiDir", Vector) = (0.7,-0.3,-0.3,0)
- _VoronoiScale("Voronoi Scale", Float) = 1.4
- _NoiseScale("Noise Scale", Float) = 20
- _VoronoiStrength("Voronoi Strength", Float) = 0.9
- _NoiseStrength("Noise Strength", Float) = 0.03
- _NoiseDisplacement("Noise Displacement", Float) = 0.5
- _NoiseScale3D("Noise Scale 3D", Vector) = (1,0.2,0.6,0)
- _EmmissiveDepthFade("Emmissive Depth Fade", Range( 0 , 1)) = 0.2086951
- _NoiseColorMix("NoiseColorMix", Range( 0 , 1)) = 0.96
- _VertexColorStrength("Vertex Color Strength", Range( 0 , 1)) = 0.7030082
- //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
- _TransStrength( "Strength", Range( 0, 50 ) ) = 1
- _TransNormal( "Normal Distortion", Range( 0, 1 ) ) = 0.5
- _TransScattering( "Scattering", Range( 1, 50 ) ) = 2
- _TransDirect( "Direct", Range( 0, 1 ) ) = 0.9
- _TransAmbient( "Ambient", Range( 0, 1 ) ) = 0.1
- _TransShadow( "Shadow", Range( 0, 1 ) ) = 0.5
- _TessPhongStrength( "Phong Tess Strength", Range( 0, 1 ) ) = 0.5
- //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
- //_TessMin( "Tess Min Distance", Float ) = 10
- //_TessMax( "Tess Max Distance", Float ) = 25
- _TessEdgeLength ( "Edge length", Range( 2, 50 ) ) = 16
- //_TessMaxDisp( "Tess Max Displacement", Float ) = 25
- [HideInInspector][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1
- [HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1
- [HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
- [HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
- [HideInInspector] _QueueControl("_QueueControl", Float) = -1
- [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
- [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
- [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
- }
- SubShader
- {
- LOD 0
-
- Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" }
- Cull Back
- ZWrite Off
- ZTest LEqual
- Offset 0 , 0
- AlphaToMask Off
-
- HLSLINCLUDE
- #pragma target 4.5
- #pragma prefer_hlslcc gles
- // ensure rendering platforms toggle list is visible
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
- #ifndef ASE_TESS_FUNCS
- #define ASE_TESS_FUNCS
- float4 FixedTess( float tessValue )
- {
- return tessValue;
- }
- float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
- {
- float3 wpos = mul(o2w,vertex).xyz;
- float dist = distance (wpos, cameraPos);
- float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
- return f;
- }
- float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
- {
- float4 tess;
- tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
- tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
- tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
- tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
- return tess;
- }
- float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
- {
- float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
- float len = distance(wpos0, wpos1);
- float f = max(len * scParams.y / (edgeLen * dist), 1.0);
- return f;
- }
- float DistanceFromPlane (float3 pos, float4 plane)
- {
- float d = dot (float4(pos,1.0f), plane);
- return d;
- }
- bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
- {
- float4 planeTest;
- planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
- planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
- planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
- planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
- return !all (planeTest);
- }
- float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
- {
- float3 f;
- f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
- f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
- f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
- return CalcTriEdgeTessFactors (f);
- }
- float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
- {
- float3 pos0 = mul(o2w,v0).xyz;
- float3 pos1 = mul(o2w,v1).xyz;
- float3 pos2 = mul(o2w,v2).xyz;
- float4 tess;
- tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
- tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
- tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
- tess.w = (tess.x + tess.y + tess.z) / 3.0f;
- return tess;
- }
- float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
- {
- float3 pos0 = mul(o2w,v0).xyz;
- float3 pos1 = mul(o2w,v1).xyz;
- float3 pos2 = mul(o2w,v2).xyz;
- float4 tess;
- if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
- {
- tess = 0.0f;
- }
- else
- {
- tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
- tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
- tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
- tess.w = (tess.x + tess.y + tess.z) / 3.0f;
- }
- return tess;
- }
- #endif //ASE_TESS_FUNCS
- ENDHLSL
-
- Pass
- {
-
- Name "Forward"
- Tags { "LightMode"="UniversalForwardOnly" }
- Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
- ZWrite On
- ZTest LEqual
- Offset 0 , 0
- ColorMask RGBA
-
- HLSLPROGRAM
-
- #define _NORMAL_DROPOFF_TS 1
- #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
- #pragma multi_compile_instancing
- #pragma instancing_options renderinglayer
- #pragma multi_compile _ LOD_FADE_CROSSFADE
- #pragma multi_compile_fog
- #define ASE_FOG 1
- #define ASE_PHONG_TESSELLATION
- #define ASE_DEPTH_WRITE_ON
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define ASE_TESSELLATION 1
- #pragma require tessellation tessHW
- #pragma hull HullFunction
- #pragma domain DomainFunction
- #define ASE_TRANSLUCENCY 1
- #define ASE_LENGTH_TESSELLATION
- #define _EMISSION
- #define _ALPHATEST_ON 1
- #define ASE_SRP_VERSION 140004
- #define REQUIRE_DEPTH_TEXTURE 1
-
- #pragma multi_compile _ DOTS_INSTANCING_ON
-
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
- #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
-
- #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
- #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
- #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
-
- #pragma multi_compile_fragment _ _SHADOWS_SOFT
-
-
- #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
- #pragma multi_compile _ _LIGHT_LAYERS
- #pragma multi_compile_fragment _ _LIGHT_COOKIES
- #pragma multi_compile _ _FORWARD_PLUS
-
- #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
-
- #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
- #pragma multi_compile _ SHADOWS_SHADOWMASK
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma multi_compile _ DYNAMICLIGHTMAP_ON
- #pragma multi_compile_fragment _ DEBUG_DISPLAY
- #pragma vertex vert
- #pragma fragment frag
- #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
- #define _SPECULAR_COLOR 1
- #endif
- #define SHADERPASS SHADERPASS_FORWARD
-
-
- #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"
-
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
- #if defined(LOD_FADE_CROSSFADE)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
- #endif
- #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
- #define ENABLE_TERRAIN_PERPIXEL_NORMAL
- #endif
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_VERT_NORMAL
- #define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
- #define ASE_NEEDS_FRAG_WORLD_NORMAL
- #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
- #define ASE_SV_DEPTH SV_DepthLessEqual
- #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
- #else
- #define ASE_SV_DEPTH SV_Depth
- #define ASE_SV_POSITION_QUALIFIERS
- #endif
- struct VertexInput
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
- float4 texcoord : TEXCOORD0;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VertexOutput
- {
- ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
- float4 clipPosV : TEXCOORD0;
- float4 lightmapUVOrVertexSH : TEXCOORD1;
- half4 fogFactorAndVertexLight : TEXCOORD2;
- float4 tSpace0 : TEXCOORD3;
- float4 tSpace1 : TEXCOORD4;
- float4 tSpace2 : TEXCOORD5;
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- float4 shadowCoord : TEXCOORD6;
- #endif
- #if defined(DYNAMICLIGHTMAP_ON)
- float2 dynamicLightmapUV : TEXCOORD7;
- #endif
- float4 ase_texcoord8 : TEXCOORD8;
- float4 ase_texcoord9 : TEXCOORD9;
- float3 ase_normal : NORMAL;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _TranslucencyColor;
- float4 _EmmissiveColor;
- float4 _BaseColor;
- float4 _Mask1;
- float4 _Mask0;
- float3 _NoiseScale3D;
- float3 _WindDirection;
- float3 _AdditionalNoiseDir;
- float3 _AdditionalVoronoiDir;
- float _EmmissiveNoiseColor;
- float _VertexColorStrength;
- float _NoiseColorStrength;
- float _NoiseColorMix;
- float _DepthDistance;
- float _VoronoiStrength;
- float _EmmissiveDepthFade;
- float _VorSpeed;
- float _VoronoiScale;
- float _NoiseStrength;
- float _NoiseScale;
- float _WindSpeed;
- float _NoiseSpeed;
- float _NoiseDisplacement;
- float _Scale;
- #ifdef ASE_TRANSMISSION
- float _TransmissionShadow;
- #endif
- #ifdef ASE_TRANSLUCENCY
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef ASE_TESSELLATION
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- CBUFFER_END
- #ifdef SCENEPICKINGPASS
- float4 _SelectionID;
- #endif
- #ifdef SCENESELECTIONPASS
- int _ObjectId;
- int _PassValue;
- #endif
-
- float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; }
- float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; }
- float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); }
- float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; }
- float snoise( float3 v )
- {
- const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 );
- float3 i = floor( v + dot( v, C.yyy ) );
- float3 x0 = v - i + dot( i, C.xxx );
- float3 g = step( x0.yzx, x0.xyz );
- float3 l = 1.0 - g;
- float3 i1 = min( g.xyz, l.zxy );
- float3 i2 = max( g.xyz, l.zxy );
- float3 x1 = x0 - i1 + C.xxx;
- float3 x2 = x0 - i2 + C.yyy;
- float3 x3 = x0 - 0.5;
- i = mod3D289( i);
- float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) );
- float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7)
- float4 x_ = floor( j / 7.0 );
- float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N)
- float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0;
- float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0;
- float4 h = 1.0 - abs( x ) - abs( y );
- float4 b0 = float4( x.xy, y.xy );
- float4 b1 = float4( x.zw, y.zw );
- float4 s0 = floor( b0 ) * 2.0 + 1.0;
- float4 s1 = floor( b1 ) * 2.0 + 1.0;
- float4 sh = -step( h, 0.0 );
- float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
- float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
- float3 g0 = float3( a0.xy, h.x );
- float3 g1 = float3( a0.zw, h.y );
- float3 g2 = float3( a1.xy, h.z );
- float3 g3 = float3( a1.zw, h.w );
- float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) );
- g0 *= norm.x;
- g1 *= norm.y;
- g2 *= norm.z;
- g3 *= norm.w;
- float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );
- m = m* m;
- m = m* m;
- float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) );
- return 42.0 * dot( m, px);
- }
-
- float2 voronoihash97( float2 p )
- {
-
- p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
- return frac( sin( p ) *43758.5453);
- }
-
- float voronoi97( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
- {
- float2 n = floor( v );
- float2 f = frac( v );
- float F1 = 8.0;
- float F2 = 8.0; float2 mg = 0;
- for ( int j = -1; j <= 1; j++ )
- {
- for ( int i = -1; i <= 1; i++ )
- {
- float2 g = float2( i, j );
- float2 o = voronoihash97( n + g );
- o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
- float d = 0.5 * dot( r, r );
- if( d<F1 ) {
- F2 = F1;
- F1 = d; mg = g; mr = r; id = o;
- } else if( d<F2 ) {
- F2 = d;
-
- }
- }
- }
- return F1;
- }
-
- float2 voronoihash96( float2 p )
- {
-
- p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
- return frac( sin( p ) *43758.5453);
- }
-
- float voronoi96( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
- {
- float2 n = floor( v );
- float2 f = frac( v );
- float F1 = 8.0;
- float F2 = 8.0; float2 mg = 0;
- for ( int j = -1; j <= 1; j++ )
- {
- for ( int i = -1; i <= 1; i++ )
- {
- float2 g = float2( i, j );
- float2 o = voronoihash96( n + g );
- o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
- float d = 0.5 * dot( r, r );
- if( d<F1 ) {
- F2 = F1;
- F1 = d; mg = g; mr = r; id = o;
- } else if( d<F2 ) {
- F2 = d;
-
- }
- }
- }
- return F1;
- }
-
- float2 voronoihash89( float2 p )
- {
-
- p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
- return frac( sin( p ) *43758.5453);
- }
-
- float voronoi89( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
- {
- float2 n = floor( v );
- float2 f = frac( v );
- float F1 = 8.0;
- float F2 = 8.0; float2 mg = 0;
- for ( int j = -1; j <= 1; j++ )
- {
- for ( int i = -1; i <= 1; i++ )
- {
- float2 g = float2( i, j );
- float2 o = voronoihash89( n + g );
- o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
- float d = 0.5 * dot( r, r );
- if( d<F1 ) {
- F2 = F1;
- F1 = d; mg = g; mr = r; id = o;
- } else if( d<F2 ) {
- F2 = d;
-
- }
- }
- }
- return F1;
- }
-
- VertexOutput VertexFunction( VertexInput v )
- {
- VertexOutput o = (VertexOutput)0;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- #if ( SHADER_TARGET >= 50 )
- float recip367 = rcp( _Scale );
- #else
- float recip367 = 1.0 / _Scale;
- #endif
- float Scale228 = recip367;
- float4 appendResult329 = (float4(_NoiseScale3D.x , _NoiseScale3D.y , _NoiseScale3D.z , 0.0));
- float3 WindDir317 = ( ( float3( 1, 1, 1 ) * -2 + 1 ) * _WindDirection );
- float3 break332 = WindDir317;
- float temp_output_333_0 = ( abs( break332.x ) + abs( break332.y ) + abs( break332.z ) );
- float4 appendResult340 = (float4(( break332.x / temp_output_333_0 ) , ( break332.y / temp_output_333_0 ) , ( break332.z / temp_output_333_0 ) , 0.0));
- float4 WindDirWeights341 = appendResult340;
- float4 break344 = abs( WindDirWeights341 );
- float4 appendResult330 = (float4(_NoiseScale3D.y , _NoiseScale3D.x , _NoiseScale3D.z , 0.0));
- float4 appendResult331 = (float4(_NoiseScale3D.y , _NoiseScale3D.z , _NoiseScale3D.x , 0.0));
- float4 transform70 = mul(GetObjectToWorldMatrix(),v.positionOS);
- float4 temp_output_71_0 = (transform70).xyzw;
- float simplePerlin3D112 = snoise( ( Scale228 * ( ( ( appendResult329 * break344.x ) + ( appendResult330 * break344.y ) + ( appendResult331 * break344.z ) ) * (temp_output_71_0*1.0 + float4( ( ( WindDir317 + _AdditionalNoiseDir ) * ( _NoiseSpeed * _TimeParameters.x * _WindSpeed ) ) , 0.0 )) ) ).xyz*_NoiseScale );
- simplePerlin3D112 = simplePerlin3D112*0.5 + 0.5;
- float temp_output_118_0 = saturate( (0.0 + (simplePerlin3D112 - 0.0) * (1.0 - 0.0) / (1.0 - 0.0)) );
- float temp_output_198_0 = ( Scale228 * _VoronoiScale );
- float time97 = 0.0;
- float2 voronoiSmoothId97 = 0;
- float4 break84 = (temp_output_71_0*1.0 + float4( ( ( _TimeParameters.x * _VorSpeed * _WindSpeed ) * ( WindDir317 + _AdditionalVoronoiDir ) ) , 0.0 ));
- float2 appendResult85 = (float2(break84.z , break84.y));
- float2 coords97 = appendResult85 * temp_output_198_0;
- float2 id97 = 0;
- float2 uv97 = 0;
- float fade97 = 0.5;
- float voroi97 = 0;
- float rest97 = 0;
- for( int it97 = 0; it97 <3; it97++ ){
- voroi97 += fade97 * voronoi97( coords97, time97, id97, uv97, 0,voronoiSmoothId97 );
- rest97 += fade97;
- coords97 *= 2;
- fade97 *= 0.5;
- }//Voronoi97
- voroi97 /= rest97;
- float3 objToWorldDir91 = mul( GetObjectToWorldMatrix(), float4( v.normalOS, 0 ) ).xyz;
- float3 temp_output_93_0 = pow( abs( objToWorldDir91 ) , 5.0 );
- float dotResult94 = dot( temp_output_93_0 , float3( 1,1,1 ) );
- float3 break104 = ( temp_output_93_0 / dotResult94 );
- float time96 = 217.0;
- float2 voronoiSmoothId96 = 0;
- float2 appendResult86 = (float2(break84.z , break84.x));
- float2 coords96 = appendResult86 * temp_output_198_0;
- float2 id96 = 0;
- float2 uv96 = 0;
- float fade96 = 0.5;
- float voroi96 = 0;
- float rest96 = 0;
- for( int it96 = 0; it96 <3; it96++ ){
- voroi96 += fade96 * voronoi96( coords96, time96, id96, uv96, 0,voronoiSmoothId96 );
- rest96 += fade96;
- coords96 *= 2;
- fade96 *= 0.5;
- }//Voronoi96
- voroi96 /= rest96;
- float time89 = 137.0;
- float2 voronoiSmoothId89 = 0;
- float2 appendResult87 = (float2(break84.x , break84.y));
- float2 coords89 = appendResult87 * temp_output_198_0;
- float2 id89 = 0;
- float2 uv89 = 0;
- float fade89 = 0.5;
- float voroi89 = 0;
- float rest89 = 0;
- for( int it89 = 0; it89 <3; it89++ ){
- voroi89 += fade89 * voronoi89( coords89, time89, id89, uv89, 0,voronoiSmoothId89 );
- rest89 += fade89;
- coords89 *= 2;
- fade89 *= 0.5;
- }//Voronoi89
- voroi89 /= rest89;
- float temp_output_190_0 = saturate( (0.0 + (( 1.0 - ( ( ( voroi97 * break104.x ) + ( voroi96 * break104.y ) ) + ( voroi89 * break104.z ) ) ) - 0.65) * (1.0 - 0.0) / (1.0 - 0.65)) );
- float temp_output_122_0 = saturate( ( ( temp_output_118_0 * _NoiseStrength ) + ( temp_output_190_0 * _VoronoiStrength ) ) );
- float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
- float3 temp_output_184_0 = ( ( ( temp_output_122_0 - 0.5 ) * v.normalOS * ( _NoiseDisplacement / Scale228 ) ) / ase_objectScale );
- float4 temp_output_2_0_g146 = _Mask0;
- float3 worldToObj306 = mul( GetWorldToObjectMatrix(), float4( (temp_output_2_0_g146).xyz, 1 ) ).xyz;
- float3 ase_objectPosition = GetAbsolutePositionWS( UNITY_MATRIX_M._m03_m13_m23 );
- float4 appendResult313 = (float4((temp_output_2_0_g146).w , 0.0 , 0.0 , 0.0));
