2529 lines
104 KiB
GLSL
2529 lines
104 KiB
GLSL
// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Vefects/SH_Vefects_VFX_Heat_Haze"
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{
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Properties
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{
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
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[ASEBegin]_Texture("Texture", 2D) = "white" {}
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_DistortionTexture("Distortion Texture", 2D) = "white" {}
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_TextureChannel("Texture Channel", Vector) = (0,1,0,0)
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_ExtraNoiseLerp("Extra Noise Lerp", Float) = 1
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_DistortionStrength("Distortion Strength", Float) = 7
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_DissolveMask("Dissolve Mask", 2D) = "white" {}
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[ASEEnd]_CameraOffset("Camera Offset", Float) = -40
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector]_RenderQueueType("Render Queue Type", Float) = 5
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[HideInInspector][ToggleUI]_AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
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//[HideInInspector]_ShadowMatteFilter("Shadow Matte Filter", Float) = 2
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[HideInInspector]_StencilRef("Stencil Ref", Int) = 0
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[HideInInspector]_StencilWriteMask("StencilWrite Mask", Int) = 6
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[HideInInspector]_StencilRefDepth("StencilRefDepth", Int) = 0
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[HideInInspector]_StencilWriteMaskDepth("_StencilWriteMaskDepth", Int) = 8
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[HideInInspector]_StencilRefMV("_StencilRefMV", Int) = 32
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[HideInInspector]_StencilWriteMaskMV("_StencilWriteMaskMV", Int) = 40
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[HideInInspector]_StencilRefDistortionVec("_StencilRefDistortionVec", Int) = 4
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[HideInInspector]_StencilWriteMaskDistortionVec("_StencilWriteMaskDistortionVec", Int) = 4
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[HideInInspector]_StencilWriteMaskGBuffer("_StencilWriteMaskGBuffer", Int) = 14
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[HideInInspector]_StencilRefGBuffer("_StencilRefGBuffer", Int) = 2
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[HideInInspector]_ZTestGBuffer("_ZTestGBuffer", Int) = 4
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[HideInInspector][ToggleUI]_RequireSplitLighting("_RequireSplitLighting", Float) = 0
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[HideInInspector][ToggleUI]_ReceivesSSR("_ReceivesSSR", Float) = 0
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[HideInInspector]_SurfaceType("_SurfaceType", Float) = 1
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[HideInInspector]_BlendMode("_BlendMode", Float) = 0
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[HideInInspector]_SrcBlend("_SrcBlend", Float) = 1
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[HideInInspector]_DstBlend("_DstBlend", Float) = 0
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[HideInInspector]_AlphaSrcBlend("Vec_AlphaSrcBlendtor1", Float) = 1
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[HideInInspector]_AlphaDstBlend("_AlphaDstBlend", Float) = 0
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[HideInInspector][ToggleUI]_ZWrite("_ZWrite", Float) = 1
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[HideInInspector][ToggleUI]_TransparentZWrite("_TransparentZWrite", Float) = 1
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[HideInInspector]_CullMode("Cull Mode", Float) = 2
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[HideInInspector]_TransparentSortPriority("_TransparentSortPriority", Int) = 0
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[HideInInspector][ToggleUI]_EnableFogOnTransparent("_EnableFogOnTransparent", Float) = 1
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[HideInInspector]_CullModeForward("_CullModeForward", Float) = 2
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[HideInInspector][Enum(Front, 1, Back, 2)]_TransparentCullMode("_TransparentCullMode", Float) = 2
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[HideInInspector]_ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4
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[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)]_ZTestTransparent("_ZTestTransparent", Float) = 4
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[HideInInspector][ToggleUI]_TransparentBackfaceEnable("_TransparentBackfaceEnable", Float) = 0
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[HideInInspector][ToggleUI]_AlphaCutoffEnable("_AlphaCutoffEnable", Float) = 0
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[HideInInspector][ToggleUI]_UseShadowThreshold("_UseShadowThreshold", Float) = 0
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[HideInInspector][ToggleUI]_DoubleSidedEnable("_DoubleSidedEnable", Float) = 0
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[HideInInspector][Enum(Flip, 0, Mirror, 1, None, 2)]_DoubleSidedNormalMode("_DoubleSidedNormalMode", Float) = 2
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[HideInInspector]_DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
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[HideInInspector]_DistortionEnable("_DistortionEnable",Float) = 0
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[HideInInspector]_DistortionOnly("_DistortionOnly",Float) = 0
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//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
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//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
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//_TessMin( "Tess Min Distance", Float ) = 10
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//_TessMax( "Tess Max Distance", Float ) = 25
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//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
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//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
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}
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SubShader
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{
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LOD 0
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Tags { "RenderPipeline"="HDRenderPipeline" "RenderType"="Transparent" "Queue"="Transparent" }
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HLSLINCLUDE
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#pragma target 4.5
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#pragma only_renderers d3d11 metal vulkan xboxone xboxseries playstation switch
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#pragma instancing_options renderinglayer
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#ifndef ASE_TESS_FUNCS
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#define ASE_TESS_FUNCS
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float4 FixedTess( float tessValue )
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{
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return tessValue;
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}
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float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
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{
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float3 wpos = mul(o2w,vertex).xyz;
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float dist = distance (wpos, cameraPos);
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float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
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return f;
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}
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float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
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{
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float4 tess;
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tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
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tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
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tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
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tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
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return tess;
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}
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float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
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{
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float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
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float len = distance(wpos0, wpos1);
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float f = max(len * scParams.y / (edgeLen * dist), 1.0);
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return f;
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}
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float DistanceFromPlaneASE (float3 pos, float4 plane)
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{
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return dot (float4(pos,1.0f), plane);
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}
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bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
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{
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float4 planeTest;
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planeTest.x = (( DistanceFromPlaneASE(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.y = (( DistanceFromPlaneASE(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.z = (( DistanceFromPlaneASE(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.w = (( DistanceFromPlaneASE(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
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return !all (planeTest);
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}
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float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
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{
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float3 f;
