Shader "Amazing Assets/Advanced Dissolve/Shader Graph/Lit (Cutout)" { Properties { //Advanced Dissolve Properties Start//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //Cutout [HideInInspector] _AdvancedDissolveCutoutStandardClip("", Range(0,1)) = 0.5 [HideInInspector] _AdvancedDissolveCutoutStandardMap1("", 2D) = "white" { } [HideInInspector] _AdvancedDissolveCutoutStandardMap1Tiling("", Vector) = (1, 1, 1, 0) [HideInInspector] _AdvancedDissolveCutoutStandardMap1Offset("", Vector) = (0, 0, 0, 0) [HideInInspector] _AdvancedDissolveCutoutStandardMap1Scroll("", Vector) = (0, 0, 0, 0) [HideInInspector] _AdvancedDissolveCutoutStandardMap1Intensity("", Range(0, 1)) = 1 [HideInInspector][Enum(Red, 0, Green, 1, Blue, 2, Alpha, 3)] _AdvancedDissolveCutoutStandardMap1Channel("", INT) = 3 [HideInInspector][AdvancedDissolveToggleFloat] _AdvancedDissolveCutoutStandardMap1Invert("", INT) = 0 [HideInInspector] _AdvancedDissolveCutoutStandardMap2("", 2D) = "white" { } [HideInInspector] _AdvancedDissolveCutoutStandardMap2Tiling("", Vector) = (1, 1, 1, 0) [HideInInspector] _AdvancedDissolveCutoutStandardMap2Offset("", Vector) = (0, 0, 0, 0) [HideInInspector] _AdvancedDissolveCutoutStandardMap2Scroll("", Vector) = (0, 0, 0, 0) [HideInInspector] _AdvancedDissolveCutoutStandardMap2Intensity("", Range(0, 1)) = 1 [HideInInspector][Enum(Red, 0, Green, 1, Blue, 2, Alpha, 3)] _AdvancedDissolveCutoutStandardMap2Channel("", INT) = 3 [HideInInspector][AdvancedDissolveToggleFloat] _AdvancedDissolveCutoutStandardMap2Invert("", INT) = 0 [HideInInspector] _AdvancedDissolveCutoutStandardMap3("", 2D) = "white" { } [HideInInspector] _AdvancedDissolveCutoutStandardMap3Tiling("", Vector) = (1, 1, 1, 0) [HideInInspector] _AdvancedDissolveCutoutStandardMap3Offset("", Vector) = (0, 0, 0, 0) [HideInInspector] _AdvancedDissolveCutoutStandardMap3Scroll("", Vector) = (0, 0, 0, 0) [HideInInspector] _AdvancedDissolveCutoutStandardMap3Intensity("", Range(0, 1)) = 1 [HideInInspector][Enum(Red, 0, Green, 1, Blue, 2, Alpha, 3)] _AdvancedDissolveCutoutStandardMap3Channel("", INT) = 3 [HideInInspector][AdvancedDissolveToggleFloat] _AdvancedDissolveCutoutStandardMap3Invert("", INT) = 0 [HideInInspector][Enum(Multiply, 0, Add, 1)] _AdvancedDissolveCutoutStandardMapsBlendType("", Float) = 0 [HideInInspector][Enum(World, 0, Local, 1)] _AdvancedDissolveCutoutStandardMapsTriplanarMappingSpace("", Float) = 0 [HideInInspector][Enum(Constant, 0, Camera Relative, 1)] _AdvancedDissolveCutoutStandardMapsScreenSpaceUVScale("", Float) = 0 [HideInInspector][AdvancedDissolveToggleFloat] _AdvancedDissolveCutoutStandardBaseInvert("", INT) = 0 //Geometric [HideInInspector][AdvancedDissolveToggleFloat] _AdvancedDissolveCutoutGeometricInvert("", Float) = 0 [HideInInspector] _AdvancedDissolveCutoutGeometricNoise("", Float) = 0.1 [HideInInspector][Enum(X, 0, Y, 1, Z, 2)] _AdvancedDissolveCutoutGeometricXYZAxis("", Float) = 0 [HideInInspector][Enum(Linear, 0, Symmetrical, 1)] _AdvancedDissolveCutoutGeometricXYZStyle("", Float) = 0 [HideInInspector][Enum(World, 0, Local, 1)] _AdvancedDissolveCutoutGeometricXYZSpace("", Float) = 0 [HideInInspector] _AdvancedDissolveCutoutGeometricXYZRollout("", Float) = 0 [HideInInspector] _AdvancedDissolveCutoutGeometricXYZPosition("", Vector) = (0, 0, 0, 0) [HideInInspector] _AdvancedDissolveCutoutGeometric1Position("", Vector) = (0,0,0,0) [HideInInspector] _AdvancedDissolveCutoutGeometric1Normal("", Vector) = (1,0,0,0) [HideInInspector] _AdvancedDissolveCutoutGeometric1Radius("", Float) = 1 [HideInInspector] _AdvancedDissolveCutoutGeometric1Height("", Float) = 1 [HideInInspector] _AdvancedDissolveCutoutGeometric2Position("", Vector) = (0,0,0,0) [HideInInspector] _AdvancedDissolveCutoutGeometric2Normal("", Vector) = (1,0,0,0) [HideInInspector] _AdvancedDissolveCutoutGeometric2Radius("", Float) = 1 [HideInInspector] _AdvancedDissolveCutoutGeometric2Height("", Float) = 1 [HideInInspector] _AdvancedDissolveCutoutGeometric3Position("", Vector) = (0,0,0,0) [HideInInspector] _AdvancedDissolveCutoutGeometric3Normal("", Vector) = (1,0,0,0) [HideInInspector] _AdvancedDissolveCutoutGeometric3Radius("", Float) = 1 [HideInInspector] _AdvancedDissolveCutoutGeometric3Height("", Float) = 1 [HideInInspector] _AdvancedDissolveCutoutGeometric4Position("", Vector) = (0,0,0,0) [HideInInspector] _AdvancedDissolveCutoutGeometric4Normal("", Vector) = (1,0,0,0) [HideInInspector] _AdvancedDissolveCutoutGeometric4Radius("", Float) = 1 [HideInInspector] _AdvancedDissolveCutoutGeometric4Height("", Float) = 1 //Edge [HideInInspector] _AdvancedDissolveEdgeBaseWidthStandard("", Range(0,1)) = 0.1 [HideInInspector] _AdvancedDissolveEdgeBaseWidthGeometric("", Range(0,1)) = 0.1 [HideInInspector][Enum(Solid, 0, Smooth, 1, Smoother, 2)] _AdvancedDissolveEdgeBaseShape("", INT) = 0 [HideInInspector][AdvancedDissolveColorRGB] _AdvancedDissolveEdgeBaseColor("", Color) = (0,1,0,1) [HideInInspector] _AdvancedDissolveEdgeBaseColorTransparency("", Range(0, 1)) = 1 [HideInInspector][AdvancedDissolveExponental] _AdvancedDissolveEdgeBaseColorIntensity("", Vector) = (0, 0, 0, 0) [HideInInspector][AdvancedDissolveColorRGB] _AdvancedDissolveEdgeAdditionalColor("", color) = (1, 0, 0, 1) [HideInInspector] _AdvancedDissolveEdgeAdditionalColorTransparency("", Range(0, 1)) = 1 [HideInInspector][AdvancedDissolveExponental] _AdvancedDissolveEdgeAdditionalColorIntensity("", Vector) = (0, 0, 0, 0) [HideInInspector] _AdvancedDissolveEdgeAdditionalColorMap("", 2D) = "white" { } [HideInInspector] _AdvancedDissolveEdgeAdditionalColorMapTiling("", Vector) = (1, 1, 1, 0) [HideInInspector] _AdvancedDissolveEdgeAdditionalColorMapOffset("", Vector) = (0, 0, 0, 0) [HideInInspector] _AdvancedDissolveEdgeAdditionalColorMapScroll("", Vector) = (0, 0, 0, 0) [HideInInspector][AdvancedDissolveToggleFloat] _AdvancedDissolveEdgeAdditionalColorMapReverse("", FLOAT) = 0 [HideInInspector] _AdvancedDissolveEdgeAdditionalColorMapMipmap("", Range(0, 10)) = 1 [HideInInspector] _AdvancedDissolveEdgeAdditionalColorPhaseOffset("", FLOAT) = 0 [HideInInspector] _AdvancedDissolveEdgeAdditionalColorAlphaOffset("", Range(-1, 1)) = 0 [HideInInspector][AdvancedDissolveToggleFloat] _AdvancedDissolveEdgeAdditionalColorClipInterpolation("", Float) = 0 [HideInInspector] _AdvancedDissolveEdgeUVDistortionMap("", 2D) = "black" { } [HideInInspector] _AdvancedDissolveEdgeUVDistortionMapTiling("", Vector) = (1, 1, 1, 0) [HideInInspector] _AdvancedDissolveEdgeUVDistortionMapOffset("", Vector) = (0, 0, 0, 0) [HideInInspector] _AdvancedDissolveEdgeUVDistortionMapScroll("", Vector) = (0, 0, 0, 0) [HideInInspector] _AdvancedDissolveEdgeUVDistortionStrength("", Float) = 0 [HideInInspector][AdvancedDissolvePositiveFloat] _AdvancedDissolveEdgeGIMetaPassMultiplier("", Float) = 1 //Keywords [HideInInspector][AdvancedDissolveKeywordState] _AdvancedDissolveKeywordState("", INT) = 0 [HideInInspector][AdvancedDissolveKeywordCutoutStandardSource] _AdvancedDissolveKeywordCutoutStandardSource("", INT) = 0 [HideInInspector][AdvancedDissolveKeywordCutoutStandardMappingType] _AdvancedDissolveKeywordCutoutStandardSourceMapsMappingType("", INT) = 0 [HideInInspector][AdvancedDissolveKeywordCutoutGeometricType] _AdvancedDissolveKeywordCutoutGeometricType("", INT) = 0 [HideInInspector][AdvancedDissolveKeywordCutoutGeometricCount] _AdvancedDissolveKeywordCutoutGeometricCount("", INT) = 0 [HideInInspector][AdvancedDissolveKeywordEdgeBaseSource] _AdvancedDissolveKeywordEdgeBaseSource("", INT) = 0 [HideInInspector][AdvancedDissolveKeywordEdgeAdditionalColorSource] _AdvancedDissolveKeywordEdgeAdditionalColorSource("", INT) = 0 [HideInInspector][AdvancedDissolveKeywordEdgeUVDistortionSource] _AdvancedDissolveKeywordEdgeUVDistortionSource("", INT) = 0 [HideInInspector][AdvancedDissolveKeywordGlobalControlID] _AdvancedDissolveKeywordGlobalControlID("", INT) = 0 //BakedKeywords [HideInInspector] _AdvancedDissolveBakedKeywords("", Vector) = (0,0,0,0) //Advanced Dissolve Properties End//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// [NoScaleOffset]_BaseMap("BaseMap", 2D) = "white" {} Vector1_945c423543134c0394c1ab9d4b453f84("Cutout", Range(0, 1)) = 0.5 [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 { Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "UniversalMaterialType" = "Lit" "Queue"="AlphaTest" "ShaderGraphShader"="true" "ShaderGraphTargetId"="UniversalLitSubTarget" } Pass { Name "Universal Forward" Tags { "LightMode" = "UniversalForward" } // Render State Cull Off Blend One Zero ZTest LEqual ZWrite On // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 4.5 #pragma exclude_renderers gles gles3 glcore #pragma multi_compile_instancing #pragma multi_compile_fog #pragma instancing_options renderinglayer #pragma multi_compile _ DOTS_INSTANCING_ON #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _LIGHT_LAYERS #pragma multi_compile_fragment _ DEBUG_DISPLAY #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile _ _CLUSTERED_RENDERING // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_TEXCOORD1 #define ATTRIBUTES_NEED_TEXCOORD2 #define VARYINGS_NEED_POSITION_WS #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TANGENT_WS #define VARYINGS_NEED_TEXCOORD0 #define VARYINGS_NEED_VIEWDIRECTION_WS #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT #define VARYINGS_NEED_SHADOW_COORD #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_FORWARD #define _FOG_FRAGMENT 1 #define _ALPHATEST_ON 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #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" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float3 positionWS; float3 normalWS; float4 tangentWS; float4 texCoord0; float3 viewDirectionWS; #if defined(LIGHTMAP_ON) float2 staticLightmapUV; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV; #endif #if !defined(LIGHTMAP_ON) float3 sh; #endif float4 fogFactorAndVertexLight; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord; #endif #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 TangentSpaceNormal; float3 ObjectSpacePosition; float3 WorldSpacePosition; float3 AbsoluteWorldSpacePosition; float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; #if defined(LIGHTMAP_ON) float2 staticLightmapUV : INTERP0; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV : INTERP1; #endif #if !defined(LIGHTMAP_ON) float3 sh : INTERP2; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : INTERP3; #endif float4 tangentWS : INTERP4; float4 texCoord0 : INTERP5; float4 fogFactorAndVertexLight : INTERP6; float3 positionWS : INTERP7; float3 normalWS : INTERP8; float3 viewDirectionWS : INTERP9; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; #if defined(LIGHTMAP_ON) output.staticLightmapUV = input.staticLightmapUV; #endif #if defined(DYNAMICLIGHTMAP_ON) output.dynamicLightmapUV = input.dynamicLightmapUV; #endif #if !defined(LIGHTMAP_ON) output.sh = input.sh; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) output.shadowCoord = input.shadowCoord; #endif output.tangentWS.xyzw = input.tangentWS; output.texCoord0.xyzw = input.texCoord0; output.fogFactorAndVertexLight.xyzw = input.fogFactorAndVertexLight; output.positionWS.xyz = input.positionWS; output.normalWS.xyz = input.normalWS; output.viewDirectionWS.xyz = input.viewDirectionWS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; #if defined(LIGHTMAP_ON) output.staticLightmapUV = input.staticLightmapUV; #endif #if defined(DYNAMICLIGHTMAP_ON) output.dynamicLightmapUV = input.dynamicLightmapUV; #endif #if !defined(LIGHTMAP_ON) output.sh = input.sh; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) output.shadowCoord = input.shadowCoord; #endif output.tangentWS = input.tangentWS.xyzw; output.texCoord0 = input.texCoord0.xyzw; output.fogFactorAndVertexLight = input.fogFactorAndVertexLight.xyzw; output.positionWS = input.positionWS.xyz; output.normalWS = input.normalWS.xyz; output.viewDirectionWS = input.viewDirectionWS.xyz; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties //Advanced Dissolve Keywords Start/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _AD_STATE_ENABLED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR #pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL #pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED #pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR //Advanced Dissolve Keywords End///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define ADVANCED_DISSOLVE_SHADER_GRAPH #define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE #include "Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/Defines.cginc" ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// CBUFFER_START(UnityPerMaterial) float4 _BaseMap_TexelSize; float Vector1_945c423543134c0394c1ab9d4b453f84; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat); TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); // Graph Includes // GraphIncludes: // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions void AdvancedDissolveShaderGraphFunction_float(float2 UV, float3 PositionOS, float3 PositionWS, float3 PositionWS_Absolut, float3 NormalOS, float3 NormalWS, float Custom_Cutout, float4 Custom_Color, out float Value){ Value = 0; } struct Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 ObjectSpacePosition; float3 WorldSpacePosition; float3 AbsoluteWorldSpacePosition; half4 uv0; }; void SG_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float(float Vector1_9E44E7D0, float4 Color_d37717e22d9845eeb5507ed0b661e197, Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float IN, out float Out_3) { float4 _UV_0af11090dff4968fbefbff780ab3f959_Out_0 = IN.uv0; float _Property_2254a3efc4fcf082bc34b2ce5b131975_Out_0 = Vector1_9E44E7D0; float4 _Property_6d35f866e3e7457cb788755ca206532e_Out_0 = Color_d37717e22d9845eeb5507ed0b661e197; float _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7; AdvancedDissolveShaderGraphFunction_float((_UV_0af11090dff4968fbefbff780ab3f959_Out_0.xy), IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, _Property_2254a3efc4fcf082bc34b2ce5b131975_Out_0, _Property_6d35f866e3e7457cb788755ca206532e_Out_0, _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7); Out_3 = _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7; } void Unity_Add_float(float A, float B, out float Out) { Out = A + B; } // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float3 BaseColor; float3 NormalTS; float3 Emission; float Metallic; float Smoothness; float Occlusion; float Alpha; float AlphaClipThreshold; }; //Advanced Dissolve #include "Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/Core.cginc" SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0 = UnityBuildTexture2DStructNoScale(_BaseMap); float4 _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0 = SAMPLE_TEXTURE2D(_Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.tex, _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.samplerstate, _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_R_4 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.r; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_G_5 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.g; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_B_6 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.b; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_A_7 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.a; float _Property_5be4753bc2234d52a2df5a5d2b4fff4f_Out_0 = Vector1_945c423543134c0394c1ab9d4b453f84; Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float _AdvancedDissolve_ca61051ac95648e2a739376452880eb5; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.ObjectSpaceNormal = IN.ObjectSpaceNormal; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.WorldSpaceNormal = IN.WorldSpaceNormal; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.ObjectSpacePosition = IN.ObjectSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.WorldSpacePosition = IN.WorldSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.uv0 = IN.uv0; float _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3; SG_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float(0, float4 (0, 0, 0, 1), _AdvancedDissolve_ca61051ac95648e2a739376452880eb5, _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3); float _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2; Unity_Add_float(_Property_5be4753bc2234d52a2df5a5d2b4fff4f_Out_0, _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3, _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2); surface.BaseColor = (_SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.xyz); surface.NormalTS = IN.TangentSpaceNormal; surface.Emission = float3(0, 0, 0); surface.Metallic = 0; surface.Smoothness = 0.5; surface.Occlusion = 1; surface.Alpha = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_A_7; surface.AlphaClipThreshold = _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2; //UniversalForward AdvancedDissolveShaderGraph(IN.uv0.xy, IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, 