2589 lines
98 KiB
Plaintext
2589 lines
98 KiB
Plaintext
// Made with Amplify Shader Editor v1.9.1.5
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "iShader/Other/D5_Decal"
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{
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Properties
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{
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
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[ASEBegin]_ColorMap("ColorMap", 2D) = "white" {}
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_BaseColor("BaseColor", Color) = (1,1,1,0)
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_NormalMap("NormalMap", 2D) = "white" {}
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_MaskMap("MaskMap", 2D) = "white" {}
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[ASEEnd]_AlphaMap("AlphaMap", 2D) = "white" {}
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] _DrawOrder("Draw Order", Range(-50, 50)) = 0
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[HideInInspector][Enum(Depth Bias, 0, View Bias, 1)] _DecalMeshBiasType("DecalMesh BiasType", Float) = 0
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[HideInInspector] _DecalMeshDepthBias("DecalMesh DepthBias", Float) = 0
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[HideInInspector] _DecalMeshViewBias("DecalMesh ViewBias", Float) = 0
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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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[HideInInspector] _DecalAngleFadeSupported("Decal Angle Fade Supported", Float) = 1
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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" "PreviewType"="Plane" "ShaderGraphShader"="true" }
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HLSLINCLUDE
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#pragma target 3.5
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#pragma prefer_hlslcc gles
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// 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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ENDHLSL
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Pass
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{
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Name "DBufferProjector"
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Tags { "LightMode"="DBufferProjector" }
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Cull Front
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Blend 0 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
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Blend 1 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
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Blend 2 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
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ZTest Greater
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ZWrite Off
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ColorMask RGBA
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ColorMask RGBA 1
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ColorMask RGBA 2
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HLSLPROGRAM
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#define _MATERIAL_AFFECTS_ALBEDO 1
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#define _MATERIAL_AFFECTS_NORMAL 1
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#define _MATERIAL_AFFECTS_NORMAL_BLEND 1
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#define _MATERIAL_AFFECTS_MAOS 1
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#define DECAL_ANGLE_FADE 1
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#define ASE_SRP_VERSION 140009
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#pragma vertex Vert
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#pragma fragment Frag
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#pragma multi_compile_instancing
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#pragma editor_sync_compilation
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile_fragment _ _FOVEATED_RENDERING_NON_UNIFORM_RASTER
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#pragma multi_compile _ _DECAL_LAYERS
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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/Texture.hlsl"
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#define HAVE_MESH_MODIFICATION
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#define SHADERPASS SHADERPASS_DBUFFER_PROJECTOR
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#ifdef SCENEPICKINGPASS
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float4 _SelectionID;
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#endif
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#if _RENDER_PASS_ENABLED
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#define GBUFFER3 0
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#define GBUFFER4 1
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FRAMEBUFFER_INPUT_HALF(GBUFFER3);
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FRAMEBUFFER_INPUT_HALF(GBUFFER4);
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#endif
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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.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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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DecalInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderVariablesDecal.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
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#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
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struct SurfaceDescription
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{
