12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087208820892090209120922093209420952096209720982099210021012102210321042105210621072108210921102111211221132114211521162117211821192120212121222123212421252126212721282129213021312132213321342135213621372138213921402141214221432144214521462147214821492150215121522153215421552156215721582159216021612162216321642165216621672168216921702171217221732174217521762177217821792180218121822183218421852186218721882189219021912192219321942195219621972198219922002201220222032204220522062207220822092210221122122213221422152216221722182219222022212222222322242225222622272228222922302231223222332234223522362237223822392240224122422243224422452246224722482249225022512252225322542255225622572258225922602261226222632264226522662267226822692270227122722273227422752276227722782279228022812282228322842285228622872288228922902291229222932294229522962297229822992300230123022303230423052306230723082309231023112312231323142315231623172318231923202321232223232324232523262327232823292330233123322333233423352336233723382339234023412342234323442345234623472348234923502351235223532354235523562357235823592360236123622363236423652366236723682369237023712372237323742375237623772378237923802381238223832384238523862387238823892390239123922393239423952396239723982399240024012402240324042405240624072408240924102411241224132414241524162417241824192420242124222423242424252426242724282429243024312432243324342435243624372438243924402441244224432444244524462447244824492450245124522453245424552456245724582459246024612462246324642465246624672468246924702471247224732474247524762477247824792480248124822483248424852486248724882489249024912492249324942495249624972498249925002501250225032504250525062507250825092510251125122513251425152516251725182519252025212522252325242525252625272528252925302531253225332534253525362537253825392540254125422543254425452546254725482549255025512552255325542555255625572558255925602561256225632564256525662567256825692570257125722573257425752576257725782579258025812582258325842585258625872588258925902591259225932594259525962597259825992600260126022603260426052606260726082609261026112612261326142615261626172618261926202621262226232624262526262627262826292630263126322633263426352636263726382639264026412642264326442645264626472648264926502651265226532654265526562657265826592660266126622663266426652666266726682669267026712672267326742675267626772678267926802681268226832684268526862687268826892690269126922693269426952696269726982699270027012702270327042705270627072708270927102711271227132714271527162717271827192720272127222723272427252726272727282729273027312732273327342735273627372738273927402741274227432744274527462747274827492750275127522753275427552756275727582759276027612762276327642765276627672768276927702771277227732774277527762777277827792780278127822783278427852786278727882789279027912792279327942795279627972798279928002801280228032804280528062807280828092810281128122813281428152816281728182819282028212822282328242825282628272828282928302831283228332834283528362837283828392840284128422843284428452846284728482849285028512852285328542855285628572858285928602861286228632864286528662867286828692870287128722873287428752876287728782879288028812882288328842885288628872888288928902891289228932894289528962897289828992900290129022903290429052906290729082909291029112912291329142915291629172918291929202921292229232924292529262927292829292930293129322933293429352936293729382939294029412942294329442945294629472948294929502951295229532954295529562957295829592960296129622963296429652966296729682969297029712972297329742975297629772978297929802981298229832984298529862987298829892990299129922993299429952996299729982999300030013002300330043005300630073008300930103011301230133014301530163017301830193020302130223023302430253026302730283029303030313032303330343035303630373038303930403041304230433044304530463047304830493050305130523053305430553056305730583059306030613062306330643065306630673068306930703071307230733074307530763077307830793080308130823083308430853086308730883089309030913092309330943095309630973098309931003101310231033104310531063107310831093110311131123113311431153116311731183119312031213122312331243125312631273128312931303131313231333134313531363137313831393140314131423143314431453146314731483149315031513152315331543155315631573158315931603161316231633164316531663167316831693170317131723173317431753176317731783179318031813182318331843185318631873188318931903191319231933194319531963197319831993200320132023203320432053206320732083209321032113212321332143215321632173218321932203221322232233224322532263227322832293230323132323233323432353236323732383239324032413242324332443245324632473248324932503251325232533254325532563257325832593260326132623263326432653266326732683269327032713272327332743275327632773278327932803281328232833284328532863287328832893290329132923293329432953296329732983299330033013302330333043305330633073308330933103311331233133314331533163317331833193320332133223323332433253326332733283329333033313332333333343335333633373338333933403341334233433344334533463347334833493350335133523353335433553356335733583359336033613362336333643365336633673368336933703371337233733374337533763377337833793380338133823383338433853386338733883389339033913392339333943395339633973398339934003401340234033404340534063407340834093410341134123413341434153416341734183419342034213422342334243425342634273428342934303431343234333434343534363437343834393440344134423443344434453446344734483449345034513452345334543455345634573458345934603461346234633464346534663467346834693470347134723473347434753476347734783479348034813482348334843485348634873488348934903491349234933494349534963497349834993500350135023503350435053506350735083509351035113512351335143515351635173518351935203521352235233524352535263527352835293530353135323533353435353536353735383539354035413542354335443545354635473548354935503551355235533554355535563557355835593560356135623563356435653566356735683569357035713572357335743575357635773578357935803581358235833584358535863587358835893590359135923593359435953596359735983599360036013602360336043605360636073608360936103611361236133614361536163617361836193620362136223623362436253626362736283629363036313632363336343635363636373638363936403641364236433644364536463647364836493650365136523653365436553656365736583659366036613662366336643665366636673668366936703671367236733674367536763677367836793680368136823683368436853686368736883689369036913692369336943695369636973698369937003701370237033704370537063707370837093710371137123713371437153716371737183719372037213722372337243725372637273728372937303731373237333734373537363737373837393740374137423743374437453746374737483749375037513752375337543755375637573758375937603761376237633764376537663767376837693770377137723773377437753776377737783779378037813782378337843785378637873788378937903791379237933794379537963797379837993800380138023803380438053806380738083809381038113812381338143815381638173818381938203821382238233824382538263827382838293830383138323833383438353836383738383839384038413842384338443845384638473848384938503851385238533854385538563857385838593860386138623863386438653866386738683869387038713872387338743875387638773878387938803881388238833884388538863887388838893890389138923893389438953896389738983899390039013902390339043905390639073908390939103911391239133914391539163917391839193920392139223923392439253926392739283929393039313932393339343935393639373938393939403941394239433944394539463947394839493950395139523953395439553956395739583959396039613962396339643965396639673968396939703971397239733974397539763977397839793980398139823983398439853986398739883989399039913992399339943995399639973998399940004001400240034004400540064007400840094010401140124013401440154016401740184019402040214022402340244025402640274028402940304031403240334034403540364037403840394040404140424043404440454046404740484049405040514052405340544055405640574058405940604061406240634064406540664067406840694070407140724073407440754076407740784079408040814082408340844085408640874088408940904091409240934094409540964097409840994100410141024103410441054106410741084109411041114112411341144115411641174118411941204121412241234124412541264127412841294130413141324