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f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
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f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
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f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
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return CalcTriEdgeTessFactors (f);
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}
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float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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return tess;
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}
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float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
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{
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tess = 0.0f;
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}
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else
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{
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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}
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return tess;
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}
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#endif //ASE_TESS_FUNCS
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ENDHLSL
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Pass
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{
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Name "Forward Unlit"
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Tags { "LightMode"="ForwardOnly" }
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Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend]
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Cull [_CullMode]
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ZTest [_ZTestTransparent]
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ZWrite [_ZWrite]
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Stencil
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{
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Ref [_StencilRef]
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WriteMask [_StencilWriteMask]
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Comp Always
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Pass Replace
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Fail Keep
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ZFail Keep
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}
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HLSLPROGRAM
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#pragma multi_compile_instancing
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#define HAVE_MESH_MODIFICATION 1
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#define ASE_SRP_VERSION 100501
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#define REQUIRE_OPAQUE_TEXTURE 1
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#define SHADERPASS SHADERPASS_FORWARD_UNLIT
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#pragma multi_compile _ DEBUG_DISPLAY
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#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
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#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
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#pragma shader_feature_local _ALPHATEST_ON
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#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
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#pragma vertex Vert
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#pragma fragment Frag
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
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#if defined(_ENABLE_SHADOW_MATTE) && SHADERPASS == SHADERPASS_FORWARD_UNLIT
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#define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
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#define HAS_LIGHTLOOP
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#define SHADOW_OPTIMIZE_REGISTER_USAGE 1
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowContext.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadow.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/PunctualLightCommon.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadowLoop.hlsl"
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#endif
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#define ASE_NEEDS_VERT_POSITION
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#define ASE_NEEDS_FRAG_COLOR
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struct VertexInput
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{
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float3 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float4 ase_texcoord3 : TEXCOORD3;
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float4 ase_texcoord : TEXCOORD0;
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float4 ase_color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 positionCS : SV_Position;
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float3 positionRWS : TEXCOORD0;
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float4 ase_texcoord1 : TEXCOORD1;
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float4 ase_color : COLOR;
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float4 ase_texcoord2 : TEXCOORD2;
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float4 ase_texcoord3 : TEXCOORD3;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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CBUFFER_START( UnityPerMaterial )
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float4 _DistortionTexture_ST;
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float4 _Texture_ST;
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float4 _TextureChannel;
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float4 _DissolveMask_ST;
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float _CameraOffset;
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float _ExtraNoiseLerp;
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float _DistortionStrength;
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float4 _EmissionColor;
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float _RenderQueueType;
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#ifdef _ADD_PRECOMPUTED_VELOCITY
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float _AddPrecomputedVelocity;
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#endif
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#ifdef _ENABLE_SHADOW_MATTE
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float _ShadowMatteFilter;
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#endif
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float _StencilRef;
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float _StencilWriteMask;
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float _StencilRefDepth;
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float _StencilWriteMaskDepth;
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float _StencilRefMV;
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float _StencilWriteMaskMV;
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float _StencilRefDistortionVec;
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float _StencilWriteMaskDistortionVec;
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float _StencilWriteMaskGBuffer;
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float _StencilRefGBuffer;
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float _ZTestGBuffer;
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float _RequireSplitLighting;
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float _ReceivesSSR;
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float _SurfaceType;
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float _BlendMode;
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float _SrcBlend;
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float _DstBlend;
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float _AlphaSrcBlend;
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float _AlphaDstBlend;
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float _ZWrite;
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float _TransparentZWrite;
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float _CullMode;
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float _TransparentSortPriority;
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float _EnableFogOnTransparent;
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float _CullModeForward;
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float _TransparentCullMode;
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float _ZTestDepthEqualForOpaque;
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float _ZTestTransparent;
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float _TransparentBackfaceEnable;
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float _AlphaCutoffEnable;
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float _AlphaCutoff;
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float _UseShadowThreshold;
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float _DoubleSidedEnable;
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float _DoubleSidedNormalMode;
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float4 _DoubleSidedConstants;
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#ifdef TESSELLATION_ON
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float _TessPhongStrength;
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float _TessValue;
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float _TessMin;
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float _TessMax;
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float _TessEdgeLength;
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float _TessMaxDisp;
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#endif
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CBUFFER_END
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sampler2D _DistortionTexture;
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sampler2D _Texture;
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sampler2D _DissolveMask;
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
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float4 ASEHDSampleSceneColor(float2 uv, float lod, float exposureMultiplier)
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{
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#if defined(REQUIRE_OPAQUE_TEXTURE) && defined(_SURFACE_TYPE_TRANSPARENT) && defined(SHADERPASS) && (SHADERPASS != SHADERPASS_LIGHT_TRANSPORT)