0, 1, surface.BaseColor, surface.Emission, surface.Alpha, surface.AlphaClipThreshold); return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif // must use interpolated tangent, bitangent and normal before they are normalized in the pixel shader. float3 unnormalizedNormalWS = input.normalWS; const float renormFactor = 1.0 / length(unnormalizedNormalWS); output.WorldSpaceNormal = renormFactor * input.normalWS.xyz; // we want a unit length Normal Vector node in shader graph output.ObjectSpaceNormal = normalize(mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_M)); // transposed multiplication by inverse matrix to handle normal scale output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f); output.WorldSpacePosition = input.positionWS; output.ObjectSpacePosition = TransformWorldToObject(input.positionWS); output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionWS); output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "GBuffer" Tags { "LightMode" = "UniversalGBuffer" } // Render State Cull Off Blend One Zero ZTest LEqual ZWrite On // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 4.5 #pragma exclude_renderers gles gles3 glcore #pragma multi_compile_instancing #pragma multi_compile_fog #pragma instancing_options renderinglayer #pragma multi_compile _ DOTS_INSTANCING_ON #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT #pragma multi_compile_fragment _ _LIGHT_LAYERS #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED #pragma multi_compile_fragment _ DEBUG_DISPLAY // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_TEXCOORD1 #define ATTRIBUTES_NEED_TEXCOORD2 #define VARYINGS_NEED_POSITION_WS #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TANGENT_WS #define VARYINGS_NEED_TEXCOORD0 #define VARYINGS_NEED_VIEWDIRECTION_WS #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT #define VARYINGS_NEED_SHADOW_COORD #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_GBUFFER #define _FOG_FRAGMENT 1 #define _ALPHATEST_ON 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #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" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float3 positionWS; float3 normalWS; float4 tangentWS; float4 texCoord0; float3 viewDirectionWS; #if defined(LIGHTMAP_ON) float2 staticLightmapUV; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV; #endif #if !defined(LIGHTMAP_ON) float3 sh; #endif float4 fogFactorAndVertexLight; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord; #endif #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 TangentSpaceNormal; float3 ObjectSpacePosition; float3 WorldSpacePosition; float3 AbsoluteWorldSpacePosition; float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; #if defined(LIGHTMAP_ON) float2 staticLightmapUV : INTERP0; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV : INTERP1; #endif #if !defined(LIGHTMAP_ON) float3 sh : INTERP2; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : INTERP3; #endif float4 tangentWS : INTERP4; float4 texCoord0 : INTERP5; float4 fogFactorAndVertexLight : INTERP6; float3 positionWS : INTERP7; float3 normalWS : INTERP8; float3 viewDirectionWS : INTERP9; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; #if defined(LIGHTMAP_ON) output.staticLightmapUV = input.staticLightmapUV; #endif #if defined(DYNAMICLIGHTMAP_ON) output.dynamicLightmapUV = input.dynamicLightmapUV; #endif #if !defined(LIGHTMAP_ON) output.sh = input.sh; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) output.shadowCoord = input.shadowCoord; #endif output.tangentWS.xyzw = input.tangentWS; output.texCoord0.xyzw = input.texCoord0; output.fogFactorAndVertexLight.xyzw = input.fogFactorAndVertexLight; output.positionWS.xyz = input.positionWS; output.normalWS.xyz = input.normalWS; output.viewDirectionWS.xyz = input.viewDirectionWS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; #if defined(LIGHTMAP_ON) output.staticLightmapUV = input.staticLightmapUV; #endif #if defined(DYNAMICLIGHTMAP_ON) output.dynamicLightmapUV = input.dynamicLightmapUV; #endif #if !defined(LIGHTMAP_ON) output.sh = input.sh; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) output.shadowCoord = input.shadowCoord; #endif output.tangentWS = input.tangentWS.xyzw; output.texCoord0 = input.texCoord0.xyzw; output.fogFactorAndVertexLight = input.fogFactorAndVertexLight.xyzw; output.positionWS = input.positionWS.xyz; output.normalWS = input.normalWS.xyz; output.viewDirectionWS = input.viewDirectionWS.xyz; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties //Advanced Dissolve Keywords Start/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _AD_STATE_ENABLED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR #pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL #pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED #pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR //Advanced Dissolve Keywords End///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define ADVANCED_DISSOLVE_SHADER_GRAPH #define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE #include "Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/Defines.cginc" ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// CBUFFER_START(UnityPerMaterial) float4 _BaseMap_TexelSize; float Vector1_945c423543134c0394c1ab9d4b453f84; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat); TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); // Graph Includes // GraphIncludes: // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions void AdvancedDissolveShaderGraphFunction_float(float2 UV, float3 PositionOS, float3 PositionWS, float3 PositionWS_Absolut, float3 NormalOS, float3 NormalWS, float Custom_Cutout, float4 Custom_Color, out float Value){ Value = 0; } struct Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 ObjectSpacePosition; float3 WorldSpacePosition; float3 AbsoluteWorldSpacePosition; half4 uv0; }; void SG_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float(float Vector1_9E44E7D0, float4 Color_d37717e22d9845eeb5507ed0b661e197, Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float IN, out float Out_3) { float4 _UV_0af11090dff4968fbefbff780ab3f959_Out_0 = IN.uv0; float _Property_2254a3efc4fcf082bc34b2ce5b131975_Out_0 = Vector1_9E44E7D0; float4 _Property_6d35f866e3e7457cb788755ca206532e_Out_0 = Color_d37717e22d9845eeb5507ed0b661e197; float _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7; AdvancedDissolveShaderGraphFunction_float((_UV_0af11090dff4968fbefbff780ab3f959_Out_0.xy), IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, _Property_2254a3efc4fcf082bc34b2ce5b131975_Out_0, _Property_6d35f866e3e7457cb788755ca206532e_Out_0, _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7); Out_3 = _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7; } void Unity_Add_float(float A, float B, out float Out) { Out = A + B; } // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float3 BaseColor; float3 NormalTS; float3 Emission; float Metallic; float Smoothness; float Occlusion; float Alpha; float AlphaClipThreshold; }; //Advanced Dissolve #include "Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/Core.cginc" SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0 = UnityBuildTexture2DStructNoScale(_BaseMap); float4 _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0 = SAMPLE_TEXTURE2D(_Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.tex, _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.samplerstate, _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_R_4 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.r; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_G_5 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.g; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_B_6 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.b; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_A_7 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.a; float _Property_5be4753bc2234d52a2df5a5d2b4fff4f_Out_0 = Vector1_945c423543134c0394c1ab9d4b453f84; Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float _AdvancedDissolve_ca61051ac95648e2a739376452880eb5; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.ObjectSpaceNormal = IN.ObjectSpaceNormal; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.WorldSpaceNormal = IN.WorldSpaceNormal; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.ObjectSpacePosition = IN.ObjectSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.WorldSpacePosition = IN.WorldSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.uv0 = IN.uv0; float _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3; SG_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float(0, float4 (0, 0, 0, 1), _AdvancedDissolve_ca61051ac95648e2a739376452880eb5, _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3); float _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2; Unity_Add_float(_Property_5be4753bc2234d52a2df5a5d2b4fff4f_Out_0, _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3, _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2); surface.BaseColor = (_SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.xyz); surface.NormalTS = IN.TangentSpaceNormal; surface.Emission = float3(0, 0, 0); surface.Metallic = 0; surface.Smoothness = 0.5; surface.Occlusion = 1; surface.Alpha = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_A_7; surface.AlphaClipThreshold = _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2; //GBuffer AdvancedDissolveShaderGraph(IN.uv0.xy, IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, 0, 1, surface.BaseColor, surface.Emission, surface.Alpha, surface.AlphaClipThreshold); return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif // must use interpolated tangent, bitangent and normal before they are normalized in the pixel shader. float3 unnormalizedNormalWS = input.normalWS; const float renormFactor = 1.0 / length(unnormalizedNormalWS); output.WorldSpaceNormal = renormFactor * input.normalWS.xyz; // we want a unit length Normal Vector node in shader graph output.ObjectSpaceNormal = normalize(mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_M)); // transposed multiplication by inverse matrix to handle normal scale output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f); output.WorldSpacePosition = input.positionWS; output.ObjectSpacePosition = TransformWorldToObject(input.positionWS); output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionWS); output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRGBufferPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } // Render State Cull Off ZTest LEqual ZWrite On ColorMask 0 // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 4.5 #pragma exclude_renderers gles gles3 glcore #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define VARYINGS_NEED_POSITION_WS #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TEXCOORD0 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_SHADOWCASTER #define _ALPHATEST_ON 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float3 positionWS; float3 normalWS; float4 texCoord0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 ObjectSpacePosition; float3 WorldSpacePosition; float3 AbsoluteWorldSpacePosition; float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 texCoord0 : INTERP0; float3 positionWS : INTERP1; float3 normalWS : INTERP2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.texCoord0.xyzw = input.texCoord0; output.positionWS.xyz = input.positionWS; output.normalWS.xyz = input.normalWS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.texCoord0 = input.texCoord0.xyzw; output.positionWS = input.positionWS.xyz; output.normalWS = input.normalWS.xyz; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties //Advanced Dissolve Keywords Start/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _AD_STATE_ENABLED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR #pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL #pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED #pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR //Advanced Dissolve Keywords End///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define ADVANCED_DISSOLVE_SHADER_GRAPH #define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE #include "Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/Defines.cginc" ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// CBUFFER_START(UnityPerMaterial) float4 _BaseMap_TexelSize; float Vector1_945c423543134c0394c1ab9d4b453f84; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat); TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); // Graph Includes // GraphIncludes: // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions void AdvancedDissolveShaderGraphFunction_float(float2 UV, float3 PositionOS, float3 PositionWS, float3 PositionWS_Absolut, float3 NormalOS, float3 NormalWS, float Custom_Cutout, float4 Custom_Color, out float Value){ Value = 0; } struct Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 ObjectSpacePosition; float3 WorldSpacePosition; float3 AbsoluteWorldSpacePosition; half4 uv0; }; void SG_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float(float Vector1_9E44E7D0, float4 Color_d37717e22d9845eeb5507ed0b661e197, Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float IN, out float Out_3) { float4 _UV_0af11090dff4968fbefbff780ab3f959_Out_0 = IN.uv0; float _Property_2254a3efc4fcf082bc34b2ce5b131975_Out_0 = Vector1_9E44E7D0; float4 _Property_6d35f866e3e7457cb788755ca206532e_Out_0 = Color_d37717e22d9845eeb5507ed0b661e197; float _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7; AdvancedDissolveShaderGraphFunction_float((_UV_0af11090dff4968fbefbff780ab3f959_Out_0.xy), IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, _Property_2254a3efc4fcf082bc34b2ce5b131975_Out_0, _Property_6d35f866e3e7457cb788755ca206532e_Out_0, _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7); Out_3 = _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7; } void Unity_Add_float(float A, float B, out float Out) { Out = A + B; } // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; //Advanced Dissolve #include "Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/Core.cginc" SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0 = UnityBuildTexture2DStructNoScale(_BaseMap); float4 _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0 = SAMPLE_TEXTURE2D(_Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.tex, _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.samplerstate, _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_R_4 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.r; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_G_5 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.g; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_B_6 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.b; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_A_7 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.a; float _Property_5be4753bc2234d52a2df5a5d2b4fff4f_Out_0 = Vector1_945c423543134c0394c1ab9d4b453f84; Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float _AdvancedDissolve_ca61051ac95648e2a739376452880eb5; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.ObjectSpaceNormal = IN.ObjectSpaceNormal; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.WorldSpaceNormal = IN.WorldSpaceNormal; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.ObjectSpacePosition = IN.ObjectSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.WorldSpacePosition = IN.WorldSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.uv0 = IN.uv0; float _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3; SG_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float(0, float4 (0, 0, 0, 1), _AdvancedDissolve_ca61051ac95648e2a739376452880eb5, _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3); float _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2; Unity_Add_float(_Property_5be4753bc2234d52a2df5a5d2b4fff4f_Out_0, _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3, _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2); surface.Alpha = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_A_7; surface.AlphaClipThreshold = _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2; //ShadowCaster AdvancedDissolveShaderGraph(IN.uv0.xy, IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, 0, 1, surface.Alpha, surface.AlphaClipThreshold); return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif // must use interpolated tangent, bitangent and normal before they are normalized in the pixel shader. float3 unnormalizedNormalWS = input.normalWS; const float renormFactor = 1.0 / length(unnormalizedNormalWS); output.WorldSpaceNormal = renormFactor * input.normalWS.xyz; // we want a unit length Normal Vector node in shader graph output.ObjectSpaceNormal = normalize(mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_M)); // transposed multiplication