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float3 BaseColor;
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float Alpha;
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float3 NormalTS;
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float NormalAlpha;
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float Metallic;
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float Occlusion;
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float Smoothness;
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float MAOSAlpha;
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};
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struct Attributes
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{
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float3 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float4 tangentOS : TANGENT;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct PackedVaryings
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{
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float4 positionCS : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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CBUFFER_START(UnityPerMaterial)
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float4 _BaseColor;
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float4 _ColorMap_ST;
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float4 _AlphaMap_ST;
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float4 _NormalMap_ST;
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float4 _MaskMap_ST;
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float _DrawOrder;
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float _DecalMeshBiasType;
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float _DecalMeshDepthBias;
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float _DecalMeshViewBias;
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#if defined(DECAL_ANGLE_FADE)
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float _DecalAngleFadeSupported;
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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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sampler2D _ColorMap;
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sampler2D _AlphaMap;
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sampler2D _NormalMap;
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sampler2D _MaskMap;
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void GetSurfaceData(SurfaceDescription surfaceDescription, float angleFadeFactor, out DecalSurfaceData surfaceData)
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{
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half4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
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half fadeFactor = clamp(normalToWorld[0][3], 0.0f, 1.0f) * angleFadeFactor;
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float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
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float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
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ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
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surfaceData.occlusion = half(1.0);
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surfaceData.smoothness = half(0);
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#ifdef _MATERIAL_AFFECTS_NORMAL
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surfaceData.normalWS.w = half(1.0);
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#else
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surfaceData.normalWS.w = half(0.0);
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#endif
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surfaceData.baseColor.xyz = half3(surfaceDescription.BaseColor);
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surfaceData.baseColor.w = half(surfaceDescription.Alpha * fadeFactor);
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#if defined(_MATERIAL_AFFECTS_NORMAL)
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surfaceData.normalWS.xyz = mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz);
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#else
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surfaceData.normalWS.xyz = normalToWorld[2].xyz;
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#endif
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surfaceData.normalWS.w = surfaceDescription.NormalAlpha * fadeFactor;
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#if defined( _MATERIAL_AFFECTS_MAOS )
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surfaceData.metallic = half(surfaceDescription.Metallic);
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surfaceData.occlusion = half(surfaceDescription.Occlusion);
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surfaceData.smoothness = half(surfaceDescription.Smoothness);
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surfaceData.MAOSAlpha = half(surfaceDescription.MAOSAlpha * fadeFactor);
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#endif
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}
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#define DECAL_PROJECTOR
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#define DECAL_DBUFFER
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#if ((!defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_ALBEDO)) || (defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_NORMAL_BLEND))) && (defined(DECAL_SCREEN_SPACE) || defined(DECAL_GBUFFER))
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#define DECAL_RECONSTRUCT_NORMAL
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#elif defined(DECAL_ANGLE_FADE)
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#define DECAL_LOAD_NORMAL
