3235 lines
140 KiB
GLSL
3235 lines
140 KiB
GLSL
// Made with Amplify Shader Editor v1.9.2
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "WaterShader"
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{
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Properties
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{
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[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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[NoScaleOffset]_SkyMap("SkyMap", CUBE) = "white" {}
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_Refraction_Intensity("Refraction_Intensity", Float) = 1
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_WaterColorA("WaterColorA", Color) = (0.1839623,0.9539894,1,0)
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_WaterColorB("WaterColorB", Color) = (0.1839623,0.9539894,1,0)
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_Color_Intensity("Color_Intensity", Float) = 1
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_Emissive_Intensity("Emissive_Intensity", Float) = 1
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_Alpha("Alpha", Range( 0 , 1)) = 1
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_FoamColor("FoamColor", Color) = (0,0,0,0)
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_FoamDistance("FoamDistance", Float) = 1
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_FoamMaskContrast("FoamMaskContrast", Float) = 1
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_FoamMaskIntensity("FoamMaskIntensity", Float) = 1
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[NoScaleOffset][Normal]_Layer01_Normal("Layer01_Normal", 2D) = "bump" {}
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_Layer01_Distance("Layer01_Distance", Float) = 200
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_Layer01A_Normal_Intensity("Layer01A_Normal_Intensity", Float) = 1
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_Layer01A_TillingOffset("Layer01A_Tilling&Offset", Vector) = (1,1,0,0)
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_Layer01A_X_WaterWaveSpeed("Layer01A_X_WaterWaveSpeed", Float) = 0
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_Layer01A_Y_WaterWaveSpeed("Layer01A_Y_WaterWaveSpeed", Float) = 0
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_Layer01B_Normal_Intensity("Layer01B_Normal_Intensity", Float) = 1
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_Layer01B_TillingOffset("Layer01B_Tilling&Offset", Vector) = (1,1,0,0)
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_Layer01B_X_WaterWaveSpeed("Layer01B_X_WaterWaveSpeed", Float) = 0
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_Layer01B_Y_WaterWaveSpeed("Layer01B_Y_WaterWaveSpeed", Float) = 0
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[NoScaleOffset]_Layer02_Normal("Layer02_Normal", 2D) = "bump" {}
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_Layer02_Distance("Layer02_Distance", Float) = 400
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_Layer02_Normal_Intensity("Layer02_Normal_Intensity", Float) = 1
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_Layer02_TillingOffset("Layer02_Tilling&Offset", Vector) = (1,1,0,0)
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_Layer02_X_WaterWaveSpeed("Layer02_X_WaterWaveSpeed", Float) = 0
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_Layer02_Y_WaterWaveSpeed("Layer02_Y_WaterWaveSpeed", Float) = 0
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_Metallic("Metallic", Range( 0 , 1)) = 0
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_Roghness("Roghness", Range( 0 , 1)) = 1
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_MipmapBias01("MipmapBias01", Float) = 0
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_MipmapBias02("MipmapBias02", Float) = 1
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_MipmapBias03("MipmapBias03", Float) = 2
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_DistanceBlend("DistanceBlend", Float) = 15
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[Toggle(_MIPMAPBIASDEBUG_ON)] _MipmapBiasDebug("MipmapBiasDebug", Float) = 0
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//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
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//_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
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//_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
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//_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
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//_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
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//_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
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//_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
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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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[HideInInspector][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
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[HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
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[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
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[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
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[HideInInspector] _QueueControl("_QueueControl", Float) = -1
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[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
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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"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" }
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Cull Back
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ZWrite Off
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ZTest LEqual
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Offset 0 , 0
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AlphaToMask Off
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HLSLINCLUDE
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#pragma target 4.5
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#pragma prefer_hlslcc gles
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#pragma only_renderers d3d11 glcore gles gles3 vulkan // ensure rendering platforms toggle list is visible
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
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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 DistanceFromPlane (float3 pos, float4 plane)
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{
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float d = dot (float4(pos,1.0f), plane);
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return d;
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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 = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(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"
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Tags { "LightMode"="UniversalForwardOnly" }
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Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
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ZWrite On
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ZTest LEqual
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Offset 0 , 0
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ColorMask RGBA
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HLSLPROGRAM
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#define _NORMAL_DROPOFF_TS 1
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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#pragma multi_compile_fog
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#define ASE_FOG 1
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#define ASE_DEPTH_WRITE_ON
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define ASE_REFRACTION 1
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#define REQUIRE_OPAQUE_TEXTURE 1
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#define _EMISSION
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#define _NORMALMAP 1
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#define ASE_SRP_VERSION 140010
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#define REQUIRE_DEPTH_TEXTURE 1
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#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
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#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
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#pragma multi_compile_fragment _ _SHADOWS_SOFT
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile_fragment _ _LIGHT_LAYERS
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#pragma multi_compile_fragment _ _LIGHT_COOKIES
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#pragma multi_compile _ _FORWARD_PLUS
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fragment _ DEBUG_DISPLAY
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#pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
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#pragma vertex vert
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#pragma fragment frag
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#define SHADERPASS SHADERPASS_FORWARD
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#if defined(LOD_FADE_CROSSFADE)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
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#endif