by inverse matrix to handle normal scale output.WorldSpacePosition = input.positionWS; output.ObjectSpacePosition = TransformWorldToObject(input.positionWS); output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionWS); output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShadowCasterPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode" = "DepthOnly" } // Render State Cull Off ZTest LEqual ZWrite On ColorMask 0 // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 4.5 #pragma exclude_renderers gles gles3 glcore #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords // PassKeywords: // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define VARYINGS_NEED_POSITION_WS #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TEXCOORD0 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_DEPTHONLY #define _ALPHATEST_ON 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float3 positionWS; float3 normalWS; float4 texCoord0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 ObjectSpacePosition; float3 WorldSpacePosition; float3 AbsoluteWorldSpacePosition; float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 texCoord0 : INTERP0; float3 positionWS : INTERP1; float3 normalWS : INTERP2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.texCoord0.xyzw = input.texCoord0; output.positionWS.xyz = input.positionWS; output.normalWS.xyz = input.normalWS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.texCoord0 = input.texCoord0.xyzw; output.positionWS = input.positionWS.xyz; output.normalWS = input.normalWS.xyz; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties //Advanced Dissolve Keywords Start/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _AD_STATE_ENABLED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR #pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL #pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED #pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR //Advanced Dissolve Keywords End///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define ADVANCED_DISSOLVE_SHADER_GRAPH #define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE #include "Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/Defines.cginc" ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// CBUFFER_START(UnityPerMaterial) float4 _BaseMap_TexelSize; float Vector1_945c423543134c0394c1ab9d4b453f84; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat); TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); // Graph Includes // GraphIncludes: // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions void AdvancedDissolveShaderGraphFunction_float(float2 UV, float3 PositionOS, float3 PositionWS, float3 PositionWS_Absolut, float3 NormalOS, float3 NormalWS, float Custom_Cutout, float4 Custom_Color, out float Value){ Value = 0; } struct Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 ObjectSpacePosition; float3 WorldSpacePosition; float3 AbsoluteWorldSpacePosition; half4 uv0; }; void SG_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float(float Vector1_9E44E7D0, float4 Color_d37717e22d9845eeb5507ed0b661e197, Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float IN, out float Out_3) { float4 _UV_0af11090dff4968fbefbff780ab3f959_Out_0 = IN.uv0; float _Property_2254a3efc4fcf082bc34b2ce5b131975_Out_0 = Vector1_9E44E7D0; float4 _Property_6d35f866e3e7457cb788755ca206532e_Out_0 = Color_d37717e22d9845eeb5507ed0b661e197; float _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7; AdvancedDissolveShaderGraphFunction_float((_UV_0af11090dff4968fbefbff780ab3f959_Out_0.xy), IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, _Property_2254a3efc4fcf082bc34b2ce5b131975_Out_0, _Property_6d35f866e3e7457cb788755ca206532e_Out_0, _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7); Out_3 = _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7; } void Unity_Add_float(float A, float B, out float Out) { Out = A + B; } // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; //Advanced Dissolve #include "Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/Core.cginc" SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0 = UnityBuildTexture2DStructNoScale(_BaseMap); float4 _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0 = SAMPLE_TEXTURE2D(_Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.tex, _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.samplerstate, _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_R_4 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.r; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_G_5 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.g; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_B_6 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.b; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_A_7 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.a; float _Property_5be4753bc2234d52a2df5a5d2b4fff4f_Out_0 = Vector1_945c423543134c0394c1ab9d4b453f84; Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float _AdvancedDissolve_ca61051ac95648e2a739376452880eb5; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.ObjectSpaceNormal = IN.ObjectSpaceNormal; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.WorldSpaceNormal = IN.WorldSpaceNormal; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.ObjectSpacePosition = IN.ObjectSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.WorldSpacePosition = IN.WorldSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.uv0 = IN.uv0; float _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3; SG_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float(0, float4 (0, 0, 0, 1), _AdvancedDissolve_ca61051ac95648e2a739376452880eb5, _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3); float _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2; Unity_Add_float(_Property_5be4753bc2234d52a2df5a5d2b4fff4f_Out_0, _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3, _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2); surface.Alpha = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_A_7; surface.AlphaClipThreshold = _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2; //DepthOnly AdvancedDissolveShaderGraph(IN.uv0.xy, IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, 0, 1, surface.Alpha, surface.AlphaClipThreshold); return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif // must use interpolated tangent, bitangent and normal before they are normalized in the pixel shader. float3 unnormalizedNormalWS = input.normalWS; const float renormFactor = 1.0 / length(unnormalizedNormalWS); output.WorldSpaceNormal = renormFactor * input.normalWS.xyz; // we want a unit length Normal Vector node in shader graph output.ObjectSpaceNormal = normalize(mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_M)); // transposed multiplication by inverse matrix to handle normal scale output.WorldSpacePosition = input.positionWS; output.ObjectSpacePosition = TransformWorldToObject(input.positionWS); output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionWS); output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "DepthNormals" Tags { "LightMode" = "DepthNormals" } // Render State Cull Off ZTest LEqual ZWrite On // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 4.5 #pragma exclude_renderers gles gles3 glcore #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords // PassKeywords: // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_TEXCOORD1 #define VARYINGS_NEED_POSITION_WS #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TANGENT_WS #define VARYINGS_NEED_TEXCOORD0 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_DEPTHNORMALS #define _ALPHATEST_ON 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float3 positionWS; float3 normalWS; float4 tangentWS; float4 texCoord0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 TangentSpaceNormal; float3 ObjectSpacePosition; float3 WorldSpacePosition; float3 AbsoluteWorldSpacePosition; float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 tangentWS : INTERP0; float4 texCoord0 : INTERP1; float3 positionWS : INTERP2; float3 normalWS : INTERP3; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.tangentWS.xyzw = input.tangentWS; output.texCoord0.xyzw = input.texCoord0; output.positionWS.xyz = input.positionWS; output.normalWS.xyz = input.normalWS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.tangentWS = input.tangentWS.xyzw; output.texCoord0 = input.texCoord0.xyzw; output.positionWS = input.positionWS.xyz; output.normalWS = input.normalWS.xyz; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties //Advanced Dissolve Keywords Start/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _AD_STATE_ENABLED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR #pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL #pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED #pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR //Advanced Dissolve Keywords End///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define ADVANCED_DISSOLVE_SHADER_GRAPH #define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE #include "Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/Defines.cginc" ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// CBUFFER_START(UnityPerMaterial) float4 _BaseMap_TexelSize; float Vector1_945c423543134c0394c1ab9d4b453f84; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat); TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); // Graph Includes // GraphIncludes: // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions void AdvancedDissolveShaderGraphFunction_float(float2 UV, float3 PositionOS, float3 PositionWS, float3 PositionWS_Absolut, float3 NormalOS, float3 NormalWS, float Custom_Cutout, float4 Custom_Color, out float Value){ Value = 0; } struct Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 ObjectSpacePosition; float3 WorldSpacePosition; float3 AbsoluteWorldSpacePosition; half4 uv0; }; void SG_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float(float Vector1_9E44E7D0, float4 Color_d37717e22d9845eeb5507ed0b661e197, Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float IN, out float Out_3) { float4 _UV_0af11090dff4968fbefbff780ab3f959_Out_0 = IN.uv0; float _Property_2254a3efc4fcf082bc34b2ce5b131975_Out_0 = Vector1_9E44E7D0; float4 _Property_6d35f866e3e7457cb788755ca206532e_Out_0 = Color_d37717e22d9845eeb5507ed0b661e197; float _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7; AdvancedDissolveShaderGraphFunction_float((_UV_0af11090dff4968fbefbff780ab3f959_Out_0.xy), IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, _Property_2254a3efc4fcf082bc34b2ce5b131975_Out_0, _Property_6d35f866e3e7457cb788755ca206532e_Out_0, _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7); Out_3 = _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7; } void Unity_Add_float(float A, float B, out float Out) { Out = A + B; } // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float3 NormalTS; float Alpha; float AlphaClipThreshold; }; //Advanced Dissolve #include "Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/Core.cginc" SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0 = UnityBuildTexture2DStructNoScale(_BaseMap); float4 _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0 = SAMPLE_TEXTURE2D(_Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.tex, _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.samplerstate, _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_R_4 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.r; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_G_5 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.g; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_B_6 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.b; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_A_7 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.a; float _Property_5be4753bc2234d52a2df5a5d2b4fff4f_Out_0 = Vector1_945c423543134c0394c1ab9d4b453f84; Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float _AdvancedDissolve_ca61051ac95648e2a739376452880eb5; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.ObjectSpaceNormal = IN.ObjectSpaceNormal; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.WorldSpaceNormal = IN.WorldSpaceNormal; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.ObjectSpacePosition = IN.ObjectSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.WorldSpacePosition = IN.WorldSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.uv0 = IN.uv0; float _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3; SG_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float(0, float4 (0, 0, 0, 1), _AdvancedDissolve_ca61051ac95648e2a739376452880eb5, _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3); float _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2; Unity_Add_float(_Property_5be4753bc2234d52a2df5a5d2b4fff4f_Out_0, _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3, _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2); surface.NormalTS = IN.TangentSpaceNormal; surface.Alpha = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_A_7; surface.AlphaClipThreshold = _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2; //DepthNormals AdvancedDissolveShaderGraph(IN.uv0.xy, IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, 0, 1, surface.Alpha, surface.AlphaClipThreshold); return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif // must use interpolated tangent, bitangent and normal before they are normalized in the pixel shader. float3 unnormalizedNormalWS = input.normalWS; const float renormFactor = 1.0 / length(unnormalizedNormalWS); output.WorldSpaceNormal = renormFactor * input.normalWS.xyz; // we want a unit length Normal Vector node in shader graph output.ObjectSpaceNormal = normalize(mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_M)); // transposed multiplication by inverse matrix to handle normal scale output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f); output.WorldSpacePosition = input.positionWS; output.ObjectSpacePosition = TransformWorldToObject(input.positionWS); output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionWS); output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthNormalsOnlyPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "Meta" Tags { "LightMode" = "Meta" } // Render State Cull Off // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 4.5 #pragma exclude_renderers gles gles3 glcore #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma shader_feature _ EDITOR_VISUALIZATION // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_TEXCOORD1 #define ATTRIBUTES_NEED_TEXCOORD2 #define VARYINGS_NEED_POSITION_WS #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TEXCOORD0 #define VARYINGS_NEED_TEXCOORD1 #define VARYINGS_NEED_TEXCOORD2 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_META #define _FOG_FRAGMENT 1 #define _ALPHATEST_ON 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #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" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float3 positionWS; float3 normalWS; float4 texCoord0; float4 texCoord1; float4 texCoord2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 ObjectSpacePosition; float3 WorldSpacePosition; float3 AbsoluteWorldSpacePosition; float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 texCoord0 : INTERP0; float4 texCoord1 : INTERP1; float4 texCoord2 : INTERP2; float3 positionWS : INTERP3; float3 normalWS : INTERP4; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.texCoord0.xyzw = input.texCoord0; output.texCoord1.xyzw = input.texCoord1; output.texCoord2.xyzw = input.texCoord2; output.positionWS.xyz = input.positionWS; output.normalWS.xyz = input.normalWS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.texCoord0 = input.texCoord0.xyzw; output.texCoord1 = input.texCoord1.xyzw; output.texCoord2 = input.texCoord2.xyzw; output.positionWS = input.positionWS.xyz; output.normalWS = input.normalWS.xyz; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties //Advanced Dissolve Keywords Start/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _AD_STATE_ENABLED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR #pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL #pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED #pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR //Advanced Dissolve Keywords End///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define ADVANCED_DISSOLVE_SHADER_GRAPH #define ADVANCED_DISSOLVE_META_PASS #define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE #include "Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/Defines.cginc" ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// CBUFFER_START(UnityPerMaterial) float4 _BaseMap_TexelSize; float Vector1_945c423543134c0394c1ab9d4b453f84; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat); TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); // Graph