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#endif
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#if defined(DECAL_LOAD_NORMAL)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
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#endif
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#if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
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#endif
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#ifdef DECAL_MESH
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DecalMeshBiasTypeEnum.cs.hlsl"
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#endif
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#ifdef DECAL_RECONSTRUCT_NORMAL
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
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#endif
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PackedVaryings Vert(Attributes inputMesh )
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{
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PackedVaryings packedOutput;
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ZERO_INITIALIZE(PackedVaryings, packedOutput);
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UNITY_SETUP_INSTANCE_ID(inputMesh);
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UNITY_TRANSFER_INSTANCE_ID(inputMesh, packedOutput);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(packedOutput);
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inputMesh.tangentOS = float4( 1, 0, 0, -1 );
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inputMesh.normalOS = float3( 0, 1, 0 );
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VertexPositionInputs vertexInput = GetVertexPositionInputs(inputMesh.positionOS.xyz);
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float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
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packedOutput.positionCS = TransformWorldToHClip(positionWS);
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return packedOutput;
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}
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void Frag(PackedVaryings packedInput,
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OUTPUT_DBUFFER(outDBuffer)
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)
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
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UNITY_SETUP_INSTANCE_ID(packedInput);
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half angleFadeFactor = 1.0;
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#if UNITY_REVERSED_Z
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float depth = LoadSceneDepth(packedInput.positionCS.xy);
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#else
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float depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, LoadSceneDepth(packedInput.positionCS.xy));
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#endif
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#if defined(DECAL_RECONSTRUCT_NORMAL)
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#if defined(_DECAL_NORMAL_BLEND_HIGH)
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half3 normalWS = half3(ReconstructNormalTap9(packedInput.positionCS.xy));
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#elif defined(_DECAL_NORMAL_BLEND_MEDIUM)
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half3 normalWS = half3(ReconstructNormalTap5(packedInput.positionCS.xy));
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#else
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half3 normalWS = half3(ReconstructNormalDerivative(packedInput.positionCS.xy));
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#endif
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#elif defined(DECAL_LOAD_NORMAL)
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half3 normalWS = half3(LoadSceneNormals(packedInput.positionCS.xy));
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#endif
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float2 positionSS = packedInput.positionCS.xy * _ScreenSize.zw;
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float3 positionWS = ComputeWorldSpacePosition(positionSS, depth, UNITY_MATRIX_I_VP);
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float3 positionDS = TransformWorldToObject(positionWS);
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positionDS = positionDS * float3(1.0, -1.0, 1.0);
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float clipValue = 0.5 - Max3(abs(positionDS).x, abs(positionDS).y, abs(positionDS).z);
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clip(clipValue);
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float2 texCoord = positionDS.xz + float2(0.5, 0.5);
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float4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
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float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
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float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
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texCoord.xy = texCoord.xy * scale + offset;
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float2 texCoord0 = texCoord;
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float2 texCoord1 = texCoord;
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float2 texCoord2 = texCoord;
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float2 texCoord3 = texCoord;
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float3 worldTangent = TransformObjectToWorldDir(float3(1, 0, 0));
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float3 worldNormal = TransformObjectToWorldDir(float3(0, 1, 0));
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float3 worldBitangent = TransformObjectToWorldDir(float3(0, 0, 1));