- float3 worldToObj307 = mul( GetWorldToObjectMatrix(), float4( ( float4( ase_objectPosition , 0.0 ) + appendResult313 ).xyz, 1 ) ).xyz;
- float3 temp_output_304_0 = ( temp_output_184_0 + ( min( ( distance( ( temp_output_184_0 + v.positionOS.xyz ) , worldToObj306 ) - length( worldToObj307 ) ) , 0.0 ) * v.normalOS ) );
- float4 temp_output_2_0_g153 = _Mask1;
- float3 worldToObj357 = mul( GetWorldToObjectMatrix(), float4( (temp_output_2_0_g153).xyz, 1 ) ).xyz;
- float4 appendResult354 = (float4((temp_output_2_0_g153).w , 0.0 , 0.0 , 0.0));
- float3 worldToObj358 = mul( GetWorldToObjectMatrix(), float4( ( float4( ase_objectPosition , 0.0 ) + appendResult354 ).xyz, 1 ) ).xyz;
- float3 VertexOffset305 = ( temp_output_304_0 + ( min( ( distance( ( temp_output_304_0 + v.positionOS.xyz ) , worldToObj357 ) - length( worldToObj358 ) ) , 0.0 ) * v.normalOS ) );
-
- float3 vertexPos38 = ( VertexOffset305 + v.positionOS.xyz );
- float4 ase_clipPos38 = TransformObjectToHClip((vertexPos38).xyz);
- float4 screenPos38 = ComputeScreenPos(ase_clipPos38);
- o.ase_texcoord8 = screenPos38;
-
- o.ase_texcoord9 = v.positionOS;
- o.ase_normal = v.normalOS;
- o.ase_color = v.ase_color;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.positionOS.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = VertexOffset305;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.positionOS.xyz = vertexValue;
- #else
- v.positionOS.xyz += vertexValue;
- #endif
- v.normalOS = v.normalOS;
- v.tangentOS = v.tangentOS;
- VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
- VertexNormalInputs normalInput = GetVertexNormalInputs( v.normalOS, v.tangentOS );
- o.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x );
- o.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y );
- o.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z );
- #if defined(LIGHTMAP_ON)
- OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy );
- #endif
- #if !defined(LIGHTMAP_ON)
- OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz );
- #endif
- #if defined(DYNAMICLIGHTMAP_ON)
- o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
- #endif
- #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- o.lightmapUVOrVertexSH.zw = v.texcoord.xy;
- o.lightmapUVOrVertexSH.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
- #endif
- half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
- #ifdef ASE_FOG
- half fogFactor = ComputeFogFactor( vertexInput.positionCS.z );
- #else
- half fogFactor = 0;
- #endif
- o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- o.shadowCoord = GetShadowCoord( vertexInput );
- #endif
- o.positionCS = vertexInput.positionCS;
- o.clipPosV = vertexInput.positionCS;
- return o;
- }
- #if defined(ASE_TESSELLATION)
- struct VertexControl
- {
- float4 vertex : INTERNALTESSPOS;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
- float4 texcoord : TEXCOORD0;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
- VertexControl vert ( VertexInput v )
- {
- VertexControl o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.vertex = v.positionOS;
- o.normalOS = v.normalOS;
- o.tangentOS = v.tangentOS;
- o.texcoord = v.texcoord;
- o.texcoord1 = v.texcoord1;
- o.texcoord2 = v.texcoord2;
- o.ase_color = v.ase_color;
- return o;
- }
- TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
- {
- TessellationFactors o;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
- return o;
- }
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- VertexInput o = (VertexInput) 0;
- o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
- o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
- o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
- o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
- o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
- o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
- float phongStrength = _TessPhongStrength;
- o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
- return VertexFunction(o);
- }
- #else
- VertexOutput vert ( VertexInput v )
- {
- return VertexFunction( v );
- }
- #endif
- half4 frag ( VertexOutput IN
- #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(IN);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
- #if defined(LOD_FADE_CROSSFADE)
- LODFadeCrossFade( IN.positionCS );
- #endif
- #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
- float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
- float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
- float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
- #else
- float3 WorldNormal = normalize( IN.tSpace0.xyz );
- float3 WorldTangent = IN.tSpace1.xyz;
- float3 WorldBiTangent = IN.tSpace2.xyz;
- #endif
- float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
- float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
- float4 ClipPos = IN.clipPosV;
- float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
- float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.positionCS);
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = IN.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
- #endif
- WorldViewDirection = SafeNormalize( WorldViewDirection );
- float4 screenPos38 = IN.ase_texcoord8;
- float4 ase_screenPosNorm38 = screenPos38 / screenPos38.w;
- ase_screenPosNorm38.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm38.z : ase_screenPosNorm38.z * 0.5 + 0.5;
- float screenDepth38 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm38.xy ),_ZBufferParams);
- float distanceDepth38 = abs( ( screenDepth38 - LinearEyeDepth( ase_screenPosNorm38.z,_ZBufferParams ) ) / ( _DepthDistance ) );
- float temp_output_1_0_g154 = distanceDepth38;
- float DepthFade43 = saturate( ( ( ( pow( temp_output_1_0_g154 , 5.0 ) * 6.0 ) - ( pow( temp_output_1_0_g154 , 4.0 ) * 15.0 ) ) + ( pow( temp_output_1_0_g154 , 3.0 ) * 10.0 ) ) );
- #if ( SHADER_TARGET >= 50 )
- float recip367 = rcp( _Scale );
- #else
- float recip367 = 1.0 / _Scale;
- #endif
- float Scale228 = recip367;
- float4 appendResult329 = (float4(_NoiseScale3D.x , _NoiseScale3D.y , _NoiseScale3D.z , 0.0));
- float3 WindDir317 = ( ( float3( 1, 1, 1 ) * -2 + 1 ) * _WindDirection );
- float3 break332 = WindDir317;
- float temp_output_333_0 = ( abs( break332.x ) + abs( break332.y ) + abs( break332.z ) );
- float4 appendResult340 = (float4(( break332.x / temp_output_333_0 ) , ( break332.y / temp_output_333_0 ) , ( break332.z / temp_output_333_0 ) , 0.0));
- float4 WindDirWeights341 = appendResult340;
- float4 break344 = abs( WindDirWeights341 );
- float4 appendResult330 = (float4(_NoiseScale3D.y , _NoiseScale3D.x , _NoiseScale3D.z , 0.0));
- float4 appendResult331 = (float4(_NoiseScale3D.y , _NoiseScale3D.z , _NoiseScale3D.x , 0.0));
- float4 transform70 = mul(GetObjectToWorldMatrix(),IN.ase_texcoord9);
- float4 temp_output_71_0 = (transform70).xyzw;
- float simplePerlin3D112 = snoise( ( Scale228 * ( ( ( appendResult329 * break344.x ) + ( appendResult330 * break344.y ) + ( appendResult331 * break344.z ) ) * (temp_output_71_0*1.0 + float4( ( ( WindDir317 + _AdditionalNoiseDir ) * ( _NoiseSpeed * _TimeParameters.x * _WindSpeed ) ) , 0.0 )) ) ).xyz*_NoiseScale );
- simplePerlin3D112 = simplePerlin3D112*0.5 + 0.5;
- float temp_output_118_0 = saturate( (0.0 + (simplePerlin3D112 - 0.0) * (1.0 - 0.0) / (1.0 - 0.0)) );
- float NoiseColor3D151 = temp_output_118_0;
- float temp_output_198_0 = ( Scale228 * _VoronoiScale );
- float time97 = 0.0;
- float2 voronoiSmoothId97 = 0;
- float4 break84 = (temp_output_71_0*1.0 + float4( ( ( _TimeParameters.x * _VorSpeed * _WindSpeed ) * ( WindDir317 + _AdditionalVoronoiDir ) ) , 0.0 ));
- float2 appendResult85 = (float2(break84.z , break84.y));
- float2 coords97 = appendResult85 * temp_output_198_0;
- float2 id97 = 0;
- float2 uv97 = 0;
- float fade97 = 0.5;
- float voroi97 = 0;
- float rest97 = 0;
- for( int it97 = 0; it97 <3; it97++ ){
- voroi97 += fade97 * voronoi97( coords97, time97, id97, uv97, 0,voronoiSmoothId97 );
- rest97 += fade97;
- coords97 *= 2;
- fade97 *= 0.5;
- }//Voronoi97
- voroi97 /= rest97;
- float3 objToWorldDir91 = mul( GetObjectToWorldMatrix(), float4( IN.ase_normal, 0 ) ).xyz;
- float3 temp_output_93_0 = pow( abs( objToWorldDir91 ) , 5.0 );
- float dotResult94 = dot( temp_output_93_0 , float3( 1,1,1 ) );
- float3 break104 = ( temp_output_93_0 / dotResult94 );
- float time96 = 217.0;
- float2 voronoiSmoothId96 = 0;
- float2 appendResult86 = (float2(break84.z , break84.x));
- float2 coords96 = appendResult86 * temp_output_198_0;
- float2 id96 = 0;
- float2 uv96 = 0;
- float fade96 = 0.5;
- float voroi96 = 0;
- float rest96 = 0;
- for( int it96 = 0; it96 <3; it96++ ){
- voroi96 += fade96 * voronoi96( coords96, time96, id96, uv96, 0,voronoiSmoothId96 );
- rest96 += fade96;
- coords96 *= 2;
- fade96 *= 0.5;
- }//Voronoi96
- voroi96 /= rest96;
- float time89 = 137.0;
- float2 voronoiSmoothId89 = 0;
- float2 appendResult87 = (float2(break84.x , break84.y));
- float2 coords89 = appendResult87 * temp_output_198_0;
- float2 id89 = 0;
- float2 uv89 = 0;
- float fade89 = 0.5;
- float voroi89 = 0;
- float rest89 = 0;
- for( int it89 = 0; it89 <3; it89++ ){
- voroi89 += fade89 * voronoi89( coords89, time89, id89, uv89, 0,voronoiSmoothId89 );
- rest89 += fade89;
- coords89 *= 2;
- fade89 *= 0.5;
- }//Voronoi89
- voroi89 /= rest89;
- float temp_output_190_0 = saturate( (0.0 + (( 1.0 - ( ( ( voroi97 * break104.x ) + ( voroi96 * break104.y ) ) + ( voroi89 * break104.z ) ) ) - 0.65) * (1.0 - 0.0) / (1.0 - 0.65)) );
- float NoiseColorVoronoi152 = temp_output_190_0;
- float lerpResult157 = lerp( NoiseColor3D151 , NoiseColorVoronoi152 , _NoiseColorMix);
- float NoiseColorMix158 = lerpResult157;
- float3 temp_cast_3 = (NoiseColorMix158).xxx;
- float temp_output_2_0_g158 = _NoiseColorStrength;
- float temp_output_3_0_g158 = ( 1.0 - temp_output_2_0_g158 );
- float3 appendResult7_g158 = (float3(temp_output_3_0_g158 , temp_output_3_0_g158 , temp_output_3_0_g158));
- float4 lerpResult161 = lerp( _BaseColor , IN.ase_color , _VertexColorStrength);
- float4 Albedo30 = saturate( ( float4( ( DepthFade43 * ( ( temp_cast_3 * temp_output_2_0_g158 ) + appendResult7_g158 ) ) , 0.0 ) * lerpResult161 ) );
-
- float3 temp_cast_6 = (NoiseColorMix158).xxx;
- float temp_output_2_0_g156 = _EmmissiveNoiseColor;
- float temp_output_3_0_g156 = ( 1.0 - temp_output_2_0_g156 );
- float3 appendResult7_g156 = (float3(temp_output_3_0_g156 , temp_output_3_0_g156 , temp_output_3_0_g156));
- float3 temp_cast_8 = (DepthFade43).xxx;
- float temp_output_2_0_g157 = _EmmissiveDepthFade;
- float temp_output_3_0_g157 = ( 1.0 - temp_output_2_0_g157 );
- float3 appendResult7_g157 = (float3(temp_output_3_0_g157 , temp_output_3_0_g157 , temp_output_3_0_g157));
-
- float4 temp_output_2_0_g155 = lerpResult161;
- float BaseColorAlpha162 = (temp_output_2_0_g155).a;
-
- float fresnelNdotV54 = dot( WorldNormal, WorldViewDirection );
- float fresnelNode54 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV54, 5.0 ) );
-
- float3 BaseColor = Albedo30.rgb;
- float3 Normal = float3(0, 0, 1);
- float3 Emission = ( ( _EmmissiveColor * float4( ( ( temp_cast_6 * temp_output_2_0_g156 ) + appendResult7_g156 ) , 0.0 ) ) * float4( ( ( temp_cast_8 * temp_output_2_0_g157 ) + appendResult7_g157 ) , 0.0 ) ).rgb;
- float3 Specular = 0.5;
- float Metallic = 0.0;
- float Smoothness = 0.0;
- float Occlusion = 1;
- float Alpha = ( DepthFade43 * BaseColorAlpha162 );
- float AlphaClipThreshold = 0.0;
- float AlphaClipThresholdShadow = 0.5;
- float3 BakedGI = 0;
- float3 RefractionColor = 1;
- float RefractionIndex = 1;
- float3 Transmission = 1;
- float3 Translucency = ( ( ( fresnelNode54 + 0.5 ) * _TranslucencyColor ) * DepthFade43 ).rgb;
- #ifdef ASE_DEPTH_WRITE_ON
- float DepthValue = IN.positionCS.z;
- #endif
- #ifdef _CLEARCOAT
- float CoatMask = 0;
- float CoatSmoothness = 0;
- #endif
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
- #endif
- InputData inputData = (InputData)0;
- inputData.positionWS = WorldPosition;
- inputData.viewDirectionWS = WorldViewDirection;
- #ifdef _NORMALMAP
- #if _NORMAL_DROPOFF_TS
- inputData.normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent, WorldBiTangent, WorldNormal));
- #elif _NORMAL_DROPOFF_OS
- inputData.normalWS = TransformObjectToWorldNormal(Normal);
- #elif _NORMAL_DROPOFF_WS
- inputData.normalWS = Normal;
- #endif
- inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
- #else
- inputData.normalWS = WorldNormal;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- inputData.shadowCoord = ShadowCoords;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
- #else
- inputData.shadowCoord = float4(0, 0, 0, 0);
- #endif
- #ifdef ASE_FOG
- inputData.fogCoord = IN.fogFactorAndVertexLight.x;
- #endif
- inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
- #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- float3 SH = SampleSH(inputData.normalWS.xyz);
- #else
- float3 SH = IN.lightmapUVOrVertexSH.xyz;
- #endif
- #if defined(DYNAMICLIGHTMAP_ON)
- inputData.bakedGI = SAMPLE_GI(IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, SH, inputData.normalWS);
- #else
- inputData.bakedGI = SAMPLE_GI(IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
- #endif
- #ifdef ASE_BAKEDGI
- inputData.bakedGI = BakedGI;
- #endif
- inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
- inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy);
- #if defined(DEBUG_DISPLAY)
- #if defined(DYNAMICLIGHTMAP_ON)
- inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy;
- #endif
- #if defined(LIGHTMAP_ON)
- inputData.staticLightmapUV = IN.lightmapUVOrVertexSH.xy;
- #else
- inputData.vertexSH = SH;
- #endif
- #endif
- SurfaceData surfaceData;
- surfaceData.albedo = BaseColor;
- surfaceData.metallic = saturate(Metallic);
- surfaceData.specular = Specular;
- surfaceData.smoothness = saturate(Smoothness),
- surfaceData.occlusion = Occlusion,
- surfaceData.emission = Emission,
- surfaceData.alpha = saturate(Alpha);
- surfaceData.normalTS = Normal;
- surfaceData.clearCoatMask = 0;
- surfaceData.clearCoatSmoothness = 1;
- #ifdef _CLEARCOAT
- surfaceData.clearCoatMask = saturate(CoatMask);
- surfaceData.clearCoatSmoothness = saturate(CoatSmoothness);
- #endif
- #ifdef _DBUFFER
- ApplyDecalToSurfaceData(IN.positionCS, surfaceData, inputData);
- #endif
- #ifdef _ASE_LIGHTING_SIMPLE
- half4 color = UniversalFragmentBlinnPhong( inputData, surfaceData);
- #else
- half4 color = UniversalFragmentPBR( inputData, surfaceData);
- #endif
- #ifdef ASE_TRANSMISSION
- {
- float shadow = _TransmissionShadow;
- #define SUM_LIGHT_TRANSMISSION(Light)\
- float3 atten = Light.color * Light.distanceAttenuation;\
- atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\
- half3 transmission = max( 0, -dot( inputData.normalWS, Light.direction ) ) * atten * Transmission;\
- color.rgb += BaseColor * transmission;
- SUM_LIGHT_TRANSMISSION( GetMainLight( inputData.shadowCoord ) );
- #if defined(_ADDITIONAL_LIGHTS)
- uint meshRenderingLayers = GetMeshRenderingLayer();
- uint pixelLightCount = GetAdditionalLightsCount();
- #if USE_FORWARD_PLUS
- for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
- {
- FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
- Light light = GetAdditionalLight(lightIndex, inputData.positionWS);
- #ifdef _LIGHT_LAYERS
- if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
- #endif
- {
- SUM_LIGHT_TRANSMISSION( light );
- }
- }
- #endif
- LIGHT_LOOP_BEGIN( pixelLightCount )
- Light light = GetAdditionalLight(lightIndex, inputData.positionWS);
- #ifdef _LIGHT_LAYERS
- if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
- #endif
- {
- SUM_LIGHT_TRANSMISSION( light );
- }
- LIGHT_LOOP_END
- #endif
- }
- #endif
- #ifdef ASE_TRANSLUCENCY
- {
- float shadow = _TransShadow;
- float normal = _TransNormal;
- float scattering = _TransScattering;
- float direct = _TransDirect;
- float ambient = _TransAmbient;
- float strength = _TransStrength;
- #define SUM_LIGHT_TRANSLUCENCY(Light)\
- float3 atten = Light.color * Light.distanceAttenuation;\
- atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\
- half3 lightDir = Light.direction + inputData.normalWS * normal;\
- half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );\
- half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;\
- color.rgb += BaseColor * translucency * strength;
- SUM_LIGHT_TRANSLUCENCY( GetMainLight( inputData.shadowCoord ) );
- #if defined(_ADDITIONAL_LIGHTS)
- uint meshRenderingLayers = GetMeshRenderingLayer();
- uint pixelLightCount = GetAdditionalLightsCount();
- #if USE_FORWARD_PLUS
- for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
- {
- FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
- Light light = GetAdditionalLight(lightIndex, inputData.positionWS);
- #ifdef _LIGHT_LAYERS
- if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
- #endif
- {
- SUM_LIGHT_TRANSLUCENCY( light );
- }
- }
- #endif
- LIGHT_LOOP_BEGIN( pixelLightCount )
- Light light = GetAdditionalLight(lightIndex, inputData.positionWS);
- #ifdef _LIGHT_LAYERS
- if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
- #endif
- {
- SUM_LIGHT_TRANSLUCENCY( light );
- }
- LIGHT_LOOP_END
- #endif
- }
- #endif
- #ifdef ASE_REFRACTION
- float4 projScreenPos = ScreenPos / ScreenPos.w;