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#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
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#define ENABLE_TERRAIN_PERPIXEL_NORMAL
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#endif
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#define ASE_NEEDS_FRAG_WORLD_POSITION
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#define ASE_NEEDS_FRAG_WORLD_TANGENT
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#define ASE_NEEDS_FRAG_WORLD_NORMAL
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#define ASE_NEEDS_FRAG_WORLD_BITANGENT
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#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
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#define ASE_NEEDS_FRAG_SCREEN_POSITION
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#pragma shader_feature_local _MIPMAPBIASDEBUG_ON
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#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
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#define ASE_SV_DEPTH SV_DepthLessEqual
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#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
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#else
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#define ASE_SV_DEPTH SV_Depth
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#define ASE_SV_POSITION_QUALIFIERS
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#endif
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struct VertexInput
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{
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float4 vertex : POSITION;
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float3 ase_normal : NORMAL;
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float4 ase_tangent : TANGENT;
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float4 texcoord : TEXCOORD0;
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float4 texcoord1 : TEXCOORD1;
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float4 texcoord2 : TEXCOORD2;
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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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ASE_SV_POSITION_QUALIFIERS float4 clipPos : SV_POSITION;
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float4 clipPosV : TEXCOORD0;
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float4 lightmapUVOrVertexSH : TEXCOORD1;
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half4 fogFactorAndVertexLight : TEXCOORD2;
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float4 tSpace0 : TEXCOORD3;
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float4 tSpace1 : TEXCOORD4;
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float4 tSpace2 : TEXCOORD5;
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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float4 shadowCoord : TEXCOORD6;
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#endif
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#if defined(DYNAMICLIGHTMAP_ON)
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float2 dynamicLightmapUV : TEXCOORD7;
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#endif
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float4 ase_texcoord8 : TEXCOORD8;
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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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half4 _Layer01A_TillingOffset;
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float4 _FoamColor;
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float4 _WaterColorB;
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float4 _WaterColorA;
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half4 _Layer01B_TillingOffset;
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half4 _Layer02_TillingOffset;
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float _Metallic;
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float _Emissive_Intensity;
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float _FoamMaskContrast;
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float _FoamMaskIntensity;
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float _FoamDistance;
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float _Color_Intensity;
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float _Refraction_Intensity;
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half _Layer02_Normal_Intensity;
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float _Layer02_Y_WaterWaveSpeed;
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float _Layer02_X_WaterWaveSpeed;
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half _Layer01B_Normal_Intensity;
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float _Layer01B_Y_WaterWaveSpeed;
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float _Layer01B_X_WaterWaveSpeed;
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half _Layer01A_Normal_Intensity;
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float _MipmapBias01;
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float _Layer01_Distance;
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float _MipmapBias02;
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float _DistanceBlend;
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float _Layer02_Distance;
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float _MipmapBias03;
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float _Layer01A_Y_WaterWaveSpeed;
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float _Layer01A_X_WaterWaveSpeed;
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float _Roghness;
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float _Alpha;
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#ifdef ASE_TRANSMISSION
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float _TransmissionShadow;
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#endif
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#ifdef ASE_TRANSLUCENCY
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float _TransStrength;
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float _TransNormal;
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float _TransScattering;
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float _TransDirect;
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float _TransAmbient;
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float _TransShadow;
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#endif
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#ifdef ASE_TESSELLATION
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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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// Property used by ScenePickingPass
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#ifdef SCENEPICKINGPASS
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float4 _SelectionID;
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#endif
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// Properties used by SceneSelectionPass
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#ifdef SCENESELECTIONPASS
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int _ObjectId;
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int _PassValue;
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#endif
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samplerCUBE _SkyMap;
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sampler2D _Layer01_Normal;
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sampler2D _Layer02_Normal;
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uniform float4 _CameraDepthTexture_TexelSize;
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//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
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//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl"
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//#ifdef HAVE_VFX_MODIFICATION
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//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
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//#endif
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VertexOutput VertexFunction( VertexInput v )
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{
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VertexOutput o = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
o.ase_texcoord8.xyz = v.texcoord.xyz;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord8.w = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
v.ase_normal = v.ase_normal;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
float3 positionVS = TransformWorldToView( positionWS );
|
|
float4 positionCS = TransformWorldToHClip( positionWS );
|
|
|
|
VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent );
|
|
|
|
o.tSpace0 = float4( normalInput.normalWS, positionWS.x);
|
|
o.tSpace1 = float4( normalInput.tangentWS, positionWS.y);
|
|
o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z);
|
|
|
|
#if defined(LIGHTMAP_ON)
|
|
OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy );
|
|
#endif
|
|
|
|
#if !defined(LIGHTMAP_ON)
|
|
OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz );
|
|
#endif
|
|
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#endif
|
|
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
o.lightmapUVOrVertexSH.zw = v.texcoord.xy;
|
|
o.lightmapUVOrVertexSH.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
#endif
|
|
|
|
half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );
|
|
|
|
#ifdef ASE_FOG
|
|
half fogFactor = ComputeFogFactor( positionCS.z );
|
|
#else
|
|