133413441354136413741384139414041414142414341444145414641474148414941504151415241534154415541564157415841594160416141624163416441654166416741684169417041714172417341744175417641774178417941804181418241834184418541864187418841894190419141924193419441954196419741984199420042014202420342044205420642074208420942104211421242134214421542164217421842194220422142224223422442254226422742284229423042314232423342344235423642374238423942404241424242434244424542464247424842494250425142524253425442554256425742584259426042614262426342644265426642674268426942704271427242734274427542764277427842794280428142824283428442854286428742884289429042914292429342944295429642974298429943004301430243034304430543064307430843094310431143124313431443154316431743184319432043214322432343244325432643274328432943304331433243334334433543364337433843394340434143424343434443454346434743484349435043514352435343544355435643574358435943604361436243634364436543664367436843694370437143724373437443754376437743784379438043814382438343844385438643874388438943904391439243934394439543964397439843994400440144024403440444054406440744084409441044114412441344144415441644174418441944204421442244234424442544264427442844294430443144324433443444354436443744384439444044414442444344444445444644474448444944504451445244534454445544564457445844594460446144624463446444654466446744684469447044714472447344744475447644774478447944804481448244834484448544864487448844894490449144924493449444954496449744984499450045014502450345044505450645074508450945104511451245134514451545164517451845194520452145224523452445254526452745284529453045314532453345344535453645374538453945404541454245434544454545464547454845494550455145524553455445554556455745584559456045614562456345644565456645674568456945704571457245734574457545764577457845794580458145824583458445854586458745884589459045914592459345944595459645974598459946004601460246034604460546064607460846094610461146124613461446154616461746184619462046214622462346244625462646274628462946304631463246334634463546364637463846394640464146424643464446454646464746484649465046514652465346544655465646574658465946604661466246634664466546664667466846694670467146724673467446754676467746784679468046814682468346844685468646874688468946904691469246934694469546964697469846994700470147024703470447054706470747084709471047114712471347144715471647174718471947204721472247234724472547264727472847294730473147324733473447354736473747384739474047414742474347444745474647474748474947504751475247534754475547564757475847594760476147624763476447654766476747684769477047714772477347744775477647774778477947804781478247834784478547864787478847894790479147924793479447954796479747984799480048014802480348044805480648074808480948104811481248134814481548164817481848194820482148224823482448254826482748284829483048314832483348344835483648374838483948404841484248434844484548464847484848494850485148524853485448554856485748584859486048614862486348644865486648674868486948704871487248734874487548764877487848794880488148824883488448854886488748884889489048914892489348944895489648974898489949004901490249034904490549064907490849094910491149124913491449154916491749184919492049214922492349244925492649274928492949304931493249334934493549364937493849394940494149424943494449454946494749484949495049514952495349544955495649574958495949604961496249634964496549664967496849694970497149724973497449754976497749784979498049814982498349844985498649874988498949904991499249934994499549964997499849995000500150025003500450055006500750085009501050115012501350145015501650175018501950205021502250235024502550265027502850295030503150325033503450355036503750385039504050415042504350445045504650475048504950505051505250535054505550565057505850595060506150625063506450655066506750685069507050715072507350745075507650775078507950805081508250835084508550865087508850895090509150925093509450955096509750985099510051015102510351045105510651075108510951105111511251135114511551165117511851195120512151225123512451255126512751285129513051315132513351345135513651375138513951405141514251435144514551465147514851495150515151525153515451555156515751585159516051615162516351645165516651675168516951705171517251735174517551765177517851795180518151825183518451855186518751885189519051915192519351945195519651975198519952005201520252035204520552065207520852095210521152125213521452155216521752185219522052215222522352245225522652275228522952305231523252335234523552365237523852395240524152425243524452455246524752485249525052515252525352545255525652575258525952605261526252635264526552665267526852695270527152725273527452755276527752785279528052815282528352845285528652875288 |
- // Made with Amplify Shader Editor v1.9.6.3
- // Available at the Unity Asset Store - http://u3d.as/y3X
- Shader "SkyClouds_2D"
- {
- 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)
- _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 ASE_TESSELLATION 1
- #pragma require tessellation tessHW
- #pragma hull HullFunction
- #pragma domain DomainFunction
- #define ASE_TRANSLUCENCY 1
- #define ASE_LENGTH_TESSELLATION
- #define _SURFACE_TYPE_TRANSPARENT 1
- #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_SCREEN_POSITION
- #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;
- float3 ase_normal : NORMAL;
- float4 ase_color : COLOR;
- float4 ase_texcoord9 : TEXCOORD9;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _EmmissiveColor;
- float4 _BaseColor;
- float4 _Mask1;
- float4 _Mask0;
- float3 _NoiseScale3D;
- float3 _WindDirection;
- float3 _AdditionalNoiseDir;
- float3 _AdditionalVoronoiDir;
- float _Scale;
- float _EmmissiveNoiseColor;
- float _VertexColorStrength;
- float _NoiseColorStrength;
- float _NoiseColorMix;
- float _VoronoiStrength;
- float _DepthDistance;
- float _VorSpeed;
- float _VoronoiScale;
- float _NoiseStrength;
- float _NoiseScale;
- float _WindSpeed;
- float _NoiseSpeed;
- float _NoiseDisplacement;
- float _EmmissiveDepthFade;
- #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 objectToViewPos = TransformWorldToView(TransformObjectToWorld(v.positionOS.xyz));
- float eyeDepth = -objectToViewPos.z;
- o.ase_texcoord9.x = eyeDepth;
-
- o.ase_texcoord8 = v.positionOS;
- o.ase_normal = v.normalOS;
- o.ase_color = v.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- o.ase_texcoord9.yzw = 0;
- #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 );
- #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_texcoord8);
- 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_g159 = _NoiseColorStrength;
- float temp_output_3_0_g159 = ( 1.0 - temp_output_2_0_g159 );
- float3 appendResult7_g159 = (float3(temp_output_3_0_g159 , temp_output_3_0_g159 , temp_output_3_0_g159));
- float3 temp_output_21_0 = ( ( temp_cast_3 * temp_output_2_0_g159 ) + appendResult7_g159 );
- float4 lerpResult161 = lerp( _BaseColor , IN.ase_color , _VertexColorStrength);
- float4 Albedo30 = saturate( ( float4( temp_output_21_0 , 0.0 ) * lerpResult161 ) );
-
- float3 temp_cast_6 = (NoiseColorMix158).xxx;
- float temp_output_2_0_g157 = _EmmissiveNoiseColor;
- 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 ase_screenPosNorm = ScreenPos / ScreenPos.w;
- ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
- float clampDepth368 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
- float temp_output_385_0 = abs( ( _ProjectionParams.z - _ProjectionParams.y ) );
- float eyeDepth = IN.ase_texcoord9.x;
- float cameraDepthFade389 = (( eyeDepth -_ProjectionParams.y - 0.0 ) / temp_output_385_0);
- float temp_output_1_0_g160 = saturate( ( ( ( ( 1.0 - clampDepth368 ) - cameraDepthFade389 ) * temp_output_385_0 ) / _DepthDistance ) );
- float DepthFade43 = saturate( ( ( ( pow( temp_output_1_0_g160 , 5.0 ) * 6.0 ) - ( pow( temp_output_1_0_g160 , 4.0 ) * 15.0 ) ) + ( pow( temp_output_1_0_g160 , 3.0 ) * 10.0 ) ) );
- float3 temp_cast_8 = (DepthFade43).xxx;
- float temp_output_2_0_g158 = _EmmissiveDepthFade;
- 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 temp_output_2_0_g155 = lerpResult161;
- float BaseColorAlpha162 = (temp_output_2_0_g155).a;
-
- float3 BaseColor = Albedo30.rgb;
- float3 Normal = float3(0, 0, 1);