- float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
- projScreenPos.xy += refractionOffset.xy;
- float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
- color.rgb = lerp( refraction, color.rgb, color.a );
- color.a = 1;
- #endif
- #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
- color.rgb *= color.a;
- #endif
- #ifdef ASE_FOG
- #ifdef TERRAIN_SPLAT_ADDPASS
- color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x );
- #else
- color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x);
- #endif
- #endif
- #ifdef ASE_DEPTH_WRITE_ON
- outputDepth = DepthValue;
- #endif
- #ifdef _WRITE_RENDERING_LAYERS
- uint renderingLayers = GetMeshRenderingLayer();
- outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
- #endif
- return color;
- }
- ENDHLSL
- }
-
- Pass
- {
-
- Name "DepthOnly"
- Tags { "LightMode"="DepthOnly" }
- ZWrite On
- ColorMask R
- AlphaToMask Off
- HLSLPROGRAM
-
- #define _NORMAL_DROPOFF_TS 1
- #pragma multi_compile_instancing
- #pragma multi_compile _ LOD_FADE_CROSSFADE
- #define ASE_FOG 1
- #define ASE_PHONG_TESSELLATION
- #define ASE_DEPTH_WRITE_ON
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define ASE_TESSELLATION 1
- #pragma require tessellation tessHW
- #pragma hull HullFunction
- #pragma domain DomainFunction
- #define ASE_TRANSLUCENCY 1
- #define ASE_LENGTH_TESSELLATION
- #define _EMISSION
- #define _ALPHATEST_ON 1
- #define ASE_SRP_VERSION 140004
- #define REQUIRE_DEPTH_TEXTURE 1
-
- #pragma multi_compile _ DOTS_INSTANCING_ON
-
- #pragma vertex vert
- #pragma fragment frag
- #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
- #define _SPECULAR_COLOR 1
- #endif
- #define SHADERPASS SHADERPASS_DEPTHONLY
-
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
-
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
- #if defined(LOD_FADE_CROSSFADE)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
- #endif
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_VERT_NORMAL
- #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
- #define ASE_SV_DEPTH SV_DepthLessEqual
- #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
- #else
- #define ASE_SV_DEPTH SV_Depth
- #define ASE_SV_POSITION_QUALIFIERS
- #endif
- struct VertexInput
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VertexOutput
- {
- 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_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _TranslucencyColor;
- float4 _EmmissiveColor;
- float4 _BaseColor;
- float4 _Mask1;
- float4 _Mask0;
- float3 _NoiseScale3D;
- float3 _WindDirection;
- float3 _AdditionalNoiseDir;
- float3 _AdditionalVoronoiDir;
- float _EmmissiveNoiseColor;
- float _VertexColorStrength;
- float _NoiseColorStrength;
- float _NoiseColorMix;
- float _DepthDistance;
- float _VoronoiStrength;
- float _EmmissiveDepthFade;
- float _VorSpeed;
- float _VoronoiScale;
- float _NoiseStrength;
- float _NoiseScale;
- float _WindSpeed;
- float _NoiseSpeed;
- float _NoiseDisplacement;
- float _Scale;
- #ifdef ASE_TRANSMISSION
- float _TransmissionShadow;
- #endif
- #ifdef ASE_TRANSLUCENCY
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef ASE_TESSELLATION
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- CBUFFER_END
- #ifdef SCENEPICKINGPASS
- float4 _SelectionID;
- #endif
- #ifdef SCENESELECTIONPASS
- int _ObjectId;
- int _PassValue;
- #endif
-
- float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; }
- float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; }
- float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); }
- float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; }
- float snoise( float3 v )
- {
- const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 );
- float3 i = floor( v + dot( v, C.yyy ) );
- float3 x0 = v - i + dot( i, C.xxx );
- float3 g = step( x0.yzx, x0.xyz );
- float3 l = 1.0 - g;
- float3 i1 = min( g.xyz, l.zxy );
- float3 i2 = max( g.xyz, l.zxy );
- float3 x1 = x0 - i1 + C.xxx;
- float3 x2 = x0 - i2 + C.yyy;
- float3 x3 = x0 - 0.5;
- i = mod3D289( i);
- float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) );
- float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7)
- float4 x_ = floor( j / 7.0 );
- float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N)
- float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0;
- float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0;
- float4 h = 1.0 - abs( x ) - abs( y );
- float4 b0 = float4( x.xy, y.xy );
- float4 b1 = float4( x.zw, y.zw );
- float4 s0 = floor( b0 ) * 2.0 + 1.0;
- float4 s1 = floor( b1 ) * 2.0 + 1.0;
- float4 sh = -step( h, 0.0 );
- float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
- float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
- float3 g0 = float3( a0.xy, h.x );
- float3 g1 = float3( a0.zw, h.y );
- float3 g2 = float3( a1.xy, h.z );
- float3 g3 = float3( a1.zw, h.w );
- float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) );
- g0 *= norm.x;
- g1 *= norm.y;
- g2 *= norm.z;
- g3 *= norm.w;
- float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );
- m = m* m;
- m = m* m;
- float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) );
- return 42.0 * dot( m, px);
- }
-
- float2 voronoihash97( float2 p )
- {
-
- p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
- return frac( sin( p ) *43758.5453);
- }
-
- float voronoi97( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
- {
- float2 n = floor( v );
- float2 f = frac( v );
- float F1 = 8.0;
- float F2 = 8.0; float2 mg = 0;
- for ( int j = -1; j <= 1; j++ )
- {
- for ( int i = -1; i <= 1; i++ )
- {
- float2 g = float2( i, j );
- float2 o = voronoihash97( n + g );
- o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
- float d = 0.5 * dot( r, r );
- if( d<F1 ) {
- F2 = F1;
- F1 = d; mg = g; mr = r; id = o;
- } else if( d<F2 ) {
- F2 = d;
-
- }
- }
- }
- return F1;
- }
-
- float2 voronoihash96( float2 p )
- {
-
- p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
- return frac( sin( p ) *43758.5453);
- }
-
- float voronoi96( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
- {
- float2 n = floor( v );
- float2 f = frac( v );
- float F1 = 8.0;
- float F2 = 8.0; float2 mg = 0;
- for ( int j = -1; j <= 1; j++ )
- {
- for ( int i = -1; i <= 1; i++ )
- {
- float2 g = float2( i, j );
- float2 o = voronoihash96( n + g );
- o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
- float d = 0.5 * dot( r, r );
- if( d<F1 ) {
- F2 = F1;
- F1 = d; mg = g; mr = r; id = o;
- } else if( d<F2 ) {
- F2 = d;
-
- }
- }
- }
- return F1;
- }
-
- float2 voronoihash89( float2 p )
- {
-
- p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
- return frac( sin( p ) *43758.5453);
- }
-
- float voronoi89( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
- {
- float2 n = floor( v );
- float2 f = frac( v );
- float F1 = 8.0;
- float F2 = 8.0; float2 mg = 0;
- for ( int j = -1; j <= 1; j++ )
- {
- for ( int i = -1; i <= 1; i++ )
- {
- float2 g = float2( i, j );
- float2 o = voronoihash89( n + g );
- o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
- float d = 0.5 * dot( r, r );
- if( d<F1 ) {
- F2 = F1;
- F1 = d; mg = g; mr = r; id = o;
- } else if( d<F2 ) {
- F2 = d;
-
- }
- }
- }
- return F1;
- }
-
- VertexOutput VertexFunction( VertexInput v )
- {
- VertexOutput o = (VertexOutput)0;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- #if ( SHADER_TARGET >= 50 )
- float recip367 = rcp( _Scale );
- #else
- float recip367 = 1.0 / _Scale;
- #endif
- float Scale228 = recip367;
- float4 appendResult329 = (float4(_NoiseScale3D.x , _NoiseScale3D.y , _NoiseScale3D.z , 0.0));
- float3 WindDir317 = ( ( float3( 1, 1, 1 ) * -2 + 1 ) * _WindDirection );
- float3 break332 = WindDir317;
- float temp_output_333_0 = ( abs( break332.x ) + abs( break332.y ) + abs( break332.z ) );
- float4 appendResult340 = (float4(( break332.x / temp_output_333_0 ) , ( break332.y / temp_output_333_0 ) , ( break332.z / temp_output_333_0 ) , 0.0));
- float4 WindDirWeights341 = appendResult340;
- float4 break344 = abs( WindDirWeights341 );
- float4 appendResult330 = (float4(_NoiseScale3D.y , _NoiseScale3D.x , _NoiseScale3D.z , 0.0));
- float4 appendResult331 = (float4(_NoiseScale3D.y , _NoiseScale3D.z , _NoiseScale3D.x , 0.0));
- float4 transform70 = mul(GetObjectToWorldMatrix(),v.positionOS);
- float4 temp_output_71_0 = (transform70).xyzw;
- float simplePerlin3D112 = snoise( ( Scale228 * ( ( ( appendResult329 * break344.x ) + ( appendResult330 * break344.y ) + ( appendResult331 * break344.z ) ) * (temp_output_71_0*1.0 + float4( ( ( WindDir317 + _AdditionalNoiseDir ) * ( _NoiseSpeed * _TimeParameters.x * _WindSpeed ) ) , 0.0 )) ) ).xyz*_NoiseScale );
- simplePerlin3D112 = simplePerlin3D112*0.5 + 0.5;
- float temp_output_118_0 = saturate( (0.0 + (simplePerlin3D112 - 0.0) * (1.0 - 0.0) / (1.0 - 0.0)) );
- float temp_output_198_0 = ( Scale228 * _VoronoiScale );
- float time97 = 0.0;
- float2 voronoiSmoothId97 = 0;
- float4 break84 = (temp_output_71_0*1.0 + float4( ( ( _TimeParameters.x * _VorSpeed * _WindSpeed ) * ( WindDir317 + _AdditionalVoronoiDir ) ) , 0.0 ));
- float2 appendResult85 = (float2(break84.z , break84.y));
- float2 coords97 = appendResult85 * temp_output_198_0;
- float2 id97 = 0;
- float2 uv97 = 0;
- float fade97 = 0.5;
- float voroi97 = 0;
- float rest97 = 0;
- for( int it97 = 0; it97 <3; it97++ ){
- voroi97 += fade97 * voronoi97( coords97, time97, id97, uv97, 0,voronoiSmoothId97 );
- rest97 += fade97;
- coords97 *= 2;
- fade97 *= 0.5;
- }//Voronoi97
- voroi97 /= rest97;
- float3 objToWorldDir91 = mul( GetObjectToWorldMatrix(), float4( v.normalOS, 0 ) ).xyz;
- float3 temp_output_93_0 = pow( abs( objToWorldDir91 ) , 5.0 );
- float dotResult94 = dot( temp_output_93_0 , float3( 1,1,1 ) );
- float3 break104 = ( temp_output_93_0 / dotResult94 );
- float time96 = 217.0;
- float2 voronoiSmoothId96 = 0;
- float2 appendResult86 = (float2(break84.z , break84.x));
- float2 coords96 = appendResult86 * temp_output_198_0;
- float2 id96 = 0;
- float2 uv96 = 0;
- float fade96 = 0.5;
- float voroi96 = 0;
- float rest96 = 0;
- for( int it96 = 0; it96 <3; it96++ ){
- voroi96 += fade96 * voronoi96( coords96, time96, id96, uv96, 0,voronoiSmoothId96 );
- rest96 += fade96;
- coords96 *= 2;
- fade96 *= 0.5;
- }//Voronoi96
- voroi96 /= rest96;
- float time89 = 137.0;
- float2 voronoiSmoothId89 = 0;
- float2 appendResult87 = (float2(break84.x , break84.y));
- float2 coords89 = appendResult87 * temp_output_198_0;
- float2 id89 = 0;
- float2 uv89 = 0;
- float fade89 = 0.5;
- float voroi89 = 0;
- float rest89 = 0;
- for( int it89 = 0; it89 <3; it89++ ){
- voroi89 += fade89 * voronoi89( coords89, time89, id89, uv89, 0,voronoiSmoothId89 );
- rest89 += fade89;
- coords89 *= 2;
- fade89 *= 0.5;
- }//Voronoi89
- voroi89 /= rest89;
- float temp_output_190_0 = saturate( (0.0 + (( 1.0 - ( ( ( voroi97 * break104.x ) + ( voroi96 * break104.y ) ) + ( voroi89 * break104.z ) ) ) - 0.65) * (1.0 - 0.0) / (1.0 - 0.65)) );
- float temp_output_122_0 = saturate( ( ( temp_output_118_0 * _NoiseStrength ) + ( temp_output_190_0 * _VoronoiStrength ) ) );
- float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
- float3 temp_output_184_0 = ( ( ( temp_output_122_0 - 0.5 ) * v.normalOS * ( _NoiseDisplacement / Scale228 ) ) / ase_objectScale );
- float4 temp_output_2_0_g146 = _Mask0;
- float3 worldToObj306 = mul( GetWorldToObjectMatrix(), float4( (temp_output_2_0_g146).xyz, 1 ) ).xyz;
- float3 ase_objectPosition = GetAbsolutePositionWS( UNITY_MATRIX_M._m03_m13_m23 );
- float4 appendResult313 = (float4((temp_output_2_0_g146).w , 0.0 , 0.0 , 0.0));
- float3 worldToObj307 = mul( GetWorldToObjectMatrix(), float4( ( float4( ase_objectPosition , 0.0 ) + appendResult313 ).xyz, 1 ) ).xyz;
- float3 temp_output_304_0 = ( temp_output_184_0 + ( min( ( distance( ( temp_output_184_0 + v.positionOS.xyz ) , worldToObj306 ) - length( worldToObj307 ) ) , 0.0 ) * v.normalOS ) );
- float4 temp_output_2_0_g153 = _Mask1;
- float3 worldToObj357 = mul( GetWorldToObjectMatrix(), float4( (temp_output_2_0_g153).xyz, 1 ) ).xyz;
- float4 appendResult354 = (float4((temp_output_2_0_g153).w , 0.0 , 0.0 , 0.0));
- float3 worldToObj358 = mul( GetWorldToObjectMatrix(), float4( ( float4( ase_objectPosition , 0.0 ) + appendResult354 ).xyz, 1 ) ).xyz;
- float3 VertexOffset305 = ( temp_output_304_0 + ( min( ( distance( ( temp_output_304_0 + v.positionOS.xyz ) , worldToObj357 ) - length( worldToObj358 ) ) , 0.0 ) * v.normalOS ) );
-
- float3 vertexPos38 = ( VertexOffset305 + v.positionOS.xyz );
- float4 ase_clipPos38 = TransformObjectToHClip((vertexPos38).xyz);
- float4 screenPos38 = ComputeScreenPos(ase_clipPos38);
- o.ase_texcoord3 = screenPos38;
-
- o.ase_color = v.ase_color;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.positionOS.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = VertexOffset305;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.positionOS.xyz = vertexValue;
- #else
- v.positionOS.xyz += vertexValue;
- #endif
- v.normalOS = v.normalOS;
- VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- o.positionWS = vertexInput.positionWS;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- o.shadowCoord = GetShadowCoord( vertexInput );
- #endif
- o.positionCS = vertexInput.positionCS;
- o.clipPosV = vertexInput.positionCS;
- return o;
- }
- #if defined(ASE_TESSELLATION)
- struct VertexControl
- {
- float4 vertex : 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 ( VertexInput v )
- {
- VertexControl o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.vertex = v.positionOS;
- o.normalOS = v.normalOS;
- o.ase_color = v.ase_color;
- return o;
- }
- TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
- {
- TessellationFactors o;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
- return o;
- }
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- VertexInput o = (VertexInput) 0;
- o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
- o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
- float phongStrength = _TessPhongStrength;
- o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
- return VertexFunction(o);
- }
- #else
- VertexOutput vert ( VertexInput v )
- {
- return VertexFunction( v );
- }
- #endif
- half4 frag( VertexOutput IN
- #ifdef ASE_DEPTH_WRITE_ON
- ,out float outputDepth : ASE_SV_DEPTH
- #endif
- ) : SV_TARGET
- {
- UNITY_SETUP_INSTANCE_ID(IN);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 WorldPosition = IN.positionWS;
- #endif
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
- float4 ClipPos = IN.clipPosV;
- float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = IN.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
- #endif
- #endif
- float4 screenPos38 = IN.ase_texcoord3;
- float4 ase_screenPosNorm38 = screenPos38 / screenPos38.w;
- ase_screenPosNorm38.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm38.z : ase_screenPosNorm38.z * 0.5 + 0.5;
- float screenDepth38 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm38.xy ),_ZBufferParams);
- float distanceDepth38 = abs( ( screenDepth38 - LinearEyeDepth( ase_screenPosNorm38.z,_ZBufferParams ) ) / ( _DepthDistance ) );
- float temp_output_1_0_g154 = distanceDepth38;
- float DepthFade43 = saturate( ( ( ( pow( temp_output_1_0_g154 , 5.0 ) * 6.0 ) - ( pow( temp_output_1_0_g154 , 4.0 ) * 15.0 ) ) + ( pow( temp_output_1_0_g154 , 3.0 ) * 10.0 ) ) );
- float4 lerpResult161 = lerp( _BaseColor , IN.ase_color , _VertexColorStrength);
- float4 temp_output_2_0_g155 = lerpResult161;
- float BaseColorAlpha162 = (temp_output_2_0_g155).a;
-
- float Alpha = ( DepthFade43 * BaseColorAlpha162 );
- float AlphaClipThreshold = 0.0;
- #ifdef ASE_DEPTH_WRITE_ON
- float DepthValue = IN.positionCS.z;
- #endif
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
- #endif
- #if defined(LOD_FADE_CROSSFADE)
- LODFadeCrossFade( IN.positionCS );
- #endif
- #ifdef ASE_DEPTH_WRITE_ON
- outputDepth = DepthValue;
- #endif
- return 0;
- }
- ENDHLSL
- }
-
- Pass
- {
-
- Name "Meta"
- Tags { "LightMode"="Meta" }
- Cull Off
- HLSLPROGRAM
- #define _NORMAL_DROPOFF_TS 1
- #define ASE_FOG 1
- #define ASE_PHONG_TESSELLATION
- #define ASE_DEPTH_WRITE_ON
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define ASE_TESSELLATION 1
- #pragma require tessellation tessHW
- #pragma hull HullFunction
- #pragma domain DomainFunction
- #define ASE_TRANSLUCENCY 1
- #define ASE_LENGTH_TESSELLATION
- #define _EMISSION
- #define _ALPHATEST_ON 1
- #define ASE_SRP_VERSION 140004
- #define REQUIRE_DEPTH_TEXTURE 1
- #pragma shader_feature EDITOR_VISUALIZATION
- #pragma vertex vert
- #pragma fragment frag
- #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
- #define _SPECULAR_COLOR 1
- #endif
- #define SHADERPASS SHADERPASS_META
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
-
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_VERT_NORMAL
- struct VertexInput
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 texcoord0 : TEXCOORD0;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VertexOutput
- {
- float4 positionCS : SV_POSITION;
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 positionWS : TEXCOORD0;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- float4 shadowCoord : TEXCOORD1;
- #endif
- #ifdef EDITOR_VISUALIZATION
- float4 VizUV : TEXCOORD2;
- float4 LightCoord : TEXCOORD3;