half fogFactor = 0;
|
|
#endif
|
|
|
|
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = positionCS;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
o.clipPos = positionCS;
|
|
o.clipPosV = positionCS;
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_tangent : TANGENT;
|
|
float4 texcoord : TEXCOORD0;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.ase_tangent = v.ase_tangent;
|
|
o.texcoord = v.texcoord;
|
|
o.texcoord1 = v.texcoord1;
|
|
o.texcoord2 = v.texcoord2;
|
|
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
|
|
o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
|
|
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
|
o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag ( VertexOutput IN
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
#ifdef _WRITE_RENDERING_LAYERS
|
|
, out float4 outRenderingLayers : SV_Target1
|
|
#endif
|
|
) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODFadeCrossFade( IN.clipPos );
|
|
#endif
|
|
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
|
|
float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
|
|
float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
|
|
float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
|
|
#else
|
|
float3 WorldNormal = normalize( IN.tSpace0.xyz );
|
|
float3 WorldTangent = IN.tSpace1.xyz;
|
|
float3 WorldBiTangent = IN.tSpace2.xyz;
|
|
#endif
|
|
|
|
float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
|
|
float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
float4 ClipPos = IN.clipPosV;
|
|
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
|
|
|
|
float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.clipPos);
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
|
|
WorldViewDirection = SafeNormalize( WorldViewDirection );
|
|
|
|
float2 texCoord97 = IN.ase_texcoord8.xyz.xy * (_Layer01A_TillingOffset).xy + (_Layer01A_TillingOffset).zw;
|
|
float2 appendResult181 = (float2(_Layer01A_X_WaterWaveSpeed , _Layer01A_Y_WaterWaveSpeed));
|
|
float3 temp_output_30_0 = ( WorldPosition - _WorldSpaceCameraPos );
|
|
float temp_output_64_0 = pow( saturate( ( saturate( length( ( temp_output_30_0 / _Layer02_Distance ) ) ) * 2.0 ) ) , _DistanceBlend );
|
|
float temp_output_74_0 = saturate( temp_output_64_0 );
|
|
float lerpResult278 = lerp( 0.0 , _MipmapBias03 , temp_output_74_0);
|
|
float temp_output_62_0 = pow( saturate( ( saturate( length( ( temp_output_30_0 / _Layer01_Distance ) ) ) * 2.0 ) ) , _DistanceBlend );
|
|
float temp_output_71_0 = saturate( ( temp_output_62_0 * ( 1.0 - temp_output_64_0 ) ) );
|
|
float lerpResult275 = lerp( lerpResult278 , _MipmapBias02 , temp_output_71_0);
|
|
float temp_output_70_0 = saturate( ( 1.0 - temp_output_62_0 ) );
|
|
float lerpResult273 = lerp( lerpResult275 , _MipmapBias01 , temp_output_70_0);
|
|
float3 unpack178 = UnpackNormalScale( tex2Dbias( _Layer01_Normal, float4( ( texCoord97 + ( appendResult181 * _TimeParameters.x ) ), 0, lerpResult273) ), _Layer01A_Normal_Intensity );
|
|
unpack178.z = lerp( 1, unpack178.z, saturate(_Layer01A_Normal_Intensity) );
|
|
float2 texCoord165 = IN.ase_texcoord8.xyz.xy * (_Layer01B_TillingOffset).xy + (_Layer01B_TillingOffset).zw;
|
|
float2 appendResult187 = (float2(_Layer01B_X_WaterWaveSpeed , _Layer01B_Y_WaterWaveSpeed));
|
|
float3 unpack180 = UnpackNormalScale( tex2Dbias( _Layer01_Normal, float4( ( texCoord165 + ( appendResult187 * _TimeParameters.x ) ), 0, lerpResult273) ), _Layer01B_Normal_Intensity );
|
|
unpack180.z = lerp( 1, unpack180.z, saturate(_Layer01B_Normal_Intensity) );
|
|
float2 appendResult191 = (float2(_Layer02_X_WaterWaveSpeed , _Layer02_Y_WaterWaveSpeed));
|
|
float2 texCoord90 = IN.ase_texcoord8.xyz.xy * (_Layer02_TillingOffset).xy + (_Layer02_TillingOffset).zw;
|
|
float2 panner95 = ( 1.0 * _Time.y * appendResult191 + texCoord90);
|
|
float3 unpack84 = UnpackNormalScale( tex2Dbias( _Layer02_Normal, float4( panner95, 0, lerpResult273) ), _Layer02_Normal_Intensity );
|
|
unpack84.z = lerp( 1, unpack84.z, saturate(_Layer02_Normal_Intensity) );
|
|
float3 temp_output_86_0 = BlendNormal( BlendNormal( unpack178 , unpack180 ) , unpack84 );
|
|
float3 tanToWorld0 = float3( WorldTangent.x, WorldBiTangent.x, WorldNormal.x );
|
|
float3 tanToWorld1 = float3( WorldTangent.y, WorldBiTangent.y, WorldNormal.y );
|
|
float3 tanToWorld2 = float3( WorldTangent.z, WorldBiTangent.z, WorldNormal.z );
|
|
float3 worldRefl78 = reflect( -WorldViewDirection, float3( dot( tanToWorld0, temp_output_86_0 ), dot( tanToWorld1, temp_output_86_0 ), dot( tanToWorld2, temp_output_86_0 ) ) );
|
|
float fresnelNdotV134 = dot( WorldNormal, WorldViewDirection );
|
|
float fresnelNode134 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV134, 5.0 ) );
|
|
float3 lerpResult113 = lerp( (_WaterColorA).rgb , (_WaterColorB).rgb , fresnelNode134);
|
|
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 screenDepth11 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth11 = abs( ( screenDepth11 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _FoamDistance ) );
|
|
float temp_output_156_0 = saturate( pow( saturate( ( saturate( distanceDepth11 ) * _FoamMaskIntensity ) ) , _FoamMaskContrast ) );
|
|
float4 color289 = IsGammaSpace() ? float4(0,0,1,0) : float4(0,0,1,0);
|
|
float4 lerpResult286 = lerp( float4( 0,0,0,0 ) , color289 , temp_output_74_0);
|
|
float4 color288 = IsGammaSpace() ? float4(0,1,0,0) : float4(0,1,0,0);
|
|
float4 lerpResult287 = lerp( lerpResult286 , color288 , temp_output_71_0);
|
|
float4 color283 = IsGammaSpace() ? float4(1,0,0,0) : float4(1,0,0,0);
|
|
float4 lerpResult285 = lerp( lerpResult287 , color283 , temp_output_70_0);
|
|
#ifdef _MIPMAPBIASDEBUG_ON
|
|
float3 staticSwitch284 = (lerpResult285).rgb;
|
|
#else
|
|
float3 staticSwitch284 = ( ( (texCUBE( _SkyMap, worldRefl78 )).rgb * _Refraction_Intensity ) + ( lerpResult113 * _Color_Intensity ) + ( (_FoamColor).rgb * ( 1.0 - temp_output_156_0 ) ) );
|
|
#endif
|
|
|
|
float temp_output_15_0 = ( temp_output_156_0 * _Alpha );
|
|
|
|
|
|
float3 BaseColor = staticSwitch284;
|
|
float3 Normal = temp_output_86_0;
|
|
float3 Emission = ( staticSwitch284 * _Emissive_Intensity );
|
|
float3 Specular = 0.5;
|
|
float Metallic = _Metallic;
|
|
float Smoothness = _Roghness;
|
|
float Occlusion = 1;
|
|
float Alpha = temp_output_15_0;
|
|
float AlphaClipThreshold = 0.5;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
float3 BakedGI = 0;
|
|
float3 RefractionColor = 1;
|
|
float RefractionIndex = ( ( (temp_output_86_0).y * ( 1.0 - fresnelNode134 ) * temp_output_15_0 ) + 1.0 );
|
|
float3 Transmission = 1;
|
|
float3 Translucency = 1;
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = IN.clipPos.z;
|
|
#endif
|
|
|
|
#ifdef _CLEARCOAT
|
|
float CoatMask = 0;
|
|
float CoatSmoothness = 0;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
InputData inputData = (InputData)0;
|
|
inputData.positionWS = WorldPosition;
|
|
inputData.viewDirectionWS = WorldViewDirection;
|
|
|
|
#ifdef _NORMALMAP
|
|
#if _NORMAL_DROPOFF_TS
|
|
inputData.normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent, WorldBiTangent, WorldNormal));
|
|
#elif _NORMAL_DROPOFF_OS
|
|
inputData.normalWS = TransformObjectToWorldNormal(Normal);
|
|
#elif _NORMAL_DROPOFF_WS
|
|
inputData.normalWS = Normal;
|
|
#endif
|
|
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
|
|
#else
|
|
inputData.normalWS = WorldNormal;
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
inputData.shadowCoord = ShadowCoords;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
|
|
#else
|
|
inputData.shadowCoord = float4(0, 0, 0, 0);
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
inputData.fogCoord = IN.fogFactorAndVertexLight.x;
|
|
#endif
|
|
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
|
|
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
float3 SH = SampleSH(inputData.normalWS.xyz);
|
|
#else
|
|
float3 SH = IN.lightmapUVOrVertexSH.xyz;
|
|
#endif
|
|
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.bakedGI = SAMPLE_GI(IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, SH, inputData.normalWS);
|
|
#else
|
|
inputData.bakedGI = SAMPLE_GI(IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
|
|
#endif
|
|
|
|
#ifdef ASE_BAKEDGI
|
|
inputData.bakedGI = BakedGI;
|
|
#endif
|
|
|
|
inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy);
|
|
|
|
#if defined(DEBUG_DISPLAY)
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy;
|
|
#endif
|
|
#if defined(LIGHTMAP_ON)
|
|
inputData.staticLightmapUV = IN.lightmapUVOrVertexSH.xy;
|
|
#else
|
|
inputData.vertexSH = SH;
|
|
#endif
|
|
#endif
|
|
|
|
SurfaceData surfaceData;
|
|
surfaceData.albedo = BaseColor;
|
|
surfaceData.metallic = saturate(Metallic);
|
|
surfaceData.specular = Specular;
|
|
surfaceData.smoothness = saturate(Smoothness),
|
|
surfaceData.occlusion = Occlusion,
|
|
surfaceData.emission = Emission,
|
|
surfaceData.alpha = saturate(Alpha);
|
|
surfaceData.normalTS = Normal;
|
|
surfaceData.clearCoatMask = 0;
|
|
surfaceData.clearCoatSmoothness = 1;
|
|
|
|
#ifdef _CLEARCOAT
|
|
surfaceData.clearCoatMask = saturate(CoatMask);
|
|
surfaceData.clearCoatSmoothness = saturate(CoatSmoothness);
|
|
#endif
|
|
|
|
#ifdef _DBUFFER
|
|
ApplyDecalToSurfaceData(IN.clipPos, surfaceData, inputData);
|
|
#endif
|
|
|
|
half4 color = UniversalFragmentPBR( inputData, surfaceData);
|
|
|
|
#ifdef ASE_TRANSMISSION
|
|
{
|
|
float shadow = _TransmissionShadow;
|
|
|
|
#define SUM_LIGHT_TRANSMISSION(Light)\
|
|
float3 atten = Light.color * Light.distanceAttenuation;\
|
|
atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\
|
|
half3 transmission = max( 0, -dot( inputData.normalWS, Light.direction ) ) * atten * Transmission;\
|
|
color.rgb += BaseColor * transmission;
|
|
|
|
SUM_LIGHT_TRANSMISSION( GetMainLight( inputData.shadowCoord ) );
|