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#ifdef DECAL_ANGLE_FADE
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half2 angleFade = half2(normalToWorld[1][3], normalToWorld[2][3]);
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if (angleFade.y < 0.0f)
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{
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half3 decalNormal = half3(normalToWorld[0].z, normalToWorld[1].z, normalToWorld[2].z);
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half dotAngle = dot(normalWS, decalNormal);
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angleFadeFactor = saturate(angleFade.x + angleFade.y * (dotAngle * (dotAngle - 2.0)));
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}
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#endif
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half3 viewDirectionWS = half3(1.0, 1.0, 1.0);
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DecalSurfaceData surfaceData;
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SurfaceDescription surfaceDescription = (SurfaceDescription)0;
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float2 uv_ColorMap = texCoord0 * _ColorMap_ST.xy + _ColorMap_ST.zw;
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float2 uv_AlphaMap = texCoord0 * _AlphaMap_ST.xy + _AlphaMap_ST.zw;
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float4 tex2DNode12 = tex2D( _AlphaMap, uv_AlphaMap );
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float2 uv_NormalMap = texCoord0 * _NormalMap_ST.xy + _NormalMap_ST.zw;
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float2 uv_MaskMap = texCoord0 * _MaskMap_ST.xy + _MaskMap_ST.zw;
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float4 tex2DNode11 = tex2D( _MaskMap, uv_MaskMap );
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surfaceDescription.BaseColor = ( _BaseColor * tex2D( _ColorMap, uv_ColorMap ) ).rgb;
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surfaceDescription.Alpha = tex2DNode12.r;
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surfaceDescription.NormalTS = tex2D( _NormalMap, uv_NormalMap ).rgb;
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surfaceDescription.NormalAlpha = 1;
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#if defined( _MATERIAL_AFFECTS_MAOS )
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surfaceDescription.Metallic = tex2DNode11.r;
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surfaceDescription.Occlusion = 1;
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surfaceDescription.Smoothness =tex2DNode11.a;
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surfaceDescription.MAOSAlpha = tex2DNode12.r;
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#endif
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GetSurfaceData(surfaceDescription, angleFadeFactor, surfaceData);
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ENCODE_INTO_DBUFFER(surfaceData, outDBuffer);
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}
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ENDHLSL
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}
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Pass
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{
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Name "DecalScreenSpaceProjector"
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Tags { "LightMode"="DecalScreenSpaceProjector" }
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Cull Front
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Blend SrcAlpha OneMinusSrcAlpha
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ZTest Greater
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ZWrite Off
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HLSLPROGRAM
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#define _MATERIAL_AFFECTS_ALBEDO 1
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#define _MATERIAL_AFFECTS_NORMAL 1
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#define _MATERIAL_AFFECTS_NORMAL_BLEND 1
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#define _MATERIAL_AFFECTS_MAOS 1
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#define DECAL_ANGLE_FADE 1
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#define ASE_SRP_VERSION 140009
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#pragma vertex Vert
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#pragma fragment Frag
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#pragma multi_compile_instancing
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#pragma multi_compile_fog
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#pragma editor_sync_compilation
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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 _ _SHADOWS_SOFT
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#pragma multi_compile _ _FORWARD_PLUS
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#pragma multi_compile _DECAL_NORMAL_BLEND_LOW _DECAL_NORMAL_BLEND_MEDIUM _DECAL_NORMAL_BLEND_HIGH
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#pragma multi_compile _ _DECAL_LAYERS
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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/Texture.hlsl"
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#define ATTRIBUTES_NEED_NORMAL
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#define VARYINGS_NEED_NORMAL_WS
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#define VARYINGS_NEED_VIEWDIRECTION_WS
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#define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
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#define VARYINGS_NEED_SH
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#define VARYINGS_NEED_STATIC_LIGHTMAP_UV