- #endif
- float4 ase_texcoord4 : TEXCOORD4;
- float4 ase_texcoord5 : TEXCOORD5;
- float3 ase_normal : NORMAL;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _TranslucencyColor;
- float4 _EmmissiveColor;
- float4 _BaseColor;
- float4 _Mask1;
- float4 _Mask0;
- float3 _NoiseScale3D;
- float3 _WindDirection;
- float3 _AdditionalNoiseDir;
- float3 _AdditionalVoronoiDir;
- float _EmmissiveNoiseColor;
- float _VertexColorStrength;
- float _NoiseColorStrength;
- float _NoiseColorMix;
- float _DepthDistance;
- float _VoronoiStrength;
- float _EmmissiveDepthFade;
- float _VorSpeed;
- float _VoronoiScale;
- float _NoiseStrength;
- float _NoiseScale;
- float _WindSpeed;
- float _NoiseSpeed;
- float _NoiseDisplacement;
- float _Scale;
- #ifdef ASE_TRANSMISSION
- float _TransmissionShadow;
- #endif
- #ifdef ASE_TRANSLUCENCY
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef ASE_TESSELLATION
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- CBUFFER_END
- #ifdef SCENEPICKINGPASS
- float4 _SelectionID;
- #endif
- #ifdef SCENESELECTIONPASS
- int _ObjectId;
- int _PassValue;
- #endif
-
- float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; }
- float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; }
- float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); }
- float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; }
- float snoise( float3 v )
- {
- const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 );
- float3 i = floor( v + dot( v, C.yyy ) );
- float3 x0 = v - i + dot( i, C.xxx );
- float3 g = step( x0.yzx, x0.xyz );
- float3 l = 1.0 - g;
- float3 i1 = min( g.xyz, l.zxy );
- float3 i2 = max( g.xyz, l.zxy );
- float3 x1 = x0 - i1 + C.xxx;
- float3 x2 = x0 - i2 + C.yyy;
- float3 x3 = x0 - 0.5;
- i = mod3D289( i);
- float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) );
- float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7)
- float4 x_ = floor( j / 7.0 );
- float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N)
- float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0;
- float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0;
- float4 h = 1.0 - abs( x ) - abs( y );
- float4 b0 = float4( x.xy, y.xy );
- float4 b1 = float4( x.zw, y.zw );
- float4 s0 = floor( b0 ) * 2.0 + 1.0;
- float4 s1 = floor( b1 ) * 2.0 + 1.0;
- float4 sh = -step( h, 0.0 );
- float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
- float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
- float3 g0 = float3( a0.xy, h.x );
- float3 g1 = float3( a0.zw, h.y );
- float3 g2 = float3( a1.xy, h.z );
- float3 g3 = float3( a1.zw, h.w );
- float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) );
- g0 *= norm.x;
- g1 *= norm.y;
- g2 *= norm.z;
- g3 *= norm.w;
- float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );
- m = m* m;
- m = m* m;
- float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) );
- return 42.0 * dot( m, px);
- }
-
- float2 voronoihash97( float2 p )
- {
-
- p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
- return frac( sin( p ) *43758.5453);
- }
-
- float voronoi97( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
- {
- float2 n = floor( v );
- float2 f = frac( v );
- float F1 = 8.0;
- float F2 = 8.0; float2 mg = 0;
- for ( int j = -1; j <= 1; j++ )
- {
- for ( int i = -1; i <= 1; i++ )
- {
- float2 g = float2( i, j );
- float2 o = voronoihash97( n + g );
- o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
- float d = 0.5 * dot( r, r );
- if( d<F1 ) {
- F2 = F1;
- F1 = d; mg = g; mr = r; id = o;
- } else if( d<F2 ) {
- F2 = d;
-
- }
- }
- }
- return F1;
- }
-
- float2 voronoihash96( float2 p )
- {
-
- p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
- return frac( sin( p ) *43758.5453);
- }
-
- float voronoi96( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
- {
- float2 n = floor( v );
- float2 f = frac( v );
- float F1 = 8.0;
- float F2 = 8.0; float2 mg = 0;
- for ( int j = -1; j <= 1; j++ )
- {
- for ( int i = -1; i <= 1; i++ )
- {
- float2 g = float2( i, j );
- float2 o = voronoihash96( n + g );
- o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
- float d = 0.5 * dot( r, r );
- if( d<F1 ) {
- F2 = F1;
- F1 = d; mg = g; mr = r; id = o;
- } else if( d<F2 ) {
- F2 = d;
-
- }
- }
- }
- return F1;
- }
-
- float2 voronoihash89( float2 p )
- {
-
- p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
- return frac( sin( p ) *43758.5453);
- }
-
- float voronoi89( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
- {
- float2 n = floor( v );
- float2 f = frac( v );
- float F1 = 8.0;
- float F2 = 8.0; float2 mg = 0;
- for ( int j = -1; j <= 1; j++ )
- {
- for ( int i = -1; i <= 1; i++ )
- {
- float2 g = float2( i, j );
- float2 o = voronoihash89( n + g );
- o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
- float d = 0.5 * dot( r, r );
- if( d<F1 ) {
- F2 = F1;
- F1 = d; mg = g; mr = r; id = o;
- } else if( d<F2 ) {
- F2 = d;
-
- }
- }
- }
- return F1;
- }
-
- VertexOutput VertexFunction( VertexInput v )
- {
- VertexOutput o = (VertexOutput)0;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- #if ( SHADER_TARGET >= 50 )
- float recip367 = rcp( _Scale );
- #else
- float recip367 = 1.0 / _Scale;
- #endif
- float Scale228 = recip367;
- float4 appendResult329 = (float4(_NoiseScale3D.x , _NoiseScale3D.y , _NoiseScale3D.z , 0.0));
- float3 WindDir317 = ( ( float3( 1, 1, 1 ) * -2 + 1 ) * _WindDirection );
- float3 break332 = WindDir317;
- float temp_output_333_0 = ( abs( break332.x ) + abs( break332.y ) + abs( break332.z ) );
- float4 appendResult340 = (float4(( break332.x / temp_output_333_0 ) , ( break332.y / temp_output_333_0 ) , ( break332.z / temp_output_333_0 ) , 0.0));
- float4 WindDirWeights341 = appendResult340;
- float4 break344 = abs( WindDirWeights341 );
- float4 appendResult330 = (float4(_NoiseScale3D.y , _NoiseScale3D.x , _NoiseScale3D.z , 0.0));
- float4 appendResult331 = (float4(_NoiseScale3D.y , _NoiseScale3D.z , _NoiseScale3D.x , 0.0));
- float4 transform70 = mul(GetObjectToWorldMatrix(),v.positionOS);
- float4 temp_output_71_0 = (transform70).xyzw;
- float simplePerlin3D112 = snoise( ( Scale228 * ( ( ( appendResult329 * break344.x ) + ( appendResult330 * break344.y ) + ( appendResult331 * break344.z ) ) * (temp_output_71_0*1.0 + float4( ( ( WindDir317 + _AdditionalNoiseDir ) * ( _NoiseSpeed * _TimeParameters.x * _WindSpeed ) ) , 0.0 )) ) ).xyz*_NoiseScale );
- simplePerlin3D112 = simplePerlin3D112*0.5 + 0.5;
- float temp_output_118_0 = saturate( (0.0 + (simplePerlin3D112 - 0.0) * (1.0 - 0.0) / (1.0 - 0.0)) );
- float temp_output_198_0 = ( Scale228 * _VoronoiScale );
- float time97 = 0.0;
- float2 voronoiSmoothId97 = 0;
- float4 break84 = (temp_output_71_0*1.0 + float4( ( ( _TimeParameters.x * _VorSpeed * _WindSpeed ) * ( WindDir317 + _AdditionalVoronoiDir ) ) , 0.0 ));
- float2 appendResult85 = (float2(break84.z , break84.y));
- float2 coords97 = appendResult85 * temp_output_198_0;
- float2 id97 = 0;
- float2 uv97 = 0;
- float fade97 = 0.5;
- float voroi97 = 0;
- float rest97 = 0;
- for( int it97 = 0; it97 <3; it97++ ){
- voroi97 += fade97 * voronoi97( coords97, time97, id97, uv97, 0,voronoiSmoothId97 );
- rest97 += fade97;
- coords97 *= 2;
- fade97 *= 0.5;
- }//Voronoi97
- voroi97 /= rest97;
- float3 objToWorldDir91 = mul( GetObjectToWorldMatrix(), float4( v.normalOS, 0 ) ).xyz;
- float3 temp_output_93_0 = pow( abs( objToWorldDir91 ) , 5.0 );
- float dotResult94 = dot( temp_output_93_0 , float3( 1,1,1 ) );
- float3 break104 = ( temp_output_93_0 / dotResult94 );
- float time96 = 217.0;
- float2 voronoiSmoothId96 = 0;
- float2 appendResult86 = (float2(break84.z , break84.x));
- float2 coords96 = appendResult86 * temp_output_198_0;
- float2 id96 = 0;
- float2 uv96 = 0;
- float fade96 = 0.5;
- float voroi96 = 0;
- float rest96 = 0;
- for( int it96 = 0; it96 <3; it96++ ){
- voroi96 += fade96 * voronoi96( coords96, time96, id96, uv96, 0,voronoiSmoothId96 );
- rest96 += fade96;
- coords96 *= 2;
- fade96 *= 0.5;
- }//Voronoi96
- voroi96 /= rest96;
- float time89 = 137.0;
- float2 voronoiSmoothId89 = 0;
- float2 appendResult87 = (float2(break84.x , break84.y));
- float2 coords89 = appendResult87 * temp_output_198_0;
- float2 id89 = 0;
- float2 uv89 = 0;
- float fade89 = 0.5;
- float voroi89 = 0;
- float rest89 = 0;
- for( int it89 = 0; it89 <3; it89++ ){
- voroi89 += fade89 * voronoi89( coords89, time89, id89, uv89, 0,voronoiSmoothId89 );
- rest89 += fade89;
- coords89 *= 2;
- fade89 *= 0.5;
- }//Voronoi89
- voroi89 /= rest89;
- float temp_output_190_0 = saturate( (0.0 + (( 1.0 - ( ( ( voroi97 * break104.x ) + ( voroi96 * break104.y ) ) + ( voroi89 * break104.z ) ) ) - 0.65) * (1.0 - 0.0) / (1.0 - 0.65)) );
- float temp_output_122_0 = saturate( ( ( temp_output_118_0 * _NoiseStrength ) + ( temp_output_190_0 * _VoronoiStrength ) ) );
- float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
- float3 temp_output_184_0 = ( ( ( temp_output_122_0 - 0.5 ) * v.normalOS * ( _NoiseDisplacement / Scale228 ) ) / ase_objectScale );
- float4 temp_output_2_0_g146 = _Mask0;
- float3 worldToObj306 = mul( GetWorldToObjectMatrix(), float4( (temp_output_2_0_g146).xyz, 1 ) ).xyz;
- float3 ase_objectPosition = GetAbsolutePositionWS( UNITY_MATRIX_M._m03_m13_m23 );
- float4 appendResult313 = (float4((temp_output_2_0_g146).w , 0.0 , 0.0 , 0.0));
- float3 worldToObj307 = mul( GetWorldToObjectMatrix(), float4( ( float4( ase_objectPosition , 0.0 ) + appendResult313 ).xyz, 1 ) ).xyz;
- float3 temp_output_304_0 = ( temp_output_184_0 + ( min( ( distance( ( temp_output_184_0 + v.positionOS.xyz ) , worldToObj306 ) - length( worldToObj307 ) ) , 0.0 ) * v.normalOS ) );
- float4 temp_output_2_0_g153 = _Mask1;
- float3 worldToObj357 = mul( GetWorldToObjectMatrix(), float4( (temp_output_2_0_g153).xyz, 1 ) ).xyz;
- float4 appendResult354 = (float4((temp_output_2_0_g153).w , 0.0 , 0.0 , 0.0));
- float3 worldToObj358 = mul( GetWorldToObjectMatrix(), float4( ( float4( ase_objectPosition , 0.0 ) + appendResult354 ).xyz, 1 ) ).xyz;
- float3 VertexOffset305 = ( temp_output_304_0 + ( min( ( distance( ( temp_output_304_0 + v.positionOS.xyz ) , worldToObj357 ) - length( worldToObj358 ) ) , 0.0 ) * v.normalOS ) );
-
- float3 vertexPos38 = ( VertexOffset305 + v.positionOS.xyz );
- float4 ase_clipPos38 = TransformObjectToHClip((vertexPos38).xyz);
- float4 screenPos38 = ComputeScreenPos(ase_clipPos38);
- o.ase_texcoord4 = screenPos38;
-
- o.ase_texcoord5 = v.positionOS;
- o.ase_normal = v.normalOS;
- o.ase_color = v.ase_color;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.positionOS.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = VertexOffset305;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.positionOS.xyz = vertexValue;
- #else
- v.positionOS.xyz += vertexValue;
- #endif
- v.normalOS = v.normalOS;
- float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- o.positionWS = positionWS;
- #endif
- o.positionCS = MetaVertexPosition( v.positionOS, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
- #ifdef EDITOR_VISUALIZATION
- float2 VizUV = 0;
- float4 LightCoord = 0;
- UnityEditorVizData(v.positionOS.xyz, v.texcoord0.xy, v.texcoord1.xy, v.texcoord2.xy, VizUV, LightCoord);
- o.VizUV = float4(VizUV, 0, 0);
- o.LightCoord = LightCoord;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- VertexPositionInputs vertexInput = (VertexPositionInputs)0;
- vertexInput.positionWS = positionWS;
- vertexInput.positionCS = o.positionCS;
- o.shadowCoord = GetShadowCoord( vertexInput );
- #endif
- return o;
- }
- #if defined(ASE_TESSELLATION)
- struct VertexControl
- {
- float4 vertex : INTERNALTESSPOS;
- float3 normalOS : NORMAL;
- float4 texcoord0 : TEXCOORD0;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
- VertexControl vert ( VertexInput v )
- {
- VertexControl o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.vertex = v.positionOS;
- o.normalOS = v.normalOS;
- o.texcoord0 = v.texcoord0;
- o.texcoord1 = v.texcoord1;
- o.texcoord2 = v.texcoord2;
- o.ase_color = v.ase_color;
- return o;
- }
- TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
- {
- TessellationFactors o;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
- return o;
- }
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- VertexInput o = (VertexInput) 0;
- o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
- o.texcoord0 = patch[0].texcoord0 * bary.x + patch[1].texcoord0 * bary.y + patch[2].texcoord0 * bary.z;
- o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
- o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
- o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
- float phongStrength = _TessPhongStrength;
- o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
- return VertexFunction(o);
- }
- #else
- VertexOutput vert ( VertexInput v )
- {
- return VertexFunction( v );
- }
- #endif
- half4 frag(VertexOutput IN ) : SV_TARGET
- {
- UNITY_SETUP_INSTANCE_ID(IN);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 WorldPosition = IN.positionWS;
- #endif
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = IN.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
- #endif
- #endif
- float4 screenPos38 = IN.ase_texcoord4;
- float4 ase_screenPosNorm38 = screenPos38 / screenPos38.w;
- ase_screenPosNorm38.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm38.z : ase_screenPosNorm38.z * 0.5 + 0.5;
- float screenDepth38 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm38.xy ),_ZBufferParams);
- float distanceDepth38 = abs( ( screenDepth38 - LinearEyeDepth( ase_screenPosNorm38.z,_ZBufferParams ) ) / ( _DepthDistance ) );
- float temp_output_1_0_g154 = distanceDepth38;
- float DepthFade43 = saturate( ( ( ( pow( temp_output_1_0_g154 , 5.0 ) * 6.0 ) - ( pow( temp_output_1_0_g154 , 4.0 ) * 15.0 ) ) + ( pow( temp_output_1_0_g154 , 3.0 ) * 10.0 ) ) );
- #if ( SHADER_TARGET >= 50 )
- float recip367 = rcp( _Scale );
- #else
- float recip367 = 1.0 / _Scale;
- #endif
- float Scale228 = recip367;
- float4 appendResult329 = (float4(_NoiseScale3D.x , _NoiseScale3D.y , _NoiseScale3D.z , 0.0));
- float3 WindDir317 = ( ( float3( 1, 1, 1 ) * -2 + 1 ) * _WindDirection );
- float3 break332 = WindDir317;
- float temp_output_333_0 = ( abs( break332.x ) + abs( break332.y ) + abs( break332.z ) );
- float4 appendResult340 = (float4(( break332.x / temp_output_333_0 ) , ( break332.y / temp_output_333_0 ) , ( break332.z / temp_output_333_0 ) , 0.0));
- float4 WindDirWeights341 = appendResult340;
- float4 break344 = abs( WindDirWeights341 );
- float4 appendResult330 = (float4(_NoiseScale3D.y , _NoiseScale3D.x , _NoiseScale3D.z , 0.0));
- float4 appendResult331 = (float4(_NoiseScale3D.y , _NoiseScale3D.z , _NoiseScale3D.x , 0.0));
- float4 transform70 = mul(GetObjectToWorldMatrix(),IN.ase_texcoord5);
- float4 temp_output_71_0 = (transform70).xyzw;
- float simplePerlin3D112 = snoise( ( Scale228 * ( ( ( appendResult329 * break344.x ) + ( appendResult330 * break344.y ) + ( appendResult331 * break344.z ) ) * (temp_output_71_0*1.0 + float4( ( ( WindDir317 + _AdditionalNoiseDir ) * ( _NoiseSpeed * _TimeParameters.x * _WindSpeed ) ) , 0.0 )) ) ).xyz*_NoiseScale );
- simplePerlin3D112 = simplePerlin3D112*0.5 + 0.5;
- float temp_output_118_0 = saturate( (0.0 + (simplePerlin3D112 - 0.0) * (1.0 - 0.0) / (1.0 - 0.0)) );
- float NoiseColor3D151 = temp_output_118_0;
- float temp_output_198_0 = ( Scale228 * _VoronoiScale );
- float time97 = 0.0;
- float2 voronoiSmoothId97 = 0;
- float4 break84 = (temp_output_71_0*1.0 + float4( ( ( _TimeParameters.x * _VorSpeed * _WindSpeed ) * ( WindDir317 + _AdditionalVoronoiDir ) ) , 0.0 ));
- float2 appendResult85 = (float2(break84.z , break84.y));
- float2 coords97 = appendResult85 * temp_output_198_0;
- float2 id97 = 0;
- float2 uv97 = 0;
- float fade97 = 0.5;
- float voroi97 = 0;
- float rest97 = 0;
- for( int it97 = 0; it97 <3; it97++ ){
- voroi97 += fade97 * voronoi97( coords97, time97, id97, uv97, 0,voronoiSmoothId97 );
- rest97 += fade97;
- coords97 *= 2;
- fade97 *= 0.5;
- }//Voronoi97
- voroi97 /= rest97;
- float3 objToWorldDir91 = mul( GetObjectToWorldMatrix(), float4( IN.ase_normal, 0 ) ).xyz;
- float3 temp_output_93_0 = pow( abs( objToWorldDir91 ) , 5.0 );
- float dotResult94 = dot( temp_output_93_0 , float3( 1,1,1 ) );
- float3 break104 = ( temp_output_93_0 / dotResult94 );
- float time96 = 217.0;
- float2 voronoiSmoothId96 = 0;
- float2 appendResult86 = (float2(break84.z , break84.x));
- float2 coords96 = appendResult86 * temp_output_198_0;
- float2 id96 = 0;
- float2 uv96 = 0;
- float fade96 = 0.5;
- float voroi96 = 0;
- float rest96 = 0;
- for( int it96 = 0; it96 <3; it96++ ){
- voroi96 += fade96 * voronoi96( coords96, time96, id96, uv96, 0,voronoiSmoothId96 );
- rest96 += fade96;
- coords96 *= 2;
- fade96 *= 0.5;
- }//Voronoi96
- voroi96 /= rest96;
- float time89 = 137.0;
- float2 voronoiSmoothId89 = 0;
- float2 appendResult87 = (float2(break84.x , break84.y));
- float2 coords89 = appendResult87 * temp_output_198_0;
- float2 id89 = 0;
- float2 uv89 = 0;
- float fade89 = 0.5;
- float voroi89 = 0;
- float rest89 = 0;
- for( int it89 = 0; it89 <3; it89++ ){
- voroi89 += fade89 * voronoi89( coords89, time89, id89, uv89, 0,voronoiSmoothId89 );
- rest89 += fade89;
- coords89 *= 2;
- fade89 *= 0.5;
- }//Voronoi89
- voroi89 /= rest89;