Includes // GraphIncludes: // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions void AdvancedDissolveShaderGraphFunction_float(float2 UV, float3 PositionOS, float3 PositionWS, float3 PositionWS_Absolut, float3 NormalOS, float3 NormalWS, float Custom_Cutout, float4 Custom_Color, out float Value){ Value = 0; } struct Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 ObjectSpacePosition; float3 WorldSpacePosition; float3 AbsoluteWorldSpacePosition; half4 uv0; }; void SG_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float(float Vector1_9E44E7D0, float4 Color_d37717e22d9845eeb5507ed0b661e197, Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float IN, out float Out_3) { float4 _UV_0af11090dff4968fbefbff780ab3f959_Out_0 = IN.uv0; float _Property_2254a3efc4fcf082bc34b2ce5b131975_Out_0 = Vector1_9E44E7D0; float4 _Property_6d35f866e3e7457cb788755ca206532e_Out_0 = Color_d37717e22d9845eeb5507ed0b661e197; float _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7; AdvancedDissolveShaderGraphFunction_float((_UV_0af11090dff4968fbefbff780ab3f959_Out_0.xy), IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, _Property_2254a3efc4fcf082bc34b2ce5b131975_Out_0, _Property_6d35f866e3e7457cb788755ca206532e_Out_0, _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7); Out_3 = _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7; } void Unity_Add_float(float A, float B, out float Out) { Out = A + B; } // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float3 BaseColor; float3 Emission; float Alpha; float AlphaClipThreshold; }; //Advanced Dissolve #include "Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/Core.cginc" SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0 = UnityBuildTexture2DStructNoScale(_BaseMap); float4 _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0 = SAMPLE_TEXTURE2D(_Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.tex, _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.samplerstate, _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_R_4 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.r; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_G_5 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.g; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_B_6 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.b; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_A_7 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.a; float _Property_5be4753bc2234d52a2df5a5d2b4fff4f_Out_0 = Vector1_945c423543134c0394c1ab9d4b453f84; Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float _AdvancedDissolve_ca61051ac95648e2a739376452880eb5; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.ObjectSpaceNormal = IN.ObjectSpaceNormal; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.WorldSpaceNormal = IN.WorldSpaceNormal; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.ObjectSpacePosition = IN.ObjectSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.WorldSpacePosition = IN.WorldSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.uv0 = IN.uv0; float _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3; SG_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float(0, float4 (0, 0, 0, 1), _AdvancedDissolve_ca61051ac95648e2a739376452880eb5, _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3); float _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2; Unity_Add_float(_Property_5be4753bc2234d52a2df5a5d2b4fff4f_Out_0, _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3, _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2); surface.BaseColor = (_SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.xyz); surface.Emission = float3(0, 0, 0); surface.Alpha = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_A_7; surface.AlphaClipThreshold = _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2; //Unknown AdvancedDissolveShaderGraph(IN.uv0.xy, IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, 0, 1, surface.BaseColor, surface.Emission, surface.Alpha, surface.AlphaClipThreshold); return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif // must use interpolated tangent, bitangent and normal before they are normalized in the pixel shader. float3 unnormalizedNormalWS = input.normalWS; const float renormFactor = 1.0 / length(unnormalizedNormalWS); output.WorldSpaceNormal = renormFactor * input.normalWS.xyz; // we want a unit length Normal Vector node in shader graph output.ObjectSpaceNormal = normalize(mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_M)); // transposed multiplication by inverse matrix to handle normal scale output.WorldSpacePosition = input.positionWS; output.ObjectSpacePosition = TransformWorldToObject(input.positionWS); output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionWS); output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/LightingMetaPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode" = "SceneSelectionPass" } // Render State Cull Off // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 4.5 #pragma exclude_renderers gles gles3 glcore #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords // PassKeywords: // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define VARYINGS_NEED_POSITION_WS #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TEXCOORD0 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_DEPTHONLY #define SCENESELECTIONPASS 1 #define ALPHA_CLIP_THRESHOLD 1 #define _ALPHATEST_ON 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float3 positionWS; float3 normalWS; float4 texCoord0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 ObjectSpacePosition; float3 WorldSpacePosition; float3 AbsoluteWorldSpacePosition; float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 texCoord0 : INTERP0; float3 positionWS : INTERP1; float3 normalWS : INTERP2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.texCoord0.xyzw = input.texCoord0; output.positionWS.xyz = input.positionWS; output.normalWS.xyz = input.normalWS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.texCoord0 = input.texCoord0.xyzw; output.positionWS = input.positionWS.xyz; output.normalWS = input.normalWS.xyz; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties //Advanced Dissolve Keywords Start/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _AD_STATE_ENABLED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR #pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL #pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED #pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR //Advanced Dissolve Keywords End///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define ADVANCED_DISSOLVE_SHADER_GRAPH #define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE #include "Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/Defines.cginc" ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// CBUFFER_START(UnityPerMaterial) float4 _BaseMap_TexelSize; float Vector1_945c423543134c0394c1ab9d4b453f84; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat); TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); // Graph Includes // GraphIncludes: // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions void AdvancedDissolveShaderGraphFunction_float(float2 UV, float3 PositionOS, float3 PositionWS, float3 PositionWS_Absolut, float3 NormalOS, float3 NormalWS, float Custom_Cutout, float4 Custom_Color, out float Value){ Value = 0; } struct Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 ObjectSpacePosition; float3 WorldSpacePosition; float3 AbsoluteWorldSpacePosition; half4 uv0; }; void SG_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float(float Vector1_9E44E7D0, float4 Color_d37717e22d9845eeb5507ed0b661e197, Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float IN, out float Out_3) { float4 _UV_0af11090dff4968fbefbff780ab3f959_Out_0 = IN.uv0; float _Property_2254a3efc4fcf082bc34b2ce5b131975_Out_0 = Vector1_9E44E7D0; float4 _Property_6d35f866e3e7457cb788755ca206532e_Out_0 = Color_d37717e22d9845eeb5507ed0b661e197; float _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7; AdvancedDissolveShaderGraphFunction_float((_UV_0af11090dff4968fbefbff780ab3f959_Out_0.xy), IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, _Property_2254a3efc4fcf082bc34b2ce5b131975_Out_0, _Property_6d35f866e3e7457cb788755ca206532e_Out_0, _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7); Out_3 = _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7; } void Unity_Add_float(float A, float B, out float Out) { Out = A + B; } // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; //Advanced Dissolve #include "Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/Core.cginc" SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0 = UnityBuildTexture2DStructNoScale(_BaseMap); float4 _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0 = SAMPLE_TEXTURE2D(_Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.tex, _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.samplerstate, _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_R_4 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.r; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_G_5 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.g; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_B_6 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.b; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_A_7 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.a; float _Property_5be4753bc2234d52a2df5a5d2b4fff4f_Out_0 = Vector1_945c423543134c0394c1ab9d4b453f84; Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float _AdvancedDissolve_ca61051ac95648e2a739376452880eb5; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.ObjectSpaceNormal = IN.ObjectSpaceNormal; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.WorldSpaceNormal = IN.WorldSpaceNormal; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.ObjectSpacePosition = IN.ObjectSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.WorldSpacePosition = IN.WorldSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.uv0 = IN.uv0; float _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3; SG_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float(0, float4 (0, 0, 0, 1), _AdvancedDissolve_ca61051ac95648e2a739376452880eb5, _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3); float _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2; Unity_Add_float(_Property_5be4753bc2234d52a2df5a5d2b4fff4f_Out_0, _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3, _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2); surface.Alpha = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_A_7; surface.AlphaClipThreshold = _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2; //SceneSelectionPass AdvancedDissolveShaderGraph(IN.uv0.xy, IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, 0, 1, surface.Alpha, surface.AlphaClipThreshold); return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif // must use interpolated tangent, bitangent and normal before they are normalized in the pixel shader. float3 unnormalizedNormalWS = input.normalWS; const float renormFactor = 1.0 / length(unnormalizedNormalWS); output.WorldSpaceNormal = renormFactor * input.normalWS.xyz; // we want a unit length Normal Vector node in shader graph output.ObjectSpaceNormal = normalize(mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_M)); // transposed multiplication by inverse matrix to handle normal scale output.WorldSpacePosition = input.positionWS; output.ObjectSpacePosition = TransformWorldToObject(input.positionWS); output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionWS); output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "ScenePickingPass" Tags { "LightMode" = "Picking" } // Render State Cull Off // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 4.5 #pragma exclude_renderers gles gles3 glcore #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords // PassKeywords: // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define VARYINGS_NEED_POSITION_WS #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TEXCOORD0 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_DEPTHONLY #define SCENEPICKINGPASS 1 #define ALPHA_CLIP_THRESHOLD 1 #define _ALPHATEST_ON 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float3 positionWS; float3 normalWS; float4 texCoord0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 ObjectSpacePosition; float3 WorldSpacePosition; float3 AbsoluteWorldSpacePosition; float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 texCoord0 : INTERP0; float3 positionWS : INTERP1; float3 normalWS : INTERP2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.texCoord0.xyzw = input.texCoord0; output.positionWS.xyz = input.positionWS; output.normalWS.xyz = input.normalWS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.texCoord0 = input.texCoord0.xyzw; output.positionWS = input.positionWS.xyz; output.normalWS = input.normalWS.xyz; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties //Advanced Dissolve Keywords Start/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _AD_STATE_ENABLED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR #pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL #pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED #pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR //Advanced Dissolve Keywords End///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define ADVANCED_DISSOLVE_SHADER_GRAPH #define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE #include "Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/Defines.cginc" ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// CBUFFER_START(UnityPerMaterial) float4 _BaseMap_TexelSize; float Vector1_945c423543134c0394c1ab9d4b453f84; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat); TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); // Graph Includes // GraphIncludes: // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions void AdvancedDissolveShaderGraphFunction_float(float2 UV, float3 PositionOS, float3 PositionWS, float3 PositionWS_Absolut, float3 NormalOS, float3 NormalWS, float Custom_Cutout, float4 Custom_Color, out float Value){ Value = 0; } struct Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 ObjectSpacePosition; float3 WorldSpacePosition; float3 AbsoluteWorldSpacePosition; half4 uv0; }; void SG_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float(float Vector1_9E44E7D0, float4 Color_d37717e22d9845eeb5507ed0b661e197, Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float IN, out float Out_3) { float4 _UV_0af11090dff4968fbefbff780ab3f959_Out_0 = IN.uv0; float _Property_2254a3efc4fcf082bc34b2ce5b131975_Out_0 = Vector1_9E44E7D0; float4 _Property_6d35f866e3e7457cb788755ca206532e_Out_0 = Color_d37717e22d9845eeb5507ed0b661e197; float _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7; AdvancedDissolveShaderGraphFunction_float((_UV_0af11090dff4968fbefbff780ab3f959_Out_0.xy), IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, _Property_2254a3efc4fcf082bc34b2ce5b131975_Out_0, _Property_6d35f866e3e7457cb788755ca206532e_Out_0, _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7); Out_3 = _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7; } void Unity_Add_float(float A, float B, out float Out) { Out = A + B; } // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; //Advanced Dissolve #include "Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/Core.cginc" SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0 = UnityBuildTexture2DStructNoScale(_BaseMap); float4 _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0 = SAMPLE_TEXTURE2D(_Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.tex, _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.samplerstate, _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_R_4 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.r; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_G_5 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.g; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_B_6 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.b; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_A_7 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.a; float _Property_5be4753bc2234d52a2df5a5d2b4fff4f_Out_0 = Vector1_945c423543134c0394c1ab9d4b453f84; Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float _AdvancedDissolve_ca61051ac95648e2a739376452880eb5; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.ObjectSpaceNormal = IN.ObjectSpaceNormal; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.WorldSpaceNormal = IN.WorldSpaceNormal; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.ObjectSpacePosition = IN.ObjectSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.WorldSpacePosition = IN.WorldSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.uv0 = IN.uv0; float _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3; SG_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float(0, float4 (0, 0, 0, 1), _AdvancedDissolve_ca61051ac95648e2a739376452880eb5, _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3); float _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2; Unity_Add_float(_Property_5be4753bc2234d52a2df5a5d2b4fff4f_Out_0, _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3, _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2); surface.Alpha = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_A_7; surface.AlphaClipThreshold = _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2; //ScenePickingPass AdvancedDissolveShaderGraph(IN.uv0.xy, IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, 0, 1, surface.Alpha, surface.AlphaClipThreshold); return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif // must use interpolated tangent, bitangent and normal before they are normalized in the pixel shader. float3 unnormalizedNormalWS = input.normalWS; const float renormFactor = 1.0 / length(unnormalizedNormalWS); output.WorldSpaceNormal = renormFactor * input.normalWS.xyz; // we want a unit length Normal Vector node in shader graph output.ObjectSpaceNormal = normalize(mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_M)); // transposed multiplication by inverse matrix to handle normal scale output.WorldSpacePosition = input.positionWS; output.ObjectSpacePosition = TransformWorldToObject(input.positionWS); output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionWS); output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { // Name: Tags { "LightMode" = "Universal2D" } // Render State Cull Off Blend One Zero ZTest LEqual ZWrite On // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 4.5 #pragma exclude_renderers gles gles3 glcore #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords // PassKeywords: // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define VARYINGS_NEED_POSITION_WS #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TEXCOORD0 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_2D #define _ALPHATEST_ON 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float3 positionWS; float3 normalWS; float4 texCoord0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 ObjectSpacePosition; float3 WorldSpacePosition; float3 AbsoluteWorldSpacePosition; float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 texCoord0 : INTERP0; float3 positionWS : INTERP1; float3 normalWS : INTERP2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.texCoord0.xyzw = input.texCoord0; output.positionWS.xyz = input.positionWS; output.normalWS.xyz = input.normalWS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.texCoord0 = input.texCoord0.xyzw; output.positionWS = input.positionWS.xyz; output.normalWS = input.normalWS.xyz; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties //Advanced Dissolve Keywords Start/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _AD_STATE_ENABLED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR #pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL #pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED #pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR //Advanced Dissolve Keywords End///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define ADVANCED_DISSOLVE_SHADER_GRAPH #define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE #include "Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/Defines.cginc" ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// CBUFFER_START(UnityPerMaterial) float4 _BaseMap_TexelSize; float Vector1_945c423543134c0394c1ab9d4b453f84; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat); TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); // Graph Includes // GraphIncludes: // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions void AdvancedDissolveShaderGraphFunction_float(float2 UV, float3 PositionOS, float3 PositionWS, float3 PositionWS_Absolut, float3 NormalOS, float3 NormalWS, float Custom_Cutout, float4 Custom_Color, out float Value){ Value = 0; } struct Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 ObjectSpacePosition; float3 WorldSpacePosition; float3 AbsoluteWorldSpacePosition; half4 uv0; }; void SG_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float(float Vector1_9E44E7D0, float4 Color_d37717e22d9845eeb5507ed0b661e197, Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float IN, out float Out_3) { float4 _UV_0af11090dff4968fbefbff780ab3f959_Out_0 = IN.uv0; float _Property_2254a3efc4fcf082bc34b2ce5b131975_Out_0 = Vector1_9E44E7D0; float4 _Property_6d35f866e3e7457cb788755ca206532e_Out_0 = Color_d37717e22d9845eeb5507ed0b661e197; float _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7; AdvancedDissolveShaderGraphFunction_float((_UV_0af11090dff4968fbefbff780ab3f959_Out_0.xy), IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, _Property_2254a3efc4fcf082bc34b2ce5b131975_Out_0, _Property_6d35f866e3e7457cb788755ca206532e_Out_0, _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7); Out_3 = _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7; } void Unity_Add_float(float A, float B, out float Out) { Out = A + B; } // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float3 BaseColor; float Alpha; float AlphaClipThreshold; }; //Advanced Dissolve #include "Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/Core.cginc" SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0 = UnityBuildTexture2DStructNoScale(_BaseMap); float4 _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0 = SAMPLE_TEXTURE2D(_Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.tex, _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.samplerstate, _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_R_4 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.r; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_G_5 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.g; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_B_6 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.b; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_A_7 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.a; float _Property_5be4753bc2234d52a2df5a5d2b4fff4f_Out_0 = Vector1_945c423543134c0394c1ab9d4b453f84; Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float _AdvancedDissolve_ca61051ac95648e2a739376452880eb5; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.ObjectSpaceNormal = IN.ObjectSpaceNormal; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.WorldSpaceNormal = IN.WorldSpaceNormal; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.ObjectSpacePosition = IN.ObjectSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.WorldSpacePosition = IN.WorldSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.uv0 = IN.uv0; float _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3; SG_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float(0, float4 (0, 0, 0, 1), _AdvancedDissolve_ca61051ac95648e2a739376452880eb5, _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3); float _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2; Unity_Add_float(_Property_5be4753bc2234d52a2df5a5d2b4fff4f_Out_0, _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3, _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2); surface.BaseColor = (_SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.xyz); surface.Alpha = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_A_7; surface.AlphaClipThreshold = _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2; //ScenePickingPass AdvancedDissolveShaderGraph(IN.uv0.xy, IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, 0, 1, surface.BaseColor, surface.Alpha, surface.AlphaClipThreshold); return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif // must use interpolated tangent, bitangent and normal before they are normalized in the pixel shader. float3 unnormalizedNormalWS = input.normalWS; const float renormFactor = 1.0 / length(unnormalizedNormalWS); output.WorldSpaceNormal = renormFactor * input.normalWS.xyz; // we want a unit length Normal Vector node in shader graph output.ObjectSpaceNormal = normalize(mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_M)); // transposed multiplication by inverse matrix to handle normal scale output.WorldSpacePosition = input.positionWS; output.ObjectSpacePosition = TransformWorldToObject(input.positionWS); output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionWS); output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBR2DPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } } SubShader { Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "UniversalMaterialType" = "Lit" "Queue"="AlphaTest" "ShaderGraphShader"="true" "ShaderGraphTargetId"="UniversalLitSubTarget" } Pass { Name "Universal Forward" Tags { "LightMode" = "UniversalForward" } // Render State Cull Off Blend One Zero ZTest LEqual ZWrite On // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 2.0 #pragma only_renderers gles gles3 glcore d3d11 #pragma multi_compile_instancing #pragma multi_compile_fog #pragma instancing_options renderinglayer #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _LIGHT_LAYERS #pragma multi_compile_fragment _ DEBUG_DISPLAY #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile _ _CLUSTERED_RENDERING // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_TEXCOORD1 #define ATTRIBUTES_NEED_TEXCOORD2 #define VARYINGS_NEED_POSITION_WS #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TANGENT_WS #define VARYINGS_NEED_TEXCOORD0 #define VARYINGS_NEED_VIEWDIRECTION_WS #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT #define VARYINGS_NEED_SHADOW_COORD #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_FORWARD #define _FOG_FRAGMENT 1 #define _ALPHATEST_ON 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #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" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float3 positionWS; float3 normalWS; float4 tangentWS; float4 texCoord0; float3 viewDirectionWS; #if defined(LIGHTMAP_ON) float2 staticLightmapUV; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV; #endif #if !defined(LIGHTMAP_ON) float3 sh; #endif float4 fogFactorAndVertexLight; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord; #endif #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 TangentSpaceNormal; float3 ObjectSpacePosition; float3 WorldSpacePosition; float3 AbsoluteWorldSpacePosition; float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; #if defined(LIGHTMAP_ON) float2 staticLightmapUV : INTERP0; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV : INTERP1; #endif #if !defined(LIGHTMAP_ON) float3 sh : INTERP2; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : INTERP3; #endif float4 tangentWS : INTERP4; float4 texCoord0 : INTERP5; float4 fogFactorAndVertexLight : INTERP6; float3 positionWS : INTERP7; float3 normalWS : INTERP8; float3 viewDirectionWS : INTERP9; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; #if defined(LIGHTMAP_ON) output.staticLightmapUV = input.staticLightmapUV; #endif #if defined(DYNAMICLIGHTMAP_ON) output.dynamicLightmapUV = input.dynamicLightmapUV; #endif #if !defined(LIGHTMAP_ON) output.sh = input.sh; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) output.shadowCoord = input.shadowCoord; #endif output.tangentWS.xyzw = input.tangentWS; output.texCoord0.xyzw = input.texCoord0; output.fogFactorAndVertexLight.xyzw = input.fogFactorAndVertexLight; output.positionWS.xyz = input.positionWS; output.normalWS.xyz = input.normalWS; output.viewDirectionWS.xyz = input.viewDirectionWS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; #if defined(LIGHTMAP_ON) output.staticLightmapUV = input.staticLightmapUV; #endif #if defined(DYNAMICLIGHTMAP_ON) output.dynamicLightmapUV = input.dynamicLightmapUV; #endif #if !defined(LIGHTMAP_ON) output.sh = input.sh; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) output.shadowCoord = input.shadowCoord; #endif output.tangentWS = input.tangentWS.xyzw; output.texCoord0 = input.texCoord0.xyzw; output.fogFactorAndVertexLight = input.fogFactorAndVertexLight.xyzw; output.positionWS = input.positionWS.xyz; output.normalWS = input.normalWS.xyz; output.viewDirectionWS = input.viewDirectionWS.xyz; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties //Advanced Dissolve Keywords Start/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _AD_STATE_ENABLED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR #pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL #pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED #pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR //Advanced Dissolve Keywords End///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define ADVANCED_DISSOLVE_SHADER_GRAPH #define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE #include "Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/Defines.cginc" ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// CBUFFER_START(UnityPerMaterial) float4 _BaseMap_TexelSize; float Vector1_945c423543134c0394c1ab9d4b453f84; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat); TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); // Graph Includes // GraphIncludes: // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions void AdvancedDissolveShaderGraphFunction_float(float2 UV, float3 PositionOS, float3 PositionWS, float3 PositionWS_Absolut, float3 NormalOS, float3 NormalWS, float Custom_Cutout, float4 Custom_Color, out float Value){ Value = 0; } struct Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 ObjectSpacePosition; float3 WorldSpacePosition; float3 AbsoluteWorldSpacePosition; half4 uv0; }; void SG_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float(float Vector1_9E44E7D0, float4 Color_d37717e22d9845eeb5507ed0b661e197, Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float IN, out float Out_3) { float4 _UV_0af11090dff4968fbefbff780ab3f959_Out_0 = IN.uv0; float _Property_2254a3efc4fcf082bc34b2ce5b131975_Out_0 = Vector1_9E44E7D0; float4 _Property_6d35f866e3e7457cb788755ca206532e_Out_0 = Color_d37717e22d9845eeb5507ed0b661e197; float _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7; AdvancedDissolveShaderGraphFunction_float((_UV_0af11090dff4968fbefbff780ab3f959_Out_0.xy), IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, _Property_2254a3efc4fcf082bc34b2ce5b131975_Out_0, _Property_6d35f866e3e7457cb788755ca206532e_Out_0, _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7); Out_3 = _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7; } void Unity_Add_float(float A, float B, out float Out) { Out = A + B; } // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float3 BaseColor; float3 NormalTS; float3 Emission; float Metallic; float Smoothness; float Occlusion; float Alpha; float AlphaClipThreshold; }; //Advanced Dissolve #include "Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/Core.cginc" SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0 = UnityBuildTexture2DStructNoScale(_BaseMap); float4 _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0 = SAMPLE_TEXTURE2D(_Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.tex, _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.samplerstate, _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_R_4 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.r; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_G_5 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.g; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_B_6 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.b; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_A_7 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.a; float _Property_5be4753bc2234d52a2df5a5d2b4fff4f_Out_0 = Vector1_945c423543134c0394c1ab9d4b453f84; Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float _AdvancedDissolve_ca61051ac95648e2a739376452880eb5; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.ObjectSpaceNormal = IN.ObjectSpaceNormal; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.WorldSpaceNormal = IN.WorldSpaceNormal; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.ObjectSpacePosition = IN.ObjectSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.WorldSpacePosition = IN.WorldSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.uv0 = IN.uv0; float _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3; SG_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float(0, float4 (0, 0, 0, 1), _AdvancedDissolve_ca61051ac95648e2a739376452880eb5, _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3); float _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2; Unity_Add_float(_Property_5be4753bc2234d52a2df5a5d2b4fff4f_Out_0, _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3, _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2); surface.BaseColor = (_SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.xyz); surface.NormalTS = IN.TangentSpaceNormal; surface.Emission = float3(0, 0, 0); surface.Metallic = 0; surface.Smoothness = 0.5; surface.Occlusion = 1; surface.Alpha = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_A_7; surface.AlphaClipThreshold = _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2; //UniversalForward AdvancedDissolveShaderGraph(IN.uv0.xy, IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, 0, 1, surface.BaseColor, surface.Emission, surface.Alpha, surface.AlphaClipThreshold); return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif // must use interpolated tangent, bitangent and normal before they are normalized in the pixel shader. float3 unnormalizedNormalWS = input.normalWS; const float renormFactor = 1.0 / length(unnormalizedNormalWS); output.WorldSpaceNormal = renormFactor * input.normalWS.xyz; // we want a unit length Normal Vector node in shader graph output.ObjectSpaceNormal = normalize(mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_M)); // transposed multiplication by inverse matrix to handle normal scale output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f); output.WorldSpacePosition = input.positionWS; output.ObjectSpacePosition = TransformWorldToObject(input.positionWS); output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionWS); output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } // Render State Cull Off ZTest LEqual ZWrite On ColorMask 0 // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 2.0 #pragma only_renderers gles gles3 glcore d3d11 #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define VARYINGS_NEED_POSITION_WS #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TEXCOORD0 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_SHADOWCASTER #define _ALPHATEST_ON 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float3 positionWS; float3 normalWS; float4 texCoord0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 ObjectSpacePosition; float3 WorldSpacePosition; float3 AbsoluteWorldSpacePosition; float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 texCoord0 : INTERP0; float3 positionWS : INTERP1; float3 normalWS : INTERP2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.texCoord0.xyzw = input.texCoord0; output.positionWS.xyz = input.positionWS; output.normalWS.xyz = input.normalWS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.texCoord0 = input.texCoord0.xyzw; output.positionWS = input.positionWS.xyz; output.normalWS = input.normalWS.xyz; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties //Advanced Dissolve Keywords Start/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _AD_STATE_ENABLED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR #pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL #pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED #pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR //Advanced Dissolve Keywords End///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define ADVANCED_DISSOLVE_SHADER_GRAPH #define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE #include "Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/Defines.cginc" ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// CBUFFER_START(UnityPerMaterial) float4 _BaseMap_TexelSize; float Vector1_945c423543134c0394c1ab9d4b453f84; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat); TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); // Graph Includes // GraphIncludes: // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions void AdvancedDissolveShaderGraphFunction_float(float2 UV, float3 PositionOS, float3 PositionWS, float3 PositionWS_Absolut, float3 NormalOS, float3 NormalWS, float Custom_Cutout, float4 Custom_Color, out float Value){ Value = 0; } struct Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 ObjectSpacePosition; float3 WorldSpacePosition; float3 AbsoluteWorldSpacePosition; half4 uv0; }; void SG_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float(float Vector1_9E44E7D0, float4 Color_d37717e22d9845eeb5507ed0b661e197, Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float IN, out float Out_3) { float4 _UV_0af11090dff4968fbefbff780ab3f959_Out_0 = IN.uv0; float _Property_2254a3efc4fcf082bc34b2ce5b131975_Out_0 = Vector1_9E44E7D0; float4 _Property_6d35f866e3e7457cb788755ca206532e_Out_0 = Color_d37717e22d9845eeb5507ed0b661e197; float _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7; AdvancedDissolveShaderGraphFunction_float((_UV_0af11090dff4968fbefbff780ab3f959_Out_0.xy), IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, _Property_2254a3efc4fcf082bc34b2ce5b131975_Out_0, _Property_6d35f866e3e7457cb788755ca206532e_Out_0, _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7); Out_3 = _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7; } void Unity_Add_float(float A, float B, out float Out) { Out = A + B; } // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; //Advanced Dissolve #include "Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/Core.cginc" SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0 = UnityBuildTexture2DStructNoScale(_BaseMap); float4 _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0 = SAMPLE_TEXTURE2D(_Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.tex, _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.samplerstate, _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_R_4 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.r; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_G_5 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.g; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_B_6 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.b; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_A_7 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.a; float _Property_5be4753bc2234d52a2df5a5d2b4fff4f_Out_0 = Vector1_945c423543134c0394c1ab9d4b453f84; Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float _AdvancedDissolve_ca61051ac95648e2a739376452880eb5; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.ObjectSpaceNormal = IN.ObjectSpaceNormal; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.WorldSpaceNormal = IN.WorldSpaceNormal; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.ObjectSpacePosition = IN.ObjectSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.WorldSpacePosition = IN.WorldSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.uv0 = IN.uv0; float _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3; SG_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float(0, float4 (0, 0, 0, 1), _AdvancedDissolve_ca61051ac95648e2a739376452880eb5, _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3); float _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2; Unity_Add_float(_Property_5be4753bc2234d52a2df5a5d2b4fff4f_Out_0, _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3, _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2); surface.Alpha = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_A_7; surface.AlphaClipThreshold = _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2; //ShadowCaster AdvancedDissolveShaderGraph(IN.uv0.xy, IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, 0, 1, surface.Alpha, surface.AlphaClipThreshold); return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif // must use interpolated tangent, bitangent and normal before they are normalized in the pixel shader. float3 unnormalizedNormalWS = input.normalWS; const float renormFactor = 1.0 / length(unnormalizedNormalWS); output.WorldSpaceNormal = renormFactor * input.normalWS.xyz; // we want a unit length Normal Vector node in shader graph output.ObjectSpaceNormal = normalize(mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_M)); // transposed multiplication by inverse matrix to handle normal scale output.WorldSpacePosition = input.positionWS; output.ObjectSpacePosition = TransformWorldToObject(input.positionWS); output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionWS); output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShadowCasterPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode" = "DepthOnly" } // Render State Cull Off ZTest LEqual ZWrite On ColorMask 0 // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 2.0 #pragma only_renderers gles gles3 glcore d3d11 #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords // PassKeywords: // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define VARYINGS_NEED_POSITION_WS #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TEXCOORD0 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_DEPTHONLY #define _ALPHATEST_ON 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float3 positionWS; float3 normalWS; float4 texCoord0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 ObjectSpacePosition; float3 WorldSpacePosition; float3 AbsoluteWorldSpacePosition; float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 texCoord0 : INTERP0; float3 positionWS : INTERP1; float3 normalWS : INTERP2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.texCoord0.xyzw = input.texCoord0; output.positionWS.xyz = input.positionWS; output.normalWS.xyz = input.normalWS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.texCoord0 = input.texCoord0.xyzw; output.positionWS = input.positionWS.xyz; output.normalWS = input.normalWS.xyz; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties //Advanced Dissolve Keywords Start/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _AD_STATE_ENABLED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR #pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL #pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED #pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR //Advanced Dissolve Keywords End///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define ADVANCED_DISSOLVE_SHADER_GRAPH #define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE #include "Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/Defines.cginc" ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// CBUFFER_START(UnityPerMaterial) float4 _BaseMap_TexelSize; float Vector1_945c423543134c0394c1ab9d4b453f84; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat); TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); // Graph Includes // GraphIncludes: // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions void AdvancedDissolveShaderGraphFunction_float(float2 UV, float3 PositionOS, float3 PositionWS, float3 PositionWS_Absolut, float3 NormalOS, float3 NormalWS, float Custom_Cutout, float4 Custom_Color, out float Value){ Value = 0; } struct Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 ObjectSpacePosition; float3 WorldSpacePosition; float3 AbsoluteWorldSpacePosition; half4 uv0; }; void SG_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float(float Vector1_9E44E7D0, float4 Color_d37717e22d9845eeb5507ed0b661e197, Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float IN, out float Out_3) { float4 _UV_0af11090dff4968fbefbff780ab3f959_Out_0 = IN.uv0; float _Property_2254a3efc4fcf082bc34b2ce5b131975_Out_0 = Vector1_9E44E7D0; float4 _Property_6d35f866e3e7457cb788755ca206532e_Out_0 = Color_d37717e22d9845eeb5507ed0b661e197; float _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7; AdvancedDissolveShaderGraphFunction_float((_UV_0af11090dff4968fbefbff780ab3f959_Out_0.xy), IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, _Property_2254a3efc4fcf082bc34b2ce5b131975_Out_0, _Property_6d35f866e3e7457cb788755ca206532e_Out_0, _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7); Out_3 = _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7; } void Unity_Add_float(float A, float B, out float Out) { Out = A + B; } // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; //Advanced Dissolve #include "Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/Core.cginc" SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0 = UnityBuildTexture2DStructNoScale(_BaseMap); float4 _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0 = SAMPLE_TEXTURE2D(_Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.tex, _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.samplerstate, _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_R_4 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.r; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_G_5 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.g; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_B_6 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.b; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_A_7 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.a; float _Property_5be4753bc2234d52a2df5a5d2b4fff4f_Out_0 = Vector1_945c423543134c0394c1ab9d4b453f84; Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float _AdvancedDissolve_ca61051ac95648e2a739376452880eb5; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.ObjectSpaceNormal = IN.ObjectSpaceNormal; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.WorldSpaceNormal = IN.WorldSpaceNormal; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.ObjectSpacePosition = IN.ObjectSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.WorldSpacePosition = IN.WorldSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.uv0 = IN.uv0; float _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3; SG_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float(0, float4 (0, 0, 0, 1), _AdvancedDissolve_ca61051ac95648e2a739376452880eb5, _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3); float _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2; Unity_Add_float(_Property_5be4753bc2234d52a2df5a5d2b4fff4f_Out_0, _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3, _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2); surface.Alpha = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_A_7; surface.AlphaClipThreshold = _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2; //DepthOnly AdvancedDissolveShaderGraph(IN.uv0.xy, IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, 0, 1, surface.Alpha, surface.AlphaClipThreshold); return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif // must use interpolated tangent, bitangent and normal before they are normalized in the pixel shader. float3 unnormalizedNormalWS = input.normalWS; const float renormFactor = 1.0 / length(unnormalizedNormalWS); output.WorldSpaceNormal = renormFactor * input.normalWS.xyz; // we want a unit length Normal Vector node in shader graph output.ObjectSpaceNormal = normalize(mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_M)); // transposed multiplication by inverse matrix to handle normal scale output.WorldSpacePosition = input.positionWS; output.ObjectSpacePosition = TransformWorldToObject(input.positionWS); output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionWS); output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "DepthNormals" Tags { "LightMode" = "DepthNormals" } // Render State Cull Off ZTest LEqual ZWrite On // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 2.0 #pragma only_renderers gles gles3 glcore d3d11 #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords // PassKeywords: // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_TEXCOORD1 #define VARYINGS_NEED_POSITION_WS #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TANGENT_WS #define VARYINGS_NEED_TEXCOORD0 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_DEPTHNORMALS #define _ALPHATEST_ON 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float3 positionWS; float3 normalWS; float4 tangentWS; float4 texCoord0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 TangentSpaceNormal; float3 ObjectSpacePosition; float3 WorldSpacePosition; float3 AbsoluteWorldSpacePosition; float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 tangentWS : INTERP0; float4 texCoord0 : INTERP1; float3 positionWS : INTERP2; float3 normalWS : INTERP3; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.tangentWS.xyzw = input.tangentWS; output.texCoord0.xyzw = input.texCoord0; output.positionWS.xyz = input.positionWS; output.normalWS.xyz = input.normalWS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.tangentWS = input.tangentWS.xyzw; output.texCoord0 = input.texCoord0.xyzw; output.positionWS = input.positionWS.xyz; output.normalWS = input.normalWS.xyz; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties //Advanced Dissolve Keywords Start/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _AD_STATE_ENABLED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR #pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL #pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED #pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR //Advanced Dissolve Keywords End///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define ADVANCED_DISSOLVE_SHADER_GRAPH #define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE #include "Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/Defines.cginc" ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// CBUFFER_START(UnityPerMaterial) float4 _BaseMap_TexelSize; float Vector1_945c423543134c0394c1ab9d4b453f84; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat); TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); // Graph Includes // GraphIncludes: // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions void AdvancedDissolveShaderGraphFunction_float(float2 UV, float3 PositionOS, float3 PositionWS, float3 PositionWS_Absolut, float3 NormalOS, float3 NormalWS, float Custom_Cutout, float4 Custom_Color, out float Value){ Value = 0; } struct Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 ObjectSpacePosition; float3 WorldSpacePosition; float3 AbsoluteWorldSpacePosition; half4 uv0; }; void SG_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float(float Vector1_9E44E7D0, float4 Color_d37717e22d9845eeb5507ed0b661e197, Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float IN, out float Out_3) { float4 _UV_0af11090dff4968fbefbff780ab3f959_Out_0 = IN.uv0; float _Property_2254a3efc4fcf082bc34b2ce5b131975_Out_0 = Vector1_9E44E7D0; float4 _Property_6d35f866e3e7457cb788755ca206532e_Out_0 = Color_d37717e22d9845eeb5507ed0b661e197; float _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7; AdvancedDissolveShaderGraphFunction_float((_UV_0af11090dff4968fbefbff780ab3f959_Out_0.xy), IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, _Property_2254a3efc4fcf082bc34b2ce5b131975_Out_0, _Property_6d35f866e3e7457cb788755ca206532e_Out_0, _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7); Out_3 = _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7; } void Unity_Add_float(float A, float B, out float Out) { Out = A + B; } // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float3 NormalTS; float Alpha; float AlphaClipThreshold; }; //Advanced Dissolve #include "Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/Core.cginc" SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0 = UnityBuildTexture2DStructNoScale(_BaseMap); float4 _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0 = SAMPLE_TEXTURE2D(_Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.tex, _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.samplerstate, _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_R_4 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.r; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_G_5 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.g; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_B_6 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.b; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_A_7 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.a; float _Property_5be4753bc2234d52a2df5a5d2b4fff4f_Out_0 = Vector1_945c423543134c0394c1ab9d4b453f84; Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float _AdvancedDissolve_ca61051ac95648e2a739376452880eb5; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.ObjectSpaceNormal = IN.ObjectSpaceNormal; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.WorldSpaceNormal = IN.WorldSpaceNormal; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.ObjectSpacePosition = IN.ObjectSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.WorldSpacePosition = IN.WorldSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.uv0 = IN.uv0; float _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3; SG_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float(0, float4 (0, 0, 0, 1), _AdvancedDissolve_ca61051ac95648e2a739376452880eb5, _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3); float _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2; Unity_Add_float(_Property_5be4753bc2234d52a2df5a5d2b4fff4f_Out_0, _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3, _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2); surface.NormalTS = IN.TangentSpaceNormal; surface.Alpha = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_A_7; surface.AlphaClipThreshold = _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2; //DepthNormals AdvancedDissolveShaderGraph(IN.uv0.xy, IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, 0, 1, surface.Alpha, surface.AlphaClipThreshold); return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif // must use interpolated tangent, bitangent and normal before they are normalized in the pixel shader. float3 unnormalizedNormalWS = input.normalWS; const float renormFactor = 1.0 / length(unnormalizedNormalWS); output.WorldSpaceNormal = renormFactor * input.normalWS.xyz; // we want a unit length Normal Vector node in shader graph output.ObjectSpaceNormal = normalize(mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_M)); // transposed multiplication by inverse matrix to handle normal scale output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f); output.WorldSpacePosition = input.positionWS; output.ObjectSpacePosition = TransformWorldToObject(input.positionWS); output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionWS); output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthNormalsOnlyPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "Meta" Tags { "LightMode" = "Meta" } // Render State Cull Off // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 2.0 #pragma only_renderers gles gles3 glcore d3d11 #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma shader_feature _ EDITOR_VISUALIZATION // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_TEXCOORD1 #define ATTRIBUTES_NEED_TEXCOORD2 #define VARYINGS_NEED_POSITION_WS #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TEXCOORD0 #define VARYINGS_NEED_TEXCOORD1 #define VARYINGS_NEED_TEXCOORD2 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_META #define _FOG_FRAGMENT 1 #define _ALPHATEST_ON 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #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" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float3 positionWS; float3 normalWS; float4 texCoord0; float4 texCoord1; float4 texCoord2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 ObjectSpacePosition; float3 WorldSpacePosition; float3 AbsoluteWorldSpacePosition; float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 texCoord0 : INTERP0; float4 texCoord1 : INTERP1; float4 texCoord2 : INTERP2; float3 positionWS : INTERP3; float3 normalWS : INTERP4; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.texCoord0.xyzw = input.texCoord0; output.texCoord1.xyzw = input.texCoord1; output.texCoord2.xyzw = input.texCoord2; output.positionWS.xyz = input.positionWS; output.normalWS.xyz = input.normalWS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.texCoord0 = input.texCoord0.xyzw; output.texCoord1 = input.texCoord1.xyzw; output.texCoord2 = input.texCoord2.xyzw; output.positionWS = input.positionWS.xyz; output.normalWS = input.normalWS.xyz; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties //Advanced Dissolve Keywords Start/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _AD_STATE_ENABLED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR #pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL #pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED #pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR //Advanced Dissolve Keywords End///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define ADVANCED_DISSOLVE_SHADER_GRAPH #define ADVANCED_DISSOLVE_META_PASS #define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE #include "Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/Defines.cginc" ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// CBUFFER_START(UnityPerMaterial) float4 _BaseMap_TexelSize; float Vector1_945c423543134c0394c1ab9d4b453f84; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat); TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); // Graph Includes // GraphIncludes: // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions void AdvancedDissolveShaderGraphFunction_float(float2 UV, float3 PositionOS, float3 PositionWS, float3 PositionWS_Absolut, float3 NormalOS, float3 NormalWS, float Custom_Cutout, float4 Custom_Color, out float Value){ Value = 0; } struct Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 ObjectSpacePosition; float3 WorldSpacePosition; float3 AbsoluteWorldSpacePosition; half4 uv0; }; void SG_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float(float Vector1_9E44E7D0, float4 Color_d37717e22d9845eeb5507ed0b661e197, Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float IN, out float Out_3) { float4 _UV_0af11090dff4968fbefbff780ab3f959_Out_0 = IN.uv0; float _Property_2254a3efc4fcf082bc34b2ce5b131975_Out_0 = Vector1_9E44E7D0; float4 _Property_6d35f866e3e7457cb788755ca206532e_Out_0 = Color_d37717e22d9845eeb5507ed0b661e197; float _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7; AdvancedDissolveShaderGraphFunction_float((_UV_0af11090dff4968fbefbff780ab3f959_Out_0.xy), IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, _Property_2254a3efc4fcf082bc34b2ce5b131975_Out_0, _Property_6d35f866e3e7457cb788755ca206532e_Out_0, _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7); Out_3 = _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7; } void Unity_Add_float(float A, float B, out float Out) { Out = A + B; } // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float3 BaseColor; float3 Emission; float Alpha; float AlphaClipThreshold; }; //Advanced Dissolve #include "Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/Core.cginc" SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0 = UnityBuildTexture2DStructNoScale(_BaseMap); float4 _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0 = SAMPLE_TEXTURE2D(_Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.tex, _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.samplerstate, _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_R_4 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.r; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_G_5 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.g; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_B_6 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.b; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_A_7 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.a; float _Property_5be4753bc2234d52a2df5a5d2b4fff4f_Out_0 = Vector1_945c423543134c0394c1ab9d4b453f84; Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float _AdvancedDissolve_ca61051ac95648e2a739376452880eb5; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.ObjectSpaceNormal = IN.ObjectSpaceNormal; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.WorldSpaceNormal = IN.WorldSpaceNormal; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.ObjectSpacePosition = IN.ObjectSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.WorldSpacePosition = IN.WorldSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.uv0 = IN.uv0; float _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3; SG_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float(0, float4 (0, 0, 0, 1), _AdvancedDissolve_ca61051ac95648e2a739376452880eb5, _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3); float _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2; Unity_Add_float(_Property_5be4753bc2234d52a2df5a5d2b4fff4f_Out_0, _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3, _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2); surface.BaseColor = (_SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.xyz); surface.Emission = float3(0, 0, 0); surface.Alpha = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_A_7; surface.AlphaClipThreshold = _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2; //Unknown AdvancedDissolveShaderGraph(IN.uv0.xy, IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, 0, 1, surface.BaseColor, surface.Emission, surface.Alpha, surface.AlphaClipThreshold); return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif // must use interpolated tangent, bitangent and normal before they are normalized in the pixel shader. float3 unnormalizedNormalWS = input.normalWS; const float renormFactor = 1.0 / length(unnormalizedNormalWS); output.WorldSpaceNormal = renormFactor * input.normalWS.xyz; // we want a unit length Normal Vector node in shader graph output.ObjectSpaceNormal = normalize(mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_M)); // transposed multiplication by inverse matrix to handle normal scale output.WorldSpacePosition = input.positionWS; output.ObjectSpacePosition = TransformWorldToObject(input.positionWS); output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionWS); output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/LightingMetaPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode" = "SceneSelectionPass" } // Render State Cull Off // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 2.0 #pragma only_renderers gles gles3 glcore d3d11 #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords // PassKeywords: // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define VARYINGS_NEED_POSITION_WS #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TEXCOORD0 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_DEPTHONLY #define SCENESELECTIONPASS 1 #define ALPHA_CLIP_THRESHOLD 1 #define _ALPHATEST_ON 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float3 positionWS; float3 normalWS; float4 texCoord0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 ObjectSpacePosition; float3 WorldSpacePosition; float3 AbsoluteWorldSpacePosition; float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 texCoord0 : INTERP0; float3 positionWS : INTERP1; float3 normalWS : INTERP2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.texCoord0.xyzw = input.texCoord0; output.positionWS.xyz = input.positionWS; output.normalWS.xyz = input.normalWS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.texCoord0 = input.texCoord0.xyzw; output.positionWS = input.positionWS.xyz; output.normalWS = input.normalWS.xyz; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties //Advanced Dissolve Keywords Start/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _AD_STATE_ENABLED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR #pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL #pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED #pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR //Advanced Dissolve Keywords End///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define ADVANCED_DISSOLVE_SHADER_GRAPH #define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE #include "Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/Defines.cginc" ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// CBUFFER_START(UnityPerMaterial) float4 _BaseMap_TexelSize; float Vector1_945c423543134c0394c1ab9d4b453f84; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat); TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); // Graph Includes // GraphIncludes: // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions void AdvancedDissolveShaderGraphFunction_float(float2 UV, float3 PositionOS, float3 PositionWS, float3 PositionWS_Absolut, float3 NormalOS, float3 NormalWS, float Custom_Cutout, float4 Custom_Color, out float Value){ Value = 0; } struct Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 ObjectSpacePosition; float3 WorldSpacePosition; float3 AbsoluteWorldSpacePosition; half4 uv0; }; void SG_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float(float Vector1_9E44E7D0, float4 Color_d37717e22d9845eeb5507ed0b661e197, Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float IN, out float Out_3) { float4 _UV_0af11090dff4968fbefbff780ab3f959_Out_0 = IN.uv0; float _Property_2254a3efc4fcf082bc34b2ce5b131975_Out_0 = Vector1_9E44E7D0; float4 _Property_6d35f866e3e7457cb788755ca206532e_Out_0 = Color_d37717e22d9845eeb5507ed0b661e197; float _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7; AdvancedDissolveShaderGraphFunction_float((_UV_0af11090dff4968fbefbff780ab3f959_Out_0.xy), IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, _Property_2254a3efc4fcf082bc34b2ce5b131975_Out_0, _Property_6d35f866e3e7457cb788755ca206532e_Out_0, _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7); Out_3 = _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7; } void Unity_Add_float(float A, float B, out float Out) { Out = A + B; } // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; //Advanced Dissolve #include "Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/Core.cginc" SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0 = UnityBuildTexture2DStructNoScale(_BaseMap); float4 _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0 = SAMPLE_TEXTURE2D(_Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.tex, _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.samplerstate, _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_R_4 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.r; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_G_5 