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return float4( SampleCameraColor(uv, lod) * exposureMultiplier, 1.0 );
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#endif
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return float4(0.0, 0.0, 0.0, 1.0);
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}
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struct SurfaceDescription
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{
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float3 Color;
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float3 Emission;
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float4 ShadowTint;
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float Alpha;
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float AlphaClipThreshold;
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};
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void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData)
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{
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ZERO_INITIALIZE(SurfaceData, surfaceData);
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surfaceData.color = surfaceDescription.Color;
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}
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void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription , FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
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{
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#if _ALPHATEST_ON
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DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
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#endif
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BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);
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#if defined(_ENABLE_SHADOW_MATTE) && SHADERPASS == SHADERPASS_FORWARD_UNLIT
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HDShadowContext shadowContext = InitShadowContext();
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float shadow;
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float3 shadow3;
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posInput = GetPositionInput(fragInputs.positionSS.xy, _ScreenSize.zw, fragInputs.positionSS.z, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
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float3 normalWS = normalize(fragInputs.tangentToWorld[1]);
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uint renderingLayers = _EnableLightLayers ? asuint(unity_RenderingLayer.x) : DEFAULT_LIGHT_LAYERS;
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ShadowLoopMin(shadowContext, posInput, normalWS, asuint(_ShadowMatteFilter), renderingLayers, shadow3);
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shadow = dot(shadow3, float3(1.0f/3.0f, 1.0f/3.0f, 1.0f/3.0f));
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float4 shadowColor = (1 - shadow)*surfaceDescription.ShadowTint.rgba;
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float localAlpha = saturate(shadowColor.a + surfaceDescription.Alpha);
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#ifdef _SURFACE_TYPE_TRANSPARENT
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surfaceData.color = lerp(shadowColor.rgb*surfaceData.color, lerp(lerp(shadowColor.rgb, surfaceData.color, 1 - surfaceDescription.ShadowTint.a), surfaceData.color, shadow), surfaceDescription.Alpha);
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#else
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surfaceData.color = lerp(lerp(shadowColor.rgb, surfaceData.color, 1 - surfaceDescription.ShadowTint.a), surfaceData.color, shadow);
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#endif
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localAlpha = ApplyBlendMode(surfaceData.color, localAlpha).a;
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surfaceDescription.Alpha = localAlpha;
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#endif
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ZERO_INITIALIZE(BuiltinData, builtinData);
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builtinData.opacity = surfaceDescription.Alpha;
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builtinData.emissiveColor = surfaceDescription.Emission;
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}
|
|
|
|
VertexOutput VertexFunction( VertexInput inputMesh )
|
|
{
|
|
VertexOutput o;
|
|
UNITY_SETUP_INSTANCE_ID(inputMesh);
|
|
UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
|
|
|
float3 ase_worldPos = GetAbsolutePositionWS( TransformObjectToWorld( (inputMesh.positionOS).xyz ) );
|
|
float2 texCoord185 = inputMesh.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
|
|
|
|
float3 objectToViewPos = TransformWorldToView(TransformObjectToWorld(inputMesh.positionOS));
|
|
float eyeDepth = -objectToViewPos.z;
|
|
o.ase_texcoord2.x = eyeDepth;
|
|
float4 ase_clipPos = TransformWorldToHClip( TransformObjectToWorld(inputMesh.positionOS));
|
|
float4 screenPos = ComputeScreenPos( ase_clipPos , _ProjectionParams.x );
|
|
o.ase_texcoord3 = screenPos;
|
|
|
|
o.ase_texcoord1 = inputMesh.ase_texcoord;
|
|
o.ase_color = inputMesh.ase_color;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord2.yzw = 0;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = inputMesh.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3( 0, 0, 0 );
|
|
#endif
|
|
float3 vertexValue = ( ( ase_worldPos - _WorldSpaceCameraPos ) * ( ( _CameraOffset + texCoord185.y ) * 0.01 ) );
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
inputMesh.positionOS.xyz = vertexValue;
|
|
#else
|
|
inputMesh.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
inputMesh.normalOS = inputMesh.normalOS;
|
|
|
|
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
|
|
o.positionCS = TransformWorldToHClip(positionRWS);
|
|
o.positionRWS = positionRWS;
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float3 positionOS : INTERNALTESSPOS;
|
|
float3 normalOS : NORMAL;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_color : COLOR;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl Vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.positionOS = v.positionOS;
|
|
o.normalOS = v.normalOS;
|
|
o.ase_texcoord3 = v.ase_texcoord3;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
o.ase_color = v.ase_color;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
|
|
float3 cameraPos = 0;
|
|
#else
|
|
float3 cameraPos = _WorldSpaceCameraPos;
|
|
#endif
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
o.ase_texcoord3 = patch[0].ase_texcoord3 * bary.x + patch[1].ase_texcoord3 * bary.y + patch[2].ase_texcoord3 * bary.z;
|
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput Vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
float4 Frag( VertexOutput packedInput ) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID( packedInput );
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
|
|
FragInputs input;
|
|
ZERO_INITIALIZE(FragInputs, input);
|
|
input.tangentToWorld = k_identity3x3;
|
|
float3 positionRWS = packedInput.positionRWS;
|
|
|
|
input.positionSS = packedInput.positionCS;
|
|
input.positionRWS = positionRWS;
|
|
|
|
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
|
|
|
|
float3 V = GetWorldSpaceNormalizeViewDir( input.positionRWS );
|
|
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
float3 temp_cast_0 = (0.0).xxx;
|
|
|
|
float2 uv_DistortionTexture = packedInput.ase_texcoord1.xy * _DistortionTexture_ST.xy + _DistortionTexture_ST.zw;
|
|
float2 lerpResult390 = lerp( float2( 0,0 ) , (tex2D( _DistortionTexture, uv_DistortionTexture )).rg , _ExtraNoiseLerp);
|
|
float3 appendResult396 = (float3(lerpResult390 , 1.0));
|
|
float2 uv_Texture = packedInput.ase_texcoord1.xy * _Texture_ST.xy + _Texture_ST.zw;
|
|
float dotResult290 = dot( tex2D( _Texture, uv_Texture ) , _TextureChannel );
|
|
float2 uv_DissolveMask = packedInput.ase_texcoord1.xy * _DissolveMask_ST.xy + _DissolveMask_ST.zw;
|
|
float4 texCoord289 = packedInput.ase_texcoord1;
|
|
texCoord289.xy = packedInput.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float4 temp_output_356_0 = ( packedInput.ase_color.a * ( saturate( dotResult290 ) * ( saturate( tex2D( _DissolveMask, uv_DissolveMask ) ) + texCoord289.z ) ) );
|
|
float eyeDepth = packedInput.ase_texcoord2.x;
|
|
float4 screenPos = packedInput.ase_texcoord3;
|
|
float4 ase_screenPosNorm = screenPos / screenPos.w;
|
|
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
|
float eyeDepth28_g1 = LinearEyeDepth(SampleCameraDepth( ase_screenPosNorm.xy ),_ZBufferParams);
|
|
float2 temp_output_20_0_g1 = ( (appendResult396).xy * ( ( temp_output_356_0 * _DistortionStrength ).r / max( eyeDepth , 0.1 ) ) * saturate( ( eyeDepth28_g1 - eyeDepth ) ) );
|
|
float eyeDepth2_g1 = LinearEyeDepth(SampleCameraDepth( ( float4( temp_output_20_0_g1, 0.0 , 0.0 ) + ase_screenPosNorm ).xy ),_ZBufferParams);
|
|
float2 temp_output_32_0_g1 = (( float4( ( temp_output_20_0_g1 * saturate( ( eyeDepth2_g1 - eyeDepth ) ) ), 0.0 , 0.0 ) + ase_screenPosNorm )).xy;
|
|
float4 fetchOpaqueVal394 = ASEHDSampleSceneColor(temp_output_32_0_g1, 0.0, GetInverseCurrentExposureMultiplier());
|
|
|
|
surfaceDescription.Color = temp_cast_0;
|
|
surfaceDescription.Emission = (fetchOpaqueVal394).rgb;
|
|
surfaceDescription.Alpha = saturate( temp_output_356_0 ).r;
|
|
surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
|
|
surfaceDescription.ShadowTint = float4( 0, 0 ,0 ,1 );
|
|
float2 Distortion = float2 ( 0, 0 );
|
|
float DistortionBlur = 0;
|
|
|
|
SurfaceData surfaceData;
|
|
BuiltinData builtinData;
|
|
GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
|
|
|
|
BSDFData bsdfData = ConvertSurfaceDataToBSDFData( input.positionSS.xy, surfaceData );
|
|
|
|
float4 outColor = ApplyBlendMode( bsdfData.color + builtinData.emissiveColor * GetCurrentExposureMultiplier(), builtinData.opacity );
|
|
outColor = EvaluateAtmosphericScattering( posInput, V, outColor );
|
|
|
|
#ifdef DEBUG_DISPLAY
|
|
int bufferSize = int(_DebugViewMaterialArray[0].x);
|
|
for (int index = 1; index <= bufferSize; index++)
|
|
{
|
|
int indexMaterialProperty = int(_DebugViewMaterialArray[index].x);
|
|
if (indexMaterialProperty != 0)
|
|
{
|
|
float3 result = float3(1.0, 0.0, 1.0);
|
|
bool needLinearToSRGB = false;
|
|
|
|
GetPropertiesDataDebug(indexMaterialProperty, result, needLinearToSRGB);
|
|
GetVaryingsDataDebug(indexMaterialProperty, input, result, needLinearToSRGB);
|
|
GetBuiltinDataDebug(indexMaterialProperty, builtinData, posInput, result, needLinearToSRGB);
|
|
GetSurfaceDataDebug(indexMaterialProperty, surfaceData, result, needLinearToSRGB);
|
|
GetBSDFDataDebug(indexMaterialProperty, bsdfData, result, needLinearToSRGB);
|
|
|
|
if (!needLinearToSRGB)
|
|
result = SRGBToLinear(max(0, result));
|
|
|
|
outColor = float4(result, 1.0);
|
|
}
|
|
}
|
|
|
|
if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW)
|
|
{
|
|