- float temp_output_190_0 = saturate( (0.0 + (( 1.0 - ( ( ( voroi97 * break104.x ) + ( voroi96 * break104.y ) ) + ( voroi89 * break104.z ) ) ) - 0.65) * (1.0 - 0.0) / (1.0 - 0.65)) );
- float NoiseColorVoronoi152 = temp_output_190_0;
- float lerpResult157 = lerp( NoiseColor3D151 , NoiseColorVoronoi152 , _NoiseColorMix);
- float NoiseColorMix158 = lerpResult157;
- float3 temp_cast_3 = (NoiseColorMix158).xxx;
- float temp_output_2_0_g158 = _NoiseColorStrength;
- float temp_output_3_0_g158 = ( 1.0 - temp_output_2_0_g158 );
- float3 appendResult7_g158 = (float3(temp_output_3_0_g158 , temp_output_3_0_g158 , temp_output_3_0_g158));
- float4 lerpResult161 = lerp( _BaseColor , IN.ase_color , _VertexColorStrength);
- float4 Albedo30 = saturate( ( float4( ( DepthFade43 * ( ( temp_cast_3 * temp_output_2_0_g158 ) + appendResult7_g158 ) ) , 0.0 ) * lerpResult161 ) );
-
- float3 temp_cast_6 = (NoiseColorMix158).xxx;
- float temp_output_2_0_g156 = _EmmissiveNoiseColor;
- float temp_output_3_0_g156 = ( 1.0 - temp_output_2_0_g156 );
- float3 appendResult7_g156 = (float3(temp_output_3_0_g156 , temp_output_3_0_g156 , temp_output_3_0_g156));
- float3 temp_cast_8 = (DepthFade43).xxx;
- float temp_output_2_0_g157 = _EmmissiveDepthFade;
- float temp_output_3_0_g157 = ( 1.0 - temp_output_2_0_g157 );
- float3 appendResult7_g157 = (float3(temp_output_3_0_g157 , temp_output_3_0_g157 , temp_output_3_0_g157));
-
- float4 temp_output_2_0_g155 = lerpResult161;
- float BaseColorAlpha162 = (temp_output_2_0_g155).a;
-
- float3 BaseColor = Albedo30.rgb;
- float3 Emission = ( ( _EmmissiveColor * float4( ( ( temp_cast_6 * temp_output_2_0_g156 ) + appendResult7_g156 ) , 0.0 ) ) * float4( ( ( temp_cast_8 * temp_output_2_0_g157 ) + appendResult7_g157 ) , 0.0 ) ).rgb;
- float Alpha = ( DepthFade43 * BaseColorAlpha162 );
- float AlphaClipThreshold = 0.0;
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
- #endif
- MetaInput metaInput = (MetaInput)0;
- metaInput.Albedo = BaseColor;
- metaInput.Emission = Emission;
- #ifdef EDITOR_VISUALIZATION
- metaInput.VizUV = IN.VizUV.xy;
- metaInput.LightCoord = IN.LightCoord;
- #endif
- return UnityMetaFragment(metaInput);
- }
- ENDHLSL
- }
-
- Pass
- {
-
- Name "Universal2D"
- Tags { "LightMode"="Universal2D" }
- Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
- ZWrite On
- ZTest LEqual
- Offset 0 , 0
- ColorMask RGBA
- HLSLPROGRAM
- #define _NORMAL_DROPOFF_TS 1
- #define ASE_FOG 1
- #define ASE_PHONG_TESSELLATION
- #define ASE_DEPTH_WRITE_ON
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define ASE_TESSELLATION 1
- #pragma require tessellation tessHW
- #pragma hull HullFunction
- #pragma domain DomainFunction
- #define ASE_TRANSLUCENCY 1
- #define ASE_LENGTH_TESSELLATION
- #define _EMISSION
- #define _ALPHATEST_ON 1
- #define ASE_SRP_VERSION 140004
- #define REQUIRE_DEPTH_TEXTURE 1
- #pragma vertex vert
- #pragma fragment frag
- #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
- #define _SPECULAR_COLOR 1
- #endif
- #define SHADERPASS SHADERPASS_2D
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
-
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_VERT_NORMAL
- struct VertexInput
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VertexOutput
- {
- float4 positionCS : SV_POSITION;
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 positionWS : TEXCOORD0;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- float4 shadowCoord : TEXCOORD1;
- #endif
- float4 ase_texcoord2 : TEXCOORD2;
- float4 ase_texcoord3 : TEXCOORD3;
- float3 ase_normal : NORMAL;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _TranslucencyColor;
- float4 _EmmissiveColor;
- float4 _BaseColor;
- float4 _Mask1;
- float4 _Mask0;
- float3 _NoiseScale3D;
- float3 _WindDirection;
- float3 _AdditionalNoiseDir;
- float3 _AdditionalVoronoiDir;
- float _EmmissiveNoiseColor;
- float _VertexColorStrength;
- float _NoiseColorStrength;
- float _NoiseColorMix;
- float _DepthDistance;
- float _VoronoiStrength;
- float _EmmissiveDepthFade;
- float _VorSpeed;
- float _VoronoiScale;
- float _NoiseStrength;
- float _NoiseScale;
- float _WindSpeed;
- float _NoiseSpeed;
- float _NoiseDisplacement;
- float _Scale;
- #ifdef ASE_TRANSMISSION
- float _TransmissionShadow;
- #endif
- #ifdef ASE_TRANSLUCENCY
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef ASE_TESSELLATION
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- CBUFFER_END
- #ifdef SCENEPICKINGPASS
- float4 _SelectionID;
- #endif
- #ifdef SCENESELECTIONPASS
- int _ObjectId;
- int _PassValue;
- #endif
-
- float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; }
- float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; }
- float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); }
- float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; }
- float snoise( float3 v )
- {
- const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 );
- float3 i = floor( v + dot( v, C.yyy ) );
- float3 x0 = v - i + dot( i, C.xxx );
- float3 g = step( x0.yzx, x0.xyz );
- float3 l = 1.0 - g;
- float3 i1 = min( g.xyz, l.zxy );
- float3 i2 = max( g.xyz, l.zxy );
- float3 x1 = x0 - i1 + C.xxx;
- float3 x2 = x0 - i2 + C.yyy;
- float3 x3 = x0 - 0.5;
- i = mod3D289( i);
- float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) );
- float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7)
- float4 x_ = floor( j / 7.0 );
- float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N)
- float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0;
- float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0;
- float4 h = 1.0 - abs( x ) - abs( y );
- float4 b0 = float4( x.xy, y.xy );
- float4 b1 = float4( x.zw, y.zw );
- float4 s0 = floor( b0 ) * 2.0 + 1.0;
- float4 s1 = floor( b1 ) * 2.0 + 1.0;
- float4 sh = -step( h, 0.0 );
- float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
- float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
- float3 g0 = float3( a0.xy, h.x );
- float3 g1 = float3( a0.zw, h.y );
- float3 g2 = float3( a1.xy, h.z );
- float3 g3 = float3( a1.zw, h.w );
- float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) );
- g0 *= norm.x;
- g1 *= norm.y;
- g2 *= norm.z;
- g3 *= norm.w;
- float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );
- m = m* m;
- m = m* m;
- float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) );
- return 42.0 * dot( m, px);
- }
-
- float2 voronoihash97( float2 p )
- {
-
- p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
- return frac( sin( p ) *43758.5453);
- }
-
- float voronoi97( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
- {
- float2 n = floor( v );
- float2 f = frac( v );
- float F1 = 8.0;
- float F2 = 8.0; float2 mg = 0;
- for ( int j = -1; j <= 1; j++ )
- {
- for ( int i = -1; i <= 1; i++ )
- {
- float2 g = float2( i, j );
- float2 o = voronoihash97( n + g );
- o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
- float d = 0.5 * dot( r, r );
- if( d<F1 ) {
- F2 = F1;
- F1 = d; mg = g; mr = r; id = o;
- } else if( d<F2 ) {
- F2 = d;
-
- }
- }
- }
- return F1;
- }
-
- float2 voronoihash96( float2 p )
- {
-
- p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
- return frac( sin( p ) *43758.5453);
- }
-
- float voronoi96( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
- {
- float2 n = floor( v );
- float2 f = frac( v );
- float F1 = 8.0;
- float F2 = 8.0; float2 mg = 0;
- for ( int j = -1; j <= 1; j++ )
- {
- for ( int i = -1; i <= 1; i++ )
- {
- float2 g = float2( i, j );
- float2 o = voronoihash96( n + g );
- o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
- float d = 0.5 * dot( r, r );
- if( d<F1 ) {
- F2 = F1;
- F1 = d; mg = g; mr = r; id = o;
- } else if( d<F2 ) {
- F2 = d;
-
- }
- }
- }
- return F1;
- }
-
- float2 voronoihash89( float2 p )
- {
-
- p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
- return frac( sin( p ) *43758.5453);
- }
-
- float voronoi89( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
- {
- float2 n = floor( v );
- float2 f = frac( v );
- float F1 = 8.0;
- float F2 = 8.0; float2 mg = 0;
- for ( int j = -1; j <= 1; j++ )
- {
- for ( int i = -1; i <= 1; i++ )
- {
- float2 g = float2( i, j );
- float2 o = voronoihash89( n + g );
- o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
- float d = 0.5 * dot( r, r );
- if( d<F1 ) {
- F2 = F1;
- F1 = d; mg = g; mr = r; id = o;
- } else if( d<F2 ) {
- F2 = d;
-
- }
- }
- }
- return F1;
- }
-
- VertexOutput VertexFunction( VertexInput v )
- {
- VertexOutput o = (VertexOutput)0;
- UNITY_SETUP_INSTANCE_ID( v );
- UNITY_TRANSFER_INSTANCE_ID( v, o );
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
- #if ( SHADER_TARGET >= 50 )
- float recip367 = rcp( _Scale );
- #else
- float recip367 = 1.0 / _Scale;
- #endif
- float Scale228 = recip367;
- float4 appendResult329 = (float4(_NoiseScale3D.x , _NoiseScale3D.y , _NoiseScale3D.z , 0.0));
- float3 WindDir317 = ( ( float3( 1, 1, 1 ) * -2 + 1 ) * _WindDirection );
- float3 break332 = WindDir317;
- float temp_output_333_0 = ( abs( break332.x ) + abs( break332.y ) + abs( break332.z ) );
- float4 appendResult340 = (float4(( break332.x / temp_output_333_0 ) , ( break332.y / temp_output_333_0 ) , ( break332.z / temp_output_333_0 ) , 0.0));
- float4 WindDirWeights341 = appendResult340;
- float4 break344 = abs( WindDirWeights341 );
- float4 appendResult330 = (float4(_NoiseScale3D.y , _NoiseScale3D.x , _NoiseScale3D.z , 0.0));
- float4 appendResult331 = (float4(_NoiseScale3D.y , _NoiseScale3D.z , _NoiseScale3D.x , 0.0));
- float4 transform70 = mul(GetObjectToWorldMatrix(),v.positionOS);
- float4 temp_output_71_0 = (transform70).xyzw;
- float simplePerlin3D112 = snoise( ( Scale228 * ( ( ( appendResult329 * break344.x ) + ( appendResult330 * break344.y ) + ( appendResult331 * break344.z ) ) * (temp_output_71_0*1.0 + float4( ( ( WindDir317 + _AdditionalNoiseDir ) * ( _NoiseSpeed * _TimeParameters.x * _WindSpeed ) ) , 0.0 )) ) ).xyz*_NoiseScale );
- simplePerlin3D112 = simplePerlin3D112*0.5 + 0.5;
- float temp_output_118_0 = saturate( (0.0 + (simplePerlin3D112 - 0.0) * (1.0 - 0.0) / (1.0 - 0.0)) );
- float temp_output_198_0 = ( Scale228 * _VoronoiScale );
- float time97 = 0.0;
- float2 voronoiSmoothId97 = 0;
- float4 break84 = (temp_output_71_0*1.0 + float4( ( ( _TimeParameters.x * _VorSpeed * _WindSpeed ) * ( WindDir317 + _AdditionalVoronoiDir ) ) , 0.0 ));
- float2 appendResult85 = (float2(break84.z , break84.y));
- float2 coords97 = appendResult85 * temp_output_198_0;
- float2 id97 = 0;
- float2 uv97 = 0;
- float fade97 = 0.5;
- float voroi97 = 0;
- float rest97 = 0;
- for( int it97 = 0; it97 <3; it97++ ){
- voroi97 += fade97 * voronoi97( coords97, time97, id97, uv97, 0,voronoiSmoothId97 );
- rest97 += fade97;
- coords97 *= 2;
- fade97 *= 0.5;
- }//Voronoi97
- voroi97 /= rest97;
- float3 objToWorldDir91 = mul( GetObjectToWorldMatrix(), float4( v.normalOS, 0 ) ).xyz;
- float3 temp_output_93_0 = pow( abs( objToWorldDir91 ) , 5.0 );
- float dotResult94 = dot( temp_output_93_0 , float3( 1,1,1 ) );
- float3 break104 = ( temp_output_93_0 / dotResult94 );
- float time96 = 217.0;
- float2 voronoiSmoothId96 = 0;
- float2 appendResult86 = (float2(break84.z , break84.x));
- float2 coords96 = appendResult86 * temp_output_198_0;
- float2 id96 = 0;
- float2 uv96 = 0;
- float fade96 = 0.5;
- float voroi96 = 0;
- float rest96 = 0;
- for( int it96 = 0; it96 <3; it96++ ){
- voroi96 += fade96 * voronoi96( coords96, time96, id96, uv96, 0,voronoiSmoothId96 );
- rest96 += fade96;
- coords96 *= 2;
- fade96 *= 0.5;
- }//Voronoi96
- voroi96 /= rest96;
- float time89 = 137.0;
- float2 voronoiSmoothId89 = 0;
- float2 appendResult87 = (float2(break84.x , break84.y));
- float2 coords89 = appendResult87 * temp_output_198_0;
- float2 id89 = 0;
- float2 uv89 = 0;
- float fade89 = 0.5;
- float voroi89 = 0;
- float rest89 = 0;
- for( int it89 = 0; it89 <3; it89++ ){
- voroi89 += fade89 * voronoi89( coords89, time89, id89, uv89, 0,voronoiSmoothId89 );
- rest89 += fade89;
- coords89 *= 2;
- fade89 *= 0.5;
- }//Voronoi89
- voroi89 /= rest89;
- float temp_output_190_0 = saturate( (0.0 + (( 1.0 - ( ( ( voroi97 * break104.x ) + ( voroi96 * break104.y ) ) + ( voroi89 * break104.z ) ) ) - 0.65) * (1.0 - 0.0) / (1.0 - 0.65)) );
- float temp_output_122_0 = saturate( ( ( temp_output_118_0 * _NoiseStrength ) + ( temp_output_190_0 * _VoronoiStrength ) ) );
- float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
- float3 temp_output_184_0 = ( ( ( temp_output_122_0 - 0.5 ) * v.normalOS * ( _NoiseDisplacement / Scale228 ) ) / ase_objectScale );
- float4 temp_output_2_0_g146 = _Mask0;
- float3 worldToObj306 = mul( GetWorldToObjectMatrix(), float4( (temp_output_2_0_g146).xyz, 1 ) ).xyz;
- float3 ase_objectPosition = GetAbsolutePositionWS( UNITY_MATRIX_M._m03_m13_m23 );
- float4 appendResult313 = (float4((temp_output_2_0_g146).w , 0.0 , 0.0 , 0.0));
- float3 worldToObj307 = mul( GetWorldToObjectMatrix(), float4( ( float4( ase_objectPosition , 0.0 ) + appendResult313 ).xyz, 1 ) ).xyz;
- float3 temp_output_304_0 = ( temp_output_184_0 + ( min( ( distance( ( temp_output_184_0 + v.positionOS.xyz ) , worldToObj306 ) - length( worldToObj307 ) ) , 0.0 ) * v.normalOS ) );
- float4 temp_output_2_0_g153 = _Mask1;
- float3 worldToObj357 = mul( GetWorldToObjectMatrix(), float4( (temp_output_2_0_g153).xyz, 1 ) ).xyz;
- float4 appendResult354 = (float4((temp_output_2_0_g153).w , 0.0 , 0.0 , 0.0));
- float3 worldToObj358 = mul( GetWorldToObjectMatrix(), float4( ( float4( ase_objectPosition , 0.0 ) + appendResult354 ).xyz, 1 ) ).xyz;
- float3 VertexOffset305 = ( temp_output_304_0 + ( min( ( distance( ( temp_output_304_0 + v.positionOS.xyz ) , worldToObj357 ) - length( worldToObj358 ) ) , 0.0 ) * v.normalOS ) );
-
- float3 vertexPos38 = ( VertexOffset305 + v.positionOS.xyz );
- float4 ase_clipPos38 = TransformObjectToHClip((vertexPos38).xyz);
- float4 screenPos38 = ComputeScreenPos(ase_clipPos38);
- o.ase_texcoord2 = screenPos38;
-
- o.ase_texcoord3 = v.positionOS;
- o.ase_normal = v.normalOS;
- o.ase_color = v.ase_color;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.positionOS.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = VertexOffset305;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.positionOS.xyz = vertexValue;
- #else
- v.positionOS.xyz += vertexValue;
- #endif
- v.normalOS = v.normalOS;
- VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- o.positionWS = vertexInput.positionWS;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- o.shadowCoord = GetShadowCoord( vertexInput );
- #endif
- o.positionCS = vertexInput.positionCS;
- return o;
- }
- #if defined(ASE_TESSELLATION)
- struct VertexControl
- {
- float4 vertex : 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 ( VertexInput v )
- {
- VertexControl o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.vertex = v.positionOS;
- o.normalOS = v.normalOS;
- o.ase_color = v.ase_color;
- return o;
- }
- TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
- {
- TessellationFactors o;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
- return o;
- }
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- VertexInput o = (VertexInput) 0;
- o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
- o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
- float phongStrength = _TessPhongStrength;
- o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
- return VertexFunction(o);
- }
- #else
- VertexOutput vert ( VertexInput v )
- {
- return VertexFunction( v );
- }
- #endif
- half4 frag(VertexOutput IN ) : SV_TARGET
- {
- UNITY_SETUP_INSTANCE_ID( IN );
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 WorldPosition = IN.positionWS;
- #endif
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = IN.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
- #endif
- #endif
- float4 screenPos38 = IN.ase_texcoord2;
- float4 ase_screenPosNorm38 = screenPos38 / screenPos38.w;
- ase_screenPosNorm38.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm38.z : ase_screenPosNorm38.z * 0.5 + 0.5;
- float screenDepth38 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm38.xy ),_ZBufferParams);
- float distanceDepth38 = abs( ( screenDepth38 - LinearEyeDepth( ase_screenPosNorm38.z,_ZBufferParams ) ) / ( _DepthDistance ) );
- float temp_output_1_0_g154 = distanceDepth38;
- float DepthFade43 = saturate( ( ( ( pow( temp_output_1_0_g154 , 5.0 ) * 6.0 ) - ( pow( temp_output_1_0_g154 , 4.0 ) * 15.0 ) ) + ( pow( temp_output_1_0_g154 , 3.0 ) * 10.0 ) ) );
- #if ( SHADER_TARGET >= 50 )
- float recip367 = rcp( _Scale );
- #else
- float recip367 = 1.0 / _Scale;
- #endif
- float Scale228 = recip367;
- float4 appendResult329 = (float4(_NoiseScale3D.x , _NoiseScale3D.y , _NoiseScale3D.z , 0.0));
- float3 WindDir317 = ( ( float3( 1, 1, 1 ) * -2 + 1 ) * _WindDirection );
- float3 break332 = WindDir317;
- float temp_output_333_0 = ( abs( break332.x ) + abs( break332.y ) + abs( break332.z ) );
- float4 appendResult340 = (float4(( break332.x / temp_output_333_0 ) , ( break332.y / temp_output_333_0 ) , ( break332.z / temp_output_333_0 ) , 0.0));
- float4 WindDirWeights341 = appendResult340;
- float4 break344 = abs( WindDirWeights341 );
- float4 appendResult330 = (float4(_NoiseScale3D.y , _NoiseScale3D.x , _NoiseScale3D.z , 0.0));
- float4 appendResult331 = (float4(_NoiseScale3D.y , _NoiseScale3D.z , _NoiseScale3D.x , 0.0));