|
|
|
#if defined(_ADDITIONAL_LIGHTS)
|
|
uint meshRenderingLayers = GetMeshRenderingLayer();
|
|
uint pixelLightCount = GetAdditionalLightsCount();
|
|
#if USE_FORWARD_PLUS
|
|
for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
|
|
{
|
|
FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
|
|
|
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS);
|
|
#ifdef _LIGHT_LAYERS
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
|
#endif
|
|
{
|
|
SUM_LIGHT_TRANSMISSION( light );
|
|
}
|
|
}
|
|
#endif
|
|
LIGHT_LOOP_BEGIN( pixelLightCount )
|
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS);
|
|
#ifdef _LIGHT_LAYERS
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
|
#endif
|
|
{
|
|
SUM_LIGHT_TRANSMISSION( light );
|
|
}
|
|
LIGHT_LOOP_END
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
#ifdef ASE_TRANSLUCENCY
|
|
{
|
|
float shadow = _TransShadow;
|
|
float normal = _TransNormal;
|
|
float scattering = _TransScattering;
|
|
float direct = _TransDirect;
|
|
float ambient = _TransAmbient;
|
|
float strength = _TransStrength;
|
|
|
|
#define SUM_LIGHT_TRANSLUCENCY(Light)\
|
|
float3 atten = Light.color * Light.distanceAttenuation;\
|
|
atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\
|
|
half3 lightDir = Light.direction + inputData.normalWS * normal;\
|
|
half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );\
|
|
half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;\
|
|
color.rgb += BaseColor * translucency * strength;
|
|
|
|
SUM_LIGHT_TRANSLUCENCY( GetMainLight( inputData.shadowCoord ) );
|
|
|
|
#if defined(_ADDITIONAL_LIGHTS)
|
|
uint meshRenderingLayers = GetMeshRenderingLayer();
|
|
uint pixelLightCount = GetAdditionalLightsCount();
|
|
#if USE_FORWARD_PLUS
|
|
for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
|
|
{
|
|
FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
|
|
|
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS);
|
|
#ifdef _LIGHT_LAYERS
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
|
#endif
|
|
{
|
|
SUM_LIGHT_TRANSLUCENCY( light );
|
|
}
|
|
}
|
|
#endif
|
|
LIGHT_LOOP_BEGIN( pixelLightCount )
|
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS);
|
|
#ifdef _LIGHT_LAYERS
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
|
#endif
|
|
{
|
|
SUM_LIGHT_TRANSLUCENCY( light );
|
|
}
|
|
LIGHT_LOOP_END
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
#ifdef ASE_REFRACTION
|
|
float4 projScreenPos = ScreenPos / ScreenPos.w;
|
|
float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
|
|
projScreenPos.xy += refractionOffset.xy;
|
|
float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
|
|
color.rgb = lerp( refraction, color.rgb, color.a );
|
|
color.a = 1;
|
|
#endif
|
|
|
|
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
|
|
color.rgb *= color.a;
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
#ifdef TERRAIN_SPLAT_ADDPASS
|
|
color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x );
|
|
#else
|
|
color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x);
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
#ifdef _WRITE_RENDERING_LAYERS
|
|
uint renderingLayers = GetMeshRenderingLayer();
|
|
outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
|
|
#endif
|
|
|
|
return color;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "ShadowCaster"
|
|
Tags { "LightMode"="ShadowCaster" }
|
|
|
|
ZWrite On
|
|
ZTest LEqual
|
|
AlphaToMask Off
|
|
ColorMask 0
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma multi_compile_instancing
|
|
#define ASE_FOG 1
|
|
#define ASE_DEPTH_WRITE_ON
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define ASE_REFRACTION 1
|
|
#define REQUIRE_OPAQUE_TEXTURE 1
|
|
#define _EMISSION
|
|
#define _NORMALMAP 1
|
|
#define ASE_SRP_VERSION 140010
|
|
#define REQUIRE_DEPTH_TEXTURE 1
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
|
|
|
#define SHADERPASS SHADERPASS_SHADOWCASTER
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
|
#endif
|
|
|
|
#define ASE_NEEDS_FRAG_SCREEN_POSITION
|
|
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
|
#endif
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 clipPos : SV_POSITION;
|
|
float4 clipPosV : TEXCOORD0;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 worldPos : TEXCOORD1;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD2;
|
|
#endif
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
half4 _Layer01A_TillingOffset;
|
|
float4 _FoamColor;
|
|
float4 _WaterColorB;
|
|
float4 _WaterColorA;
|
|
half4 _Layer01B_TillingOffset;
|
|
half4 _Layer02_TillingOffset;
|
|
float _Metallic;
|
|
float _Emissive_Intensity;
|
|
float _FoamMaskContrast;
|
|
float _FoamMaskIntensity;
|
|
float _FoamDistance;
|
|
float _Color_Intensity;
|
|
float _Refraction_Intensity;
|
|
half _Layer02_Normal_Intensity;
|
|
float _Layer02_Y_WaterWaveSpeed;
|
|
float _Layer02_X_WaterWaveSpeed;
|
|
half _Layer01B_Normal_Intensity;
|
|
float _Layer01B_Y_WaterWaveSpeed;
|
|
float _Layer01B_X_WaterWaveSpeed;
|
|
half _Layer01A_Normal_Intensity;
|
|
float _MipmapBias01;
|
|
float _Layer01_Distance;
|
|
float _MipmapBias02;
|
|
float _DistanceBlend;
|
|
float _Layer02_Distance;
|
|
float _MipmapBias03;
|
|
float _Layer01A_Y_WaterWaveSpeed;
|
|
float _Layer01A_X_WaterWaveSpeed;
|
|
float _Roghness;
|
|
float _Alpha;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
// Property used by ScenePickingPass
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
// Properties used by SceneSelectionPass
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
uniform float4 _CameraDepthTexture_TexelSize;
|
|
|
|
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShadowCasterPass.hlsl"
|
|
|
|
//#ifdef HAVE_VFX_MODIFICATION
|
|
//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
|
|
//#endif
|
|
|
|
|
|
float3 _LightDirection;
|
|
float3 _LightPosition;
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
|
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.worldPos = positionWS;
|
|
#endif
|
|
|
|
float3 normalWS = TransformObjectToWorldDir(v.ase_normal);
|
|
|
|
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
|
|
float3 lightDirectionWS = normalize(_LightPosition - positionWS);
|
|
#else
|
|
float3 lightDirectionWS = _LightDirection;
|
|
#endif
|
|
|
|
float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
|
|
|
|
#if UNITY_REVERSED_Z
|
|
clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE);
|
|
#else
|
|
clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE);
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = clipPos;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
o.clipPos = clipPos;
|
|
o.clipPosV = clipPos;
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag( VertexOutput IN
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
) : SV_TARGET
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID( IN );
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 WorldPosition = IN.worldPos;
|
|
#endif
|
|
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
float4 ClipPos = IN.clipPosV;
|
|
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
float4 ase_screenPosNorm = ScreenPos / ScreenPos.w;
|
|
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
|
float screenDepth11 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth11 = abs( ( screenDepth11 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _FoamDistance ) );
|
|
float temp_output_156_0 = saturate( pow( saturate( ( saturate( distanceDepth11 ) * _FoamMaskIntensity ) ) , _FoamMaskContrast ) );
|
|
float temp_output_15_0 = ( temp_output_156_0 * _Alpha );
|
|
|
|
|
|
float Alpha = temp_output_15_0;
|
|
float AlphaClipThreshold = 0.5;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = IN.clipPos.z;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
#ifdef _ALPHATEST_SHADOW_ON
|
|
clip(Alpha - AlphaClipThresholdShadow);
|
|
#else
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODFadeCrossFade( IN.clipPos );
|
|
#endif
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
return 0;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DepthOnly"
|
|
Tags { "LightMode"="DepthOnly" }
|
|
|
|
ZWrite On
|
|
ColorMask R
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma multi_compile_instancing
|
|
#define ASE_FOG 1
|
|
#define ASE_DEPTH_WRITE_ON
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define ASE_REFRACTION 1
|
|
#define REQUIRE_OPAQUE_TEXTURE 1
|
|
#define _EMISSION
|
|
#define _NORMALMAP 1
|
|
#define ASE_SRP_VERSION 140010
|
|
#define REQUIRE_DEPTH_TEXTURE 1
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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|
|
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#if defined(LOD_FADE_CROSSFADE)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
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|
#endif
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|
|
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#define ASE_NEEDS_FRAG_SCREEN_POSITION
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|
|
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#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
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#define ASE_SV_DEPTH SV_DepthLessEqual
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#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
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#else
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#define ASE_SV_DEPTH SV_Depth
|
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#define ASE_SV_POSITION_QUALIFIERS
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#endif
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|
|
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struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