float4 result = _DebugTransparencyOverdrawWeight * float4(TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_A);
|
|
outColor = result;
|
|
}
|
|
#endif
|
|
return outColor;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "ShadowCaster"
|
|
Tags { "LightMode"="ShadowCaster" }
|
|
|
|
Cull [_CullMode]
|
|
ZWrite On
|
|
ZClip [_ZClip]
|
|
ColorMask 0
|
|
|
|
HLSLPROGRAM
|
|
#pragma multi_compile_instancing
|
|
#define HAVE_MESH_MODIFICATION 1
|
|
#define ASE_SRP_VERSION 100501
|
|
|
|
#define SHADERPASS SHADERPASS_SHADOWS
|
|
|
|
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
|
#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
|
|
#pragma shader_feature_local _ALPHATEST_ON
|
|
#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
|
|
|
|
#pragma vertex Vert
|
|
#pragma fragment Frag
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
|
|
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float3 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 positionCS : SV_Position;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START( UnityPerMaterial )
|
|
float4 _DistortionTexture_ST;
|
|
float4 _Texture_ST;
|
|
float4 _TextureChannel;
|
|
float4 _DissolveMask_ST;
|
|
float _CameraOffset;
|
|
float _ExtraNoiseLerp;
|
|
float _DistortionStrength;
|
|
float4 _EmissionColor;
|
|
float _RenderQueueType;
|
|
#ifdef _ADD_PRECOMPUTED_VELOCITY
|
|
float _AddPrecomputedVelocity;
|
|
#endif
|
|
#ifdef _ENABLE_SHADOW_MATTE
|
|
float _ShadowMatteFilter;
|
|
#endif
|
|
float _StencilRef;
|
|
float _StencilWriteMask;
|
|
float _StencilRefDepth;
|
|
float _StencilWriteMaskDepth;
|
|
float _StencilRefMV;
|
|
float _StencilWriteMaskMV;
|
|
float _StencilRefDistortionVec;
|
|
float _StencilWriteMaskDistortionVec;
|
|
float _StencilWriteMaskGBuffer;
|
|
float _StencilRefGBuffer;
|
|
float _ZTestGBuffer;
|
|
float _RequireSplitLighting;
|
|
float _ReceivesSSR;
|
|
float _SurfaceType;
|
|
float _BlendMode;
|
|
float _SrcBlend;
|
|
float _DstBlend;
|
|
float _AlphaSrcBlend;
|
|
float _AlphaDstBlend;
|
|
float _ZWrite;
|
|
float _TransparentZWrite;
|
|
float _CullMode;
|
|
float _TransparentSortPriority;
|
|
float _EnableFogOnTransparent;
|
|
float _CullModeForward;
|
|
float _TransparentCullMode;
|
|
float _ZTestDepthEqualForOpaque;
|
|
float _ZTestTransparent;
|
|
float _TransparentBackfaceEnable;
|
|
float _AlphaCutoffEnable;
|
|
float _AlphaCutoff;
|
|
float _UseShadowThreshold;
|
|
float _DoubleSidedEnable;
|
|
float _DoubleSidedNormalMode;
|
|
float4 _DoubleSidedConstants;
|
|
#ifdef TESSELLATION_ON
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
sampler2D _Texture;
|
|
sampler2D _DissolveMask;
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
};
|
|
|
|
void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData)
|
|
{
|
|
ZERO_INITIALIZE(SurfaceData, surfaceData);
|
|
}
|
|
|
|
void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
|
|
{
|
|
#if _ALPHATEST_ON
|
|
DoAlphaTest(surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold);
|
|
#endif
|
|
|
|
BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);
|
|
ZERO_INITIALIZE (BuiltinData, builtinData);
|
|
builtinData.opacity = surfaceDescription.Alpha;
|
|
}
|
|
|
|
VertexOutput VertexFunction( VertexInput inputMesh )
|
|
{
|
|
VertexOutput o;
|
|
UNITY_SETUP_INSTANCE_ID(inputMesh);
|
|
UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
|
|
|
float3 ase_worldPos = GetAbsolutePositionWS( TransformObjectToWorld( (inputMesh.positionOS).xyz ) );
|
|
float2 texCoord185 = inputMesh.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
|
|
|
|
o.ase_color = inputMesh.ase_color;
|
|
o.ase_texcoord = inputMesh.ase_texcoord;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = inputMesh.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3( 0, 0, 0 );
|
|
#endif
|
|
float3 vertexValue = ( ( ase_worldPos - _WorldSpaceCameraPos ) * ( ( _CameraOffset + texCoord185.y ) * 0.01 ) );
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
inputMesh.positionOS.xyz = vertexValue;
|
|
#else
|
|
inputMesh.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
inputMesh.normalOS = inputMesh.normalOS ;
|
|
|
|
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
|
|
o.positionCS = TransformWorldToHClip(positionRWS);
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float3 positionOS : INTERNALTESSPOS;
|
|
float3 normalOS : NORMAL;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl Vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.positionOS = v.positionOS;
|
|
o.normalOS = v.normalOS;
|
|
o.ase_texcoord3 = v.ase_texcoord3;
|
|
o.ase_color = v.ase_color;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
|
|
float3 cameraPos = 0;
|
|
#else
|
|
float3 cameraPos = _WorldSpaceCameraPos;
|
|
#endif
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
o.ase_texcoord3 = patch[0].ase_texcoord3 * bary.x + patch[1].ase_texcoord3 * bary.y + patch[2].ase_texcoord3 * bary.z;
|
|
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
|
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput Vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
void Frag( VertexOutput packedInput
|
|
#ifdef WRITE_NORMAL_BUFFER
|
|
, out float4 outNormalBuffer : SV_Target0
|
|
#ifdef WRITE_MSAA_DEPTH
|
|
, out float1 depthColor : SV_Target1
|
|
#endif
|
|
#elif defined(WRITE_MSAA_DEPTH)
|
|
, out float4 outNormalBuffer : SV_Target0
|
|
, out float1 depthColor : SV_Target1
|
|
#elif defined(SCENESELECTIONPASS)
|
|
, out float4 outColor : SV_Target0
|
|
#endif
|
|
#ifdef _DEPTHOFFSET_ON
|
|
, out float outputDepth : SV_Depth
|
|
#endif
|
|
|
|
)
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID( packedInput );
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
|
|
|
|
FragInputs input;
|
|
ZERO_INITIALIZE(FragInputs, input);
|
|
|
|
input.tangentToWorld = k_identity3x3;
|
|
input.positionSS = packedInput.positionCS;
|
|
|
|
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
|
|
|
|
float3 V = float3( 1.0, 1.0, 1.0 );
|
|
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
float2 uv_Texture = packedInput.ase_texcoord.xy * _Texture_ST.xy + _Texture_ST.zw;
|
|
float dotResult290 = dot( tex2D( _Texture, uv_Texture ) , _TextureChannel );
|
|
float2 uv_DissolveMask = packedInput.ase_texcoord.xy * _DissolveMask_ST.xy + _DissolveMask_ST.zw;
|
|
float4 texCoord289 = packedInput.ase_texcoord;
|
|
texCoord289.xy = packedInput.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float4 temp_output_356_0 = ( packedInput.ase_color.a * ( saturate( dotResult290 ) * ( saturate( tex2D( _DissolveMask, uv_DissolveMask ) ) + texCoord289.z ) ) );
|
|
|
|
surfaceDescription.Alpha = saturate( temp_output_356_0 ).r;
|
|
surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
|
|
|
|
SurfaceData surfaceData;
|
|
BuiltinData builtinData;
|
|
GetSurfaceAndBuiltinData(surfaceDescription,input, V, posInput, surfaceData, builtinData);
|
|
|
|
#ifdef _DEPTHOFFSET_ON
|
|
outputDepth = posInput.deviceDepth;
|
|
#endif
|
|
|
|
#ifdef WRITE_NORMAL_BUFFER
|
|
EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer );
|
|
#ifdef WRITE_MSAA_DEPTH
|
|
depthColor = packedInput.positionCS.z;
|
|
#endif
|
|
#elif defined(WRITE_MSAA_DEPTH)
|
|
outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 );
|
|
depthColor = packedInput.positionCS.z;
|
|
#elif defined(SCENESELECTIONPASS)
|
|
outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 );
|
|
#endif
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "META"
|
|
Tags { "LightMode"="Meta" }
|
|
|
|
Cull Off
|
|
|
|
HLSLPROGRAM
|
|
#pragma multi_compile_instancing
|
|
#define HAVE_MESH_MODIFICATION 1
|
|
#define ASE_SRP_VERSION 100501
|
|
#define REQUIRE_OPAQUE_TEXTURE 1
|
|
|
|
#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
|
|
|
|
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
|
#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
|
|
#pragma shader_feature_local _ALPHATEST_ON
|
|
#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
|
|
|
|
#pragma vertex Vert
|
|
#pragma fragment Frag
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
|
|
|
|
CBUFFER_START( UnityPerMaterial )
|
|
float4 _DistortionTexture_ST;
|
|
float4 _Texture_ST;
|
|
float4 _TextureChannel;
|
|
float4 _DissolveMask_ST;
|
|
float _CameraOffset;
|
|
float _ExtraNoiseLerp;
|
|
float _DistortionStrength;
|
|
float4 _EmissionColor;
|
|
float _RenderQueueType;
|
|
#ifdef _ADD_PRECOMPUTED_VELOCITY
|
|
float _AddPrecomputedVelocity;
|
|
#endif
|
|
#ifdef _ENABLE_SHADOW_MATTE
|
|
float _ShadowMatteFilter;
|
|
#endif
|
|
float _StencilRef;
|
|
float _StencilWriteMask;
|
|
float _StencilRefDepth;
|
|
float _StencilWriteMaskDepth;
|
|
float _StencilRefMV;
|
|
float _StencilWriteMaskMV;
|
|
float _StencilRefDistortionVec;
|
|
float _StencilWriteMaskDistortionVec;
|
|
float _StencilWriteMaskGBuffer;
|
|
float _StencilRefGBuffer;
|
|
float _ZTestGBuffer;
|
|
float _RequireSplitLighting;
|
|
float _ReceivesSSR;
|
|
float _SurfaceType;
|
|
float _BlendMode;
|
|
float _SrcBlend;
|
|
float _DstBlend;
|
|
float _AlphaSrcBlend;
|
|
float _AlphaDstBlend;
|
|
float _ZWrite;
|
|
float _TransparentZWrite;
|
|
float _CullMode;
|
|
float _TransparentSortPriority;
|
|
float _EnableFogOnTransparent;
|
|
float _CullModeForward;
|
|
float _TransparentCullMode;
|
|
float _ZTestDepthEqualForOpaque;
|
|
float _ZTestTransparent;
|
|
float _TransparentBackfaceEnable;
|
|
float _AlphaCutoffEnable;
|
|
float _AlphaCutoff;
|
|
float _UseShadowThreshold;
|
|
float _DoubleSidedEnable;
|
|
float _DoubleSidedNormalMode;
|
|
float4 _DoubleSidedConstants;
|
|
#ifdef TESSELLATION_ON
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
CBUFFER_START( UnityMetaPass )
|
|
bool4 unity_MetaVertexControl;
|
|
bool4 unity_MetaFragmentControl;
|
|
CBUFFER_END
|
|
|
|
float unity_OneOverOutputBoost;
|
|
float unity_MaxOutputValue;
|
|
sampler2D _DistortionTexture;
|
|
sampler2D _Texture;
|
|
sampler2D _DissolveMask;
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
|
#define ASE_NEEDS_VERT_POSITION
|
|
#define ASE_NEEDS_FRAG_COLOR
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float3 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float4 uv1 : TEXCOORD1;
|
|
float4 uv2 : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_color : COLOR;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 positionCS : SV_Position;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_texcoord1 : TEXCOORD1;
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
|
|
float4 ASEHDSampleSceneColor(float2 uv, float lod, float exposureMultiplier)
|
|
{
|
|
#if defined(REQUIRE_OPAQUE_TEXTURE) && defined(_SURFACE_TYPE_TRANSPARENT) && defined(SHADERPASS) && (SHADERPASS != SHADERPASS_LIGHT_TRANSPORT)
|
|
return float4( SampleCameraColor(uv, lod) * exposureMultiplier, 1.0 );
|
|
#endif
|
|
return float4(0.0, 0.0, 0.0, 1.0);
|
|
}
|
|
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float3 Color;
|
|
float3 Emission;
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
};
|
|
|
|
void BuildSurfaceData( FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData )
|
|
{
|
|
ZERO_INITIALIZE( SurfaceData, surfaceData );
|
|
surfaceData.color = surfaceDescription.Color;
|
|
}
|
|
|
|
void GetSurfaceAndBuiltinData( SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData )
|
|
{
|
|
#if _ALPHATEST_ON
|
|
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
|
|
#endif
|
|
|
|
BuildSurfaceData( fragInputs, surfaceDescription, V, surfaceData );
|
|
ZERO_INITIALIZE( BuiltinData, builtinData );
|
|
builtinData.opacity = surfaceDescription.Alpha;
|
|
builtinData.emissiveColor = surfaceDescription.Emission;
|
|
}
|
|
|
|
VertexOutput VertexFunction( VertexInput inputMesh )
|
|
{
|
|
VertexOutput o;
|
|
UNITY_SETUP_INSTANCE_ID( inputMesh );
|
|
UNITY_TRANSFER_INSTANCE_ID( inputMesh, o );
|
|
|
|
float3 ase_worldPos = GetAbsolutePositionWS( TransformObjectToWorld( (inputMesh.positionOS).xyz ) );
|
|
float2 texCoord185 = inputMesh.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
|
|
|
|
float3 objectToViewPos = TransformWorldToView(TransformObjectToWorld(inputMesh.positionOS));
|
|
float eyeDepth = -objectToViewPos.z;
|
|
o.ase_texcoord1.x = eyeDepth;
|
|
float4 ase_clipPos = TransformWorldToHClip( TransformObjectToWorld(inputMesh.positionOS));
|
|
float4 screenPos = ComputeScreenPos( ase_clipPos , _ProjectionParams.x );
|
|
o.ase_texcoord2 = screenPos;
|
|
|
|
o.ase_texcoord = inputMesh.ase_texcoord;
|
|
o.ase_color = inputMesh.ase_color;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord1.yzw = 0;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = inputMesh.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3( 0, 0, 0 );
|
|
#endif
|
|
float3 vertexValue = ( ( ase_worldPos - _WorldSpaceCameraPos ) * ( ( _CameraOffset + texCoord185.y ) * 0.01 ) );
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
inputMesh.positionOS.xyz = vertexValue;
|
|
#else
|
|
inputMesh.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
inputMesh.normalOS = inputMesh.normalOS ;
|
|
|
|
float2 uv = float2( 0.0, 0.0 );
|
|
if( unity_MetaVertexControl.x )
|
|
{
|
|
uv = inputMesh.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
}
|
|
else if( unity_MetaVertexControl.y )
|
|
{
|
|
uv = inputMesh.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
}
|
|
|
|
o.positionCS = float4( uv * 2.0 - 1.0, inputMesh.positionOS.z > 0 ? 1.0e-4 : 0.0, 1.0 );
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float3 positionOS : INTERNALTESSPOS;
|
|
float3 normalOS : NORMAL;
|
|
float4 uv1 : TEXCOORD1;
|
|
float4 uv2 : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_color : COLOR;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl Vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.positionOS = v.positionOS;
|
|
o.normalOS = v.normalOS;
|
|
o.uv1 = v.uv1;
|
|
o.uv2 = v.uv2;
|
|
o.ase_texcoord3 = v.ase_texcoord3;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
o.ase_color = v.ase_color;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
|
|
float3 cameraPos = 0;
|
|
#else
|
|
float3 cameraPos = _WorldSpaceCameraPos;
|
|
#endif
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
o.uv1 = patch[0].uv1 * bary.x + patch[1].uv1 * bary.y + patch[2].uv1 * bary.z;
|
|
o.uv2 = patch[0].uv2 * bary.x + patch[1].uv2 * bary.y + patch[2].uv2 * bary.z;
|
|
o.ase_texcoord3 = patch[0].ase_texcoord3 * bary.x + patch[1].ase_texcoord3 * bary.y + patch[2].ase_texcoord3 * bary.z;
|
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput Vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
float4 Frag( VertexOutput packedInput ) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID( packedInput );
|
|
FragInputs input;
|
|
ZERO_INITIALIZE( FragInputs, input );
|
|
input.tangentToWorld = k_identity3x3;
|
|
input.positionSS = packedInput.positionCS;
|
|
|
|
PositionInputs posInput = GetPositionInput( input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS );
|
|
|
|
float3 V = float3( 1.0, 1.0, 1.0 );
|
|
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
float3 temp_cast_0 = (0.0).xxx;
|
|
|
|
float2 uv_DistortionTexture = packedInput.ase_texcoord.xy * _DistortionTexture_ST.xy + _DistortionTexture_ST.zw;
|
|
float2 lerpResult390 = lerp( float2( 0,0 ) , (tex2D( _DistortionTexture, uv_DistortionTexture )).rg , _ExtraNoiseLerp);
|
|
float3 appendResult396 = (float3(lerpResult390 , 1.0));
|
|
float2 uv_Texture = packedInput.ase_texcoord.xy * _Texture_ST.xy + _Texture_ST.zw;
|
|
float dotResult290 = dot( tex2D( _Texture, uv_Texture ) , _TextureChannel );
|
|
float2 uv_DissolveMask = packedInput.ase_texcoord.xy * _DissolveMask_ST.xy + _DissolveMask_ST.zw;
|
|
float4 texCoord289 = packedInput.ase_texcoord;
|
|
texCoord289.xy = packedInput.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float4 temp_output_356_0 = ( packedInput.ase_color.a * ( saturate( dotResult290 ) * ( saturate( tex2D( _DissolveMask, uv_DissolveMask ) ) + texCoord289.z ) ) );
|
|
float eyeDepth = packedInput.ase_texcoord1.x;
|
|
float4 screenPos = packedInput.ase_texcoord2;
|
|
float4 ase_screenPosNorm = screenPos / screenPos.w;
|
|
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
|
float eyeDepth28_g1 = LinearEyeDepth(SampleCameraDepth( ase_screenPosNorm.xy ),_ZBufferParams);
|
|
float2 temp_output_20_0_g1 = ( (appendResult396).xy * ( ( temp_output_356_0 * _DistortionStrength ).r / max( eyeDepth , 0.1 ) ) * saturate( ( eyeDepth28_g1 - eyeDepth ) ) );
|
|
float eyeDepth2_g1 = LinearEyeDepth(SampleCameraDepth( ( float4( temp_output_20_0_g1, 0.0 , 0.0 ) + ase_screenPosNorm ).xy ),_ZBufferParams);
|
|
float2 temp_output_32_0_g1 = (( float4( ( temp_output_20_0_g1 * saturate( ( eyeDepth2_g1 - eyeDepth ) ) ), 0.0 , 0.0 ) + ase_screenPosNorm )).xy;
|
|
float4 fetchOpaqueVal394 = ASEHDSampleSceneColor(temp_output_32_0_g1, 0.0, GetInverseCurrentExposureMultiplier());
|
|
|
|
surfaceDescription.Color = temp_cast_0;
|
|
surfaceDescription.Emission = (fetchOpaqueVal394).rgb;
|
|
surfaceDescription.Alpha = saturate( temp_output_356_0 ).r;
|
|
surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
|
|
|
|
SurfaceData surfaceData;
|
|
BuiltinData builtinData;
|
|
GetSurfaceAndBuiltinData( surfaceDescription,input, V, posInput, surfaceData, builtinData );
|
|
|
|
BSDFData bsdfData = ConvertSurfaceDataToBSDFData( input.positionSS.xy, surfaceData );
|
|
LightTransportData lightTransportData = GetLightTransportData( surfaceData, builtinData, bsdfData );
|
|
|
|
float4 res = float4( 0.0, 0.0, 0.0, 1.0 );
|
|
if( unity_MetaFragmentControl.x )
|
|
{
|
|
res.rgb = clamp( pow( abs( lightTransportData.diffuseColor ), saturate( unity_OneOverOutputBoost ) ), 0, unity_MaxOutputValue );
|
|
}
|
|
|
|
if( unity_MetaFragmentControl.y )
|
|
{
|
|
res.rgb = lightTransportData.emissiveColor;
|
|
}
|
|
|
|
return res;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "SceneSelectionPass"
|
|
Tags { "LightMode"="SceneSelectionPass" }
|
|
|
|
Cull [_CullMode]
|
|
ZWrite On
|
|
|
|
ColorMask 0
|
|
|
|
HLSLPROGRAM
|
|
#pragma multi_compile_instancing
|
|
#define HAVE_MESH_MODIFICATION 1
|
|
#define ASE_SRP_VERSION 100501
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTH_ONLY
|
|
#define SCENESELECTIONPASS
|
|
#pragma editor_sync_compilation
|
|
|
|
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
|
#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
|
|
#pragma shader_feature_local _ALPHATEST_ON
|
|
#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
|
|
|
|
#pragma vertex Vert
|
|
#pragma fragment Frag
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
|
|
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
|
|
CBUFFER_START( UnityPerMaterial )
|
|
float4 _DistortionTexture_ST;
|
|
float4 _Texture_ST;
|
|
float4 _TextureChannel;
|
|
float4 _DissolveMask_ST;
|
|
float _CameraOffset;
|
|
float _ExtraNoiseLerp;
|
|
float _DistortionStrength;
|
|
float4 _EmissionColor;
|
|
float _RenderQueueType;
|
|
#ifdef _ADD_PRECOMPUTED_VELOCITY
|
|
float _AddPrecomputedVelocity;
|
|
#endif
|
|
#ifdef _ENABLE_SHADOW_MATTE
|
|
float _ShadowMatteFilter;
|
|
#endif
|
|
float _StencilRef;
|
|
float _StencilWriteMask;
|
|
float _StencilRefDepth;
|
|
float _StencilWriteMaskDepth;
|
|
float _StencilRefMV;
|
|
float _StencilWriteMaskMV;
|
|
float _StencilRefDistortionVec;
|
|
float _StencilWriteMaskDistortionVec;
|
|
float _StencilWriteMaskGBuffer;
|
|
float _StencilRefGBuffer;
|
|
float _ZTestGBuffer;
|
|
float _RequireSplitLighting;
|
|
float _ReceivesSSR;
|
|
float _SurfaceType;
|
|
float _BlendMode;
|
|
float _SrcBlend;
|
|
float _DstBlend;
|
|
float _AlphaSrcBlend;
|
|
float _AlphaDstBlend;
|
|
float _ZWrite;
|
|
float _TransparentZWrite;
|
|
float _CullMode;
|
|
float _TransparentSortPriority;
|
|
float _EnableFogOnTransparent;
|
|
float _CullModeForward;
|
|
float _TransparentCullMode;
|
|
float _ZTestDepthEqualForOpaque;
|
|
float _ZTestTransparent;
|
|
float _TransparentBackfaceEnable;
|
|
float _AlphaCutoffEnable;
|
|
float _AlphaCutoff;
|
|
float _UseShadowThreshold;
|
|
float _DoubleSidedEnable;
|
|
float _DoubleSidedNormalMode;
|
|
float4 _DoubleSidedConstants;
|
|
#ifdef TESSELLATION_ON
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
sampler2D _Texture;
|
|
sampler2D _DissolveMask;
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float3 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 positionCS : SV_Position;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
};
|
|
|
|
void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData)
|
|
{
|
|
ZERO_INITIALIZE(SurfaceData, surfaceData);
|
|
}
|
|
|
|
void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
|
|
{
|
|
#if _ALPHATEST_ON
|
|
DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
|
|
#endif
|
|
|
|
BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);
|
|
ZERO_INITIALIZE(BuiltinData, builtinData);
|
|
builtinData.opacity = surfaceDescription.Alpha;
|
|
}
|
|
|
|
VertexOutput VertexFunction( VertexInput inputMesh )
|
|
{
|
|
VertexOutput o;
|
|
UNITY_SETUP_INSTANCE_ID(inputMesh);
|
|
UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
|
|
|
float3 ase_worldPos = GetAbsolutePositionWS( TransformObjectToWorld( (inputMesh.positionOS).xyz ) );
|
|
float2 texCoord185 = inputMesh.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
|
|
|
|
o.ase_color = inputMesh.ase_color;
|
|
o.ase_texcoord = inputMesh.ase_texcoord;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = inputMesh.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3( 0, 0, 0 );
|
|
#endif
|
|
float3 vertexValue = ( ( ase_worldPos - _WorldSpaceCameraPos ) * ( ( _CameraOffset + texCoord185.y ) * 0.01 ) );
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
inputMesh.positionOS.xyz = vertexValue;
|
|
#else
|
|
inputMesh.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
inputMesh.normalOS = inputMesh.normalOS ;
|
|
|
|
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
|
|
o.positionCS = TransformWorldToHClip(positionRWS);
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float3 positionOS : INTERNALTESSPOS;
|
|
float3 normalOS : NORMAL;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl Vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.positionOS = v.positionOS;