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#define VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV
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#define HAVE_MESH_MODIFICATION
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#define SHADERPASS SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR
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#ifdef SCENEPICKINGPASS
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float4 _SelectionID;
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#endif
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#if _RENDER_PASS_ENABLED
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#define GBUFFER3 0
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#define GBUFFER4 1
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FRAMEBUFFER_INPUT_HALF(GBUFFER3);
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FRAMEBUFFER_INPUT_HALF(GBUFFER4);
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#endif
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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.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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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DecalInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderVariablesDecal.hlsl"
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#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
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struct SurfaceDescription
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{
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float3 BaseColor;
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float Alpha;
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float3 NormalTS;
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float NormalAlpha;
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float Metallic;
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float Occlusion;
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float Smoothness;
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float MAOSAlpha;
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float3 Emission;
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};
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struct Attributes
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{
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float3 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float4 tangentOS : TANGENT;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct PackedVaryings
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{
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float4 positionCS : SV_POSITION;
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float3 normalWS : TEXCOORD0;
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float3 viewDirectionWS : TEXCOORD1;
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float2 staticLightmapUV : TEXCOORD2;
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float2 dynamicLightmapUV : TEXCOORD3;
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float3 sh : TEXCOORD4;
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float4 fogFactorAndVertexLight : TEXCOORD5;
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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)
|
|
float4 _BaseColor;
|
|
float4 _ColorMap_ST;
|
|
float4 _AlphaMap_ST;
|
|
float4 _NormalMap_ST;
|
|
float4 _MaskMap_ST;
|
|
float _DrawOrder;
|
|
float _DecalMeshBiasType;
|
|
float _DecalMeshDepthBias;
|
|
float _DecalMeshViewBias;
|
|
#if defined(DECAL_ANGLE_FADE)
|
|
float _DecalAngleFadeSupported;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
// Property used by ScenePickingPass
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
// Properties used by SceneSelectionPass
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
sampler2D _ColorMap;
|
|
sampler2D _AlphaMap;
|
|
sampler2D _NormalMap;
|
|
sampler2D _MaskMap;
|
|
|
|
|
|
|
|
void GetSurfaceData(SurfaceDescription surfaceDescription, float angleFadeFactor, out DecalSurfaceData surfaceData)
|
|
{
|
|
half4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
|
|
half fadeFactor = clamp(normalToWorld[0][3], 0.0f, 1.0f) * angleFadeFactor;
|
|
float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
|
|
float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
|
|
|
|
ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
|
|
surfaceData.occlusion = half(1.0);
|
|
surfaceData.smoothness = half(0);
|
|
|
|
#ifdef _MATERIAL_AFFECTS_NORMAL
|
|
surfaceData.normalWS.w = half(1.0);
|
|
#else
|
|
surfaceData.normalWS.w = half(0.0);
|
|
#endif
|
|
|
|
#if defined( _MATERIAL_AFFECTS_EMISSION )
|
|
surfaceData.emissive.rgb = half3(surfaceDescription.Emission.rgb * fadeFactor);
|
|
#endif
|
|
|
|
surfaceData.baseColor.xyz = half3(surfaceDescription.BaseColor);
|
|
surfaceData.baseColor.w = half(surfaceDescription.Alpha * fadeFactor);
|
|
|
|
#if defined(_MATERIAL_AFFECTS_NORMAL)
|
|
surfaceData.normalWS.xyz = mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz);
|
|
#else
|
|
surfaceData.normalWS.xyz = normalToWorld[2].xyz;
|
|
#endif
|
|
|
|
surfaceData.normalWS.w = surfaceDescription.NormalAlpha * fadeFactor;
|
|
|
|
#if defined( _MATERIAL_AFFECTS_MAOS )
|
|
surfaceData.metallic = half(surfaceDescription.Metallic);
|
|
surfaceData.occlusion = half(surfaceDescription.Occlusion);
|
|
surfaceData.smoothness = half(surfaceDescription.Smoothness);
|
|
surfaceData.MAOSAlpha = half(surfaceDescription.MAOSAlpha * fadeFactor);
|
|
#endif
|
|
}
|
|
|
|
#define DECAL_PROJECTOR
|
|
#define DECAL_SCREEN_SPACE
|
|
|
|
#if ((!defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_ALBEDO)) || (defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_NORMAL_BLEND))) && (defined(DECAL_SCREEN_SPACE) || defined(DECAL_GBUFFER))
|
|
#define DECAL_RECONSTRUCT_NORMAL
|
|
#elif defined(DECAL_ANGLE_FADE)