- float4 transform70 = mul(GetObjectToWorldMatrix(),IN.ase_texcoord3);
- float4 temp_output_71_0 = (transform70).xyzw;
- float simplePerlin3D112 = snoise( ( Scale228 * ( ( ( appendResult329 * break344.x ) + ( appendResult330 * break344.y ) + ( appendResult331 * break344.z ) ) * (temp_output_71_0*1.0 + float4( ( ( WindDir317 + _AdditionalNoiseDir ) * ( _NoiseSpeed * _TimeParameters.x * _WindSpeed ) ) , 0.0 )) ) ).xyz*_NoiseScale );
- simplePerlin3D112 = simplePerlin3D112*0.5 + 0.5;
- float temp_output_118_0 = saturate( (0.0 + (simplePerlin3D112 - 0.0) * (1.0 - 0.0) / (1.0 - 0.0)) );
- float NoiseColor3D151 = temp_output_118_0;
- float temp_output_198_0 = ( Scale228 * _VoronoiScale );
- float time97 = 0.0;
- float2 voronoiSmoothId97 = 0;
- float4 break84 = (temp_output_71_0*1.0 + float4( ( ( _TimeParameters.x * _VorSpeed * _WindSpeed ) * ( WindDir317 + _AdditionalVoronoiDir ) ) , 0.0 ));
- float2 appendResult85 = (float2(break84.z , break84.y));
- float2 coords97 = appendResult85 * temp_output_198_0;
- float2 id97 = 0;
- float2 uv97 = 0;
- float fade97 = 0.5;
- float voroi97 = 0;
- float rest97 = 0;
- for( int it97 = 0; it97 <3; it97++ ){
- voroi97 += fade97 * voronoi97( coords97, time97, id97, uv97, 0,voronoiSmoothId97 );
- rest97 += fade97;
- coords97 *= 2;
- fade97 *= 0.5;
- }//Voronoi97
- voroi97 /= rest97;
- float3 objToWorldDir91 = mul( GetObjectToWorldMatrix(), float4( IN.ase_normal, 0 ) ).xyz;
- float3 temp_output_93_0 = pow( abs( objToWorldDir91 ) , 5.0 );
- float dotResult94 = dot( temp_output_93_0 , float3( 1,1,1 ) );
- float3 break104 = ( temp_output_93_0 / dotResult94 );
- float time96 = 217.0;
- float2 voronoiSmoothId96 = 0;
- float2 appendResult86 = (float2(break84.z , break84.x));
- float2 coords96 = appendResult86 * temp_output_198_0;
- float2 id96 = 0;
- float2 uv96 = 0;
- float fade96 = 0.5;
- float voroi96 = 0;
- float rest96 = 0;
- for( int it96 = 0; it96 <3; it96++ ){
- voroi96 += fade96 * voronoi96( coords96, time96, id96, uv96, 0,voronoiSmoothId96 );
- rest96 += fade96;
- coords96 *= 2;
- fade96 *= 0.5;
- }//Voronoi96
- voroi96 /= rest96;
- float time89 = 137.0;
- float2 voronoiSmoothId89 = 0;
- float2 appendResult87 = (float2(break84.x , break84.y));
- float2 coords89 = appendResult87 * temp_output_198_0;
- float2 id89 = 0;
- float2 uv89 = 0;
- float fade89 = 0.5;
- float voroi89 = 0;
- float rest89 = 0;
- for( int it89 = 0; it89 <3; it89++ ){
- voroi89 += fade89 * voronoi89( coords89, time89, id89, uv89, 0,voronoiSmoothId89 );
- rest89 += fade89;
- coords89 *= 2;
- fade89 *= 0.5;
- }//Voronoi89
- voroi89 /= rest89;
- float temp_output_190_0 = saturate( (0.0 + (( 1.0 - ( ( ( voroi97 * break104.x ) + ( voroi96 * break104.y ) ) + ( voroi89 * break104.z ) ) ) - 0.65) * (1.0 - 0.0) / (1.0 - 0.65)) );
- float NoiseColorVoronoi152 = temp_output_190_0;
- float lerpResult157 = lerp( NoiseColor3D151 , NoiseColorVoronoi152 , _NoiseColorMix);
- float NoiseColorMix158 = lerpResult157;
- float3 temp_cast_3 = (NoiseColorMix158).xxx;
- float temp_output_2_0_g158 = _NoiseColorStrength;
- float temp_output_3_0_g158 = ( 1.0 - temp_output_2_0_g158 );
- float3 appendResult7_g158 = (float3(temp_output_3_0_g158 , temp_output_3_0_g158 , temp_output_3_0_g158));
- float4 lerpResult161 = lerp( _BaseColor , IN.ase_color , _VertexColorStrength);
- float4 Albedo30 = saturate( ( float4( ( DepthFade43 * ( ( temp_cast_3 * temp_output_2_0_g158 ) + appendResult7_g158 ) ) , 0.0 ) * lerpResult161 ) );
-
- float4 temp_output_2_0_g155 = lerpResult161;
- float BaseColorAlpha162 = (temp_output_2_0_g155).a;
-
- float3 BaseColor = Albedo30.rgb;
- float Alpha = ( DepthFade43 * BaseColorAlpha162 );
- float AlphaClipThreshold = 0.0;
- half4 color = half4(BaseColor, Alpha );
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
- #endif
- return color;
- }
- ENDHLSL
- }
-
- Pass
- {
-
- Name "DepthNormals"
- Tags { "LightMode"="DepthNormalsOnly" }
- ZWrite On
- Blend One Zero
- ZTest LEqual
- ZWrite On
- HLSLPROGRAM
-
- #define _NORMAL_DROPOFF_TS 1
- #pragma multi_compile_instancing
- #pragma multi_compile _ LOD_FADE_CROSSFADE
- #define ASE_FOG 1
- #define ASE_PHONG_TESSELLATION
- #define ASE_DEPTH_WRITE_ON
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define ASE_TESSELLATION 1
- #pragma require tessellation tessHW
- #pragma hull HullFunction
- #pragma domain DomainFunction
- #define ASE_TRANSLUCENCY 1
- #define ASE_LENGTH_TESSELLATION
- #define _EMISSION
- #define _ALPHATEST_ON 1
- #define ASE_SRP_VERSION 140004
- #define REQUIRE_DEPTH_TEXTURE 1
-
- #pragma multi_compile _ DOTS_INSTANCING_ON
-
-
- #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
-
- #pragma vertex vert
- #pragma fragment frag
- #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
- #define _SPECULAR_COLOR 1
- #endif
- #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
- //#define SHADERPASS SHADERPASS_DEPTHNORMALS
-
-
- #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"
-
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
- #if defined(LOD_FADE_CROSSFADE)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
- #endif
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_VERT_NORMAL
- #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
- #define ASE_SV_DEPTH SV_DepthLessEqual
- #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
- #else
- #define ASE_SV_DEPTH SV_Depth
- #define ASE_SV_POSITION_QUALIFIERS
- #endif
- struct VertexInput
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VertexOutput
- {
- ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
- float4 clipPosV : TEXCOORD0;
- float3 worldNormal : TEXCOORD1;
- float4 worldTangent : TEXCOORD2;
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 positionWS : TEXCOORD3;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- float4 shadowCoord : TEXCOORD4;
- #endif
- float4 ase_texcoord5 : TEXCOORD5;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _TranslucencyColor;
- float4 _EmmissiveColor;
- float4 _BaseColor;
- float4 _Mask1;
- float4 _Mask0;
- float3 _NoiseScale3D;
- float3 _WindDirection;
- float3 _AdditionalNoiseDir;
- float3 _AdditionalVoronoiDir;
- float _EmmissiveNoiseColor;
- float _VertexColorStrength;
- float _NoiseColorStrength;
- float _NoiseColorMix;
- float _DepthDistance;
- float _VoronoiStrength;
- float _EmmissiveDepthFade;
- float _VorSpeed;
- float _VoronoiScale;
- float _NoiseStrength;
- float _NoiseScale;
- float _WindSpeed;
- float _NoiseSpeed;
- float _NoiseDisplacement;
- float _Scale;
- #ifdef ASE_TRANSMISSION
- float _TransmissionShadow;
- #endif
- #ifdef ASE_TRANSLUCENCY
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef ASE_TESSELLATION
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- CBUFFER_END
- #ifdef SCENEPICKINGPASS
- float4 _SelectionID;
- #endif
- #ifdef SCENESELECTIONPASS
- int _ObjectId;
- int _PassValue;
- #endif
-
- float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; }
- float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; }
- float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); }
- float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; }
- float snoise( float3 v )
- {
- const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 );
- float3 i = floor( v + dot( v, C.yyy ) );
- float3 x0 = v - i + dot( i, C.xxx );
- float3 g = step( x0.yzx, x0.xyz );
- float3 l = 1.0 - g;
- float3 i1 = min( g.xyz, l.zxy );
- float3 i2 = max( g.xyz, l.zxy );
- float3 x1 = x0 - i1 + C.xxx;
- float3 x2 = x0 - i2 + C.yyy;
- float3 x3 = x0 - 0.5;
- i = mod3D289( i);
- float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) );
- float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7)
- float4 x_ = floor( j / 7.0 );
- float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N)
- float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0;
- float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0;
- float4 h = 1.0 - abs( x ) - abs( y );
- float4 b0 = float4( x.xy, y.xy );
- float4 b1 = float4( x.zw, y.zw );
- float4 s0 = floor( b0 ) * 2.0 + 1.0;
- float4 s1 = floor( b1 ) * 2.0 + 1.0;
- float4 sh = -step( h, 0.0 );
- float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
- float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
- float3 g0 = float3( a0.xy, h.x );
- float3 g1 = float3( a0.zw, h.y );
- float3 g2 = float3( a1.xy, h.z );
- float3 g3 = float3( a1.zw, h.w );
- float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) );
- g0 *= norm.x;
- g1 *= norm.y;
- g2 *= norm.z;
- g3 *= norm.w;
- float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );
- m = m* m;
- m = m* m;
- float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) );
- return 42.0 * dot( m, px);
- }
-
- float2 voronoihash97( float2 p )
- {
-
- p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
- return frac( sin( p ) *43758.5453);
- }
-
- float voronoi97( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
- {
- float2 n = floor( v );
- float2 f = frac( v );
- float F1 = 8.0;
- float F2 = 8.0; float2 mg = 0;
- for ( int j = -1; j <= 1; j++ )
- {
- for ( int i = -1; i <= 1; i++ )
- {
- float2 g = float2( i, j );
- float2 o = voronoihash97( n + g );
- o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
- float d = 0.5 * dot( r, r );
- if( d<F1 ) {
- F2 = F1;
- F1 = d; mg = g; mr = r; id = o;
- } else if( d<F2 ) {
- F2 = d;
-
- }
- }
- }
- return F1;
- }
-
- float2 voronoihash96( float2 p )
- {
-
- p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
- return frac( sin( p ) *43758.5453);
- }
-
- float voronoi96( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
- {
- float2 n = floor( v );
- float2 f = frac( v );
- float F1 = 8.0;
- float F2 = 8.0; float2 mg = 0;
- for ( int j = -1; j <= 1; j++ )
- {
- for ( int i = -1; i <= 1; i++ )
- {
- float2 g = float2( i, j );
- float2 o = voronoihash96( n + g );
- o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
- float d = 0.5 * dot( r, r );
- if( d<F1 ) {
- F2 = F1;
- F1 = d; mg = g; mr = r; id = o;
- } else if( d<F2 ) {
- F2 = d;
-
- }
- }
- }
- return F1;
- }
-
- float2 voronoihash89( float2 p )
- {
-
- p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
- return frac( sin( p ) *43758.5453);
- }
-
- float voronoi89( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
- {
- float2 n = floor( v );
- float2 f = frac( v );
- float F1 = 8.0;
- float F2 = 8.0; float2 mg = 0;
- for ( int j = -1; j <= 1; j++ )
- {
- for ( int i = -1; i <= 1; i++ )
- {
- float2 g = float2( i, j );
- float2 o = voronoihash89( n + g );
- o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
- float d = 0.5 * dot( r, r );
- if( d<F1 ) {
- F2 = F1;
- F1 = d; mg = g; mr = r; id = o;
- } else if( d<F2 ) {
- F2 = d;
-
- }
- }
- }
- return F1;
- }
-
- VertexOutput VertexFunction( VertexInput v )
- {
- VertexOutput o = (VertexOutput)0;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- #if ( SHADER_TARGET >= 50 )
- float recip367 = rcp( _Scale );
- #else
- float recip367 = 1.0 / _Scale;
- #endif
- float Scale228 = recip367;
- float4 appendResult329 = (float4(_NoiseScale3D.x , _NoiseScale3D.y , _NoiseScale3D.z , 0.0));
- float3 WindDir317 = ( ( float3( 1, 1, 1 ) * -2 + 1 ) * _WindDirection );
- float3 break332 = WindDir317;
- float temp_output_333_0 = ( abs( break332.x ) + abs( break332.y ) + abs( break332.z ) );
- float4 appendResult340 = (float4(( break332.x / temp_output_333_0 ) , ( break332.y / temp_output_333_0 ) , ( break332.z / temp_output_333_0 ) , 0.0));
- float4 WindDirWeights341 = appendResult340;
- float4 break344 = abs( WindDirWeights341 );
- float4 appendResult330 = (float4(_NoiseScale3D.y , _NoiseScale3D.x , _NoiseScale3D.z , 0.0));
- float4 appendResult331 = (float4(_NoiseScale3D.y , _NoiseScale3D.z , _NoiseScale3D.x , 0.0));
- float4 transform70 = mul(GetObjectToWorldMatrix(),v.positionOS);
- float4 temp_output_71_0 = (transform70).xyzw;
- float simplePerlin3D112 = snoise( ( Scale228 * ( ( ( appendResult329 * break344.x ) + ( appendResult330 * break344.y ) + ( appendResult331 * break344.z ) ) * (temp_output_71_0*1.0 + float4( ( ( WindDir317 + _AdditionalNoiseDir ) * ( _NoiseSpeed * _TimeParameters.x * _WindSpeed ) ) , 0.0 )) ) ).xyz*_NoiseScale );
- simplePerlin3D112 = simplePerlin3D112*0.5 + 0.5;
- float temp_output_118_0 = saturate( (0.0 + (simplePerlin3D112 - 0.0) * (1.0 - 0.0) / (1.0 - 0.0)) );
- float temp_output_198_0 = ( Scale228 * _VoronoiScale );
- float time97 = 0.0;
- float2 voronoiSmoothId97 = 0;
- float4 break84 = (temp_output_71_0*1.0 + float4( ( ( _TimeParameters.x * _VorSpeed * _WindSpeed ) * ( WindDir317 + _AdditionalVoronoiDir ) ) , 0.0 ));
- float2 appendResult85 = (float2(break84.z , break84.y));
- float2 coords97 = appendResult85 * temp_output_198_0;
- float2 id97 = 0;
- float2 uv97 = 0;
- float fade97 = 0.5;
- float voroi97 = 0;
- float rest97 = 0;
- for( int it97 = 0; it97 <3; it97++ ){
- voroi97 += fade97 * voronoi97( coords97, time97, id97, uv97, 0,voronoiSmoothId97 );
- rest97 += fade97;
- coords97 *= 2;
- fade97 *= 0.5;
- }//Voronoi97
- voroi97 /= rest97;
- float3 objToWorldDir91 = mul( GetObjectToWorldMatrix(), float4( v.normalOS, 0 ) ).xyz;
- float3 temp_output_93_0 = pow( abs( objToWorldDir91 ) , 5.0 );
- float dotResult94 = dot( temp_output_93_0 , float3( 1,1,1 ) );
- float3 break104 = ( temp_output_93_0 / dotResult94 );
- float time96 = 217.0;
- float2 voronoiSmoothId96 = 0;
- float2 appendResult86 = (float2(break84.z , break84.x));
- float2 coords96 = appendResult86 * temp_output_198_0;
- float2 id96 = 0;
- float2 uv96 = 0;
- float fade96 = 0.5;
- float voroi96 = 0;
- float rest96 = 0;
- for( int it96 = 0; it96 <3; it96++ ){
- voroi96 += fade96 * voronoi96( coords96, time96, id96, uv96, 0,voronoiSmoothId96 );
- rest96 += fade96;
- coords96 *= 2;
- fade96 *= 0.5;
- }//Voronoi96
- voroi96 /= rest96;
- float time89 = 137.0;
- float2 voronoiSmoothId89 = 0;
- float2 appendResult87 = (float2(break84.x , break84.y));
- float2 coords89 = appendResult87 * temp_output_198_0;
- float2 id89 = 0;
- float2 uv89 = 0;
- float fade89 = 0.5;
- float voroi89 = 0;
- float rest89 = 0;
- for( int it89 = 0; it89 <3; it89++ ){
- voroi89 += fade89 * voronoi89( coords89, time89, id89, uv89, 0,voronoiSmoothId89 );
- rest89 += fade89;
- coords89 *= 2;
- fade89 *= 0.5;
- }//Voronoi89
- voroi89 /= rest89;
- float temp_output_190_0 = saturate( (0.0 + (( 1.0 - ( ( ( voroi97 * break104.x ) + ( voroi96 * break104.y ) ) + ( voroi89 * break104.z ) ) ) - 0.65) * (1.0 - 0.0) / (1.0 - 0.65)) );
- float temp_output_122_0 = saturate( ( ( temp_output_118_0 * _NoiseStrength ) + ( temp_output_190_0 * _VoronoiStrength ) ) );
- float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
- float3 temp_output_184_0 = ( ( ( temp_output_122_0 - 0.5 ) * v.normalOS * ( _NoiseDisplacement / Scale228 ) ) / ase_objectScale );
- float4 temp_output_2_0_g146 = _Mask0;
- float3 worldToObj306 = mul( GetWorldToObjectMatrix(), float4( (temp_output_2_0_g146).xyz, 1 ) ).xyz;
- float3 ase_objectPosition = GetAbsolutePositionWS( UNITY_MATRIX_M._m03_m13_m23 );
- float4 appendResult313 = (float4((temp_output_2_0_g146).w , 0.0 , 0.0 , 0.0));
- float3 worldToObj307 = mul( GetWorldToObjectMatrix(), float4( ( float4( ase_objectPosition , 0.0 ) + appendResult313 ).xyz, 1 ) ).xyz;
- float3 temp_output_304_0 = ( temp_output_184_0 + ( min( ( distance( ( temp_output_184_0 + v.positionOS.xyz ) , worldToObj306 ) - length( worldToObj307 ) ) , 0.0 ) * v.normalOS ) );
- float4 temp_output_2_0_g153 = _Mask1;
- float3 worldToObj357 = mul( GetWorldToObjectMatrix(), float4( (temp_output_2_0_g153).xyz, 1 ) ).xyz;
- float4 appendResult354 = (float4((temp_output_2_0_g153).w , 0.0 , 0.0 , 0.0));
- float3 worldToObj358 = mul( GetWorldToObjectMatrix(), float4( ( float4( ase_objectPosition , 0.0 ) + appendResult354 ).xyz, 1 ) ).xyz;
- float3 VertexOffset305 = ( temp_output_304_0 + ( min( ( distance( ( temp_output_304_0 + v.positionOS.xyz ) , worldToObj357 ) - length( worldToObj358 ) ) , 0.0 ) * v.normalOS ) );
-
- float3 vertexPos38 = ( VertexOffset305 + v.positionOS.xyz );
- float4 ase_clipPos38 = TransformObjectToHClip((vertexPos38).xyz);
- float4 screenPos38 = ComputeScreenPos(ase_clipPos38);
- o.ase_texcoord5 = screenPos38;
-
- o.ase_color = v.ase_color;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.positionOS.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = VertexOffset305;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.positionOS.xyz = vertexValue;
- #else
- v.positionOS.xyz += vertexValue;
- #endif
- v.normalOS = v.normalOS;
- v.tangentOS = v.tangentOS;
- VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
- float3 normalWS = TransformObjectToWorldNormal( v.normalOS );
- float4 tangentWS = float4( TransformObjectToWorldDir( v.tangentOS.xyz ), v.tangentOS.w );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- o.positionWS = vertexInput.positionWS;
- #endif
- o.worldNormal = normalWS;
- o.worldTangent = tangentWS;
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- o.shadowCoord = GetShadowCoord( vertexInput );
- #endif
- o.positionCS = vertexInput.positionCS;
- o.clipPosV = vertexInput.positionCS;
- return o;
- }
- #if defined(ASE_TESSELLATION)
- struct VertexControl
- {
- float4 vertex : INTERNALTESSPOS;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
- VertexControl vert ( VertexInput v )