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float3 ase_normal : NORMAL;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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|
|
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struct VertexOutput
|
|
{
|
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ASE_SV_POSITION_QUALIFIERS float4 clipPos : SV_POSITION;
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float4 clipPosV : TEXCOORD0;
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#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 worldPos : TEXCOORD1;
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|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
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float4 shadowCoord : TEXCOORD2;
|
|
#endif
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|
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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)
|
|
half4 _Layer01A_TillingOffset;
|
|
float4 _FoamColor;
|
|
float4 _WaterColorB;
|
|
float4 _WaterColorA;
|
|
half4 _Layer01B_TillingOffset;
|
|
half4 _Layer02_TillingOffset;
|
|
float _Metallic;
|
|
float _Emissive_Intensity;
|
|
float _FoamMaskContrast;
|
|
float _FoamMaskIntensity;
|
|
float _FoamDistance;
|
|
float _Color_Intensity;
|
|
float _Refraction_Intensity;
|
|
half _Layer02_Normal_Intensity;
|
|
float _Layer02_Y_WaterWaveSpeed;
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|
float _Layer02_X_WaterWaveSpeed;
|
|
half _Layer01B_Normal_Intensity;
|
|
float _Layer01B_Y_WaterWaveSpeed;
|
|
float _Layer01B_X_WaterWaveSpeed;
|
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half _Layer01A_Normal_Intensity;
|
|
float _MipmapBias01;
|
|
float _Layer01_Distance;
|
|
float _MipmapBias02;
|
|
float _DistanceBlend;
|
|
float _Layer02_Distance;
|
|
float _MipmapBias03;
|
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float _Layer01A_Y_WaterWaveSpeed;
|
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float _Layer01A_X_WaterWaveSpeed;
|
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float _Roghness;
|
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float _Alpha;
|
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#ifdef ASE_TRANSMISSION
|
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float _TransmissionShadow;
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|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
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float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
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|
#endif
|
|
#ifdef ASE_TESSELLATION
|
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float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
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float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
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CBUFFER_END
|
|
|
|
// Property used by ScenePickingPass
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
// Properties used by SceneSelectionPass
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
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uniform float4 _CameraDepthTexture_TexelSize;
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|
|
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|
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//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
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|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl"
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|
|
|
//#ifdef HAVE_VFX_MODIFICATION
|
|
//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
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|
//#endif
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|
|
|
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VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
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|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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|
|
|
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|
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#ifdef ASE_ABSOLUTE_VERTEX_POS
|
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float3 defaultVertexValue = v.vertex.xyz;
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#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
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|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
float4 positionCS = TransformWorldToHClip( positionWS );
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|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.worldPos = positionWS;
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = positionCS;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
o.clipPos = positionCS;
|
|
o.clipPosV = positionCS;
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
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|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
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|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag( VertexOutput IN
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
) : SV_TARGET
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 WorldPosition = IN.worldPos;
|
|
#endif
|
|
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
float4 ClipPos = IN.clipPosV;
|
|
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
float4 ase_screenPosNorm = ScreenPos / ScreenPos.w;
|
|
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
|
float screenDepth11 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth11 = abs( ( screenDepth11 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _FoamDistance ) );
|
|
float temp_output_156_0 = saturate( pow( saturate( ( saturate( distanceDepth11 ) * _FoamMaskIntensity ) ) , _FoamMaskContrast ) );
|
|
float temp_output_15_0 = ( temp_output_156_0 * _Alpha );
|
|
|
|
|
|
float Alpha = temp_output_15_0;
|
|
float AlphaClipThreshold = 0.5;
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = IN.clipPos.z;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODFadeCrossFade( IN.clipPos );
|
|
#endif
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
return 0;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "Meta"
|
|
Tags { "LightMode"="Meta" }
|
|
|
|
Cull Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#define ASE_DEPTH_WRITE_ON
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define ASE_REFRACTION 1
|
|
#define REQUIRE_OPAQUE_TEXTURE 1
|
|
#define _EMISSION
|
|
#define _NORMALMAP 1
|
|
#define ASE_SRP_VERSION 140010
|
|
#define REQUIRE_DEPTH_TEXTURE 1
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#pragma shader_feature EDITOR_VISUALIZATION
|
|
|
|
#define SHADERPASS SHADERPASS_META
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
|
#define ASE_NEEDS_VERT_NORMAL
|
|
#pragma shader_feature_local _MIPMAPBIASDEBUG_ON
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 texcoord0 : TEXCOORD0;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
float4 ase_tangent : TANGENT;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 worldPos : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
#ifdef EDITOR_VISUALIZATION
|
|
float4 VizUV : TEXCOORD2;
|
|
float4 LightCoord : TEXCOORD3;
|
|
#endif
|
|
float4 ase_texcoord4 : TEXCOORD4;
|
|
float4 ase_texcoord5 : TEXCOORD5;
|
|
float4 ase_texcoord6 : TEXCOORD6;
|
|
float4 ase_texcoord7 : TEXCOORD7;
|
|
float4 ase_texcoord8 : TEXCOORD8;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
half4 _Layer01A_TillingOffset;
|
|
float4 _FoamColor;
|
|
float4 _WaterColorB;
|
|
float4 _WaterColorA;
|
|
half4 _Layer01B_TillingOffset;
|
|
half4 _Layer02_TillingOffset;
|
|
float _Metallic;
|
|
float _Emissive_Intensity;
|
|
float _FoamMaskContrast;
|
|
float _FoamMaskIntensity;
|
|
float _FoamDistance;
|
|
float _Color_Intensity;
|
|
float _Refraction_Intensity;
|
|
half _Layer02_Normal_Intensity;
|
|
float _Layer02_Y_WaterWaveSpeed;
|
|
float _Layer02_X_WaterWaveSpeed;
|
|
half _Layer01B_Normal_Intensity;
|
|
float _Layer01B_Y_WaterWaveSpeed;
|
|
float _Layer01B_X_WaterWaveSpeed;
|
|
half _Layer01A_Normal_Intensity;
|
|
float _MipmapBias01;
|
|
float _Layer01_Distance;
|
|
float _MipmapBias02;
|
|
float _DistanceBlend;
|
|
float _Layer02_Distance;
|
|
float _MipmapBias03;
|
|
float _Layer01A_Y_WaterWaveSpeed;
|
|
float _Layer01A_X_WaterWaveSpeed;
|
|
float _Roghness;
|
|
float _Alpha;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
// Property used by ScenePickingPass
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
// Properties used by SceneSelectionPass
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
samplerCUBE _SkyMap;
|
|
sampler2D _Layer01_Normal;
|
|
sampler2D _Layer02_Normal;
|
|
uniform float4 _CameraDepthTexture_TexelSize;
|
|
|
|
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/LightingMetaPass.hlsl"
|
|
|
|
//#ifdef HAVE_VFX_MODIFICATION
|
|
//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
|
|
//#endif
|
|
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float3 ase_worldTangent = TransformObjectToWorldDir(v.ase_tangent.xyz);
|
|
o.ase_texcoord5.xyz = ase_worldTangent;
|
|
float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal);
|
|
o.ase_texcoord6.xyz = ase_worldNormal;
|
|
float ase_vertexTangentSign = v.ase_tangent.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 );
|
|
float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign;
|
|
o.ase_texcoord7.xyz = ase_worldBitangent;
|
|
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
|
|
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
|
o.ase_texcoord8 = screenPos;
|
|
|
|
o.ase_texcoord4.xyz = v.texcoord0.xyz;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord4.w = 0;
|
|