- float3 Emission = ( ( _EmmissiveColor * float4( ( ( temp_cast_6 * temp_output_2_0_g157 ) + appendResult7_g157 ) , 0.0 ) ) * float4( ( ( temp_cast_8 * temp_output_2_0_g158 ) + appendResult7_g158 ) , 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 = 1;
- #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 ASE_TESSELLATION 1
- #pragma require tessellation tessHW
- #pragma hull HullFunction
- #pragma domain DomainFunction
- #define ASE_TRANSLUCENCY 1
- #define ASE_LENGTH_TESSELLATION
- #define _SURFACE_TYPE_TRANSPARENT 1
- #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
- #define ASE_NEEDS_FRAG_SCREEN_POSITION
- #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 _EmmissiveColor;
- float4 _BaseColor;
- float4 _Mask1;
- float4 _Mask0;
- float3 _NoiseScale3D;
- float3 _WindDirection;
- float3 _AdditionalNoiseDir;
- float3 _AdditionalVoronoiDir;
- float _Scale;
- float _EmmissiveNoiseColor;
- float _VertexColorStrength;
- float _NoiseColorStrength;
- float _NoiseColorMix;
- float _VoronoiStrength;
- float _DepthDistance;
- float _VorSpeed;
- float _VoronoiScale;
- float _NoiseStrength;
- float _NoiseScale;
- float _WindSpeed;
- float _NoiseSpeed;
- float _NoiseDisplacement;
- float _EmmissiveDepthFade;
- #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 objectToViewPos = TransformWorldToView(TransformObjectToWorld(v.positionOS.xyz));
- float eyeDepth = -objectToViewPos.z;
- o.ase_texcoord3.x = eyeDepth;
-
- o.ase_color = v.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- o.ase_texcoord3.yzw = 0;
- #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 ase_screenPosNorm = ScreenPos / ScreenPos.w;
- ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
- float clampDepth368 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
- float temp_output_385_0 = abs( ( _ProjectionParams.z - _ProjectionParams.y ) );
- float eyeDepth = IN.ase_texcoord3.x;
- float cameraDepthFade389 = (( eyeDepth -_ProjectionParams.y - 0.0 ) / temp_output_385_0);
- float temp_output_1_0_g160 = saturate( ( ( ( ( 1.0 - clampDepth368 ) - cameraDepthFade389 ) * temp_output_385_0 ) / _DepthDistance ) );
- float DepthFade43 = saturate( ( ( ( pow( temp_output_1_0_g160 , 5.0 ) * 6.0 ) - ( pow( temp_output_1_0_g160 , 4.0 ) * 15.0 ) ) + ( pow( temp_output_1_0_g160 , 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 ASE_TESSELLATION 1
- #pragma require tessellation tessHW
- #pragma hull HullFunction
- #pragma domain DomainFunction
- #define ASE_TRANSLUCENCY 1
- #define ASE_LENGTH_TESSELLATION
- #define _SURFACE_TYPE_TRANSPARENT 1
- #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;
- float3 ase_normal : NORMAL;
- float4 ase_color : COLOR;
- float4 ase_texcoord5 : TEXCOORD5;
- float4 ase_texcoord6 : TEXCOORD6;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _EmmissiveColor;
- float4 _BaseColor;
- float4 _Mask1;
- float4 _Mask0;
- float3 _NoiseScale3D;
- float3 _WindDirection;
- float3 _AdditionalNoiseDir;
- float3 _AdditionalVoronoiDir;
- float _Scale;
- float _EmmissiveNoiseColor;
- float _VertexColorStrength;
- float _NoiseColorStrength;
- float _NoiseColorMix;
- float _VoronoiStrength;
- float _DepthDistance;
- float _VorSpeed;
- float _VoronoiScale;
- float _NoiseStrength;
- float _NoiseScale;
- float _WindSpeed;
- float _NoiseSpeed;
- float _NoiseDisplacement;
- float _EmmissiveDepthFade;
- #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 ) );
-
- float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz);
- float4 screenPos = ComputeScreenPos(ase_clipPos);
- o.ase_texcoord5 = screenPos;
- float3 objectToViewPos = TransformWorldToView(TransformObjectToWorld(v.positionOS.xyz));
- float eyeDepth = -objectToViewPos.z;
- o.ase_texcoord6.x = eyeDepth;
-
- o.ase_texcoord4 = v.positionOS;
- o.ase_normal = v.normalOS;
- o.ase_color = v.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- o.ase_texcoord6.yzw = 0;
- #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
- #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_texcoord4);
- 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_g159 = _NoiseColorStrength;
- float temp_output_3_0_g159 = ( 1.0 - temp_output_2_0_g159 );
- float3 appendResult7_g159 = (float3(temp_output_3_0_g159 , temp_output_3_0_g159 , temp_output_3_0_g159));
- float3 temp_output_21_0 = ( ( temp_cast_3 * temp_output_2_0_g159 ) + appendResult7_g159 );
- float4 lerpResult161 = lerp( _BaseColor , IN.ase_color , _VertexColorStrength);
- float4 Albedo30 = saturate( ( float4( temp_output_21_0 , 0.0 ) * lerpResult161 ) );
-
- float3 temp_cast_6 = (NoiseColorMix158).xxx;
- float temp_output_2_0_g157 = _EmmissiveNoiseColor;
- 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 screenPos = IN.ase_texcoord5;
- float4 ase_screenPosNorm = screenPos / screenPos.w;
- ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
- float clampDepth368 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
- float temp_output_385_0 = abs( ( _ProjectionParams.z - _ProjectionParams.y ) );
- float eyeDepth = IN.ase_texcoord6.x;
- float cameraDepthFade389 = (( eyeDepth -_ProjectionParams.y - 0.0 ) / temp_output_385_0);
- float temp_output_1_0_g160 = saturate( ( ( ( ( 1.0 - clampDepth368 ) - cameraDepthFade389 ) * temp_output_385_0 ) / _DepthDistance ) );
- float DepthFade43 = saturate( ( ( ( pow( temp_output_1_0_g160 , 5.0 ) * 6.0 ) - ( pow( temp_output_1_0_g160 , 4.0 ) * 15.0 ) ) + ( pow( temp_output_1_0_g160 , 3.0 ) * 10.0 ) ) );
- float3 temp_cast_8 = (DepthFade43).xxx;
- float temp_output_2_0_g158 = _EmmissiveDepthFade;
- 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 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_g157 ) + appendResult7_g157 ) , 0.0 ) ) * float4( ( ( temp_cast_8 * temp_output_2_0_g158 ) + appendResult7_g158 ) , 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 ASE_TESSELLATION 1
- #pragma require tessellation tessHW
- #pragma hull HullFunction
- #pragma domain DomainFunction
- #define ASE_TRANSLUCENCY 1
- #define ASE_LENGTH_TESSELLATION
- #define _SURFACE_TYPE_TRANSPARENT 1
- #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;
- float3 ase_normal : NORMAL;
- float4 ase_color : COLOR;
- float4 ase_texcoord3 : TEXCOORD3;
- float4 ase_texcoord4 : TEXCOORD4;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _EmmissiveColor;
- float4 _BaseColor;
- float4 _Mask1;
- float4 _Mask0;
- float3 _NoiseScale3D;
- float3 _WindDirection;
- float3 _AdditionalNoiseDir;
- float3 _AdditionalVoronoiDir;
- float _Scale;
- float _EmmissiveNoiseColor;
- float _VertexColorStrength;
- float _NoiseColorStrength;
- float _NoiseColorMix;
- float _VoronoiStrength;
- float _DepthDistance;
- float _VorSpeed;
- float _VoronoiScale;
- float _NoiseStrength;
- float _NoiseScale;
- float _WindSpeed;
- float _NoiseSpeed;
- float _NoiseDisplacement;
- float _EmmissiveDepthFade;
- #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 ) );
-
- float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz);
- float4 screenPos = ComputeScreenPos(ase_clipPos);
- o.ase_texcoord3 = screenPos;
- float3 objectToViewPos = TransformWorldToView(TransformObjectToWorld(v.positionOS.xyz));
- float eyeDepth = -objectToViewPos.z;
- o.ase_texcoord4.x = eyeDepth;
-
- o.ase_texcoord2 = v.positionOS;
- o.ase_normal = v.normalOS;
- o.ase_color = v.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- o.ase_texcoord4.yzw = 0;
- #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
- #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_texcoord2);
- 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_g159 = _NoiseColorStrength;
- float temp_output_3_0_g159 = ( 1.0 - temp_output_2_0_g159 );
- float3 appendResult7_g159 = (float3(temp_output_3_0_g159 , temp_output_3_0_g159 , temp_output_3_0_g159));
- float3 temp_output_21_0 = ( ( temp_cast_3 * temp_output_2_0_g159 ) + appendResult7_g159 );
- float4 lerpResult161 = lerp( _BaseColor , IN.ase_color , _VertexColorStrength);
- float4 Albedo30 = saturate( ( float4( temp_output_21_0 , 0.0 ) * lerpResult161 ) );
-
- float4 screenPos = IN.ase_texcoord3;
- float4 ase_screenPosNorm = screenPos / screenPos.w;
- ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
- float clampDepth368 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
- float temp_output_385_0 = abs( ( _ProjectionParams.z - _ProjectionParams.y ) );
- float eyeDepth = IN.ase_texcoord4.x;