- {
- VertexControl o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.vertex = v.positionOS;
- o.normalOS = v.normalOS;
- o.tangentOS = v.tangentOS;
- o.ase_color = v.ase_color;
- return o;
- }
- TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
- {
- TessellationFactors o;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
- return o;
- }
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- VertexInput o = (VertexInput) 0;
- o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
- o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
- o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
- float phongStrength = _TessPhongStrength;
- o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
- return VertexFunction(o);
- }
- #else
- VertexOutput vert ( VertexInput v )
- {
- return VertexFunction( v );
- }
- #endif
- void frag( VertexOutput IN
- , 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(IN);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 WorldPosition = IN.positionWS;
- #endif
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
- float3 WorldNormal = IN.worldNormal;
- float4 WorldTangent = IN.worldTangent;
- float4 ClipPos = IN.clipPosV;
- float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = IN.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
- #endif
- #endif
- float4 screenPos38 = IN.ase_texcoord5;
- float4 ase_screenPosNorm38 = screenPos38 / screenPos38.w;
- ase_screenPosNorm38.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm38.z : ase_screenPosNorm38.z * 0.5 + 0.5;
- float screenDepth38 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm38.xy ),_ZBufferParams);
- float distanceDepth38 = abs( ( screenDepth38 - LinearEyeDepth( ase_screenPosNorm38.z,_ZBufferParams ) ) / ( _DepthDistance ) );
- float temp_output_1_0_g154 = distanceDepth38;
- float DepthFade43 = saturate( ( ( ( pow( temp_output_1_0_g154 , 5.0 ) * 6.0 ) - ( pow( temp_output_1_0_g154 , 4.0 ) * 15.0 ) ) + ( pow( temp_output_1_0_g154 , 3.0 ) * 10.0 ) ) );
- float4 lerpResult161 = lerp( _BaseColor , IN.ase_color , _VertexColorStrength);
- float4 temp_output_2_0_g155 = lerpResult161;
- float BaseColorAlpha162 = (temp_output_2_0_g155).a;
-
- float3 Normal = float3(0, 0, 1);
- float Alpha = ( DepthFade43 * BaseColorAlpha162 );
- float AlphaClipThreshold = 0.0;
- #ifdef ASE_DEPTH_WRITE_ON
- float DepthValue = IN.positionCS.z;
- #endif
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
- #endif
- #if defined(LOD_FADE_CROSSFADE)
- LODFadeCrossFade( IN.positionCS );
- #endif
- #ifdef ASE_DEPTH_WRITE_ON
- outputDepth = DepthValue;
- #endif
- #if defined(_GBUFFER_NORMALS_OCT)
- float2 octNormalWS = PackNormalOctQuadEncode(WorldNormal);
- float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);
- half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);
- outNormalWS = half4(packedNormalWS, 0.0);
- #else
- #if defined(_NORMALMAP)
- #if _NORMAL_DROPOFF_TS
- float crossSign = (WorldTangent.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
- float3 bitangent = crossSign * cross(WorldNormal.xyz, WorldTangent.xyz);
- float3 normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent.xyz, bitangent, WorldNormal.xyz));
- #elif _NORMAL_DROPOFF_OS
- float3 normalWS = TransformObjectToWorldNormal(Normal);
- #elif _NORMAL_DROPOFF_WS
- float3 normalWS = Normal;
- #endif
- #else
- float3 normalWS = WorldNormal;
- #endif
- outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
- #endif
- #ifdef _WRITE_RENDERING_LAYERS
- uint renderingLayers = GetMeshRenderingLayer();
- outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
- #endif
- }
- ENDHLSL
- }
-
- Pass
- {
-
- Name "SceneSelectionPass"
- Tags { "LightMode"="SceneSelectionPass" }
- Cull Off
- AlphaToMask Off
- HLSLPROGRAM
-
- #define _NORMAL_DROPOFF_TS 1
- #define ASE_FOG 1
- #define ASE_PHONG_TESSELLATION
- #define ASE_DEPTH_WRITE_ON
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define ASE_TESSELLATION 1
- #pragma require tessellation tessHW
- #pragma hull HullFunction
- #pragma domain DomainFunction
- #define ASE_TRANSLUCENCY 1
- #define ASE_LENGTH_TESSELLATION
- #define _EMISSION
- #define _ALPHATEST_ON 1
- #define ASE_SRP_VERSION 140004
- #define REQUIRE_DEPTH_TEXTURE 1
-
- #pragma multi_compile _ DOTS_INSTANCING_ON
-
- #pragma vertex vert
- #pragma fragment frag
- #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
- #define _SPECULAR_COLOR 1
- #endif
- #define SCENESELECTIONPASS 1
- #define ATTRIBUTES_NEED_NORMAL
- #define ATTRIBUTES_NEED_TANGENT
- #define SHADERPASS SHADERPASS_DEPTHONLY
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
-
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
-
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_VERT_NORMAL
- struct VertexInput
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VertexOutput
- {
- float4 positionCS : SV_POSITION;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _TranslucencyColor;
- float4 _EmmissiveColor;
- float4 _BaseColor;
- float4 _Mask1;
- float4 _Mask0;
- float3 _NoiseScale3D;
- float3 _WindDirection;
- float3 _AdditionalNoiseDir;
- float3 _AdditionalVoronoiDir;
- float _EmmissiveNoiseColor;
- float _VertexColorStrength;
- float _NoiseColorStrength;
- float _NoiseColorMix;
- float _DepthDistance;
- float _VoronoiStrength;
- float _EmmissiveDepthFade;
- float _VorSpeed;
- float _VoronoiScale;
- float _NoiseStrength;
- float _NoiseScale;
- float _WindSpeed;
- float _NoiseSpeed;
- float _NoiseDisplacement;
- float _Scale;
- #ifdef ASE_TRANSMISSION
- float _TransmissionShadow;
- #endif
- #ifdef ASE_TRANSLUCENCY
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef ASE_TESSELLATION
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- CBUFFER_END
- #ifdef SCENEPICKINGPASS
- float4 _SelectionID;
- #endif
- #ifdef SCENESELECTIONPASS
- int _ObjectId;
- int _PassValue;
- #endif
-
- float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; }
- float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; }
- float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); }
- float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; }
- float snoise( float3 v )
- {
- const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 );
- float3 i = floor( v + dot( v, C.yyy ) );
- float3 x0 = v - i + dot( i, C.xxx );
- float3 g = step( x0.yzx, x0.xyz );
- float3 l = 1.0 - g;
- float3 i1 = min( g.xyz, l.zxy );
- float3 i2 = max( g.xyz, l.zxy );
- float3 x1 = x0 - i1 + C.xxx;
- float3 x2 = x0 - i2 + C.yyy;
- float3 x3 = x0 - 0.5;
- i = mod3D289( i);
- float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) );
- float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7)
- float4 x_ = floor( j / 7.0 );
- float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N)
- float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0;
- float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0;
- float4 h = 1.0 - abs( x ) - abs( y );
- float4 b0 = float4( x.xy, y.xy );
- float4 b1 = float4( x.zw, y.zw );
- float4 s0 = floor( b0 ) * 2.0 + 1.0;
- float4 s1 = floor( b1 ) * 2.0 + 1.0;
- float4 sh = -step( h, 0.0 );
- float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
- float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
- float3 g0 = float3( a0.xy, h.x );
- float3 g1 = float3( a0.zw, h.y );
- float3 g2 = float3( a1.xy, h.z );
- float3 g3 = float3( a1.zw, h.w );
- float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) );
- g0 *= norm.x;
- g1 *= norm.y;
- g2 *= norm.z;
- g3 *= norm.w;
- float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );
- m = m* m;
- m = m* m;
- float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) );
- return 42.0 * dot( m, px);
- }
-
- float2 voronoihash97( float2 p )
- {
-
- p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
- return frac( sin( p ) *43758.5453);
- }
-
- float voronoi97( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
- {
- float2 n = floor( v );
- float2 f = frac( v );
- float F1 = 8.0;
- float F2 = 8.0; float2 mg = 0;
- for ( int j = -1; j <= 1; j++ )
- {
- for ( int i = -1; i <= 1; i++ )
- {
- float2 g = float2( i, j );
- float2 o = voronoihash97( n + g );
- o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
- float d = 0.5 * dot( r, r );
- if( d<F1 ) {
- F2 = F1;
- F1 = d; mg = g; mr = r; id = o;
- } else if( d<F2 ) {
- F2 = d;
-
- }
- }
- }
- return F1;
- }
-
- float2 voronoihash96( float2 p )
- {
-
- p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
- return frac( sin( p ) *43758.5453);
- }
-
- float voronoi96( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
- {
- float2 n = floor( v );
- float2 f = frac( v );
- float F1 = 8.0;
- float F2 = 8.0; float2 mg = 0;
- for ( int j = -1; j <= 1; j++ )
- {
- for ( int i = -1; i <= 1; i++ )
- {
- float2 g = float2( i, j );
- float2 o = voronoihash96( n + g );
- o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
- float d = 0.5 * dot( r, r );
- if( d<F1 ) {
- F2 = F1;
- F1 = d; mg = g; mr = r; id = o;
- } else if( d<F2 ) {
- F2 = d;
-
- }
- }
- }
- return F1;
- }
-
- float2 voronoihash89( float2 p )
- {
-
- p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
- return frac( sin( p ) *43758.5453);
- }
-
- float voronoi89( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
- {
- float2 n = floor( v );
- float2 f = frac( v );
- float F1 = 8.0;
- float F2 = 8.0; float2 mg = 0;
- for ( int j = -1; j <= 1; j++ )
- {
- for ( int i = -1; i <= 1; i++ )
- {
- float2 g = float2( i, j );
- float2 o = voronoihash89( n + g );
- o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
- float d = 0.5 * dot( r, r );
- if( d<F1 ) {
- F2 = F1;
- F1 = d; mg = g; mr = r; id = o;
- } else if( d<F2 ) {
- F2 = d;
-
- }
- }
- }
- return F1;
- }
-
- struct SurfaceDescription
- {
- float Alpha;
- float AlphaClipThreshold;
- };
- VertexOutput VertexFunction(VertexInput v )
- {
- VertexOutput o;
- ZERO_INITIALIZE(VertexOutput, o);
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- #if ( SHADER_TARGET >= 50 )
- float recip367 = rcp( _Scale );
- #else
- float recip367 = 1.0 / _Scale;
- #endif
- float Scale228 = recip367;
- float4 appendResult329 = (float4(_NoiseScale3D.x , _NoiseScale3D.y , _NoiseScale3D.z , 0.0));
- float3 WindDir317 = ( ( float3( 1, 1, 1 ) * -2 + 1 ) * _WindDirection );
- float3 break332 = WindDir317;
- float temp_output_333_0 = ( abs( break332.x ) + abs( break332.y ) + abs( break332.z ) );
- float4 appendResult340 = (float4(( break332.x / temp_output_333_0 ) , ( break332.y / temp_output_333_0 ) , ( break332.z / temp_output_333_0 ) , 0.0));
- float4 WindDirWeights341 = appendResult340;
- float4 break344 = abs( WindDirWeights341 );
- float4 appendResult330 = (float4(_NoiseScale3D.y , _NoiseScale3D.x , _NoiseScale3D.z , 0.0));
- float4 appendResult331 = (float4(_NoiseScale3D.y , _NoiseScale3D.z , _NoiseScale3D.x , 0.0));
- float4 transform70 = mul(GetObjectToWorldMatrix(),v.positionOS);
- float4 temp_output_71_0 = (transform70).xyzw;
- float simplePerlin3D112 = snoise( ( Scale228 * ( ( ( appendResult329 * break344.x ) + ( appendResult330 * break344.y ) + ( appendResult331 * break344.z ) ) * (temp_output_71_0*1.0 + float4( ( ( WindDir317 + _AdditionalNoiseDir ) * ( _NoiseSpeed * _TimeParameters.x * _WindSpeed ) ) , 0.0 )) ) ).xyz*_NoiseScale );
- simplePerlin3D112 = simplePerlin3D112*0.5 + 0.5;
- float temp_output_118_0 = saturate( (0.0 + (simplePerlin3D112 - 0.0) * (1.0 - 0.0) / (1.0 - 0.0)) );
- float temp_output_198_0 = ( Scale228 * _VoronoiScale );
- float time97 = 0.0;
- float2 voronoiSmoothId97 = 0;
- float4 break84 = (temp_output_71_0*1.0 + float4( ( ( _TimeParameters.x * _VorSpeed * _WindSpeed ) * ( WindDir317 + _AdditionalVoronoiDir ) ) , 0.0 ));
- float2 appendResult85 = (float2(break84.z , break84.y));
- float2 coords97 = appendResult85 * temp_output_198_0;
- float2 id97 = 0;
- float2 uv97 = 0;
- float fade97 = 0.5;
- float voroi97 = 0;
- float rest97 = 0;
- for( int it97 = 0; it97 <3; it97++ ){
- voroi97 += fade97 * voronoi97( coords97, time97, id97, uv97, 0,voronoiSmoothId97 );
- rest97 += fade97;
- coords97 *= 2;
- fade97 *= 0.5;
- }//Voronoi97
- voroi97 /= rest97;
- float3 objToWorldDir91 = mul( GetObjectToWorldMatrix(), float4( v.normalOS, 0 ) ).xyz;
- float3 temp_output_93_0 = pow( abs( objToWorldDir91 ) , 5.0 );
- float dotResult94 = dot( temp_output_93_0 , float3( 1,1,1 ) );
- float3 break104 = ( temp_output_93_0 / dotResult94 );
- float time96 = 217.0;
- float2 voronoiSmoothId96 = 0;
- float2 appendResult86 = (float2(break84.z , break84.x));
- float2 coords96 = appendResult86 * temp_output_198_0;
- float2 id96 = 0;
- float2 uv96 = 0;
- float fade96 = 0.5;
- float voroi96 = 0;
- float rest96 = 0;
- for( int it96 = 0; it96 <3; it96++ ){
- voroi96 += fade96 * voronoi96( coords96, time96, id96, uv96, 0,voronoiSmoothId96 );
- rest96 += fade96;
- coords96 *= 2;
- fade96 *= 0.5;
- }//Voronoi96
- voroi96 /= rest96;
- float time89 = 137.0;
- float2 voronoiSmoothId89 = 0;
- float2 appendResult87 = (float2(break84.x , break84.y));
- float2 coords89 = appendResult87 * temp_output_198_0;
- float2 id89 = 0;
- float2 uv89 = 0;
- float fade89 = 0.5;
- float voroi89 = 0;
- float rest89 = 0;
- for( int it89 = 0; it89 <3; it89++ ){
- voroi89 += fade89 * voronoi89( coords89, time89, id89, uv89, 0,voronoiSmoothId89 );
- rest89 += fade89;
- coords89 *= 2;
- fade89 *= 0.5;
- }//Voronoi89
- voroi89 /= rest89;
- float temp_output_190_0 = saturate( (0.0 + (( 1.0 - ( ( ( voroi97 * break104.x ) + ( voroi96 * break104.y ) ) + ( voroi89 * break104.z ) ) ) - 0.65) * (1.0 - 0.0) / (1.0 - 0.65)) );
- float temp_output_122_0 = saturate( ( ( temp_output_118_0 * _NoiseStrength ) + ( temp_output_190_0 * _VoronoiStrength ) ) );
- float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
- float3 temp_output_184_0 = ( ( ( temp_output_122_0 - 0.5 ) * v.normalOS * ( _NoiseDisplacement / Scale228 ) ) / ase_objectScale );
- float4 temp_output_2_0_g146 = _Mask0;
- float3 worldToObj306 = mul( GetWorldToObjectMatrix(), float4( (temp_output_2_0_g146).xyz, 1 ) ).xyz;
- float3 ase_objectPosition = GetAbsolutePositionWS( UNITY_MATRIX_M._m03_m13_m23 );
- float4 appendResult313 = (float4((temp_output_2_0_g146).w , 0.0 , 0.0 , 0.0));
- float3 worldToObj307 = mul( GetWorldToObjectMatrix(), float4( ( float4( ase_objectPosition , 0.0 ) + appendResult313 ).xyz, 1 ) ).xyz;
- float3 temp_output_304_0 = ( temp_output_184_0 + ( min( ( distance( ( temp_output_184_0 + v.positionOS.xyz ) , worldToObj306 ) - length( worldToObj307 ) ) , 0.0 ) * v.normalOS ) );
- float4 temp_output_2_0_g153 = _Mask1;
- float3 worldToObj357 = mul( GetWorldToObjectMatrix(), float4( (temp_output_2_0_g153).xyz, 1 ) ).xyz;
- float4 appendResult354 = (float4((temp_output_2_0_g153).w , 0.0 , 0.0 , 0.0));
- float3 worldToObj358 = mul( GetWorldToObjectMatrix(), float4( ( float4( ase_objectPosition , 0.0 ) + appendResult354 ).xyz, 1 ) ).xyz;
- float3 VertexOffset305 = ( temp_output_304_0 + ( min( ( distance( ( temp_output_304_0 + v.positionOS.xyz ) , worldToObj357 ) - length( worldToObj358 ) ) , 0.0 ) * v.normalOS ) );
-
- float3 vertexPos38 = ( VertexOffset305 + v.positionOS.xyz );
- float4 ase_clipPos38 = TransformObjectToHClip((vertexPos38).xyz);
- float4 screenPos38 = ComputeScreenPos(ase_clipPos38);
- o.ase_texcoord = screenPos38;
-
- o.ase_color = v.ase_color;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.positionOS.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = VertexOffset305;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.positionOS.xyz = vertexValue;
- #else
- v.positionOS.xyz += vertexValue;
- #endif
- v.normalOS = v.normalOS;
- float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
- o.positionCS = TransformWorldToHClip(positionWS);
- return o;
- }
- #if defined(ASE_TESSELLATION)
- struct VertexControl
- {
- float4 vertex : 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 ( VertexInput v )
- {
- VertexControl o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.vertex = v.positionOS;
- o.normalOS = v.normalOS;
- o.ase_color = v.ase_color;
- return o;
- }
- TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
- {
- TessellationFactors o;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
- return o;
- }
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- VertexInput o = (VertexInput) 0;
- o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
- o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
- float phongStrength = _TessPhongStrength;
- o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
- return VertexFunction(o);
- }
- #else
- VertexOutput vert ( VertexInput v )
- {
- return VertexFunction( v );
- }
- #endif
- half4 frag(VertexOutput IN ) : SV_TARGET
- {
- SurfaceDescription surfaceDescription = (SurfaceDescription)0;
- float4 screenPos38 = IN.ase_texcoord;
- float4 ase_screenPosNorm38 = screenPos38 / screenPos38.w;
- ase_screenPosNorm38.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm38.z : ase_screenPosNorm38.z * 0.5 + 0.5;
- float screenDepth38 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm38.xy ),_ZBufferParams);
- float distanceDepth38 = abs( ( screenDepth38 - LinearEyeDepth( ase_screenPosNorm38.z,_ZBufferParams ) ) / ( _DepthDistance ) );
- float temp_output_1_0_g154 = distanceDepth38;