|
|
#define DECAL_LOAD_NORMAL
|
|
#endif
|
|
|
|
#if defined(DECAL_LOAD_NORMAL)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
|
|
#endif
|
|
|
|
#if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
|
|
#endif
|
|
|
|
#ifdef DECAL_MESH
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DecalMeshBiasTypeEnum.cs.hlsl"
|
|
#endif
|
|
|
|
#ifdef DECAL_RECONSTRUCT_NORMAL
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
|
|
#endif
|
|
|
|
void InitializeInputData( PackedVaryings input, float3 positionWS, half3 normalWS, half3 viewDirectionWS, out InputData inputData)
|
|
{
|
|
inputData = (InputData)0;
|
|
|
|
inputData.positionWS = positionWS;
|
|
inputData.normalWS = normalWS;
|
|
inputData.viewDirectionWS = viewDirectionWS;
|
|
inputData.shadowCoord = float4(0, 0, 0, 0);
|
|
|
|
inputData.fogCoord = half(input.fogFactorAndVertexLight.x);
|
|
inputData.vertexLighting = half3(input.fogFactorAndVertexLight.yzw);
|
|
|
|
#if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV.xy, half3(input.sh), normalWS);
|
|
#elif defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
|
|
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, half3(input.sh), normalWS);
|
|
#endif
|
|
|
|
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
|
|
#endif
|
|
|
|
#if defined(DEBUG_DISPLAY)
|
|
#if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
|
|
#endif
|
|
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV && LIGHTMAP_ON)
|
|
inputData.staticLightmapUV = input.staticLightmapUV;
|
|
#elif defined(VARYINGS_NEED_SH)
|
|
inputData.vertexSH = input.sh;
|
|
#endif
|
|
#endif
|
|
|
|
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
|
|
}
|
|
|
|
void GetSurface(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData)
|
|
{
|
|
surfaceData.albedo = decalSurfaceData.baseColor.rgb;
|
|
surfaceData.metallic = saturate(decalSurfaceData.metallic);
|
|
surfaceData.specular = 0;
|
|
surfaceData.smoothness = saturate(decalSurfaceData.smoothness);
|
|
surfaceData.occlusion = decalSurfaceData.occlusion;
|
|
surfaceData.emission = decalSurfaceData.emissive;
|
|
surfaceData.alpha = saturate(decalSurfaceData.baseColor.w);
|
|
surfaceData.clearCoatMask = 0;
|
|
surfaceData.clearCoatSmoothness = 1;
|
|
}
|
|
|
|
PackedVaryings Vert(Attributes inputMesh )
|
|
{
|
|
PackedVaryings packedOutput;
|
|
ZERO_INITIALIZE(PackedVaryings, packedOutput);
|
|
|
|
UNITY_SETUP_INSTANCE_ID(inputMesh);
|
|
UNITY_TRANSFER_INSTANCE_ID(inputMesh, packedOutput);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(packedOutput);
|
|
|
|
inputMesh.tangentOS = float4( 1, 0, 0, -1 );
|
|
inputMesh.normalOS = float3( 0, 1, 0 );
|
|
|
|
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs(inputMesh.positionOS.xyz);
|
|
float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
|
|
|
|
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
|
|
|
|
packedOutput.positionCS = TransformWorldToHClip(positionWS);
|
|
|
|
half fogFactor = 0;
|
|
#if !defined(_FOG_FRAGMENT)
|
|
fogFactor = ComputeFogFactor(packedOutput.positionCS.z);
|
|
#endif
|
|
half3 vertexLight = VertexLighting(positionWS, normalWS);
|
|
packedOutput.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
|
|
|
|
packedOutput.normalWS.xyz = normalWS;
|
|
packedOutput.viewDirectionWS.xyz = GetWorldSpaceViewDir(positionWS);
|
|
|
|
#if defined(LIGHTMAP_ON)
|
|
OUTPUT_LIGHTMAP_UV(inputMesh.uv1, unity_LightmapST, packedOutput.staticLightmapUV);
|
|
#endif
|
|
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
packedOutput.dynamicLightmapUV.xy = inputMesh.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#endif
|
|
|
|
#if !defined(LIGHTMAP_ON)
|
|
packedOutput.sh.xyz = float3(SampleSHVertex(half3(normalWS)));
|
|
#endif
|
|
|
|
return packedOutput;
|
|
}
|
|
|
|
void Frag(PackedVaryings packedInput,
|
|
out half4 outColor : SV_Target0
|
|
|
|
)
|
|
{
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
|
|
UNITY_SETUP_INSTANCE_ID(packedInput);
|
|
|
|
half angleFadeFactor = 1.0;
|
|
|
|
#if UNITY_REVERSED_Z
|
|
float depth = LoadSceneDepth(packedInput.positionCS.xy);
|
|
#else
|
|
float depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, LoadSceneDepth(packedInput.positionCS.xy));
|
|
#endif
|
|
|
|
#if defined(DECAL_RECONSTRUCT_NORMAL)
|
|
#if defined(_DECAL_NORMAL_BLEND_HIGH)
|
|
half3 normalWS = half3(ReconstructNormalTap9(packedInput.positionCS.xy));
|
|
#elif defined(_DECAL_NORMAL_BLEND_MEDIUM)
|
|
half3 normalWS = half3(ReconstructNormalTap5(packedInput.positionCS.xy));
|
|
#else
|
|
half3 normalWS = half3(ReconstructNormalDerivative(packedInput.positionCS.xy));
|
|
#endif
|
|
#elif defined(DECAL_LOAD_NORMAL)
|
|
half3 normalWS = half3(LoadSceneNormals(packedInput.positionCS.xy));
|
|
#endif
|
|
|
|
float2 positionSS = packedInput.positionCS.xy * _ScreenSize.zw;
|
|
|
|
float3 positionWS = ComputeWorldSpacePosition(positionSS, depth, UNITY_MATRIX_I_VP);
|
|
|
|
float3 positionDS = TransformWorldToObject(positionWS);
|
|
positionDS = positionDS * float3(1.0, -1.0, 1.0);
|
|
|
|
float clipValue = 0.5 - Max3(abs(positionDS).x, abs(positionDS).y, abs(positionDS).z);
|
|
clip(clipValue);
|
|
|
|
float2 texCoord = positionDS.xz + float2(0.5, 0.5);
|
|
|
|
float4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
|
|
float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
|
|
float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
|
|
texCoord.xy = texCoord.xy * scale + offset;
|
|
|
|
float2 texCoord0 = texCoord;
|
|
float2 texCoord1 = texCoord;
|
|
float2 texCoord2 = texCoord;
|
|
float2 texCoord3 = texCoord;
|
|
|
|
float3 worldTangent = TransformObjectToWorldDir(float3(1, 0, 0));
|
|
float3 worldNormal = TransformObjectToWorldDir(float3(0, 1, 0));
|
|
float3 worldBitangent = TransformObjectToWorldDir(float3(0, 0, 1));
|
|
|
|
#ifdef DECAL_ANGLE_FADE
|
|
half2 angleFade = half2(normalToWorld[1][3], normalToWorld[2][3]);
|
|
|
|
if (angleFade.y < 0.0f)
|
|
{
|
|