- float cameraDepthFade389 = (( eyeDepth -_ProjectionParams.y - 0.0 ) / temp_output_385_0);
- float temp_output_1_0_g160 = saturate( ( ( ( ( 1.0 - clampDepth368 ) - cameraDepthFade389 ) * temp_output_385_0 ) / _DepthDistance ) );
- float DepthFade43 = saturate( ( ( ( pow( temp_output_1_0_g160 , 5.0 ) * 6.0 ) - ( pow( temp_output_1_0_g160 , 4.0 ) * 15.0 ) ) + ( pow( temp_output_1_0_g160 , 3.0 ) * 10.0 ) ) );
- 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 ASE_TESSELLATION 1
- #pragma require tessellation tessHW
- #pragma hull HullFunction
- #pragma domain DomainFunction
- #define ASE_TRANSLUCENCY 1
- #define ASE_LENGTH_TESSELLATION
- #define _SURFACE_TYPE_TRANSPARENT 1
- #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
- #define ASE_NEEDS_FRAG_SCREEN_POSITION
- #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 _EmmissiveColor;
- float4 _BaseColor;
- float4 _Mask1;
- float4 _Mask0;
- float3 _NoiseScale3D;
- float3 _WindDirection;
- float3 _AdditionalNoiseDir;
- float3 _AdditionalVoronoiDir;
- float _Scale;
- float _EmmissiveNoiseColor;
- float _VertexColorStrength;
- float _NoiseColorStrength;
- float _NoiseColorMix;
- float _VoronoiStrength;
- float _DepthDistance;
- float _VorSpeed;
- float _VoronoiScale;
- float _NoiseStrength;
- float _NoiseScale;
- float _WindSpeed;
- float _NoiseSpeed;
- float _NoiseDisplacement;
- float _EmmissiveDepthFade;
- #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 objectToViewPos = TransformWorldToView(TransformObjectToWorld(v.positionOS.xyz));
- float eyeDepth = -objectToViewPos.z;
- o.ase_texcoord5.x = eyeDepth;
-
- o.ase_color = v.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- o.ase_texcoord5.yzw = 0;
- #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 ase_screenPosNorm = ScreenPos / ScreenPos.w;
- ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
- float clampDepth368 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
- float temp_output_385_0 = abs( ( _ProjectionParams.z - _ProjectionParams.y ) );
- float eyeDepth = IN.ase_texcoord5.x;
- float cameraDepthFade389 = (( eyeDepth -_ProjectionParams.y - 0.0 ) / temp_output_385_0);
- float temp_output_1_0_g160 = saturate( ( ( ( ( 1.0 - clampDepth368 ) - cameraDepthFade389 ) * temp_output_385_0 ) / _DepthDistance ) );
- float DepthFade43 = saturate( ( ( ( pow( temp_output_1_0_g160 , 5.0 ) * 6.0 ) - ( pow( temp_output_1_0_g160 , 4.0 ) * 15.0 ) ) + ( pow( temp_output_1_0_g160 , 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 ASE_TESSELLATION 1
- #pragma require tessellation tessHW
- #pragma hull HullFunction
- #pragma domain DomainFunction
- #define ASE_TRANSLUCENCY 1
- #define ASE_LENGTH_TESSELLATION
- #define _SURFACE_TYPE_TRANSPARENT 1
- #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_texcoord1 : TEXCOORD1;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _EmmissiveColor;
- float4 _BaseColor;
- float4 _Mask1;
- float4 _Mask0;
- float3 _NoiseScale3D;
- float3 _WindDirection;
- float3 _AdditionalNoiseDir;
- float3 _AdditionalVoronoiDir;
- float _Scale;
- float _EmmissiveNoiseColor;
- float _VertexColorStrength;
- float _NoiseColorStrength;
- float _NoiseColorMix;
- float _VoronoiStrength;
- float _DepthDistance;
- float _VorSpeed;
- float _VoronoiScale;
- float _NoiseStrength;
- float _NoiseScale;
- float _WindSpeed;
- float _NoiseSpeed;
- float _NoiseDisplacement;
- float _EmmissiveDepthFade;
- #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 ) );
-
- float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz);
- float4 screenPos = ComputeScreenPos(ase_clipPos);
- o.ase_texcoord = screenPos;
- float3 objectToViewPos = TransformWorldToView(TransformObjectToWorld(v.positionOS.xyz));
- float eyeDepth = -objectToViewPos.z;
- o.ase_texcoord1.x = eyeDepth;
-
- o.ase_color = v.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- o.ase_texcoord1.yzw = 0;
- #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 screenPos = IN.ase_texcoord;
- float4 ase_screenPosNorm = screenPos / screenPos.w;
- ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
- float clampDepth368 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
- float temp_output_385_0 = abs( ( _ProjectionParams.z - _ProjectionParams.y ) );
- float eyeDepth = IN.ase_texcoord1.x;
- float cameraDepthFade389 = (( eyeDepth -_ProjectionParams.y - 0.0 ) / temp_output_385_0);
- float temp_output_1_0_g160 = saturate( ( ( ( ( 1.0 - clampDepth368 ) - cameraDepthFade389 ) * temp_output_385_0 ) / _DepthDistance ) );
- float DepthFade43 = saturate( ( ( ( pow( temp_output_1_0_g160 , 5.0 ) * 6.0 ) - ( pow( temp_output_1_0_g160 , 4.0 ) * 15.0 ) ) + ( pow( temp_output_1_0_g160 , 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 ASE_TESSELLATION 1
- #pragma require tessellation tessHW
- #pragma hull HullFunction
- #pragma domain DomainFunction
- #define ASE_TRANSLUCENCY 1
- #define ASE_LENGTH_TESSELLATION
- #define _SURFACE_TYPE_TRANSPARENT 1
- #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_texcoord1 : TEXCOORD1;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _EmmissiveColor;
- float4 _BaseColor;
- float4 _Mask1;
- float4 _Mask0;
- float3 _NoiseScale3D;
- float3 _WindDirection;
- float3 _AdditionalNoiseDir;
- float3 _AdditionalVoronoiDir;
- float _Scale;
- float _EmmissiveNoiseColor;
- float _VertexColorStrength;
- float _NoiseColorStrength;
- float _NoiseColorMix;
- float _VoronoiStrength;
- float _DepthDistance;
- float _VorSpeed;
- float _VoronoiScale;
- float _NoiseStrength;
- float _NoiseScale;
- float _WindSpeed;
- float _NoiseSpeed;
- float _NoiseDisplacement;
- float _EmmissiveDepthFade;
- #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 ) );
-
- float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz);
- float4 screenPos = ComputeScreenPos(ase_clipPos);
- o.ase_texcoord = screenPos;
- float3 objectToViewPos = TransformWorldToView(TransformObjectToWorld(v.positionOS.xyz));
- float eyeDepth = -objectToViewPos.z;
- o.ase_texcoord1.x = eyeDepth;
-
- o.ase_color = v.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- o.ase_texcoord1.yzw = 0;
- #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 screenPos = IN.ase_texcoord;
- float4 ase_screenPosNorm = screenPos / screenPos.w;
- ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
- float clampDepth368 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
- float temp_output_385_0 = abs( ( _ProjectionParams.z - _ProjectionParams.y ) );
- float eyeDepth = IN.ase_texcoord1.x;
- float cameraDepthFade389 = (( eyeDepth -_ProjectionParams.y - 0.0 ) / temp_output_385_0);
- float temp_output_1_0_g160 = saturate( ( ( ( ( 1.0 - clampDepth368 ) - cameraDepthFade389 ) * temp_output_385_0 ) / _DepthDistance ) );
- float DepthFade43 = saturate( ( ( ( pow( temp_output_1_0_g160 , 5.0 ) * 6.0 ) - ( pow( temp_output_1_0_g160 , 4.0 ) * 15.0 ) ) + ( pow( temp_output_1_0_g160 , 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
- Node;AmplifyShaderEditor.Vector3Node;316;-1488,1952;Inherit;False;Property;_WindDirection;WindDirection;4;0;Create;True;0;0;0;False;0;False;-1,-0.3,-0.3;-1,-0.3,-0.3;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
- Node;AmplifyShaderEditor.FlipNode;328;-1232,1952;Inherit;False;True;True;True;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
- 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
- Node;AmplifyShaderEditor.SimpleAddOpNode;333;-1472,1616;Inherit;False;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.SimpleTimeNode;73;-1008,2240;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0
- 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
- Node;AmplifyShaderEditor.GetLocalVarNode;325;-624,2656;Inherit;False;317;WindDir;1;0;OBJECT;;False;1;FLOAT3;0
- Node;AmplifyShaderEditor.RangedFloatNode;319;-1008,2144;Inherit;False;Property;_WindSpeed;WindSpeed;5;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
- Node;AmplifyShaderEditor.RangedFloatNode;81;-672,2544;Inherit;False;Property;_VorSpeed;Vor Speed;12;0;Create;True;0;0;0;False;0;False;0.05;0.05;0;0;0;1;FLOAT;0
- Node;AmplifyShaderEditor.Vector3Node;82;-656,2736;Inherit;False;Property;_AdditionalVoronoiDir;AdditionalVoronoiDir;14;0;Create;True;0;0;0;False;0;False;0.7,-0.3,-0.3;0.7,-0.3,-0.3;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