- float DepthFade43 = saturate( ( ( ( pow( temp_output_1_0_g154 , 5.0 ) * 6.0 ) - ( pow( temp_output_1_0_g154 , 4.0 ) * 15.0 ) ) + ( pow( temp_output_1_0_g154 , 3.0 ) * 10.0 ) ) );
- float4 lerpResult161 = lerp( _BaseColor , IN.ase_color , _VertexColorStrength);
- float4 temp_output_2_0_g155 = lerpResult161;
- float BaseColorAlpha162 = (temp_output_2_0_g155).a;
-
- surfaceDescription.Alpha = ( DepthFade43 * BaseColorAlpha162 );
- surfaceDescription.AlphaClipThreshold = 0.0;
- #if _ALPHATEST_ON
- float alphaClipThreshold = 0.01f;
- #if ALPHA_CLIP_THRESHOLD
- alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
- #endif
- clip(surfaceDescription.Alpha - alphaClipThreshold);
- #endif
- half4 outColor = 0;
- #ifdef SCENESELECTIONPASS
- outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
- #elif defined(SCENEPICKINGPASS)
- outColor = _SelectionID;
- #endif
- return outColor;
- }
- ENDHLSL
- }
-
- Pass
- {
-
- Name "ScenePickingPass"
- Tags { "LightMode"="Picking" }
- AlphaToMask Off
- HLSLPROGRAM
-
- #define _NORMAL_DROPOFF_TS 1
- #define ASE_FOG 1
- #define ASE_PHONG_TESSELLATION
- #define ASE_DEPTH_WRITE_ON
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define ASE_TESSELLATION 1
- #pragma require tessellation tessHW
- #pragma hull HullFunction
- #pragma domain DomainFunction
- #define ASE_TRANSLUCENCY 1
- #define ASE_LENGTH_TESSELLATION
- #define _EMISSION
- #define _ALPHATEST_ON 1
- #define ASE_SRP_VERSION 140004
- #define REQUIRE_DEPTH_TEXTURE 1
-
- #pragma multi_compile _ DOTS_INSTANCING_ON
-
- #pragma vertex vert
- #pragma fragment frag
- #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
- #define _SPECULAR_COLOR 1
- #endif
- #define SCENEPICKINGPASS 1
- #define ATTRIBUTES_NEED_NORMAL
- #define ATTRIBUTES_NEED_TANGENT
- #define SHADERPASS SHADERPASS_DEPTHONLY
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
-
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
-
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_VERT_NORMAL
- struct VertexInput
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VertexOutput
- {
- float4 positionCS : SV_POSITION;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _TranslucencyColor;
- float4 _EmmissiveColor;
- float4 _BaseColor;
- float4 _Mask1;
- float4 _Mask0;
- float3 _NoiseScale3D;
- float3 _WindDirection;
- float3 _AdditionalNoiseDir;
- float3 _AdditionalVoronoiDir;
- float _EmmissiveNoiseColor;
- float _VertexColorStrength;
- float _NoiseColorStrength;
- float _NoiseColorMix;
- float _DepthDistance;
- float _VoronoiStrength;
- float _EmmissiveDepthFade;
- float _VorSpeed;
- float _VoronoiScale;
- float _NoiseStrength;
- float _NoiseScale;
- float _WindSpeed;
- float _NoiseSpeed;
- float _NoiseDisplacement;
- float _Scale;
- #ifdef ASE_TRANSMISSION
- float _TransmissionShadow;
- #endif
- #ifdef ASE_TRANSLUCENCY
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef ASE_TESSELLATION
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- CBUFFER_END
- #ifdef SCENEPICKINGPASS
- float4 _SelectionID;
- #endif
- #ifdef SCENESELECTIONPASS
- int _ObjectId;
- int _PassValue;
- #endif
-
- float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; }
- float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; }
- float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); }
- float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; }
- float snoise( float3 v )
- {
- const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 );
- float3 i = floor( v + dot( v, C.yyy ) );
- float3 x0 = v - i + dot( i, C.xxx );
- float3 g = step( x0.yzx, x0.xyz );
- float3 l = 1.0 - g;
- float3 i1 = min( g.xyz, l.zxy );
- float3 i2 = max( g.xyz, l.zxy );
- float3 x1 = x0 - i1 + C.xxx;
- float3 x2 = x0 - i2 + C.yyy;
- float3 x3 = x0 - 0.5;
- i = mod3D289( i);
- float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) );
- float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7)
- float4 x_ = floor( j / 7.0 );
- float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N)
- float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0;
- float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0;
- float4 h = 1.0 - abs( x ) - abs( y );
- float4 b0 = float4( x.xy, y.xy );
- float4 b1 = float4( x.zw, y.zw );
- float4 s0 = floor( b0 ) * 2.0 + 1.0;
- float4 s1 = floor( b1 ) * 2.0 + 1.0;
- float4 sh = -step( h, 0.0 );
- float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
- float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
- float3 g0 = float3( a0.xy, h.x );
- float3 g1 = float3( a0.zw, h.y );
- float3 g2 = float3( a1.xy, h.z );
- float3 g3 = float3( a1.zw, h.w );
- float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) );
- g0 *= norm.x;
- g1 *= norm.y;
- g2 *= norm.z;
- g3 *= norm.w;
- float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );
- m = m* m;
- m = m* m;
- float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) );
- return 42.0 * dot( m, px);
- }
-
- float2 voronoihash97( float2 p )
- {
-
- p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
- return frac( sin( p ) *43758.5453);
- }
-
- float voronoi97( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
- {
- float2 n = floor( v );
- float2 f = frac( v );
- float F1 = 8.0;
- float F2 = 8.0; float2 mg = 0;
- for ( int j = -1; j <= 1; j++ )
- {
- for ( int i = -1; i <= 1; i++ )
- {
- float2 g = float2( i, j );
- float2 o = voronoihash97( n + g );
- o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
- float d = 0.5 * dot( r, r );
- if( d<F1 ) {
- F2 = F1;
- F1 = d; mg = g; mr = r; id = o;
- } else if( d<F2 ) {
- F2 = d;
-
- }
- }
- }
- return F1;
- }
-
- float2 voronoihash96( float2 p )
- {
-
- p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
- return frac( sin( p ) *43758.5453);
- }
-
- float voronoi96( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
- {
- float2 n = floor( v );
- float2 f = frac( v );
- float F1 = 8.0;
- float F2 = 8.0; float2 mg = 0;
- for ( int j = -1; j <= 1; j++ )
- {
- for ( int i = -1; i <= 1; i++ )
- {
- float2 g = float2( i, j );
- float2 o = voronoihash96( n + g );
- o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
- float d = 0.5 * dot( r, r );
- if( d<F1 ) {
- F2 = F1;
- F1 = d; mg = g; mr = r; id = o;
- } else if( d<F2 ) {
- F2 = d;
-
- }
- }
- }
- return F1;
- }
-
- float2 voronoihash89( float2 p )
- {
-
- p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
- return frac( sin( p ) *43758.5453);
- }
-
- float voronoi89( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
- {
- float2 n = floor( v );
- float2 f = frac( v );
- float F1 = 8.0;
- float F2 = 8.0; float2 mg = 0;
- for ( int j = -1; j <= 1; j++ )
- {
- for ( int i = -1; i <= 1; i++ )
- {
- float2 g = float2( i, j );
- float2 o = voronoihash89( n + g );
- o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
- float d = 0.5 * dot( r, r );
- if( d<F1 ) {
- F2 = F1;
- F1 = d; mg = g; mr = r; id = o;
- } else if( d<F2 ) {
- F2 = d;
-
- }
- }
- }
- return F1;
- }
-
- struct SurfaceDescription
- {
- float Alpha;
- float AlphaClipThreshold;
- };
- VertexOutput VertexFunction(VertexInput v )
- {
- VertexOutput o;
- ZERO_INITIALIZE(VertexOutput, o);
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- #if ( SHADER_TARGET >= 50 )
- float recip367 = rcp( _Scale );
- #else
- float recip367 = 1.0 / _Scale;
- #endif
- float Scale228 = recip367;
- float4 appendResult329 = (float4(_NoiseScale3D.x , _NoiseScale3D.y , _NoiseScale3D.z , 0.0));
- float3 WindDir317 = ( ( float3( 1, 1, 1 ) * -2 + 1 ) * _WindDirection );
- float3 break332 = WindDir317;
- float temp_output_333_0 = ( abs( break332.x ) + abs( break332.y ) + abs( break332.z ) );
- float4 appendResult340 = (float4(( break332.x / temp_output_333_0 ) , ( break332.y / temp_output_333_0 ) , ( break332.z / temp_output_333_0 ) , 0.0));
- float4 WindDirWeights341 = appendResult340;
- float4 break344 = abs( WindDirWeights341 );
- float4 appendResult330 = (float4(_NoiseScale3D.y , _NoiseScale3D.x , _NoiseScale3D.z , 0.0));
- float4 appendResult331 = (float4(_NoiseScale3D.y , _NoiseScale3D.z , _NoiseScale3D.x , 0.0));
- float4 transform70 = mul(GetObjectToWorldMatrix(),v.positionOS);
- float4 temp_output_71_0 = (transform70).xyzw;
- float simplePerlin3D112 = snoise( ( Scale228 * ( ( ( appendResult329 * break344.x ) + ( appendResult330 * break344.y ) + ( appendResult331 * break344.z ) ) * (temp_output_71_0*1.0 + float4( ( ( WindDir317 + _AdditionalNoiseDir ) * ( _NoiseSpeed * _TimeParameters.x * _WindSpeed ) ) , 0.0 )) ) ).xyz*_NoiseScale );
- simplePerlin3D112 = simplePerlin3D112*0.5 + 0.5;
- float temp_output_118_0 = saturate( (0.0 + (simplePerlin3D112 - 0.0) * (1.0 - 0.0) / (1.0 - 0.0)) );
- float temp_output_198_0 = ( Scale228 * _VoronoiScale );
- float time97 = 0.0;
- float2 voronoiSmoothId97 = 0;
- float4 break84 = (temp_output_71_0*1.0 + float4( ( ( _TimeParameters.x * _VorSpeed * _WindSpeed ) * ( WindDir317 + _AdditionalVoronoiDir ) ) , 0.0 ));
- float2 appendResult85 = (float2(break84.z , break84.y));
- float2 coords97 = appendResult85 * temp_output_198_0;
- float2 id97 = 0;
- float2 uv97 = 0;
- float fade97 = 0.5;
- float voroi97 = 0;
- float rest97 = 0;
- for( int it97 = 0; it97 <3; it97++ ){
- voroi97 += fade97 * voronoi97( coords97, time97, id97, uv97, 0,voronoiSmoothId97 );
- rest97 += fade97;
- coords97 *= 2;
- fade97 *= 0.5;
- }//Voronoi97
- voroi97 /= rest97;
- float3 objToWorldDir91 = mul( GetObjectToWorldMatrix(), float4( v.normalOS, 0 ) ).xyz;
- float3 temp_output_93_0 = pow( abs( objToWorldDir91 ) , 5.0 );
- float dotResult94 = dot( temp_output_93_0 , float3( 1,1,1 ) );
- float3 break104 = ( temp_output_93_0 / dotResult94 );
- float time96 = 217.0;
- float2 voronoiSmoothId96 = 0;
- float2 appendResult86 = (float2(break84.z , break84.x));
- float2 coords96 = appendResult86 * temp_output_198_0;
- float2 id96 = 0;
- float2 uv96 = 0;
- float fade96 = 0.5;
- float voroi96 = 0;
- float rest96 = 0;
- for( int it96 = 0; it96 <3; it96++ ){
- voroi96 += fade96 * voronoi96( coords96, time96, id96, uv96, 0,voronoiSmoothId96 );
- rest96 += fade96;
- coords96 *= 2;
- fade96 *= 0.5;
- }//Voronoi96
- voroi96 /= rest96;
- float time89 = 137.0;
- float2 voronoiSmoothId89 = 0;
- float2 appendResult87 = (float2(break84.x , break84.y));
- float2 coords89 = appendResult87 * temp_output_198_0;
- float2 id89 = 0;
- float2 uv89 = 0;
- float fade89 = 0.5;
- float voroi89 = 0;
- float rest89 = 0;
- for( int it89 = 0; it89 <3; it89++ ){
- voroi89 += fade89 * voronoi89( coords89, time89, id89, uv89, 0,voronoiSmoothId89 );
- rest89 += fade89;
- coords89 *= 2;
- fade89 *= 0.5;
- }//Voronoi89
- voroi89 /= rest89;
- float temp_output_190_0 = saturate( (0.0 + (( 1.0 - ( ( ( voroi97 * break104.x ) + ( voroi96 * break104.y ) ) + ( voroi89 * break104.z ) ) ) - 0.65) * (1.0 - 0.0) / (1.0 - 0.65)) );
- float temp_output_122_0 = saturate( ( ( temp_output_118_0 * _NoiseStrength ) + ( temp_output_190_0 * _VoronoiStrength ) ) );
- float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
- float3 temp_output_184_0 = ( ( ( temp_output_122_0 - 0.5 ) * v.normalOS * ( _NoiseDisplacement / Scale228 ) ) / ase_objectScale );
- float4 temp_output_2_0_g146 = _Mask0;
- float3 worldToObj306 = mul( GetWorldToObjectMatrix(), float4( (temp_output_2_0_g146).xyz, 1 ) ).xyz;
- float3 ase_objectPosition = GetAbsolutePositionWS( UNITY_MATRIX_M._m03_m13_m23 );
- float4 appendResult313 = (float4((temp_output_2_0_g146).w , 0.0 , 0.0 , 0.0));
- float3 worldToObj307 = mul( GetWorldToObjectMatrix(), float4( ( float4( ase_objectPosition , 0.0 ) + appendResult313 ).xyz, 1 ) ).xyz;
- float3 temp_output_304_0 = ( temp_output_184_0 + ( min( ( distance( ( temp_output_184_0 + v.positionOS.xyz ) , worldToObj306 ) - length( worldToObj307 ) ) , 0.0 ) * v.normalOS ) );
- float4 temp_output_2_0_g153 = _Mask1;
- float3 worldToObj357 = mul( GetWorldToObjectMatrix(), float4( (temp_output_2_0_g153).xyz, 1 ) ).xyz;
- float4 appendResult354 = (float4((temp_output_2_0_g153).w , 0.0 , 0.0 , 0.0));
- float3 worldToObj358 = mul( GetWorldToObjectMatrix(), float4( ( float4( ase_objectPosition , 0.0 ) + appendResult354 ).xyz, 1 ) ).xyz;
- float3 VertexOffset305 = ( temp_output_304_0 + ( min( ( distance( ( temp_output_304_0 + v.positionOS.xyz ) , worldToObj357 ) - length( worldToObj358 ) ) , 0.0 ) * v.normalOS ) );
-
- float3 vertexPos38 = ( VertexOffset305 + v.positionOS.xyz );
- float4 ase_clipPos38 = TransformObjectToHClip((vertexPos38).xyz);
- float4 screenPos38 = ComputeScreenPos(ase_clipPos38);
- o.ase_texcoord = screenPos38;
-
- o.ase_color = v.ase_color;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.positionOS.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = VertexOffset305;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.positionOS.xyz = vertexValue;
- #else
- v.positionOS.xyz += vertexValue;
- #endif
- v.normalOS = v.normalOS;
- float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
- o.positionCS = TransformWorldToHClip(positionWS);
- return o;
- }
- #if defined(ASE_TESSELLATION)
- struct VertexControl
- {
- float4 vertex : 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 ( VertexInput v )
- {
- VertexControl o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.vertex = v.positionOS;
- o.normalOS = v.normalOS;
- o.ase_color = v.ase_color;
- return o;
- }
- TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
- {
- TessellationFactors o;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
- return o;
- }
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- VertexInput o = (VertexInput) 0;
- o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
- o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
- float phongStrength = _TessPhongStrength;
- o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
- return VertexFunction(o);
- }
- #else
- VertexOutput vert ( VertexInput v )
- {
- return VertexFunction( v );
- }
- #endif
- half4 frag(VertexOutput IN ) : SV_TARGET
- {
- SurfaceDescription surfaceDescription = (SurfaceDescription)0;
- float4 screenPos38 = IN.ase_texcoord;
- float4 ase_screenPosNorm38 = screenPos38 / screenPos38.w;
- ase_screenPosNorm38.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm38.z : ase_screenPosNorm38.z * 0.5 + 0.5;
- float screenDepth38 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm38.xy ),_ZBufferParams);
- float distanceDepth38 = abs( ( screenDepth38 - LinearEyeDepth( ase_screenPosNorm38.z,_ZBufferParams ) ) / ( _DepthDistance ) );
- float temp_output_1_0_g154 = distanceDepth38;
- float DepthFade43 = saturate( ( ( ( pow( temp_output_1_0_g154 , 5.0 ) * 6.0 ) - ( pow( temp_output_1_0_g154 , 4.0 ) * 15.0 ) ) + ( pow( temp_output_1_0_g154 , 3.0 ) * 10.0 ) ) );
- float4 lerpResult161 = lerp( _BaseColor , IN.ase_color , _VertexColorStrength);
- float4 temp_output_2_0_g155 = lerpResult161;
- float BaseColorAlpha162 = (temp_output_2_0_g155).a;
-
- surfaceDescription.Alpha = ( DepthFade43 * BaseColorAlpha162 );
- surfaceDescription.AlphaClipThreshold = 0.0;
- #if _ALPHATEST_ON
- float alphaClipThreshold = 0.01f;
- #if ALPHA_CLIP_THRESHOLD
- alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
- #endif
- clip(surfaceDescription.Alpha - alphaClipThreshold);
- #endif
- half4 outColor = 0;
- #ifdef SCENESELECTIONPASS
- outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
- #elif defined(SCENEPICKINGPASS)
- outColor = _SelectionID;
- #endif
- return outColor;
- }
- ENDHLSL
- }
-
- }
-
- CustomEditor "UnityEditor.ShaderGraphLitGUI"
- FallBack "Hidden/Shader Graph/FallbackError"
-
- Fallback Off
- }
- /*ASEBEGIN
- Version=19603
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- Node;AmplifyShaderEditor.RegisterLocalVarNode;317;-1040,1952;Inherit;False;WindDir;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
- Node;AmplifyShaderEditor.GetLocalVarNode;326;-1968,1600;Inherit;False;317;WindDir;1;0;OBJECT;;False;1;FLOAT3;0
- Node;AmplifyShaderEditor.BreakToComponentsNode;332;-1776,1600;Inherit;False;FLOAT3;1;0;FLOAT3;0,0,0;False;16;FLOAT;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT;5;FLOAT;6;FLOAT;7;FLOAT;8;FLOAT;9;FLOAT;10;FLOAT;11;FLOAT;12;FLOAT;13;FLOAT;14;FLOAT;15
- Node;AmplifyShaderEditor.AbsOpNode;334;-1616,1568;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.AbsOpNode;335;-1616,1648;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.AbsOpNode;336;-1616,1728;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.CommentaryNode;130;-768,1424;Inherit;False;4809.925;1890.271;;80;342;344;343;348;346;347;330;331;143;114;152;151;128;127;239;238;184;183;123;124;232;181;229;125;122;121;115;120;119;116;118;190;191;117;112;192;196;113;111;195;145;109;110;78;89;108;107;77;96;97;87;322;198;74;85;86;320;76;84;88;197;72;228;79;227;83;71;323;91;80;70;134;325;82;90;81;69;329;345;367;Tri Planar Noise;1,1,1,1;0;0
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- Node;AmplifyShaderEditor.SimpleDivideOpNode;337;-1344,1568;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.SimpleDivideOpNode;338;-1344,1664;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.SimpleDivideOpNode;339;-1344,1760;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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- WireConnection;2;15;136;0
- WireConnection;2;8;53;0
- ASEEND*/
- //CHKSM=CDD0477C42993796CC3816BEA033745C0843B0AC
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