half3 decalNormal = half3(normalToWorld[0].z, normalToWorld[1].z, normalToWorld[2].z);
|
|
half dotAngle = dot(normalWS, decalNormal);
|
|
angleFadeFactor = saturate(angleFade.x + angleFade.y * (dotAngle * (dotAngle - 2.0)));
|
|
}
|
|
#endif
|
|
|
|
half3 viewDirectionWS = half3(packedInput.viewDirectionWS);
|
|
|
|
DecalSurfaceData surfaceData;
|
|
|
|
float2 uv_ColorMap = texCoord0 * _ColorMap_ST.xy + _ColorMap_ST.zw;
|
|
|
|
float2 uv_AlphaMap = texCoord0 * _AlphaMap_ST.xy + _AlphaMap_ST.zw;
|
|
float4 tex2DNode12 = tex2D( _AlphaMap, uv_AlphaMap );
|
|
|
|
float2 uv_NormalMap = texCoord0 * _NormalMap_ST.xy + _NormalMap_ST.zw;
|
|
|
|
float2 uv_MaskMap = texCoord0 * _MaskMap_ST.xy + _MaskMap_ST.zw;
|
|
float4 tex2DNode11 = tex2D( _MaskMap, uv_MaskMap );
|
|
|
|
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
|
|
surfaceDescription.BaseColor = ( _BaseColor * tex2D( _ColorMap, uv_ColorMap ) ).rgb;
|
|
surfaceDescription.Alpha = tex2DNode12.r;
|
|
surfaceDescription.NormalTS = tex2D( _NormalMap, uv_NormalMap ).rgb;
|
|
surfaceDescription.NormalAlpha = 1;
|
|
#if defined( _MATERIAL_AFFECTS_MAOS )
|
|
surfaceDescription.Metallic = tex2DNode11.r;
|
|
surfaceDescription.Occlusion = 1;
|
|
surfaceDescription.Smoothness = tex2DNode11.a;
|
|
surfaceDescription.MAOSAlpha = tex2DNode12.r;
|
|
#endif
|
|
|
|
#if defined( _MATERIAL_AFFECTS_EMISSION )
|
|
surfaceDescription.Emission = float3(0, 0, 0);
|
|
#endif
|
|
|
|
GetSurfaceData( surfaceDescription, angleFadeFactor, surfaceData);
|
|
|
|
#ifdef DECAL_RECONSTRUCT_NORMAL
|
|
surfaceData.normalWS.xyz = normalize(lerp(normalWS.xyz, surfaceData.normalWS.xyz, surfaceData.normalWS.w));
|
|
#endif
|
|
|
|
InputData inputData;
|
|
InitializeInputData( packedInput, positionWS, surfaceData.normalWS.xyz, viewDirectionWS, inputData);
|
|
|
|
SurfaceData surface = (SurfaceData)0;
|
|
GetSurface(surfaceData, surface);
|
|
|
|
half4 color = UniversalFragmentPBR(inputData, surface);
|
|
color.rgb = MixFog(color.rgb, inputData.fogCoord);
|
|
outColor = color;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DecalGBufferProjector"
|
|
Tags { "LightMode"="DecalGBufferProjector" }
|
|
|
|
Cull Front
|
|
Blend 0 SrcAlpha OneMinusSrcAlpha
|
|
Blend 1 SrcAlpha OneMinusSrcAlpha
|
|
Blend 2 SrcAlpha OneMinusSrcAlpha
|
|
Blend 3 SrcAlpha OneMinusSrcAlpha
|
|
ZTest Greater
|
|
ZWrite Off
|
|
ColorMask RGB
|
|
ColorMask 0 1
|
|
ColorMask RGB 2
|
|
ColorMask RGB 3
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _MATERIAL_AFFECTS_ALBEDO 1
|
|
#define _MATERIAL_AFFECTS_NORMAL 1
|
|
#define _MATERIAL_AFFECTS_NORMAL_BLEND 1
|
|
#define _MATERIAL_AFFECTS_MAOS 1
|
|
#define DECAL_ANGLE_FADE 1
|
|
#define ASE_SRP_VERSION 140009
|
|
|
|
|
|
#pragma vertex Vert
|
|
#pragma fragment Frag
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile_fog
|
|
#pragma editor_sync_compilation
|
|
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT
|
|
#pragma multi_compile _DECAL_NORMAL_BLEND_LOW _DECAL_NORMAL_BLEND_MEDIUM _DECAL_NORMAL_BLEND_HIGH
|
|
#pragma multi_compile _ _DECAL_LAYERS
|
|
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
|
|
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define VARYINGS_NEED_NORMAL_WS
|
|
#define VARYINGS_NEED_VIEWDIRECTION_WS
|
|
#define VARYINGS_NEED_SH
|
|
#define VARYINGS_NEED_STATIC_LIGHTMAP_UV
|
|
#define VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV
|
|
|
|
#define HAVE_MESH_MODIFICATION
|
|
|
|
#define SHADERPASS SHADERPASS_DECAL_GBUFFER_PROJECTOR
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
#if _RENDER_PASS_ENABLED
|
|
#define GBUFFER3 0
|
|
#define GBUFFER4 1
|
|
FRAMEBUFFER_INPUT_HALF(GBUFFER3);
|
|
FRAMEBUFFER_INPUT_HALF(GBUFFER4);
|
|
#endif
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DecalInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderVariablesDecal.hlsl"
|
|
|
|
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
|
|
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float3 BaseColor;
|
|
float Alpha;
|
|
float3 NormalTS;
|
|
float NormalAlpha;
|
|
float Metallic;
|
|
float Occlusion;
|
|
float Smoothness;
|
|
float MAOSAlpha;
|
|
float3 Emission;
|
|
};
|
|
|
|
struct Attributes
|
|
{
|
|
float3 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float4 tangentOS : TANGENT;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float3 normalWS : TEXCOORD0;
|
|
float3 viewDirectionWS : TEXCOORD1;
|
|
float2 staticLightmapUV : TEXCOORD2;
|
|
float2 dynamicLightmapUV : TEXCOORD3;
|
|
float3 sh : TEXCOORD4;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _BaseColor;
|
|
float4 _ColorMap_ST;
|
|
float4 _AlphaMap_ST;
|
|
float4 _NormalMap_ST;
|
|
float4 _MaskMap_ST;
|
|
float _DrawOrder;
|
|
float _DecalMeshBiasType;
|
|
float _DecalMeshDepthBias;
|
|
float _DecalMeshViewBias;
|
|
#if defined(DECAL_ANGLE_FADE)
|
|
float _DecalAngleFadeSupported;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
// Property used by ScenePickingPass
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
// Properties used by SceneSelectionPass
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
sampler2D _ColorMap;
|
|
sampler2D _AlphaMap;
|
|
sampler2D _NormalMap;
|
|
sampler2D _MaskMap;
|
|
|
|
|
|
|
|
void GetSurfaceData(SurfaceDescription surfaceDescription, float angleFadeFactor, out DecalSurfaceData surfaceData)
|
|
{
|
|
half4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
|
|
half fadeFactor = clamp(normalToWorld[0][3], 0.0f, 1.0f) * angleFadeFactor;
|
|
float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
|
|
float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
|
|
|
|
ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
|
|
surfaceData.occlusion = half(1.0);
|
|
surfaceData.smoothness = half(0);
|
|
|
|
#ifdef _MATERIAL_AFFECTS_NORMAL
|
|
surfaceData.normalWS.w = half(1.0);
|
|
#else
|
|
surfaceData.normalWS.w = half(0.0);
|
|
#endif
|
|
|
|
#if defined( _MATERIAL_AFFECTS_EMISSION )
|
|