o.ase_texcoord5.w = 0;
|
|
o.ase_texcoord6.w = 0;
|
|
o.ase_texcoord7.w = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.worldPos = positionWS;
|
|
#endif
|
|
|
|
o.clipPos = MetaVertexPosition( v.vertex, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
|
|
|
|
#ifdef EDITOR_VISUALIZATION
|
|
float2 VizUV = 0;
|
|
float4 LightCoord = 0;
|
|
UnityEditorVizData(v.vertex.xyz, v.texcoord0.xy, v.texcoord1.xy, v.texcoord2.xy, VizUV, LightCoord);
|
|
o.VizUV = float4(VizUV, 0, 0);
|
|
o.LightCoord = LightCoord;
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = o.clipPos;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 texcoord0 : TEXCOORD0;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
float4 ase_tangent : TANGENT;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.texcoord0 = v.texcoord0;
|
|
o.texcoord1 = v.texcoord1;
|
|
o.texcoord2 = v.texcoord2;
|
|
o.ase_tangent = v.ase_tangent;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
o.texcoord0 = patch[0].texcoord0 * bary.x + patch[1].texcoord0 * bary.y + patch[2].texcoord0 * bary.z;
|
|
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
|
o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
|
|
o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(VertexOutput IN ) : SV_TARGET
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 WorldPosition = IN.worldPos;
|
|
#endif
|
|
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
float2 texCoord97 = IN.ase_texcoord4.xyz.xy * (_Layer01A_TillingOffset).xy + (_Layer01A_TillingOffset).zw;
|
|
float2 appendResult181 = (float2(_Layer01A_X_WaterWaveSpeed , _Layer01A_Y_WaterWaveSpeed));
|
|
float3 temp_output_30_0 = ( WorldPosition - _WorldSpaceCameraPos );
|
|
float temp_output_64_0 = pow( saturate( ( saturate( length( ( temp_output_30_0 / _Layer02_Distance ) ) ) * 2.0 ) ) , _DistanceBlend );
|
|
float temp_output_74_0 = saturate( temp_output_64_0 );
|
|
float lerpResult278 = lerp( 0.0 , _MipmapBias03 , temp_output_74_0);
|
|
float temp_output_62_0 = pow( saturate( ( saturate( length( ( temp_output_30_0 / _Layer01_Distance ) ) ) * 2.0 ) ) , _DistanceBlend );
|
|
float temp_output_71_0 = saturate( ( temp_output_62_0 * ( 1.0 - temp_output_64_0 ) ) );
|
|
float lerpResult275 = lerp( lerpResult278 , _MipmapBias02 , temp_output_71_0);
|
|
float temp_output_70_0 = saturate( ( 1.0 - temp_output_62_0 ) );
|
|
float lerpResult273 = lerp( lerpResult275 , _MipmapBias01 , temp_output_70_0);
|
|
float3 unpack178 = UnpackNormalScale( tex2Dbias( _Layer01_Normal, float4( ( texCoord97 + ( appendResult181 * _TimeParameters.x ) ), 0, lerpResult273) ), _Layer01A_Normal_Intensity );
|
|
unpack178.z = lerp( 1, unpack178.z, saturate(_Layer01A_Normal_Intensity) );
|
|
float2 texCoord165 = IN.ase_texcoord4.xyz.xy * (_Layer01B_TillingOffset).xy + (_Layer01B_TillingOffset).zw;
|
|
float2 appendResult187 = (float2(_Layer01B_X_WaterWaveSpeed , _Layer01B_Y_WaterWaveSpeed));
|
|
float3 unpack180 = UnpackNormalScale( tex2Dbias( _Layer01_Normal, float4( ( texCoord165 + ( appendResult187 * _TimeParameters.x ) ), 0, lerpResult273) ), _Layer01B_Normal_Intensity );
|
|
unpack180.z = lerp( 1, unpack180.z, saturate(_Layer01B_Normal_Intensity) );
|
|
float2 appendResult191 = (float2(_Layer02_X_WaterWaveSpeed , _Layer02_Y_WaterWaveSpeed));
|
|
float2 texCoord90 = IN.ase_texcoord4.xyz.xy * (_Layer02_TillingOffset).xy + (_Layer02_TillingOffset).zw;
|
|
float2 panner95 = ( 1.0 * _Time.y * appendResult191 + texCoord90);
|
|
float3 unpack84 = UnpackNormalScale( tex2Dbias( _Layer02_Normal, float4( panner95, 0, lerpResult273) ), _Layer02_Normal_Intensity );
|
|
unpack84.z = lerp( 1, unpack84.z, saturate(_Layer02_Normal_Intensity) );
|
|
float3 temp_output_86_0 = BlendNormal( BlendNormal( unpack178 , unpack180 ) , unpack84 );
|
|
float3 ase_worldTangent = IN.ase_texcoord5.xyz;
|
|
float3 ase_worldNormal = IN.ase_texcoord6.xyz;
|
|
float3 ase_worldBitangent = IN.ase_texcoord7.xyz;
|
|
float3 tanToWorld0 = float3( ase_worldTangent.x, ase_worldBitangent.x, ase_worldNormal.x );
|
|
float3 tanToWorld1 = float3( ase_worldTangent.y, ase_worldBitangent.y, ase_worldNormal.y );
|
|
float3 tanToWorld2 = float3( ase_worldTangent.z, ase_worldBitangent.z, ase_worldNormal.z );
|
|
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
|
|
ase_worldViewDir = normalize(ase_worldViewDir);
|
|
float3 worldRefl78 = reflect( -ase_worldViewDir, float3( dot( tanToWorld0, temp_output_86_0 ), dot( tanToWorld1, temp_output_86_0 ), dot( tanToWorld2, temp_output_86_0 ) ) );
|
|
float fresnelNdotV134 = dot( ase_worldNormal, ase_worldViewDir );
|
|
float fresnelNode134 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV134, 5.0 ) );
|
|
float3 lerpResult113 = lerp( (_WaterColorA).rgb , (_WaterColorB).rgb , fresnelNode134);
|
|
float4 screenPos = IN.ase_texcoord8;
|
|
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 screenDepth11 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth11 = abs( ( screenDepth11 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _FoamDistance ) );
|
|
float temp_output_156_0 = saturate( pow( saturate( ( saturate( distanceDepth11 ) * _FoamMaskIntensity ) ) , _FoamMaskContrast ) );
|
|
float4 color289 = IsGammaSpace() ? float4(0,0,1,0) : float4(0,0,1,0);
|
|
float4 lerpResult286 = lerp( float4( 0,0,0,0 ) , color289 , temp_output_74_0);
|
|
float4 color288 = IsGammaSpace() ? float4(0,1,0,0) : float4(0,1,0,0);
|
|
float4 lerpResult287 = lerp( lerpResult286 , color288 , temp_output_71_0);
|
|
float4 color283 = IsGammaSpace() ? float4(1,0,0,0) : float4(1,0,0,0);
|
|
float4 lerpResult285 = lerp( lerpResult287 , color283 , temp_output_70_0);
|
|
#ifdef _MIPMAPBIASDEBUG_ON
|
|
float3 staticSwitch284 = (lerpResult285).rgb;
|
|
#else
|
|
float3 staticSwitch284 = ( ( (texCUBE( _SkyMap, worldRefl78 )).rgb * _Refraction_Intensity ) + ( lerpResult113 * _Color_Intensity ) + ( (_FoamColor).rgb * ( 1.0 - temp_output_156_0 ) ) );
|
|
#endif
|
|
|
|
float temp_output_15_0 = ( temp_output_156_0 * _Alpha );
|
|
|
|
|
|
float3 BaseColor = staticSwitch284;
|
|
float3 Emission = ( staticSwitch284 * _Emissive_Intensity );
|
|
float Alpha = temp_output_15_0;
|
|
float AlphaClipThreshold = 0.5;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
MetaInput metaInput = (MetaInput)0;
|
|
metaInput.Albedo = BaseColor;
|
|
metaInput.Emission = Emission;
|
|
#ifdef EDITOR_VISUALIZATION
|
|
metaInput.VizUV = IN.VizUV.xy;
|
|
metaInput.LightCoord = IN.LightCoord;
|
|
#endif
|
|
|
|
return UnityMetaFragment(metaInput);
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DepthNormals"
|
|
Tags { "LightMode"="DepthNormalsOnly" }
|
|
|
|
ZWrite On
|
|
Blend One Zero
|
|
ZTest LEqual
|
|
ZWrite On
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma multi_compile_instancing
|
|
#define ASE_FOG 1
|
|
#define ASE_DEPTH_WRITE_ON
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define ASE_REFRACTION 1
|
|
#define REQUIRE_OPAQUE_TEXTURE 1
|
|
#define _EMISSION
|
|
#define _NORMALMAP 1
|
|
#define ASE_SRP_VERSION 140010
|
|
#define REQUIRE_DEPTH_TEXTURE 1
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
|
#endif
|
|
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
|
#define ASE_NEEDS_FRAG_SCREEN_POSITION
|
|
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
|
#endif
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_tangent : TANGENT;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 clipPos : SV_POSITION;
|
|
float4 clipPosV : TEXCOORD0;
|
|
float3 worldNormal : TEXCOORD1;
|
|
float4 worldTangent : TEXCOORD2;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 worldPos : TEXCOORD3;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD4;
|
|
#endif
|
|
float4 ase_texcoord5 : TEXCOORD5;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
half4 _Layer01A_TillingOffset;
|
|
float4 _FoamColor;
|
|
float4 _WaterColorB;
|
|
float4 _WaterColorA;
|
|
half4 _Layer01B_TillingOffset;
|
|
half4 _Layer02_TillingOffset;
|
|
float _Metallic;
|
|
float _Emissive_Intensity;
|
|
float _FoamMaskContrast;
|
|
float _FoamMaskIntensity;
|
|
float _FoamDistance;
|
|
float _Color_Intensity;
|
|
float _Refraction_Intensity;
|
|
half _Layer02_Normal_Intensity;
|
|
float _Layer02_Y_WaterWaveSpeed;
|
|
float _Layer02_X_WaterWaveSpeed;
|
|
half _Layer01B_Normal_Intensity;
|
|
float _Layer01B_Y_WaterWaveSpeed;
|
|
float _Layer01B_X_WaterWaveSpeed;
|
|
half _Layer01A_Normal_Intensity;
|
|
float _MipmapBias01;
|
|
float _Layer01_Distance;
|
|
float _MipmapBias02;
|
|
float _DistanceBlend;
|
|
float _Layer02_Distance;
|
|
float _MipmapBias03;
|
|
float _Layer01A_Y_WaterWaveSpeed;
|
|
float _Layer01A_X_WaterWaveSpeed;
|
|
float _Roghness;
|
|
float _Alpha;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
// Property used by ScenePickingPass
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
// Properties used by SceneSelectionPass
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
sampler2D _Layer01_Normal;
|
|
sampler2D _Layer02_Normal;
|
|
uniform float4 _CameraDepthTexture_TexelSize;
|
|
|
|
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthNormalsOnlyPass.hlsl"
|
|
|
|
//#ifdef HAVE_VFX_MODIFICATION
|
|
//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
|
|
//#endif
|
|
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
o.ase_texcoord5.xy = v.ase_texcoord.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord5.zw = 0;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
float3 normalWS = TransformObjectToWorldNormal( v.ase_normal );
|
|
float4 tangentWS = float4(TransformObjectToWorldDir( v.ase_tangent.xyz), v.ase_tangent.w);
|
|
float4 positionCS = TransformWorldToHClip( positionWS );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.worldPos = positionWS;
|
|
#endif
|
|
|
|
o.worldNormal = normalWS;
|
|
o.worldTangent = tangentWS;