- Node;AmplifyShaderEditor.NormalVertexDataNode;90;-400,3088;Inherit;False;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.PosVertexDataNode;69;-656,2208;Inherit;False;1;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.CommentaryNode;134;48,2800;Inherit;False;999.4751;434.6895;Smooth Axis Fade ;5;93;92;104;95;94;;1,1,1,1;0;0
- Node;AmplifyShaderEditor.DynamicAppendNode;340;-1184,1632;Inherit;False;FLOAT4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0
- Node;AmplifyShaderEditor.ObjectToWorldTransfNode;70;-448,2208;Inherit;False;1;0;FLOAT4;0,0,0,1;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;80;-448,2448;Inherit;False;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.TransformDirectionNode;91;-208,3088;Inherit;False;Object;World;False;Fast;False;1;0;FLOAT3;0,0,0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
- Node;AmplifyShaderEditor.SimpleAddOpNode;323;-400,2640;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
- Node;AmplifyShaderEditor.RangedFloatNode;227;-464,1632;Inherit;False;Property;_Scale;Scale;3;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
- Node;AmplifyShaderEditor.RegisterLocalVarNode;341;-1024,1632;Inherit;False;WindDirWeights;-1;True;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0
- Node;AmplifyShaderEditor.ComponentMaskNode;71;-192,2208;Inherit;False;True;True;True;True;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;83;-224,2448;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
- Node;AmplifyShaderEditor.AbsOpNode;92;64,2880;Inherit;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
- Node;AmplifyShaderEditor.ReciprocalOpNode;367;-304,1632;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.PowerNode;93;272,2928;Inherit;False;False;2;0;FLOAT3;0,0,0;False;1;FLOAT;5;False;1;FLOAT3;0
- Node;AmplifyShaderEditor.ScaleAndOffsetNode;79;144,2368;Inherit;False;3;0;FLOAT4;0,0,0,0;False;1;FLOAT;1;False;2;FLOAT4;0,0,0,0;False;1;FLOAT4;0
- Node;AmplifyShaderEditor.RegisterLocalVarNode;228;-144,1632;Inherit;False;Scale;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.GetLocalVarNode;342;112,1808;Inherit;False;341;WindDirWeights;1;0;OBJECT;;False;1;FLOAT4;0
- Node;AmplifyShaderEditor.DotProductOpNode;94;448,3008;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;1,1,1;False;1;FLOAT;0
- Node;AmplifyShaderEditor.GetLocalVarNode;197;464,2096;Inherit;False;228;Scale;1;0;OBJECT;;False;1;FLOAT;0
- Node;AmplifyShaderEditor.BreakToComponentsNode;84;400,2368;Inherit;False;FLOAT4;1;0;FLOAT4;0,0,0,0;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.GetLocalVarNode;320;-608,1824;Inherit;False;317;WindDir;1;0;OBJECT;;False;1;FLOAT3;0
- Node;AmplifyShaderEditor.AbsOpNode;343;320,1808;Inherit;False;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0
- Node;AmplifyShaderEditor.RangedFloatNode;72;-656,2064;Inherit;False;Property;_NoiseSpeed;Noise Speed;11;0;Create;True;0;0;0;False;0;False;0.2;0.2;0;0;0;1;FLOAT;0
- Node;AmplifyShaderEditor.Vector3Node;76;-640,1904;Inherit;False;Property;_AdditionalNoiseDir;Additional Noise Dir;13;0;Create;True;0;0;0;False;0;False;0,0,0;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
- Node;AmplifyShaderEditor.RangedFloatNode;88;464,2176;Inherit;False;Property;_VoronoiScale;Voronoi Scale;15;0;Create;True;0;0;0;False;0;False;1.4;1.4;0;0;0;1;FLOAT;0
- Node;AmplifyShaderEditor.Vector3Node;143;400,1648;Inherit;False;Property;_NoiseScale3D;Noise Scale 3D;20;0;Create;True;0;0;0;False;0;False;1,0.2,0.6;1,0.2,0.6;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
- Node;AmplifyShaderEditor.DynamicAppendNode;86;608,2400;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
- Node;AmplifyShaderEditor.DynamicAppendNode;85;608,2304;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
- Node;AmplifyShaderEditor.SimpleDivideOpNode;95;608,2928;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;74;-448,2064;Inherit;False;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;198;656,2096;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.SimpleAddOpNode;322;-368,1936;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
- Node;AmplifyShaderEditor.DynamicAppendNode;331;624,1808;Inherit;False;FLOAT4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0
- Node;AmplifyShaderEditor.DynamicAppendNode;329;624,1504;Inherit;False;FLOAT4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0
- Node;AmplifyShaderEditor.DynamicAppendNode;330;624,1648;Inherit;False;FLOAT4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0
- Node;AmplifyShaderEditor.BreakToComponentsNode;344;432,1808;Inherit;False;FLOAT4;1;0;FLOAT4;0,0,0,0;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.DynamicAppendNode;87;608,2496;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
- Node;AmplifyShaderEditor.BreakToComponentsNode;104;832,2992;Inherit;True;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.VoronoiNode;97;912,1968;Inherit;True;0;0;1;0;3;False;1;False;False;False;4;0;FLOAT2;0,0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;0;False;3;FLOAT;0;FLOAT2;1;FLOAT2;2
- Node;AmplifyShaderEditor.VoronoiNode;96;912,2240;Inherit;True;0;0;1;0;3;False;1;False;False;False;4;0;FLOAT2;0,0;False;1;FLOAT;217;False;2;FLOAT;1;False;3;FLOAT;0;False;3;FLOAT;0;FLOAT2;1;FLOAT2;2
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;77;-224,2000;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;347;784,1808;Inherit;False;2;2;0;FLOAT4;0,0,0,0;False;1;FLOAT;0;False;1;FLOAT4;0
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;346;784,1648;Inherit;False;2;2;0;FLOAT4;0,0,0,0;False;1;FLOAT;0;False;1;FLOAT4;0
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;345;784,1504;Inherit;False;2;2;0;FLOAT4;0,0,0,0;False;1;FLOAT;0;False;1;FLOAT4;0
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;107;1232,2032;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;108;1216,2192;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.VoronoiNode;89;912,2512;Inherit;True;0;0;1;0;3;False;1;False;False;False;4;0;FLOAT2;0,0;False;1;FLOAT;137;False;2;FLOAT;1;False;3;FLOAT;0;False;3;FLOAT;0;FLOAT2;1;FLOAT2;2
- Node;AmplifyShaderEditor.ScaleAndOffsetNode;78;144,2016;Inherit;False;3;0;FLOAT4;0,0,0,0;False;1;FLOAT;1;False;2;FLOAT4;0,0,0,0;False;1;FLOAT4;0
- Node;AmplifyShaderEditor.SimpleAddOpNode;348;976,1616;Inherit;False;3;3;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;2;FLOAT4;0,0,0,0;False;1;FLOAT4;0
- Node;AmplifyShaderEditor.SimpleAddOpNode;110;1408,2128;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;109;1184,2448;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;145;1328,1712;Inherit;False;2;2;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0
- Node;AmplifyShaderEditor.GetLocalVarNode;195;1296,1632;Inherit;False;228;Scale;1;0;OBJECT;;False;1;FLOAT;0
- Node;AmplifyShaderEditor.SimpleAddOpNode;111;1568,2256;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;196;1536,1680;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0
- Node;AmplifyShaderEditor.RangedFloatNode;113;1536,1840;Inherit;False;Property;_NoiseScale;Noise Scale;16;0;Create;True;0;0;0;False;0;False;20;20;0;0;0;1;FLOAT;0
- Node;AmplifyShaderEditor.NoiseGeneratorNode;112;1760,1712;Inherit;True;Simplex3D;True;False;2;0;FLOAT3;0,0,0;False;1;FLOAT;1;False;1;FLOAT;0
- Node;AmplifyShaderEditor.OneMinusNode;192;1792,2144;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.TFHCRemapNode;117;2064,1728;Inherit;True;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;0;False;4;FLOAT;1;False;1;FLOAT;0
- Node;AmplifyShaderEditor.TFHCRemapNode;191;1824,2288;Inherit;True;5;0;FLOAT;0;False;1;FLOAT;0.65;False;2;FLOAT;1;False;3;FLOAT;0;False;4;FLOAT;1;False;1;FLOAT;0
- Node;AmplifyShaderEditor.SaturateNode;190;2112,2304;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.SaturateNode;118;2352,1728;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.RangedFloatNode;119;2336,1824;Inherit;False;Property;_NoiseStrength;Noise Strength;18;0;Create;True;0;0;0;False;0;False;0.03;0.04;0;0;0;1;FLOAT;0
- Node;AmplifyShaderEditor.RangedFloatNode;116;2272,2192;Inherit;False;Property;_VoronoiStrength;Voronoi Strength;17;0;Create;True;0;0;0;False;0;False;0.9;0.8;0;0;0;1;FLOAT;0