|
|
o.normalOS = v.normalOS;
|
|
o.ase_texcoord3 = v.ase_texcoord3;
|
|
o.ase_color = v.ase_color;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
|
|
float3 cameraPos = 0;
|
|
#else
|
|
float3 cameraPos = _WorldSpaceCameraPos;
|
|
#endif
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
o.ase_texcoord3 = patch[0].ase_texcoord3 * bary.x + patch[1].ase_texcoord3 * bary.y + patch[2].ase_texcoord3 * bary.z;
|
|
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
|
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput Vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
void Frag( VertexOutput packedInput
|
|
, out float4 outColor : SV_Target0
|
|
#ifdef _DEPTHOFFSET_ON
|
|
, out float outputDepth : SV_Depth
|
|
#endif
|
|
|
|
)
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID( packedInput );
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
|
|
FragInputs input;
|
|
ZERO_INITIALIZE(FragInputs, input);
|
|
input.tangentToWorld = k_identity3x3;
|
|
input.positionSS = packedInput.positionCS;
|
|
|
|
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
|
|
|
|
float3 V = float3( 1.0, 1.0, 1.0 );
|
|
|
|
SurfaceData surfaceData;
|
|
BuiltinData builtinData;
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
float2 uv_Texture = packedInput.ase_texcoord.xy * _Texture_ST.xy + _Texture_ST.zw;
|
|
float dotResult290 = dot( tex2D( _Texture, uv_Texture ) , _TextureChannel );
|
|
float2 uv_DissolveMask = packedInput.ase_texcoord.xy * _DissolveMask_ST.xy + _DissolveMask_ST.zw;
|
|
float4 texCoord289 = packedInput.ase_texcoord;
|
|
texCoord289.xy = packedInput.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float4 temp_output_356_0 = ( packedInput.ase_color.a * ( saturate( dotResult290 ) * ( saturate( tex2D( _DissolveMask, uv_DissolveMask ) ) + texCoord289.z ) ) );
|
|
|
|
surfaceDescription.Alpha = saturate( temp_output_356_0 ).r;
|
|
surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
|
|
|
|
GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
|
|
|
|
#ifdef _DEPTHOFFSET_ON
|
|
outputDepth = posInput.deviceDepth;
|
|
#endif
|
|
|
|
outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 );
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DepthForwardOnly"
|
|
Tags { "LightMode"="DepthForwardOnly" }
|
|
|
|
Cull [_CullMode]
|
|
ZWrite On
|
|
Stencil
|
|
{
|
|
Ref [_StencilRefDepth]
|
|
WriteMask [_StencilWriteMaskDepth]
|
|
Comp Always
|
|
Pass Replace
|
|
Fail Keep
|
|
ZFail Keep
|
|
}
|
|
|
|
|
|
ColorMask 0 0
|
|
|
|
HLSLPROGRAM
|
|
#pragma multi_compile_instancing
|
|
#define HAVE_MESH_MODIFICATION 1
|
|
#define ASE_SRP_VERSION 100501
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTH_ONLY
|
|
#pragma multi_compile _ WRITE_MSAA_DEPTH
|
|
|
|
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
|
#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
|
|
#pragma shader_feature_local _ALPHATEST_ON
|
|
#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
|
|
|
|
#pragma vertex Vert
|
|
#pragma fragment Frag
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
|
|
|
|
CBUFFER_START( UnityPerMaterial )
|
|
float4 _DistortionTexture_ST;
|
|
float4 _Texture_ST;
|
|
float4 _TextureChannel;
|
|
float4 _DissolveMask_ST;
|
|
float _CameraOffset;
|
|
float _ExtraNoiseLerp;
|
|
float _DistortionStrength;
|
|
float4 _EmissionColor;
|
|
float _RenderQueueType;
|
|
#ifdef _ADD_PRECOMPUTED_VELOCITY
|
|
float _AddPrecomputedVelocity;
|
|
#endif
|
|
#ifdef _ENABLE_SHADOW_MATTE
|
|
float _ShadowMatteFilter;
|
|
#endif
|
|
float _StencilRef;
|
|
float _StencilWriteMask;
|
|
float _StencilRefDepth;
|
|
float _StencilWriteMaskDepth;
|
|
float _StencilRefMV;
|
|
float _StencilWriteMaskMV;
|
|
float _StencilRefDistortionVec;
|
|
float _StencilWriteMaskDistortionVec;
|
|
float _StencilWriteMaskGBuffer;
|
|
float _StencilRefGBuffer;
|
|
float _ZTestGBuffer;
|
|
float _RequireSplitLighting;
|
|
float _ReceivesSSR;
|
|
float _SurfaceType;
|
|
float _BlendMode;
|
|
float _SrcBlend;
|
|
float _DstBlend;
|
|
float _AlphaSrcBlend;
|
|
float _AlphaDstBlend;
|
|
float _ZWrite;
|
|
float _TransparentZWrite;
|
|
float _CullMode;
|
|
float _TransparentSortPriority;
|
|
float _EnableFogOnTransparent;
|
|
float _CullModeForward;
|
|
float _TransparentCullMode;
|
|
float _ZTestDepthEqualForOpaque;
|
|
float _ZTestTransparent;
|
|
float _TransparentBackfaceEnable;
|
|
float _AlphaCutoffEnable;
|
|
float _AlphaCutoff;
|
|
float _UseShadowThreshold;
|
|
float _DoubleSidedEnable;
|
|
float _DoubleSidedNormalMode;
|
|
float4 _DoubleSidedConstants;
|
|
#ifdef TESSELLATION_ON
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
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|
#endif
|
|
CBUFFER_END
|
|
sampler2D _Texture;
|
|
sampler2D _DissolveMask;
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|
|
|
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float3 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 positionCS : SV_Position;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
};
|
|
|
|
void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData)
|
|
{
|
|
ZERO_INITIALIZE(SurfaceData, surfaceData);
|
|
}
|
|
|
|
void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
|
|
{
|
|
#if _ALPHATEST_ON
|
|
DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
|
|
#endif
|
|
|
|
BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);
|
|
ZERO_INITIALIZE(BuiltinData, builtinData);
|
|
builtinData.opacity = surfaceDescription.Alpha;
|
|
}
|
|
|
|
VertexOutput VertexFunction( VertexInput inputMesh )
|
|
{
|
|
VertexOutput o;
|
|
UNITY_SETUP_INSTANCE_ID(inputMesh);
|
|
UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
|
|
|
float3 ase_worldPos = GetAbsolutePositionWS( TransformObjectToWorld( (inputMesh.positionOS).xyz ) );
|
|
float2 texCoord185 = inputMesh.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
|
|
|
|
o.ase_color = inputMesh.ase_color;
|
|
o.ase_texcoord = inputMesh.ase_texcoord;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = inputMesh.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3( 0, 0, 0 );
|
|
#endif
|
|
float3 vertexValue = ( ( ase_worldPos - _WorldSpaceCameraPos ) * ( ( _CameraOffset + texCoord185.y ) * 0.01 ) );
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
inputMesh.positionOS.xyz = vertexValue;
|
|
#else
|
|
inputMesh.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
inputMesh.normalOS = inputMesh.normalOS ;
|
|
|
|
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
|
|
o.positionCS = TransformWorldToHClip(positionRWS);
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float3 positionOS : INTERNALTESSPOS;
|
|
float3 normalOS : NORMAL;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl Vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.positionOS = v.positionOS;
|
|
o.normalOS = v.normalOS;
|
|
o.ase_texcoord3 = v.ase_texcoord3;
|
|
o.ase_color = v.ase_color;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
|
|
float3 cameraPos = 0;
|
|
#else
|
|
float3 cameraPos = _WorldSpaceCameraPos;
|
|
#endif
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
o.ase_texcoord3 = patch[0].ase_texcoord3 * bary.x + patch[1].ase_texcoord3 * bary.y + patch[2].ase_texcoord3 * bary.z;
|
|
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
|
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput Vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
void Frag( VertexOutput packedInput
|
|
#ifdef WRITE_NORMAL_BUFFER
|
|
, out float4 outNormalBuffer : SV_Target0
|
|
#ifdef WRITE_MSAA_DEPTH
|
|
, out float1 depthColor : SV_Target1
|
|
#endif
|
|
#elif defined(WRITE_MSAA_DEPTH)
|
|
, out float4 outNormalBuffer : SV_Target0
|
|
, out float1 depthColor : SV_Target1
|
|
#elif defined(SCENESELECTIONPASS)
|
|
, out float4 outColor : SV_Target0
|
|
#endif
|
|
#ifdef _DEPTHOFFSET_ON
|
|
, out float outputDepth : SV_Depth
|
|
#endif
|
|
|
|
)
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID( packedInput );
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
|
|
FragInputs input;
|
|
ZERO_INITIALIZE(FragInputs, input);
|
|
|
|
input.tangentToWorld = k_identity3x3;
|
|
input.positionSS = packedInput.positionCS;
|
|
|
|
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
|
|
|
|
float3 V = float3( 1.0, 1.0, 1.0 );
|
|
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
float2 uv_Texture = packedInput.ase_texcoord.xy * _Texture_ST.xy + _Texture_ST.zw;
|
|
float dotResult290 = dot( tex2D( _Texture, uv_Texture ) , _TextureChannel );
|
|
float2 uv_DissolveMask = packedInput.ase_texcoord.xy * _DissolveMask_ST.xy + _DissolveMask_ST.zw;
|
|
float4 texCoord289 = packedInput.ase_texcoord;
|
|
texCoord289.xy = packedInput.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float4 temp_output_356_0 = ( packedInput.ase_color.a * ( saturate( dotResult290 ) * ( saturate( tex2D( _DissolveMask, uv_DissolveMask ) ) + texCoord289.z ) ) );
|
|
|
|
surfaceDescription.Alpha = saturate( temp_output_356_0 ).r;
|
|
surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
|
|
|
|
SurfaceData surfaceData;
|
|
BuiltinData builtinData;
|
|
GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
|
|
|
|
#ifdef _DEPTHOFFSET_ON
|
|
outputDepth = posInput.deviceDepth;
|
|
#endif
|
|
|
|
#ifdef WRITE_NORMAL_BUFFER
|
|
EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer );
|
|
#ifdef WRITE_MSAA_DEPTH
|
|
depthColor = packedInput.positionCS.z;
|
|
#endif
|
|
#elif defined(WRITE_MSAA_DEPTH)
|
|
outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 );
|
|
depthColor = packedInput.positionCS.z;
|
|
#elif defined(SCENESELECTIONPASS)
|
|
outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 );
|
|
#endif
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "Motion Vectors"
|
|
Tags { "LightMode"="MotionVectors" }
|
|
|
|
Cull [_CullMode]
|
|
|
|
ZWrite On
|
|
|
|
Stencil
|
|
{
|
|
Ref [_StencilRefMV]
|
|
WriteMask [_StencilWriteMaskMV]
|
|
Comp Always
|
|
Pass Replace
|
|
Fail Keep
|
|
ZFail Keep
|
|
}
|
|
|
|
|
|
HLSLPROGRAM
|
|
#pragma multi_compile_instancing
|
|
#define HAVE_MESH_MODIFICATION 1
|
|
#define ASE_SRP_VERSION 100501
|
|
|
|
#define SHADERPASS SHADERPASS_MOTION_VECTORS
|
|
#pragma multi_compile _ WRITE_MSAA_DEPTH
|
|
|
|
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
|
#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
|
|
#pragma shader_feature_local _ALPHATEST_ON
|
|
#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
|
|
|
|
#pragma vertex Vert
|
|
#pragma fragment Frag
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
|
|
|
|
CBUFFER_START( UnityPerMaterial )
|
|
float4 _DistortionTexture_ST;
|
|
float4 _Texture_ST;
|
|
float4 _TextureChannel;
|
|
float4 _DissolveMask_ST;
|
|
float _CameraOffset;
|
|
float _ExtraNoiseLerp;
|
|
float _DistortionStrength;
|
|
float4 _EmissionColor;
|
|
float _RenderQueueType;
|
|
#ifdef _ADD_PRECOMPUTED_VELOCITY
|
|
float _AddPrecomputedVelocity;
|
|
#endif
|
|
#ifdef _ENABLE_SHADOW_MATTE
|
|
float _ShadowMatteFilter;
|
|
#endif
|
|
float _StencilRef;
|
|
float _StencilWriteMask;
|
|