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = positionCS;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
o.clipPos = positionCS;
|
|
o.clipPosV = positionCS;
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_tangent : TANGENT;
|
|
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.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.ase_tangent = v.ase_tangent;
|
|
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 defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * 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.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
void frag( VertexOutput IN
|
|
, out half4 outNormalWS : SV_Target0
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
#ifdef _WRITE_RENDERING_LAYERS
|
|
, out float4 outRenderingLayers : SV_Target1
|
|
#endif
|
|
)
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 WorldPosition = IN.worldPos;
|
|
#endif
|
|
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
float3 WorldNormal = IN.worldNormal;
|
|
float4 WorldTangent = IN.worldTangent;
|
|
|
|
float4 ClipPos = IN.clipPosV;
|
|
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
float2 texCoord97 = IN.ase_texcoord5.xy * (_Layer01A_TillingOffset).xy + (_Layer01A_TillingOffset).zw;
|
|
float2 appendResult181 = (float2(_Layer01A_X_WaterWaveSpeed , _Layer01A_Y_WaterWaveSpeed));
|
|
float3 temp_output_30_0 = ( WorldPosition - _WorldSpaceCameraPos );
|
|
float temp_output_64_0 = pow( saturate( ( saturate( length( ( temp_output_30_0 / _Layer02_Distance ) ) ) * 2.0 ) ) , _DistanceBlend );
|
|
float temp_output_74_0 = saturate( temp_output_64_0 );
|
|
float lerpResult278 = lerp( 0.0 , _MipmapBias03 , temp_output_74_0);
|
|
float temp_output_62_0 = pow( saturate( ( saturate( length( ( temp_output_30_0 / _Layer01_Distance ) ) ) * 2.0 ) ) , _DistanceBlend );
|
|
float temp_output_71_0 = saturate( ( temp_output_62_0 * ( 1.0 - temp_output_64_0 ) ) );
|
|
float lerpResult275 = lerp( lerpResult278 , _MipmapBias02 , temp_output_71_0);
|
|
float temp_output_70_0 = saturate( ( 1.0 - temp_output_62_0 ) );
|
|
float lerpResult273 = lerp( lerpResult275 , _MipmapBias01 , temp_output_70_0);
|
|
float3 unpack178 = UnpackNormalScale( tex2Dbias( _Layer01_Normal, float4( ( texCoord97 + ( appendResult181 * _TimeParameters.x ) ), 0, lerpResult273) ), _Layer01A_Normal_Intensity );
|
|
unpack178.z = lerp( 1, unpack178.z, saturate(_Layer01A_Normal_Intensity) );
|
|
float2 texCoord165 = IN.ase_texcoord5.xy * (_Layer01B_TillingOffset).xy + (_Layer01B_TillingOffset).zw;
|
|
float2 appendResult187 = (float2(_Layer01B_X_WaterWaveSpeed , _Layer01B_Y_WaterWaveSpeed));
|
|
float3 unpack180 = UnpackNormalScale( tex2Dbias( _Layer01_Normal, float4( ( texCoord165 + ( appendResult187 * _TimeParameters.x ) ), 0, lerpResult273) ), _Layer01B_Normal_Intensity );
|
|
unpack180.z = lerp( 1, unpack180.z, saturate(_Layer01B_Normal_Intensity) );
|
|
float2 appendResult191 = (float2(_Layer02_X_WaterWaveSpeed , _Layer02_Y_WaterWaveSpeed));
|
|
float2 texCoord90 = IN.ase_texcoord5.xy * (_Layer02_TillingOffset).xy + (_Layer02_TillingOffset).zw;
|
|
float2 panner95 = ( 1.0 * _Time.y * appendResult191 + texCoord90);
|
|
float3 unpack84 = UnpackNormalScale( tex2Dbias( _Layer02_Normal, float4( panner95, 0, lerpResult273) ), _Layer02_Normal_Intensity );
|
|
unpack84.z = lerp( 1, unpack84.z, saturate(_Layer02_Normal_Intensity) );
|
|
float3 temp_output_86_0 = BlendNormal( BlendNormal( unpack178 , unpack180 ) , unpack84 );
|
|
|
|
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 screenDepth11 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth11 = abs( ( screenDepth11 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _FoamDistance ) );
|
|
float temp_output_156_0 = saturate( pow( saturate( ( saturate( distanceDepth11 ) * _FoamMaskIntensity ) ) , _FoamMaskContrast ) );
|
|
float temp_output_15_0 = ( temp_output_156_0 * _Alpha );
|
|
|
|
|
|
float3 Normal = temp_output_86_0;
|
|
float Alpha = temp_output_15_0;
|
|
float AlphaClipThreshold = 0.5;
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = IN.clipPos.z;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODFadeCrossFade( IN.clipPos );
|
|
#endif
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
#if defined(_GBUFFER_NORMALS_OCT)
|
|
float2 octNormalWS = PackNormalOctQuadEncode(WorldNormal);
|
|
float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);
|
|
half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);
|
|
outNormalWS = half4(packedNormalWS, 0.0);
|
|
#else
|
|
#if defined(_NORMALMAP)
|
|
#if _NORMAL_DROPOFF_TS
|
|
float crossSign = (WorldTangent.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
|
|
float3 bitangent = crossSign * cross(WorldNormal.xyz, WorldTangent.xyz);
|
|
float3 normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent.xyz, bitangent, WorldNormal.xyz));
|
|
#elif _NORMAL_DROPOFF_OS
|
|
float3 normalWS = TransformObjectToWorldNormal(Normal);
|
|
#elif _NORMAL_DROPOFF_WS
|
|
float3 normalWS = Normal;
|
|
#endif
|
|
#else
|
|
float3 normalWS = WorldNormal;
|
|
#endif
|
|
outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
|
|
#endif
|
|
|
|
#ifdef _WRITE_RENDERING_LAYERS
|
|
uint renderingLayers = GetMeshRenderingLayer();
|
|
outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
|
|
#endif
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "GBuffer"
|
|
Tags { "LightMode"="UniversalGBuffer" }
|
|
|
|
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
|
|
ZWrite On
|
|
ZTest LEqual
|
|
Offset 0 , 0
|
|
ColorMask RGBA
|
|
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options renderinglayer
|
|
#pragma multi_compile_fog
|
|
#define ASE_FOG 1
|
|
#define ASE_DEPTH_WRITE_ON
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define ASE_REFRACTION 1
|
|
#define REQUIRE_OPAQUE_TEXTURE 1
|
|
#define _EMISSION
|
|
#define _NORMALMAP 1
|
|
#define ASE_SRP_VERSION 140010
|
|
#define REQUIRE_DEPTH_TEXTURE 1
|
|
|
|
|
|
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
|
|
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
|
|
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
|
|
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT
|
|
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
|
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
|
|
|
|
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
|
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
|
|
#pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SHADERPASS SHADERPASS_GBUFFER
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
|
#endif
|
|
|
|
#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
|
|
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
|
|
#endif
|
|
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
|
#define ASE_NEEDS_FRAG_WORLD_TANGENT
|
|
#define ASE_NEEDS_FRAG_WORLD_NORMAL
|
|
#define ASE_NEEDS_FRAG_WORLD_BITANGENT
|
|
#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
|
|
#define ASE_NEEDS_FRAG_SCREEN_POSITION
|
|
#pragma shader_feature_local _MIPMAPBIASDEBUG_ON
|
|
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
|
#endif
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_tangent : TANGENT;
|
|
float4 texcoord : TEXCOORD0;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 clipPos : SV_POSITION;
|
|
float4 clipPosV : TEXCOORD0;
|
|
float4 lightmapUVOrVertexSH : TEXCOORD1;
|
|
half4 fogFactorAndVertexLight : TEXCOORD2;
|
|
float4 tSpace0 : TEXCOORD3;
|
|
float4 tSpace1 : TEXCOORD4;
|
|
float4 tSpace2 : TEXCOORD5;
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
float4 shadowCoord : TEXCOORD6;
|
|
#endif
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
float2 dynamicLightmapUV : TEXCOORD7;
|
|
#endif
|
|
float4 ase_texcoord8 : TEXCOORD8;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
half4 _Layer01A_TillingOffset;
|
|
float4 _FoamColor;
|
|
float4 _WaterColorB;
|
|
float4 _WaterColorA;
|
|
half4 _Layer01B_TillingOffset;
|
|
half4 _Layer02_TillingOffset;
|
|
float _Metallic;
|
|
float _Emissive_Intensity;
|
|
float _FoamMaskContrast;
|
|
float _FoamMaskIntensity;
|
|
float _FoamDistance;
|
|
float _Color_Intensity;
|
|
float _Refraction_Intensity;
|
|
half _Layer02_Normal_Intensity;
|
|
float _Layer02_Y_WaterWaveSpeed;
|
|
float _Layer02_X_WaterWaveSpeed;
|
|
half _Layer01B_Normal_Intensity;
|
|
float _Layer01B_Y_WaterWaveSpeed;
|
|
float _Layer01B_X_WaterWaveSpeed;
|
|
half _Layer01A_Normal_Intensity;
|
|
float _MipmapBias01;
|
|
float _Layer01_Distance;
|
|
float _MipmapBias02;
|
|
float _DistanceBlend;
|
|
float _Layer02_Distance;
|
|
float _MipmapBias03;
|
|
float _Layer01A_Y_WaterWaveSpeed;
|
|
float _Layer01A_X_WaterWaveSpeed;
|
|
float _Roghness;
|
|
float _Alpha;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
// Property used by ScenePickingPass
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
// Properties used by SceneSelectionPass
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
samplerCUBE _SkyMap;
|
|
sampler2D _Layer01_Normal;
|
|
sampler2D _Layer02_Normal;
|
|
uniform float4 _CameraDepthTexture_TexelSize;
|
|
|
|
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRGBufferPass.hlsl"
|
|
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
o.ase_texcoord8.xyz = v.texcoord.xyz;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord8.w = 0;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
float3 positionVS = TransformWorldToView( positionWS );
|
|
float4 positionCS = TransformWorldToHClip( positionWS );
|
|
|
|
VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent );
|
|
|
|
o.tSpace0 = float4( normalInput.normalWS, positionWS.x);
|
|
o.tSpace1 = float4( normalInput.tangentWS, positionWS.y);
|
|
o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z);
|
|
|
|
#if defined(LIGHTMAP_ON)
|
|
OUTPUT_LIGHTMAP_UV(v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy);
|
|
#endif
|
|