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;120;2544,1760;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;115;2544,2000;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.CommentaryNode;293;4112,1984;Inherit;False;1979.398;736.2354;;10;306;296;294;315;304;303;299;301;298;297;Sphere Mask 0;1,1,1,1;0;0
- Node;AmplifyShaderEditor.SimpleAddOpNode;121;2800,1904;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.SaturateNode;122;3024,1904;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.GetLocalVarNode;229;3056,2272;Inherit;False;228;Scale;1;0;OBJECT;;False;1;FLOAT;0
- Node;AmplifyShaderEditor.RangedFloatNode;125;3024,2192;Inherit;False;Property;_NoiseDisplacement;Noise Displacement;19;0;Create;True;0;0;0;False;0;False;0.5;0.5;0;0;0;1;FLOAT;0
- Node;AmplifyShaderEditor.Vector4Node;294;4160,2224;Inherit;False;Property;_Mask0;Mask0;6;0;Create;True;0;0;0;False;0;False;1.985208,0.440832,0.2055923,1.2;-0.07034397,0.4851084,-6.79,0.7;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.CommentaryNode;315;4368,2416;Inherit;False;932;266.2;Radius to object space;5;314;307;312;311;313;;1,1,1,1;0;0
- Node;AmplifyShaderEditor.SimpleSubtractOpNode;181;3264,1904;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0.5;False;1;FLOAT;0
- Node;AmplifyShaderEditor.SimpleDivideOpNode;232;3264,2192;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.NormalVertexDataNode;124;3232,2016;Inherit;False;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.FunctionNode;296;4432,2224;Inherit;False;Alpha Split;-1;;146;07dab7960105b86429ac8eebd729ed6d;0;1;2;FLOAT4;0,0,0,0;False;2;FLOAT3;0;FLOAT;6
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;123;3456,1920;Inherit;False;3;3;0;FLOAT;0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0
- Node;AmplifyShaderEditor.ObjectScaleNode;183;3472,2096;Inherit;False;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
- Node;AmplifyShaderEditor.DynamicAppendNode;313;4624,2496;Inherit;False;FLOAT4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0
- Node;AmplifyShaderEditor.ObjectPositionNode;311;4416,2464;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
- Node;AmplifyShaderEditor.SimpleDivideOpNode;184;3648,2000;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
- Node;AmplifyShaderEditor.PosVertexDataNode;238;3696,2160;Inherit;False;0;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.SimpleAddOpNode;312;4784,2464;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0
- Node;AmplifyShaderEditor.SimpleAddOpNode;239;3920,2112;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
- Node;AmplifyShaderEditor.TransformPositionNode;306;4656,2224;Inherit;False;World;Object;False;Fast;True;1;0;FLOAT3;0,0,0;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.TransformPositionNode;307;4912,2464;Inherit;False;World;Object;False;Fast;True;1;0;FLOAT3;0,0,0;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.CommentaryNode;350;6464,2000;Inherit;False;1780.413;726.1177;;10;365;364;363;362;361;359;357;353;352;351;Sphere Mask 1;1,1,1,1;0;0
- Node;AmplifyShaderEditor.DistanceOpNode;297;4880,2128;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.LengthOpNode;314;5120,2464;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.CommentaryNode;394;368,672;Inherit;False;1770.762;380.8553;;13;43;402;399;36;392;401;389;390;371;368;385;387;384;Depth Fade 2D;1,1,1,1;0;0
- Node;AmplifyShaderEditor.SimpleSubtractOpNode;298;5168,2112;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
- Node;AmplifyShaderEditor.Vector4Node;351;6512,2240;Inherit;False;Property;_Mask1;Mask1;7;0;Create;True;0;0;0;False;0;False;1.985208,0.440832,0.2055923,1.2;0.842,-0.28,0.51,0.7;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.ProjectionParams;384;400,896;Inherit;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.CommentaryNode;352;6720,2432;Inherit;False;932;266.2;Radius to object space;5;360;358;356;355;354;;1,1,1,1;0;0
- Node;AmplifyShaderEditor.SimpleMinOpNode;301;5328,2112;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.NormalVertexDataNode;299;5264,2240;Inherit;False;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.FunctionNode;353;6784,2240;Inherit;False;Alpha Split;-1;;153;07dab7960105b86429ac8eebd729ed6d;0;1;2;FLOAT4;0,0,0,0;False;2;FLOAT3;0;FLOAT;6
- Node;AmplifyShaderEditor.SimpleSubtractOpNode;387;624,896;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;303;5456,2112;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT3;-1,0,0;False;1;FLOAT3;0
- Node;AmplifyShaderEditor.DynamicAppendNode;354;6976,2512;Inherit;False;FLOAT4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0
- Node;AmplifyShaderEditor.ObjectPositionNode;355;6768,2480;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
- Node;AmplifyShaderEditor.AbsOpNode;385;768,896;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.ScreenDepthNode;368;768,720;Inherit;False;1;False;1;0;FLOAT4;0,0,0,0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.SimpleAddOpNode;304;5632,2048;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
- Node;AmplifyShaderEditor.PosVertexDataNode;349;6128,2208;Inherit;False;0;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.SimpleAddOpNode;356;7136,2480;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0
- Node;AmplifyShaderEditor.OneMinusNode;371;992,720;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.CameraDepthFade;389;896,816;Inherit;False;3;2;FLOAT3;0,0,0;False;0;FLOAT;9;False;1;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.SimpleAddOpNode;366;6336,2144;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
- Node;AmplifyShaderEditor.TransformPositionNode;357;7008,2240;Inherit;False;World;Object;False;Fast;True;1;0;FLOAT3;0,0,0;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.TransformPositionNode;358;7264,2480;Inherit;False;World;Object;False;Fast;True;1;0;FLOAT3;0,0,0;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.SimpleSubtractOpNode;390;1152,752;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.DistanceOpNode;359;7232,2144;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.LengthOpNode;360;7472,2480;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.CommentaryNode;31;1388.116,-224;Inherit;False;1507.612;770.0389;;15;1;162;13;16;160;161;20;19;146;147;21;30;28;29;163;Albedo;1,1,1,1;0;0
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;392;1312,848;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.RangedFloatNode;36;1280,944;Inherit;False;Property;_DepthDistance;Depth Distance;8;0;Create;True;0;0;0;False;0;False;0.4;0.4;0;0;0;1;FLOAT;0
- Node;AmplifyShaderEditor.SimpleSubtractOpNode;361;7648,2144;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
- Node;AmplifyShaderEditor.VertexColorNode;16;1664,288;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.ColorNode;13;1440,176;Inherit;False;Property;_BaseColor;Base Color;0;0;Create;True;0;0;0;False;0;False;1,1,1,1;1,1,1,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
- Node;AmplifyShaderEditor.RangedFloatNode;160;1872,368;Inherit;False;Property;_VertexColorStrength;Vertex Color Strength;23;0;Create;True;0;0;0;False;0;False;0.7030082;0.7030082;0;1;0;1;FLOAT;0
- Node;AmplifyShaderEditor.SimpleDivideOpNode;401;1456,848;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.SimpleMinOpNode;362;7808,2144;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.NormalVertexDataNode;363;7744,2272;Inherit;False;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.LerpOp;161;2160,240;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
- Node;AmplifyShaderEditor.SaturateNode;399;1568,848;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;364;7936,2144;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT3;-1,0,0;False;1;FLOAT3;0
- Node;AmplifyShaderEditor.FunctionNode;163;2325.137,419.9323;Inherit;False;Alpha Split;-1;;155;07dab7960105b86429ac8eebd729ed6d;0;1;2;COLOR;0,0,0,0;False;2;FLOAT3;0;FLOAT;6
- Node;AmplifyShaderEditor.FunctionNode;402;1712,848;Inherit;False;SmootherStep;-1;;160;4a9458489eca43748a1c8f13823257ba;0;1;1;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.SimpleAddOpNode;365;8112,2080;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