float _StencilRefDepth;
|
|
float _StencilWriteMaskDepth;
|
|
float _StencilRefMV;
|
|
float _StencilWriteMaskMV;
|
|
float _StencilRefDistortionVec;
|
|
float _StencilWriteMaskDistortionVec;
|
|
float _StencilWriteMaskGBuffer;
|
|
float _StencilRefGBuffer;
|
|
float _ZTestGBuffer;
|
|
float _RequireSplitLighting;
|
|
float _ReceivesSSR;
|
|
float _SurfaceType;
|
|
float _BlendMode;
|
|
float _SrcBlend;
|
|
float _DstBlend;
|
|
float _AlphaSrcBlend;
|
|
float _AlphaDstBlend;
|
|
float _ZWrite;
|
|
float _TransparentZWrite;
|
|
float _CullMode;
|
|
float _TransparentSortPriority;
|
|
float _EnableFogOnTransparent;
|
|
float _CullModeForward;
|
|
float _TransparentCullMode;
|
|
float _ZTestDepthEqualForOpaque;
|
|
float _ZTestTransparent;
|
|
float _TransparentBackfaceEnable;
|
|
float _AlphaCutoffEnable;
|
|
float _AlphaCutoff;
|
|
float _UseShadowThreshold;
|
|
float _DoubleSidedEnable;
|
|
float _DoubleSidedNormalMode;
|
|
float4 _DoubleSidedConstants;
|
|
#ifdef TESSELLATION_ON
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
sampler2D _Texture;
|
|
sampler2D _DissolveMask;
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float3 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float3 previousPositionOS : TEXCOORD4;
|
|
#if defined (_ADD_PRECOMPUTED_VELOCITY)
|
|
float3 precomputedVelocity : TEXCOORD5;
|
|
#endif
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 vmeshPositionCS : SV_Position;
|
|
float3 vmeshInterp00 : TEXCOORD0;
|
|
float3 vpassInterpolators0 : TEXCOORD1; //interpolators0
|
|
float3 vpassInterpolators1 : TEXCOORD2; //interpolators1
|
|
float4 ase_color : COLOR;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
};
|
|
|
|
void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData)
|
|
{
|
|
ZERO_INITIALIZE(SurfaceData, surfaceData);
|
|
}
|
|
|
|
void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
|
|
{
|
|
#if _ALPHATEST_ON
|
|
DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
|
|
#endif
|
|
|
|
BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);
|
|
ZERO_INITIALIZE(BuiltinData, builtinData);
|
|
builtinData.opacity = surfaceDescription.Alpha;
|
|
}
|
|
|
|
VertexInput ApplyMeshModification(VertexInput inputMesh, float3 timeParameters, inout VertexOutput o )
|
|
{
|
|
_TimeParameters.xyz = timeParameters;
|
|
float3 ase_worldPos = GetAbsolutePositionWS( TransformObjectToWorld( (inputMesh.positionOS).xyz ) );
|
|
float2 texCoord185 = inputMesh.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
|
|
|
|
o.ase_color = inputMesh.ase_color;
|
|
o.ase_texcoord3 = inputMesh.ase_texcoord;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = inputMesh.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3( 0, 0, 0 );
|
|
#endif
|
|
float3 vertexValue = ( ( ase_worldPos - _WorldSpaceCameraPos ) * ( ( _CameraOffset + texCoord185.y ) * 0.01 ) );
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
inputMesh.positionOS.xyz = vertexValue;
|
|
#else
|
|
inputMesh.positionOS.xyz += vertexValue;
|
|
#endif
|
|
inputMesh.normalOS = inputMesh.normalOS ;
|
|
return inputMesh;
|
|
}
|
|
|
|
VertexOutput VertexFunction(VertexInput inputMesh)
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
VertexInput defaultMesh = inputMesh;
|
|
|
|
UNITY_SETUP_INSTANCE_ID(inputMesh);
|
|
UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
|
|
|
inputMesh = ApplyMeshModification( inputMesh, _TimeParameters.xyz, o);
|
|
|
|
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
|
|
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
|
|
|
|
float3 VMESHpositionRWS = positionRWS;
|
|
float4 VMESHpositionCS = TransformWorldToHClip(positionRWS);
|
|
|
|
//#if defined(UNITY_REVERSED_Z)
|
|
// VMESHpositionCS.z -= unity_MotionVectorsParams.z * VMESHpositionCS.w;
|
|
//#else
|
|
// VMESHpositionCS.z += unity_MotionVectorsParams.z * VMESHpositionCS.w;
|
|
//#endif
|
|
|
|
float4 VPASSpreviousPositionCS;
|
|
float4 VPASSpositionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(VMESHpositionRWS, 1.0));
|
|
|
|
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
|
|
if (forceNoMotion)
|
|
{
|
|
VPASSpreviousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
|
|
}
|
|
else
|
|
{
|
|
bool hasDeformation = unity_MotionVectorsParams.x > 0.0;
|
|
float3 effectivePositionOS = (hasDeformation ? inputMesh.previousPositionOS : defaultMesh.positionOS);
|
|
#if defined(_ADD_PRECOMPUTED_VELOCITY)
|
|
effectivePositionOS -= inputMesh.precomputedVelocity;
|
|
#endif
|
|
|
|
#if defined(HAVE_MESH_MODIFICATION)
|
|
VertexInput previousMesh = defaultMesh;
|
|
previousMesh.positionOS = effectivePositionOS ;
|
|
VertexOutput test = (VertexOutput)0;
|
|
float3 curTime = _TimeParameters.xyz;
|
|
previousMesh = ApplyMeshModification(previousMesh, _LastTimeParameters.xyz, test);
|
|
_TimeParameters.xyz = curTime;
|
|
float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.positionOS);
|
|
#else
|
|
float3 previousPositionRWS = TransformPreviousObjectToWorld(effectivePositionOS);
|
|
#endif
|
|
|
|
#ifdef ATTRIBUTES_NEED_NORMAL
|
|
float3 normalWS = TransformPreviousObjectToWorldNormal(defaultMesh.normalOS);
|
|
#else
|
|
float3 normalWS = float3(0.0, 0.0, 0.0);
|
|
#endif
|
|
|
|
#if defined(HAVE_VERTEX_MODIFICATION)
|
|
//ApplyVertexModification(inputMesh, normalWS, previousPositionRWS, _LastTimeParameters.xyz);
|
|
#endif
|
|
|
|
VPASSpreviousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0));
|
|
}
|
|
|
|
o.vmeshPositionCS = VMESHpositionCS;
|
|
o.vmeshInterp00.xyz = VMESHpositionRWS;
|
|
|
|
o.vpassInterpolators0 = float3(VPASSpositionCS.xyw);
|
|
o.vpassInterpolators1 = float3(VPASSpreviousPositionCS.xyw);
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float3 positionOS : INTERNALTESSPOS;
|
|
float3 normalOS : NORMAL;
|
|
float3 previousPositionOS : TEXCOORD4;
|
|
#if defined (_ADD_PRECOMPUTED_VELOCITY)
|
|
float3 precomputedVelocity : TEXCOORD5;
|
|
#endif
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl Vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.positionOS = v.positionOS;
|
|
o.normalOS = v.normalOS;
|
|
o.previousPositionOS = v.previousPositionOS;
|
|
#if defined (_ADD_PRECOMPUTED_VELOCITY)
|
|
o.precomputedVelocity = v.precomputedVelocity;
|
|
#endif
|
|
o.ase_texcoord3 = v.ase_texcoord3;
|
|
o.ase_color = v.ase_color;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
|
|
float3 cameraPos = 0;
|
|
#else
|
|
float3 cameraPos = _WorldSpaceCameraPos;
|
|
#endif
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
o.previousPositionOS = patch[0].previousPositionOS * bary.x + patch[1].previousPositionOS * bary.y + patch[2].previousPositionOS * bary.z;
|
|
#if defined (_ADD_PRECOMPUTED_VELOCITY)
|
|
o.precomputedVelocity = patch[0].precomputedVelocity * bary.x + patch[1].precomputedVelocity * bary.y + patch[2].precomputedVelocity * bary.z;
|
|
#endif
|
|
o.ase_texcoord3 = patch[0].ase_texcoord3 * bary.x + patch[1].ase_texcoord3 * bary.y + patch[2].ase_texcoord3 * bary.z;
|
|
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
|
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput Vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
void Frag( VertexOutput packedInput
|
|
, out float4 outMotionVector : SV_Target0
|
|
#ifdef WRITE_NORMAL_BUFFER
|
|
, out float4 outNormalBuffer : SV_Target1
|
|
#ifdef WRITE_MSAA_DEPTH
|
|
, out float1 depthColor : SV_Target2
|
|
#endif
|
|
#elif defined(WRITE_MSAA_DEPTH)
|
|
, out float4 outNormalBuffer : SV_Target1
|
|
, out float1 depthColor : SV_Target2
|
|
#endif
|
|
|
|
#ifdef _DEPTHOFFSET_ON
|
|
, out float outputDepth : SV_Depth
|
|
#endif
|
|
|
|
)
|
|
{
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
|
|
UNITY_SETUP_INSTANCE_ID( packedInput );
|
|
FragInputs input;
|
|
ZERO_INITIALIZE(FragInputs, input);
|
|
input.tangentToWorld = k_identity3x3;
|
|
input.positionSS = packedInput.vmeshPositionCS;
|
|
input.positionRWS = packedInput.vmeshInterp00.xyz;
|
|
|
|
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
|
|
|
|
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
|
|
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
float2 uv_Texture = packedInput.ase_texcoord3.xy * _Texture_ST.xy + _Texture_ST.zw;
|
|
float dotResult290 = dot( tex2D( _Texture, uv_Texture ) , _TextureChannel );
|
|
float2 uv_DissolveMask = packedInput.ase_texcoord3.xy * _DissolveMask_ST.xy + _DissolveMask_ST.zw;
|
|
float4 texCoord289 = packedInput.ase_texcoord3;
|
|
texCoord289.xy = packedInput.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float4 temp_output_356_0 = ( packedInput.ase_color.a * ( saturate( dotResult290 ) * ( saturate( tex2D( _DissolveMask, uv_DissolveMask ) ) + texCoord289.z ) ) );
|
|
|
|
surfaceDescription.Alpha = saturate( temp_output_356_0 ).r;
|
|
surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
|
|
|
|
SurfaceData surfaceData;
|
|
BuiltinData builtinData;
|
|
GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
|
|
|
|
float4 VPASSpositionCS = float4(packedInput.vpassInterpolators0.xy, 0.0, packedInput.vpassInterpolators0.z);
|
|
float4 VPASSpreviousPositionCS = float4(packedInput.vpassInterpolators1.xy, 0.0, packedInput.vpassInterpolators1.z);
|
|
|
|
#ifdef _DEPTHOFFSET_ON
|
|
VPASSpositionCS.w += builtinData.depthOffset;
|
|
VPASSpreviousPositionCS.w += builtinData.depthOffset;
|
|
#endif
|
|
|
|
float2 motionVector = CalculateMotionVector( VPASSpositionCS, VPASSpreviousPositionCS );
|
|
EncodeMotionVector( motionVector * 0.5, outMotionVector );
|
|
|
|
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
|
|
if( forceNoMotion )
|
|
outMotionVector = float4( 2.0, 0.0, 0.0, 0.0 );
|
|
|
|
#ifdef WRITE_NORMAL_BUFFER
|
|
EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer );
|
|
|
|
#ifdef WRITE_MSAA_DEPTH
|
|
depthColor = packedInput.vmeshPositionCS.z;
|
|
#endif
|
|
#elif defined(WRITE_MSAA_DEPTH)
|
|
outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 );
|
|
depthColor = packedInput.vmeshPositionCS.z;
|
|
#endif
|
|
|
|
#ifdef _DEPTHOFFSET_ON
|
|
outputDepth = posInput.deviceDepth;
|
|
#endif
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
}
|
|
|
|
CustomEditor "Rendering.HighDefinition.HDUnlitGUI"
|
|
Fallback "Hidden/InternalErrorShader"
|
|
|
|
}
|
|
/*ASEBEGIN
|
|
Version=18921
|
|
82;869;2546;1105;695.3583;1630.483;1.815347;True;True
|
|
Node;AmplifyShaderEditor.TexturePropertyNode;264;-1024,768;Inherit;True;Property;_DissolveMask;Dissolve Mask;5;0;Create;True;0;0;0;False;0;False;None;9de7d5a3e4481e3448ba87f8921e75c0;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
|
|
Node;AmplifyShaderEditor.TexturePropertyNode;273;-1024,0;Inherit;True;Property;_Texture;Texture;0;0;Create;True;0;0;0;False;0;False;None;0cf971d2416006347b1f6b1c60b49c1f;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
|
|