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#endif
|
|
|
|
#if !defined(LIGHTMAP_ON)
|
|
OUTPUT_SH(normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz);
|
|
#endif
|
|
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
o.lightmapUVOrVertexSH.zw = v.texcoord.xy;
|
|
o.lightmapUVOrVertexSH.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
#endif
|
|
|
|
half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );
|
|
|
|
o.fogFactorAndVertexLight = half4(0, vertexLight);
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = positionCS;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
o.clipPos = positionCS;
|
|
o.clipPosV = positionCS;
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_tangent : TANGENT;
|
|
float4 texcoord : TEXCOORD0;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.ase_tangent = v.ase_tangent;
|
|
o.texcoord = v.texcoord;
|
|
o.texcoord1 = v.texcoord1;
|
|
o.texcoord2 = v.texcoord2;
|
|
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
|
|
o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
|
|
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
|
o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
FragmentOutput frag ( VertexOutput IN
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
)
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODFadeCrossFade( IN.clipPos );
|
|
#endif
|
|
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
|
|
float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
|
|
float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
|
|
float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
|
|
#else
|
|
float3 WorldNormal = normalize( IN.tSpace0.xyz );
|
|
float3 WorldTangent = IN.tSpace1.xyz;
|
|
float3 WorldBiTangent = IN.tSpace2.xyz;
|
|
#endif
|
|
|
|
float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
|
|
float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
float4 ClipPos = IN.clipPosV;
|
|
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
|
|
|
|
float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.clipPos);
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#else
|
|
ShadowCoords = float4(0, 0, 0, 0);
|
|
#endif
|
|
|
|
WorldViewDirection = SafeNormalize( WorldViewDirection );
|
|
|
|
float2 texCoord97 = IN.ase_texcoord8.xyz.xy * (_Layer01A_TillingOffset).xy + (_Layer01A_TillingOffset).zw;
|
|
float2 appendResult181 = (float2(_Layer01A_X_WaterWaveSpeed , _Layer01A_Y_WaterWaveSpeed));
|
|
float3 temp_output_30_0 = ( WorldPosition - _WorldSpaceCameraPos );
|
|
float temp_output_64_0 = pow( saturate( ( saturate( length( ( temp_output_30_0 / _Layer02_Distance ) ) ) * 2.0 ) ) , _DistanceBlend );
|
|
float temp_output_74_0 = saturate( temp_output_64_0 );
|
|
float lerpResult278 = lerp( 0.0 , _MipmapBias03 , temp_output_74_0);
|
|
float temp_output_62_0 = pow( saturate( ( saturate( length( ( temp_output_30_0 / _Layer01_Distance ) ) ) * 2.0 ) ) , _DistanceBlend );
|
|
float temp_output_71_0 = saturate( ( temp_output_62_0 * ( 1.0 - temp_output_64_0 ) ) );
|
|
float lerpResult275 = lerp( lerpResult278 , _MipmapBias02 , temp_output_71_0);
|
|
float temp_output_70_0 = saturate( ( 1.0 - temp_output_62_0 ) );
|
|
float lerpResult273 = lerp( lerpResult275 , _MipmapBias01 , temp_output_70_0);
|
|
float3 unpack178 = UnpackNormalScale( tex2Dbias( _Layer01_Normal, float4( ( texCoord97 + ( appendResult181 * _TimeParameters.x ) ), 0, lerpResult273) ), _Layer01A_Normal_Intensity );
|
|
unpack178.z = lerp( 1, unpack178.z, saturate(_Layer01A_Normal_Intensity) );
|
|
float2 texCoord165 = IN.ase_texcoord8.xyz.xy * (_Layer01B_TillingOffset).xy + (_Layer01B_TillingOffset).zw;
|
|
float2 appendResult187 = (float2(_Layer01B_X_WaterWaveSpeed , _Layer01B_Y_WaterWaveSpeed));
|
|
float3 unpack180 = UnpackNormalScale( tex2Dbias( _Layer01_Normal, float4( ( texCoord165 + ( appendResult187 * _TimeParameters.x ) ), 0, lerpResult273) ), _Layer01B_Normal_Intensity );
|
|
unpack180.z = lerp( 1, unpack180.z, saturate(_Layer01B_Normal_Intensity) );
|
|
float2 appendResult191 = (float2(_Layer02_X_WaterWaveSpeed , _Layer02_Y_WaterWaveSpeed));
|
|
float2 texCoord90 = IN.ase_texcoord8.xyz.xy * (_Layer02_TillingOffset).xy + (_Layer02_TillingOffset).zw;
|
|
float2 panner95 = ( 1.0 * _Time.y * appendResult191 + texCoord90);
|
|
float3 unpack84 = UnpackNormalScale( tex2Dbias( _Layer02_Normal, float4( panner95, 0, lerpResult273) ), _Layer02_Normal_Intensity );
|
|
unpack84.z = lerp( 1, unpack84.z, saturate(_Layer02_Normal_Intensity) );
|
|
float3 temp_output_86_0 = BlendNormal( BlendNormal( unpack178 , unpack180 ) , unpack84 );
|
|
float3 tanToWorld0 = float3( WorldTangent.x, WorldBiTangent.x, WorldNormal.x );
|
|
float3 tanToWorld1 = float3( WorldTangent.y, WorldBiTangent.y, WorldNormal.y );
|
|
float3 tanToWorld2 = float3( WorldTangent.z, WorldBiTangent.z, WorldNormal.z );
|
|
float3 worldRefl78 = reflect( -WorldViewDirection, float3( dot( tanToWorld0, temp_output_86_0 ), dot( tanToWorld1, temp_output_86_0 ), dot( tanToWorld2, temp_output_86_0 ) ) );
|
|
float fresnelNdotV134 = dot( WorldNormal, WorldViewDirection );
|
|
float fresnelNode134 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV134, 5.0 ) );
|
|
float3 lerpResult113 = lerp( (_WaterColorA).rgb , (_WaterColorB).rgb , fresnelNode134);
|
|
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 screenDepth11 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth11 = abs( ( screenDepth11 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _FoamDistance ) );
|
|
float temp_output_156_0 = saturate( pow( saturate( ( saturate( distanceDepth11 ) * _FoamMaskIntensity ) ) , _FoamMaskContrast ) );
|
|
float4 color289 = IsGammaSpace() ? float4(0,0,1,0) : float4(0,0,1,0);
|
|
float4 lerpResult286 = lerp( float4( 0,0,0,0 ) , color289 , temp_output_74_0);
|
|
float4 color288 = IsGammaSpace() ? float4(0,1,0,0) : float4(0,1,0,0);
|
|
float4 lerpResult287 = lerp( lerpResult286 , color288 , temp_output_71_0);
|
|
float4 color283 = IsGammaSpace() ? float4(1,0,0,0) : float4(1,0,0,0);
|
|
float4 lerpResult285 = lerp( lerpResult287 , color283 , temp_output_70_0);
|
|
#ifdef _MIPMAPBIASDEBUG_ON
|
|
float3 staticSwitch284 = (lerpResult285).rgb;
|
|
#else
|
|
float3 staticSwitch284 = ( ( (texCUBE( _SkyMap, worldRefl78 )).rgb * _Refraction_Intensity ) + ( lerpResult113 * _Color_Intensity ) + ( (_FoamColor).rgb * ( 1.0 - temp_output_156_0 ) ) );
|
|
#endif
|
|
|
|
float temp_output_15_0 = ( temp_output_156_0 * _Alpha );
|
|
|
|
|
|
float3 BaseColor = staticSwitch284;
|
|
float3 Normal = temp_output_86_0;
|
|
float3 Emission = ( staticSwitch284 * _Emissive_Intensity );
|
|
float3 Specular = 0.5;
|
|
float Metallic = _Metallic;
|
|
float Smoothness = _Roghness;
|
|
float Occlusion = 1;
|
|
float Alpha = temp_output_15_0;
|
|
float AlphaClipThreshold = 0.5;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
float3 BakedGI = 0;
|
|
float3 RefractionColor = 1;
|
|
float RefractionIndex = ( ( (temp_output_86_0).y * ( 1.0 - fresnelNode134 ) * temp_output_15_0 ) + 1.0 );
|
|
float3 Transmission = 1;
|
|
float3 Translucency = 1;
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = IN.clipPos.z;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
InputData inputData = (InputData)0;
|
|
inputData.positionWS = WorldPosition;
|
|
inputData.positionCS = IN.clipPos;
|
|
inputData.shadowCoord = ShadowCoords;
|
|
|
|
#ifdef _NORMALMAP
|
|
#if _NORMAL_DROPOFF_TS
|
|
inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal ));
|
|
#elif _NORMAL_DROPOFF_OS
|
|
inputData.normalWS = TransformObjectToWorldNormal(Normal);
|
|
#elif _NORMAL_DROPOFF_WS
|
|
inputData.normalWS = Normal;
|
|
#endif
|
|
#else
|
|
inputData.normalWS = WorldNormal;
|
|
#endif
|
|
|
|
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
|
|
inputData.viewDirectionWS = SafeNormalize( WorldViewDirection );
|
|
|
|
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
|
|
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
float3 SH = SampleSH(inputData.normalWS.xyz);
|
|
#else
|
|
float3 SH = IN.lightmapUVOrVertexSH.xyz;
|
|
#endif
|
|
|
|
#ifdef ASE_BAKEDGI
|
|
inputData.bakedGI = BakedGI;
|
|
#else
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, SH, inputData.normalWS);
|
|
#else
|
|
inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS );
|
|
#endif
|
|
#endif
|
|
|
|
inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy);
|
|
|
|
#if defined(DEBUG_DISPLAY)
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy;
|
|
#endif
|
|
#if defined(LIGHTMAP_ON)
|
|
inputData.staticLightmapUV = IN.lightmapUVOrVertexSH.xy;
|
|
#else
|
|
inputData.vertexSH = SH;
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef _DBUFFER
|
|
ApplyDecal(IN.clipPos,
|
|
BaseColor,
|
|
Specular,
|
|
inputData.normalWS,
|
|
Metallic,
|
|
Occlusion,
|
|
Smoothness);
|
|
#endif
|
|
|
|
BRDFData brdfData;
|
|
InitializeBRDFData
|
|
(BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData);
|
|
|
|
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
|
|
half4 color;
|
|
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
|
|
color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
|
|
color.a = Alpha;
|
|
|
|
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
|
|
color.rgb *= color.a;
|
|
#endif
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion);
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
}
|
|
|
|
CustomEditor "UnityEditor.ShaderGraphLitGUI"
|
|
FallBack "Hidden/Shader Graph/FallbackError"
|
|
|
|
Fallback Off
|
|
}
|
|
/*ASEBEGIN
|
|
Version=19200
|
|
Node;AmplifyShaderEditor.CommentaryNode;81;1403.162,-1433.927;Inherit;False;592.8756;248;采样环境反射;2;80;78;;1,1,1,1;0;0
|
|
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WireConnection;352;2;15;0
|
|
WireConnection;364;0;284;0
|
|
WireConnection;364;1;365;0
|
|
ASEEND*/
|
|
//CHKSM=8799D7FEBAD7CD0042AE70B43788103C72940BD7 |