- Node;AmplifyShaderEditor.RegisterLocalVarNode;162;2528,448;Inherit;False;BaseColorAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.RegisterLocalVarNode;43;1920,848;Inherit;False;DepthFade;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.RegisterLocalVarNode;305;8336,2080;Inherit;False;VertexOffset;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
- Node;AmplifyShaderEditor.CommentaryNode;68;1392,-1504;Inherit;False;1082.072;560.847;;9;150;140;149;141;60;66;62;61;67;Emmission;1,1,1,1;0;0
- Node;AmplifyShaderEditor.CommentaryNode;59;1744,-704;Inherit;False;1151.964;403.8841;;7;56;58;57;55;54;136;137;Translucency;1,1,1,1;0;0
- Node;AmplifyShaderEditor.GetLocalVarNode;164;2608,-976;Inherit;False;162;BaseColorAlpha;1;0;OBJECT;;False;1;FLOAT;0
- Node;AmplifyShaderEditor.GetLocalVarNode;133;2640,-1056;Inherit;False;43;DepthFade;1;0;OBJECT;;False;1;FLOAT;0
- Node;AmplifyShaderEditor.SaturateNode;29;2496,224;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;28;2336,224;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
- Node;AmplifyShaderEditor.FresnelNode;54;1792,-656;Inherit;False;Standard;WorldNormal;ViewDir;False;False;5;0;FLOAT3;0,0,1;False;4;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;5;False;1;FLOAT;0
- Node;AmplifyShaderEditor.SimpleAddOpNode;55;2208,-656;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;57;2432,-656;Inherit;True;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;136;2672,-656;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
- Node;AmplifyShaderEditor.GetLocalVarNode;137;2464,-416;Inherit;False;43;DepthFade;1;0;OBJECT;;False;1;FLOAT;0
- Node;AmplifyShaderEditor.RegisterLocalVarNode;30;2672,224;Inherit;False;Albedo;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;147;2224,80;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
- Node;AmplifyShaderEditor.GetLocalVarNode;146;2048,-32;Inherit;False;43;DepthFade;1;0;OBJECT;;False;1;FLOAT;0
- Node;AmplifyShaderEditor.LerpOp;157;2608,944;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.RegisterLocalVarNode;158;2768,944;Inherit;True;NoiseColorMix;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.GetLocalVarNode;154;2336,720;Inherit;True;151;NoiseColor3D;1;0;OBJECT;;False;1;FLOAT;0
- Node;AmplifyShaderEditor.GetLocalVarNode;155;2304,912;Inherit;True;152;NoiseColorVoronoi;1;0;OBJECT;;False;1;FLOAT;0
- Node;AmplifyShaderEditor.OneMinusNode;127;3232,1776;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.RegisterLocalVarNode;128;3408,1776;Inherit;False;NoiseColor;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.RegisterLocalVarNode;151;2544,1680;Inherit;False;NoiseColor3D;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.RegisterLocalVarNode;152;2544,2224;Inherit;False;NoiseColorVoronoi;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.OneMinusNode;114;2272,1952;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.GetLocalVarNode;53;2832,-832;Inherit;False;305;VertexOffset;1;0;OBJECT;;False;1;FLOAT3;0
- Node;AmplifyShaderEditor.RangedFloatNode;156;2272,1104;Inherit;False;Property;_NoiseColorMix;NoiseColorMix;22;0;Create;True;0;0;0;False;0;False;0.96;0.947578;0;1;0;1;FLOAT;0
- Node;AmplifyShaderEditor.FunctionNode;67;1904,-1232;Inherit;False;Lerp White To;-1;;157;047d7c189c36a62438973bad9d37b1c2;0;2;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;61;2112,-1328;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT3;0,0,0;False;1;COLOR;0
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;141;2304,-1296;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT3;1,1,1;False;1;COLOR;0
- Node;AmplifyShaderEditor.FunctionNode;149;2112,-1216;Inherit;False;Lerp White To;-1;;158;047d7c189c36a62438973bad9d37b1c2;0;2;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0
- Node;AmplifyShaderEditor.GetLocalVarNode;140;1872,-1120;Inherit;False;43;DepthFade;1;0;OBJECT;;False;1;FLOAT;0
- Node;AmplifyShaderEditor.FunctionNode;21;2000,80;Inherit;False;Lerp White To;-1;;159;047d7c189c36a62438973bad9d37b1c2;0;2;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0
- Node;AmplifyShaderEditor.GetLocalVarNode;19;1760,32;Inherit;False;158;NoiseColorMix;1;0;OBJECT;;False;1;FLOAT;0
- Node;AmplifyShaderEditor.RangedFloatNode;20;1696,112;Inherit;False;Property;_NoiseColorStrength;Noise Color Strength;9;0;Create;True;0;0;0;False;0;False;0.5565214;0.7018638;0;1;0;1;FLOAT;0
- Node;AmplifyShaderEditor.RangedFloatNode;56;2032,-576;Inherit;False;Constant;_Float0;Float 0;3;0;Create;True;0;0;0;False;0;False;0.5;0;0;0;0;1;FLOAT;0
- Node;AmplifyShaderEditor.RangedFloatNode;66;1552,-1152;Inherit;False;Property;_EmmissiveNoiseColor;Emmissive Noise Color;10;0;Create;True;0;0;0;False;0;False;0.2000003;0.2000003;0;1;0;1;FLOAT;0
- Node;AmplifyShaderEditor.RangedFloatNode;150;1776,-1040;Inherit;False;Property;_EmmissiveDepthFade;Emmissive Depth Fade;21;0;Create;True;0;0;0;False;0;False;0.2086951;0.2086951;0;1;0;1;FLOAT;0
- Node;AmplifyShaderEditor.ColorNode;60;1872,-1440;Inherit;False;Property;_EmmissiveColor;Emmissive Color;2;0;Create;True;0;0;0;False;0;False;0.5490196,0.627451,0.7294118,0;0.5482876,0.6286016,0.7283019,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
- Node;AmplifyShaderEditor.ColorNode;58;2192,-528;Inherit;False;Property;_TranslucencyColor;Translucency Color;1;0;Create;True;0;0;0;False;0;False;1,1,1,0;1,1,1,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
- Node;AmplifyShaderEditor.RangedFloatNode;131;2880,-1104;Inherit;False;Constant;_MetalSmoothness;MetalSmoothness;14;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;165;2880,-1024;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
- Node;AmplifyShaderEditor.GetLocalVarNode;32;2912,-1184;Inherit;False;30;Albedo;1;0;OBJECT;;False;1;COLOR;0
- Node;AmplifyShaderEditor.GetLocalVarNode;62;1616,-1232;Inherit;False;158;NoiseColorMix;1;0;OBJECT;;False;1;FLOAT;0
- Node;AmplifyShaderEditor.RangedFloatNode;132;2880,-912;Inherit;False;Constant;_AlphaClip;Alpha Clip;18;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
- Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1;1472,48;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;12;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;0;False;False;0;;0;0;Standard;0;False;0
- Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;3;48,-176;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;12;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=ShadowCaster;False;False;0;;0;0;Standard;0;False;0
- Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;4;48,-176;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;12;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;True;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;True;1;LightMode=DepthOnly;False;False;0;;0;0;Standard;0;False;0
- Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;5;48,-176;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;12;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;;0;0;Standard;0;False;0
- Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;6;48,-176;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;12;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;Universal2D;0;5;Universal2D;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;True;2;5;False;;10;False;;1;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=Universal2D;False;False;0;;0;0;Standard;0;False;0
- Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;7;48,-176;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;12;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;DepthNormals;0;6;DepthNormals;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;False;0;;0;0;Standard;0;False;0
- Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;8;48,-176;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;12;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;GBuffer;0;7;GBuffer;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;True;2;5;False;;10;False;;1;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;10;False;;10;False;;10;False;;6;False;;3;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalGBuffer;False;False;0;;0;0;Standard;0;False;0
- Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;9;48,-176;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;12;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;SceneSelectionPass;0;8;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;;0;0;Standard;0;False;0
- Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;10;48,-176;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;12;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ScenePickingPass;0;9;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;;0;0;Standard;0;False;0
- Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;2;3088,-1184;Float;False;True;-1;2;UnityEditor.ShaderGraphLitGUI;0;12;SkyClouds_2D;94348b07e5e8bab40bd6c8a1e3df54cd;True;Forward;0;1;Forward;21;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;True;2;5;False;;10;False;;1;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;True;True;False;10;False;;10;False;;10;False;;6;False;;3;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForwardOnly;False;False;0;;0;0;Standard;42;Lighting Model;0;0;Workflow;1;638545903288036264;Surface;1;638661781710501321; Refraction Model;0;0; Blend;0;0;Two Sided;1;0;Fragment Normal Space,InvertActionOnDeselection;0;0;Forward Only;1;0;Transmission;0;0; Transmission Shadow;0.5,False,;0;Translucency;1;638555967056712408; Translucency Strength;1,False,_TransStrength;0; Normal Distortion;0.5,False,_NormalDistortion;0; Scattering;2,False,_Scattering;0; Direct;0.9,False,_Direct;0; Ambient;0.1,False,_Ambient;0; Shadow;0.5,False,_Shadow;0;Cast Shadows;0;638545778176623389; Use Shadow Threshold;0;0;Receive Shadows;1;0;Receive SSAO;0;638545838208863654;GPU Instancing;1;0;LOD CrossFade;1;0;Built-in Fog;1;0;_FinalColorxAlpha;0;0;Meta Pass;1;0;Override Baked GI;0;0;Extra Pre Pass;0;0;Tessellation;1;638546589066032097; Phong;1;638545776167988407; Strength;0.5,False,;0; Type;2;638572589216977204; Tess;8,False,_TessellationFactor;638555223982842409; Min;1,False,_TessellationMinDistance;638549165261763217; Max;20,False,_TessellationMaxDistance;638549165187283418; Edge Length;7,False,;638546587549290024; Max Displacement;10,False,;638546587107747633;Write Depth;1;638545930608142192; Early Z;0;638546026961079552;Vertex Position,InvertActionOnDeselection;1;0;Debug Display;0;0;Clear Coat;0;0;0;10;False;True;False;True;True;True;True;False;True;True;False;;False;0
- WireConnection;328;0;316;0
- WireConnection;317;0;328;0
- WireConnection;332;0;326;0
- WireConnection;334;0;332;0
- WireConnection;335;0;332;1
- WireConnection;336;0;332;2
- WireConnection;333;0;334;0
- WireConnection;333;1;335;0
- WireConnection;333;2;336;0
- WireConnection;337;0;332;0
- WireConnection;337;1;333;0
- WireConnection;338;0;332;1
- WireConnection;338;1;333;0
- WireConnection;339;0;332;2
- WireConnection;339;1;333;0
- WireConnection;340;0;337;0
- WireConnection;340;1;338;0
- WireConnection;340;2;339;0
- WireConnection;70;0;69;0
- WireConnection;80;0;73;0
- WireConnection;80;1;81;0
- WireConnection;80;2;319;0
- WireConnection;91;0;90;0
- WireConnection;323;0;325;0
- WireConnection;323;1;82;0
- WireConnection;341;0;340;0
- WireConnection;71;0;70;0
- WireConnection;83;0;80;0
- WireConnection;83;1;323;0
- WireConnection;92;0;91;0
- WireConnection;367;0;227;0
- WireConnection;93;0;92;0
- WireConnection;79;0;71;0
- WireConnection;79;2;83;0
- WireConnection;228;0;367;0
- WireConnection;94;0;93;0
- WireConnection;84;0;79;0
- WireConnection;343;0;342;0
- WireConnection;86;0;84;2
- WireConnection;86;1;84;0
- WireConnection;85;0;84;2
- WireConnection;85;1;84;1
- WireConnection;95;0;93;0
- WireConnection;95;1;94;0
- WireConnection;74;0;72;0
- WireConnection;74;1;73;0
- WireConnection;74;2;319;0
- WireConnection;198;0;197;0
- WireConnection;198;1;88;0
- WireConnection;322;0;320;0
- WireConnection;322;1;76;0
- WireConnection;331;0;143;2
- WireConnection;331;1;143;3
- WireConnection;331;2;143;1
- WireConnection;329;0;143;1
- WireConnection;329;1;143;2
- WireConnection;329;2;143;3
- WireConnection;330;0;143;2
- WireConnection;330;1;143;1
- WireConnection;330;2;143;3
- WireConnection;344;0;343;0
- WireConnection;87;0;84;0
- WireConnection;87;1;84;1
- WireConnection;104;0;95;0
- WireConnection;97;0;85;0
- WireConnection;97;2;198;0
- WireConnection;96;0;86;0
- WireConnection;96;2;198;0
- WireConnection;77;0;322;0
- WireConnection;77;1;74;0
- WireConnection;347;0;331;0
- WireConnection;347;1;344;2
- WireConnection;346;0;330;0
- WireConnection;346;1;344;1
- WireConnection;345;0;329;0
- WireConnection;345;1;344;0
- WireConnection;107;0;97;0
- WireConnection;107;1;104;0
- WireConnection;108;0;96;0
- WireConnection;108;1;104;1
- WireConnection;89;0;87;0
- WireConnection;89;2;198;0
- WireConnection;78;0;71;0
- WireConnection;78;2;77;0
- WireConnection;348;0;345;0
- WireConnection;348;1;346;0
- WireConnection;348;2;347;0
- WireConnection;110;0;107;0
- WireConnection;110;1;108;0
- WireConnection;109;0;89;0
- WireConnection;109;1;104;2
- WireConnection;145;0;348;0
- WireConnection;145;1;78;0
- WireConnection;111;0;110;0
- WireConnection;111;1;109;0
- WireConnection;196;0;195;0
- WireConnection;196;1;145;0
- WireConnection;112;0;196;0
- WireConnection;112;1;113;0
- WireConnection;192;0;111;0
- WireConnection;117;0;112;0
- WireConnection;191;0;192;0
- WireConnection;190;0;191;0
- WireConnection;118;0;117;0
- WireConnection;120;0;118;0
- WireConnection;120;1;119;0
- WireConnection;115;0;190;0
- WireConnection;115;1;116;0
- WireConnection;121;0;120;0
- WireConnection;121;1;115;0
- WireConnection;122;0;121;0
- WireConnection;181;0;122;0
- WireConnection;232;0;125;0
- WireConnection;232;1;229;0
- WireConnection;296;2;294;0
- WireConnection;123;0;181;0
- WireConnection;123;1;124;0
- WireConnection;123;2;232;0
- WireConnection;313;0;296;6
- WireConnection;184;0;123;0
- WireConnection;184;1;183;0
- WireConnection;312;0;311;0
- WireConnection;312;1;313;0
- WireConnection;239;0;184;0
- WireConnection;239;1;238;0
- WireConnection;306;0;296;0
- WireConnection;307;0;312;0
- WireConnection;297;0;239;0
- WireConnection;297;1;306;0
- WireConnection;314;0;307;0
- WireConnection;298;0;297;0
- WireConnection;298;1;314;0
- WireConnection;301;0;298;0
- WireConnection;353;2;351;0
- WireConnection;387;0;384;3
- WireConnection;387;1;384;2
- WireConnection;303;0;301;0
- WireConnection;303;1;299;0
- WireConnection;354;0;353;6
- WireConnection;385;0;387;0
- WireConnection;304;0;184;0
- WireConnection;304;1;303;0
- WireConnection;356;0;355;0
- WireConnection;356;1;354;0
- WireConnection;371;0;368;0
- WireConnection;389;0;385;0
- WireConnection;366;0;304;0
- WireConnection;366;1;349;0
- WireConnection;357;0;353;0
- WireConnection;358;0;356;0
- WireConnection;390;0;371;0
- WireConnection;390;1;389;0
- WireConnection;359;0;366;0
- WireConnection;359;1;357;0
- WireConnection;360;0;358;0
- WireConnection;392;0;390;0
- WireConnection;392;1;385;0
- WireConnection;361;0;359;0
- WireConnection;361;1;360;0
- WireConnection;401;0;392;0
- WireConnection;401;1;36;0
- WireConnection;362;0;361;0
- WireConnection;161;0;13;0
- WireConnection;161;1;16;0
- WireConnection;161;2;160;0
- WireConnection;399;0;401;0
- WireConnection;364;0;362;0
- WireConnection;364;1;363;0
- WireConnection;163;2;161;0
- WireConnection;402;1;399;0
- WireConnection;365;0;304;0
- WireConnection;365;1;364;0
- WireConnection;162;0;163;6
- WireConnection;43;0;402;0
- WireConnection;305;0;365;0
- WireConnection;29;0;28;0
- WireConnection;28;0;21;0
- WireConnection;28;1;161;0
- WireConnection;55;0;54;0
- WireConnection;55;1;56;0
- WireConnection;57;0;55;0
- WireConnection;57;1;58;0
- WireConnection;136;0;57;0
- WireConnection;136;1;137;0
- WireConnection;30;0;29;0
- WireConnection;147;0;146;0
- WireConnection;147;1;21;0
- WireConnection;157;0;154;0
- WireConnection;157;1;155;0
- WireConnection;157;2;156;0
- WireConnection;158;0;157;0
- WireConnection;127;0;122;0
- WireConnection;128;0;127;0
- WireConnection;151;0;118;0
- WireConnection;152;0;190;0
- WireConnection;114;0;190;0
- WireConnection;67;1;62;0
- WireConnection;67;2;66;0
- WireConnection;61;0;60;0
- WireConnection;61;1;67;0
- WireConnection;141;0;61;0
- WireConnection;141;1;149;0
- WireConnection;149;1;140;0
- WireConnection;149;2;150;0
- WireConnection;21;1;19;0
- WireConnection;21;2;20;0
- WireConnection;165;0;133;0
- WireConnection;165;1;164;0
- WireConnection;2;0;32;0
- WireConnection;2;2;141;0
- WireConnection;2;3;131;0
- WireConnection;2;4;131;0
- WireConnection;2;6;165;0
- WireConnection;2;7;132;0
- WireConnection;2;8;53;0
- ASEEND*/
- //CHKSM=BF2AE9B8380A2D0D5EF44F2DDEC95459732D02A6
|