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.g; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_B_6 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.b; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_A_7 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.a; float _Property_5be4753bc2234d52a2df5a5d2b4fff4f_Out_0 = Vector1_945c423543134c0394c1ab9d4b453f84; Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float _AdvancedDissolve_ca61051ac95648e2a739376452880eb5; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.ObjectSpaceNormal = IN.ObjectSpaceNormal; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.WorldSpaceNormal = IN.WorldSpaceNormal; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.ObjectSpacePosition = IN.ObjectSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.WorldSpacePosition = IN.WorldSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.uv0 = IN.uv0; float _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3; SG_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float(0, float4 (0, 0, 0, 1), _AdvancedDissolve_ca61051ac95648e2a739376452880eb5, _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3); float _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2; Unity_Add_float(_Property_5be4753bc2234d52a2df5a5d2b4fff4f_Out_0, _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3, _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2); surface.Alpha = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_A_7; surface.AlphaClipThreshold = _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2; //SceneSelectionPass AdvancedDissolveShaderGraph(IN.uv0.xy, IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, 0, 1, surface.Alpha, surface.AlphaClipThreshold); return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif // must use interpolated tangent, bitangent and normal before they are normalized in the pixel shader. float3 unnormalizedNormalWS = input.normalWS; const float renormFactor = 1.0 / length(unnormalizedNormalWS); output.WorldSpaceNormal = renormFactor * input.normalWS.xyz; // we want a unit length Normal Vector node in shader graph output.ObjectSpaceNormal = normalize(mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_M)); // transposed multiplication by inverse matrix to handle normal scale output.WorldSpacePosition = input.positionWS; output.ObjectSpacePosition = TransformWorldToObject(input.positionWS); output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionWS); output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "ScenePickingPass" Tags { "LightMode" = "Picking" } // Render State Cull Off // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 2.0 #pragma only_renderers gles gles3 glcore d3d11 #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords // PassKeywords: // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define VARYINGS_NEED_POSITION_WS #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TEXCOORD0 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_DEPTHONLY #define SCENEPICKINGPASS 1 #define ALPHA_CLIP_THRESHOLD 1 #define _ALPHATEST_ON 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float3 positionWS; float3 normalWS; float4 texCoord0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 ObjectSpacePosition; float3 WorldSpacePosition; float3 AbsoluteWorldSpacePosition; float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 texCoord0 : INTERP0; float3 positionWS : INTERP1; float3 normalWS : INTERP2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.texCoord0.xyzw = input.texCoord0; output.positionWS.xyz = input.positionWS; output.normalWS.xyz = input.normalWS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.texCoord0 = input.texCoord0.xyzw; output.positionWS = input.positionWS.xyz; output.normalWS = input.normalWS.xyz; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties //Advanced Dissolve Keywords Start/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _AD_STATE_ENABLED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR #pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL #pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED #pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR //Advanced Dissolve Keywords End///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define ADVANCED_DISSOLVE_SHADER_GRAPH #define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE #include "Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/Defines.cginc" ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// CBUFFER_START(UnityPerMaterial) float4 _BaseMap_TexelSize; float Vector1_945c423543134c0394c1ab9d4b453f84; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat); TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); // Graph Includes // GraphIncludes: // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions void AdvancedDissolveShaderGraphFunction_float(float2 UV, float3 PositionOS, float3 PositionWS, float3 PositionWS_Absolut, float3 NormalOS, float3 NormalWS, float Custom_Cutout, float4 Custom_Color, out float Value){ Value = 0; } struct Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 ObjectSpacePosition; float3 WorldSpacePosition; float3 AbsoluteWorldSpacePosition; half4 uv0; }; void SG_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float(float Vector1_9E44E7D0, float4 Color_d37717e22d9845eeb5507ed0b661e197, Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float IN, out float Out_3) { float4 _UV_0af11090dff4968fbefbff780ab3f959_Out_0 = IN.uv0; float _Property_2254a3efc4fcf082bc34b2ce5b131975_Out_0 = Vector1_9E44E7D0; float4 _Property_6d35f866e3e7457cb788755ca206532e_Out_0 = Color_d37717e22d9845eeb5507ed0b661e197; float _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7; AdvancedDissolveShaderGraphFunction_float((_UV_0af11090dff4968fbefbff780ab3f959_Out_0.xy), IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, _Property_2254a3efc4fcf082bc34b2ce5b131975_Out_0, _Property_6d35f866e3e7457cb788755ca206532e_Out_0, _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7); Out_3 = _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7; } void Unity_Add_float(float A, float B, out float Out) { Out = A + B; } // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; //Advanced Dissolve #include "Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/Core.cginc" SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0 = UnityBuildTexture2DStructNoScale(_BaseMap); float4 _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0 = SAMPLE_TEXTURE2D(_Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.tex, _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.samplerstate, _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_R_4 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.r; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_G_5 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.g; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_B_6 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.b; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_A_7 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.a; float _Property_5be4753bc2234d52a2df5a5d2b4fff4f_Out_0 = Vector1_945c423543134c0394c1ab9d4b453f84; Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float _AdvancedDissolve_ca61051ac95648e2a739376452880eb5; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.ObjectSpaceNormal = IN.ObjectSpaceNormal; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.WorldSpaceNormal = IN.WorldSpaceNormal; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.ObjectSpacePosition = IN.ObjectSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.WorldSpacePosition = IN.WorldSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.uv0 = IN.uv0; float _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3; SG_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float(0, float4 (0, 0, 0, 1), _AdvancedDissolve_ca61051ac95648e2a739376452880eb5, _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3); float _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2; Unity_Add_float(_Property_5be4753bc2234d52a2df5a5d2b4fff4f_Out_0, _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3, _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2); surface.Alpha = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_A_7; surface.AlphaClipThreshold = _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2; //ScenePickingPass AdvancedDissolveShaderGraph(IN.uv0.xy, IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, 0, 1, surface.Alpha, surface.AlphaClipThreshold); return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif // must use interpolated tangent, bitangent and normal before they are normalized in the pixel shader. float3 unnormalizedNormalWS = input.normalWS; const float renormFactor = 1.0 / length(unnormalizedNormalWS); output.WorldSpaceNormal = renormFactor * input.normalWS.xyz; // we want a unit length Normal Vector node in shader graph output.ObjectSpaceNormal = normalize(mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_M)); // transposed multiplication by inverse matrix to handle normal scale output.WorldSpacePosition = input.positionWS; output.ObjectSpacePosition = TransformWorldToObject(input.positionWS); output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionWS); output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { // Name: Tags { "LightMode" = "Universal2D" } // Render State Cull Off Blend One Zero ZTest LEqual ZWrite On // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 2.0 #pragma only_renderers gles gles3 glcore d3d11 #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords // PassKeywords: // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define VARYINGS_NEED_POSITION_WS #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TEXCOORD0 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_2D #define _ALPHATEST_ON 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float3 positionWS; float3 normalWS; float4 texCoord0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 ObjectSpacePosition; float3 WorldSpacePosition; float3 AbsoluteWorldSpacePosition; float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 texCoord0 : INTERP0; float3 positionWS : INTERP1; float3 normalWS : INTERP2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.texCoord0.xyzw = input.texCoord0; output.positionWS.xyz = input.positionWS; output.normalWS.xyz = input.normalWS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.texCoord0 = input.texCoord0.xyzw; output.positionWS = input.positionWS.xyz; output.normalWS = input.normalWS.xyz; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties //Advanced Dissolve Keywords Start/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _AD_STATE_ENABLED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR #pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL #pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED #pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR //Advanced Dissolve Keywords End///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define ADVANCED_DISSOLVE_SHADER_GRAPH #define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE #include "Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/Defines.cginc" ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// CBUFFER_START(UnityPerMaterial) float4 _BaseMap_TexelSize; float Vector1_945c423543134c0394c1ab9d4b453f84; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat); TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); // Graph Includes // GraphIncludes: // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions void AdvancedDissolveShaderGraphFunction_float(float2 UV, float3 PositionOS, float3 PositionWS, float3 PositionWS_Absolut, float3 NormalOS, float3 NormalWS, float Custom_Cutout, float4 Custom_Color, out float Value){ Value = 0; } struct Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 ObjectSpacePosition; float3 WorldSpacePosition; float3 AbsoluteWorldSpacePosition; half4 uv0; }; void SG_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float(float Vector1_9E44E7D0, float4 Color_d37717e22d9845eeb5507ed0b661e197, Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float IN, out float Out_3) { float4 _UV_0af11090dff4968fbefbff780ab3f959_Out_0 = IN.uv0; float _Property_2254a3efc4fcf082bc34b2ce5b131975_Out_0 = Vector1_9E44E7D0; float4 _Property_6d35f866e3e7457cb788755ca206532e_Out_0 = Color_d37717e22d9845eeb5507ed0b661e197; float _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7; AdvancedDissolveShaderGraphFunction_float((_UV_0af11090dff4968fbefbff780ab3f959_Out_0.xy), IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, _Property_2254a3efc4fcf082bc34b2ce5b131975_Out_0, _Property_6d35f866e3e7457cb788755ca206532e_Out_0, _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7); Out_3 = _AdvancedDissolveShaderGraphFunctionCustomFunction_18f0160f9996fe8f938c567e2ad92b60_Value_7; } void Unity_Add_float(float A, float B, out float Out) { Out = A + B; } // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float3 BaseColor; float Alpha; float AlphaClipThreshold; }; //Advanced Dissolve #include "Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/Core.cginc" SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0 = UnityBuildTexture2DStructNoScale(_BaseMap); float4 _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0 = SAMPLE_TEXTURE2D(_Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.tex, _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.samplerstate, _Property_fe4efc6af5e74ff2963d75a0384f6298_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_R_4 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.r; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_G_5 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.g; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_B_6 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.b; float _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_A_7 = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.a; float _Property_5be4753bc2234d52a2df5a5d2b4fff4f_Out_0 = Vector1_945c423543134c0394c1ab9d4b453f84; Bindings_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float _AdvancedDissolve_ca61051ac95648e2a739376452880eb5; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.ObjectSpaceNormal = IN.ObjectSpaceNormal; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.WorldSpaceNormal = IN.WorldSpaceNormal; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.ObjectSpacePosition = IN.ObjectSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.WorldSpacePosition = IN.WorldSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition; _AdvancedDissolve_ca61051ac95648e2a739376452880eb5.uv0 = IN.uv0; float _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3; SG_AdvancedDissolve_58cc1ed7edc36664e85cbe55fd29d527_float(0, float4 (0, 0, 0, 1), _AdvancedDissolve_ca61051ac95648e2a739376452880eb5, _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3); float _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2; Unity_Add_float(_Property_5be4753bc2234d52a2df5a5d2b4fff4f_Out_0, _AdvancedDissolve_ca61051ac95648e2a739376452880eb5_Out_3, _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2); surface.BaseColor = (_SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_RGBA_0.xyz); surface.Alpha = _SampleTexture2D_d92f20fc369a4e729112b63bfa99ba34_A_7; surface.AlphaClipThreshold = _Add_203e8fa61ac540d7ade7dd61650cf263_Out_2; //ScenePickingPass AdvancedDissolveShaderGraph(IN.uv0.xy, IN.ObjectSpacePosition, IN.WorldSpacePosition, IN.AbsoluteWorldSpacePosition, IN.ObjectSpaceNormal, IN.WorldSpaceNormal, 0, 1, surface.BaseColor, surface.Alpha, surface.AlphaClipThreshold); return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif // must use interpolated tangent, bitangent and normal before they are normalized in the pixel shader. float3 unnormalizedNormalWS = input.normalWS; const float renormFactor = 1.0 / length(unnormalizedNormalWS); output.WorldSpaceNormal = renormFactor * input.normalWS.xyz; // we want a unit length Normal Vector node in shader graph output.ObjectSpaceNormal = normalize(mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_M)); // transposed multiplication by inverse matrix to handle normal scale output.WorldSpacePosition = input.positionWS; output.ObjectSpacePosition = TransformWorldToObject(input.positionWS); output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionWS); output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBR2DPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } } // CustomEditorForRenderPipeline "UnityEditor.ShaderGraphLitGUI" "UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset" CustomEditorForRenderPipeline "UnityEditor.AdvancedDissolve_ShaderGraphLitGUI" "UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset" CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI" FallBack "Hidden/Shader Graph/FallbackError" }