Node;AmplifyShaderEditor.SamplerNode;285;-640,0;Inherit;True;Property;_TextureSample1;Texture Sample 1;1;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.Vector4Node;286;-640,256;Inherit;False;Property;_TextureChannel;Texture Channel;2;0;Create;True;0;0;0;False;0;False;0,1,0,0;0,1,0,0;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.SamplerNode;272;-640,768;Inherit;True;Property;_TextureSample3;Texture Sample 3;1;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.TextureCoordinatesNode;289;0,1024;Inherit;False;0;-1;4;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.SaturateNode;276;0,768;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.DotProductOpNode;290;-256,0;Inherit;False;2;0;COLOR;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT;0
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|
Node;AmplifyShaderEditor.CommentaryNode;402;1742,-434;Inherit;False;852;849;Camera Offset;14;181;182;184;183;187;185;186;190;230;228;232;227;229;231;;0,0,0,1;0;0
|
|
Node;AmplifyShaderEditor.SaturateNode;292;0,0;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode;291;384,768;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.TextureCoordinatesNode;185;1792,256;Inherit;False;3;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.RangedFloatNode;187;1792,128;Inherit;False;Property;_CameraOffset;Camera Offset;6;0;Create;True;0;0;0;False;0;False;-40;0;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.WorldSpaceCameraPos;183;1792,-128;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
|
Node;AmplifyShaderEditor.WorldPosInputsNode;181;1792,-384;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
|
Node;AmplifyShaderEditor.VertexColorNode;355;-1024,-896;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode;186;2048,128;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;293;384,0;Inherit;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;190;2432,128;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0.01;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleSubtractOpNode;182;2048,-384;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;356;-640,-896;Inherit;True;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode;391;-640,-1152;Inherit;False;Property;_ExtraNoiseLerp;Extra Noise Lerp;3;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;387;768,-896;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.ScreenColorNode;394;1280,-1280;Inherit;False;Global;_GrabScreen0;Grab Screen 0;10;0;Create;True;0;0;0;False;0;False;Object;-1;False;False;False;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.ComponentMaskNode;398;1536,-1280;Inherit;False;True;True;True;False;1;0;COLOR;0,0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.SaturateNode;401;768,-512;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;184;2432,-384;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.FunctionNode;393;896,-1280;Inherit;True;DepthMaskedRefraction;-1;;1;c805f061214177c42bca056464193f81;2,40,0,103,0;2;35;FLOAT3;0,0,0;False;37;FLOAT;0.02;False;1;FLOAT2;38
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Node;AmplifyShaderEditor.RangedFloatNode;403;2432,-1280;Inherit;False;Constant;_Float3;Float 3;7;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.ComponentMaskNode;389;-640,-1280;Inherit;False;True;True;False;False;1;0;COLOR;0,0,0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.SamplerNode;388;-1024,-1280;Inherit;True;Property;_DistortionTexture;Distortion Texture;1;0;Create;True;0;0;0;False;0;False;-1;None;8df04d0fe9f306340b1fbbc2f035bdd3;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.LerpOp;390;-128,-1280;Inherit;True;3;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.RangedFloatNode;392;768,-768;Inherit;False;Property;_DistortionStrength;Distortion Strength;4;0;Create;True;0;0;0;False;0;False;7;1;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.DynamicAppendNode;396;128,-1280;Inherit;False;FLOAT3;4;0;FLOAT2;0,0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;226;2841.932,-1107.952;Float;False;True;-1;2;Rendering.HighDefinition.HDUnlitGUI;0;11;Vefects/SH_Vefects_VFX_Heat_Haze;7f5cb9c3ea6481f469fdd856555439ef;True;Forward Unlit;0;0;Forward Unlit;9;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=HDRenderPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;True;5;True;7;d3d11;metal;vulkan;xboxone;xboxseries;playstation;switch;0;False;True;1;0;True;-20;0;True;-21;1;0;True;-22;0;True;-23;False;False;False;False;False;False;False;False;False;False;False;False;True;0;True;-26;False;False;False;False;False;False;False;False;False;True;True;0;True;-5;255;False;-1;255;True;-6;7;False;-1;3;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;True;0;True;-24;True;0;True;-32;False;True;1;LightMode=ForwardOnly;False;False;0;Hidden/InternalErrorShader;0;0;Standard;29;Surface Type;1; Rendering Pass ;0; Rendering Pass;1; Blending Mode;0; Receive Fog;1; Distortion;0; Distortion Mode;0; Distortion Only;1; Depth Write;1; Cull Mode;0; Depth Test;4;Double-Sided;0;Alpha Clipping;0;Motion Vectors;1; Add Precomputed Velocity;0;Shadow Matte;0;Cast Shadows;1;DOTS Instancing;0;GPU Instancing;1;Tessellation;0; Phong;0; Strength;0.5,False,-1; Type;0; Tess;16,False,-1; Min;10,False,-1; Max;25,False,-1; Edge Length;16,False,-1; Max Displacement;25,False,-1;Vertex Position,InvertActionOnDeselection;1;0;7;True;True;True;True;True;True;False;False;;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;228;1780.024,-354.8029;Float;False;False;-1;2;Rendering.HighDefinition.HDUnlitGUI;0;1;New Amplify Shader;7f5cb9c3ea6481f469fdd856555439ef;True;META;0;2;META;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=HDRenderPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;5;True;7;d3d11;metal;vulkan;xboxone;xboxseries;playstation;switch;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;231;1780.024,-354.8029;Float;False;False;-1;2;Rendering.HighDefinition.HDUnlitGUI;0;1;New Amplify Shader;7f5cb9c3ea6481f469fdd856555439ef;True;Motion Vectors;0;5;Motion Vectors;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=HDRenderPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;5;True;7;d3d11;metal;vulkan;xboxone;xboxseries;playstation;switch;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;0;True;-26;False;False;False;False;False;False;False;False;False;True;True;0;True;-9;255;False;-1;255;True;-10;7;False;-1;3;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;True;1;False;-1;False;False;True;1;LightMode=MotionVectors;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;227;1780.024,-354.8029;Float;False;False;-1;2;Rendering.HighDefinition.HDUnlitGUI;0;1;New Amplify Shader;7f5cb9c3ea6481f469fdd856555439ef;True;ShadowCaster;0;1;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=HDRenderPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;5;True;7;d3d11;metal;vulkan;xboxone;xboxseries;playstation;switch;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;0;True;-26;False;True;False;False;False;False;0;False;-1;False;False;False;False;False;False;False;False;False;True;1;False;-1;False;False;True;1;LightMode=ShadowCaster;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;230;1780.024,-354.8029;Float;False;False;-1;2;Rendering.HighDefinition.HDUnlitGUI;0;1;New Amplify Shader;7f5cb9c3ea6481f469fdd856555439ef;True;DepthForwardOnly;0;4;DepthForwardOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=HDRenderPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;5;True;7;d3d11;metal;vulkan;xboxone;xboxseries;playstation;switch;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;0;True;-26;False;True;False;False;False;False;0;False;-1;False;False;False;False;False;False;False;True;True;0;True;-7;255;False;-1;255;True;-8;7;False;-1;3;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;True;1;False;-1;False;False;True;1;LightMode=DepthForwardOnly;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;229;1780.024,-354.8029;Float;False;False;-1;2;Rendering.HighDefinition.HDUnlitGUI;0;1;New Amplify Shader;7f5cb9c3ea6481f469fdd856555439ef;True;SceneSelectionPass;0;3;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=HDRenderPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;5;True;7;d3d11;metal;vulkan;xboxone;xboxseries;playstation;switch;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;0;True;-26;False;True;False;False;False;False;0;False;-1;False;False;False;False;False;False;False;False;False;True;1;False;-1;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
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WireConnection;285;0;273;0
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WireConnection;272;0;264;0
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WireConnection;276;0;272;0
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WireConnection;290;0;285;0
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WireConnection;290;1;286;0
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WireConnection;292;0;290;0
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WireConnection;291;0;276;0
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WireConnection;291;1;289;3
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WireConnection;186;0;187;0
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WireConnection;186;1;185;2
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WireConnection;293;0;292;0
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WireConnection;293;1;291;0
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WireConnection;190;0;186;0
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WireConnection;182;0;181;0
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WireConnection;182;1;183;0
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WireConnection;356;0;355;4
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WireConnection;356;1;293;0
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WireConnection;387;0;356;0
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WireConnection;387;1;392;0
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WireConnection;394;0;393;38
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WireConnection;398;0;394;0
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WireConnection;401;0;356;0
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WireConnection;184;0;182;0
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WireConnection;184;1;190;0
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WireConnection;393;35;396;0
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WireConnection;393;37;387;0
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WireConnection;389;0;388;0
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WireConnection;390;1;389;0
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WireConnection;390;2;391;0
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WireConnection;396;0;390;0
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WireConnection;226;0;403;0
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WireConnection;226;1;398;0
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WireConnection;226;2;401;0
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WireConnection;226;6;184;0
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ASEEND*/
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//CHKSM=90C8839B1F4DC7C8FEA3E36AF995F61CC83513E0 |