surfaceData.emissive.rgb = half3(surfaceDescription.Emission.rgb * fadeFactor);
|
|
#endif
|
|
|
|
surfaceData.baseColor.xyz = half3(surfaceDescription.BaseColor);
|
|
surfaceData.baseColor.w = half(surfaceDescription.Alpha * fadeFactor);
|
|
|
|
#if defined(_MATERIAL_AFFECTS_NORMAL)
|
|
surfaceData.normalWS.xyz = mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz);
|
|
#else
|
|
surfaceData.normalWS.xyz = normalToWorld[2].xyz;
|
|
#endif
|
|
|
|
surfaceData.normalWS.w = surfaceDescription.NormalAlpha * fadeFactor;
|
|
|
|
#if defined( _MATERIAL_AFFECTS_MAOS )
|
|
surfaceData.metallic = half(surfaceDescription.Metallic);
|
|
surfaceData.occlusion = half(surfaceDescription.Occlusion);
|
|
surfaceData.smoothness = half(surfaceDescription.Smoothness);
|
|
surfaceData.MAOSAlpha = half(surfaceDescription.MAOSAlpha * fadeFactor);
|
|
#endif
|
|
}
|
|
|
|
#define DECAL_PROJECTOR
|
|
#define DECAL_GBUFFER
|
|
|
|
#if ((!defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_ALBEDO)) || (defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_NORMAL_BLEND))) && (defined(DECAL_SCREEN_SPACE) || defined(DECAL_GBUFFER))
|
|
#define DECAL_RECONSTRUCT_NORMAL
|
|
#elif defined(DECAL_ANGLE_FADE)
|
|
#define DECAL_LOAD_NORMAL
|
|
#endif
|
|
|
|
#if defined(DECAL_LOAD_NORMAL)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
|
|
#endif
|
|
|
|
#if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
|
|
#endif
|
|
|
|
#ifdef DECAL_MESH
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DecalMeshBiasTypeEnum.cs.hlsl"
|
|
#endif
|
|
|
|
#ifdef DECAL_RECONSTRUCT_NORMAL
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
|
|
#endif
|
|
|
|
void InitializeInputData(PackedVaryings input, float3 positionWS, half3 normalWS, half3 viewDirectionWS, out InputData inputData)
|
|
{
|
|
inputData = (InputData)0;
|
|
|
|
inputData.positionWS = positionWS;
|
|
inputData.normalWS = normalWS;
|
|
inputData.viewDirectionWS = viewDirectionWS;
|
|
|
|
inputData.shadowCoord = float4(0, 0, 0, 0);
|
|
|
|
#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
|
|
inputData.fogCoord = float4(input.fogFactorAndVertexLight.x);
|
|
inputData.vertexLighting = half3(input.fogFactorAndVertexLight.yzw);
|
|
#endif
|
|
|
|
#if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV.xy, half3(input.sh), normalWS);
|
|
#elif defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
|
|
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, half3(input.sh), normalWS);
|
|
#endif
|
|
|
|
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
|
|
#endif
|
|
|
|
#if defined(DEBUG_DISPLAY)
|
|
#if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
|
|
#endif
|
|
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV && LIGHTMAP_ON)
|
|
inputData.staticLightmapUV = input.staticLightmapUV;
|
|
#elif defined(VARYINGS_NEED_SH)
|
|
inputData.vertexSH = input.sh;
|
|
#endif
|
|
#endif
|
|
|
|
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
|
|
}
|
|
|
|
void GetSurface(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData)
|
|
{
|
|
surfaceData.albedo = decalSurfaceData.baseColor.rgb;
|
|
surfaceData.metallic = saturate(decalSurfaceData.metallic);
|
|
surfaceData.specular = 0;
|
|
surfaceData.smoothness = saturate(decalSurfaceData.smoothness);
|
|
surfaceData.occlusion = decalSurfaceData.occlusion;
|
|
surfaceData.emission = decalSurfaceData.emissive;
|
|
surfaceData.alpha = saturate(decalSurfaceData.baseColor.w);
|
|
surfaceData.clearCoatMask = 0;
|
|
surfaceData.clearCoatSmoothness = 1;
|
|
}
|
|
|
|
PackedVaryings Vert(Attributes inputMesh )
|
|
{
|
|
PackedVaryings packedOutput;
|
|
ZERO_INITIALIZE(PackedVaryings, packedOutput);
|
|
|
|
UNITY_SETUP_INSTANCE_ID(inputMesh);
|
|
UNITY_TRANSFER_INSTANCE_ID(inputMesh, packedOutput);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(packedOutput);
|
|
|
|
inputMesh.tangentOS = float4( 1, 0, 0, -1 );
|
|
inputMesh.normalOS = float3( 0, 1, 0 );
|
|
|
|
|
|
|
|
float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
|
|
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
|
|
|
|
packedOutput.positionCS = TransformWorldToHClip(positionWS);
|
|
packedOutput.normalWS.xyz = normalWS;
|
|
packedOutput.viewDirectionWS.xyz = GetWorldSpaceViewDir(positionWS);
|
|
|
|
#if defined(LIGHTMAP_ON)
|
|
OUTPUT_LIGHTMAP_UV(inputMesh.uv1, unity_LightmapST, packedOutput.staticLightmapUV);
|
|
#endif
|
|
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
packedOutput.dynamicLightmapUV.xy = inputMesh.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#endif
|
|
|
|
#if !defined(LIGHTMAP_ON)
|
|
packedOutput.sh = float3(SampleSHVertex(half3(normalWS)));
|
|
#endif
|
|
|
|
return packedOutput;
|
|
}
|
|
|
|
void Frag(PackedVaryings packedInput,
|
|
out FragmentOutput fragmentOutput
|
|
|
|
)
|
|
{
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
|
|
UNITY_SETUP_INSTANCE_ID(packedInput);
|
|
|
|
half angleFadeFactor = 1.0;
|
|
|
|
#if UNITY_REVERSED_Z
|
|
float depth = LoadSceneDepth(packedInput.positionCS.xy);
|
|
#else
|
|
float depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, LoadSceneDepth(packedInput.positionCS.xy));
|
|
#endif
|
|
|
|
#if defined(DECAL_RECONSTRUCT_NORMAL)
|
|
#if defined(_DECAL_NORMAL_BLEND_HIGH)
|
|
half3 normalWS = half3(ReconstructNormalTap9(packedInput.positionCS.xy));
|
|
#elif defined(_DECAL_NORMAL_BLEND_MEDIUM)
|
|
half3 normalWS = half3(ReconstructNormalTap5(packedInput.positionCS.xy));
|
|
#else
|
|
half3 normalWS = half3(ReconstructNormalDerivative(packedInput.positionCS.xy));
|
|
#endif
|
|
#elif defined(DECAL_LOAD_NORMAL)
|
|
half3 normalWS = half3(LoadSceneNormals(packedInput.positionCS.xy));
|
|
#endif
|
|
|
|
float2 positionSS = packedInput.positionCS.xy * _ScreenSize.zw;
|
|
|
|
float3 positionWS = ComputeWorldSpacePosition(positionSS, depth, UNITY_MATRIX_I_VP);
|
|
|
|
float3 positionDS = TransformWorldToObject(positionWS);
|
|
positionDS = positionDS * float3(1.0, -1.0, 1.0);
|
|
|
|
float clipValue = 0.5 - Max3(abs(positionDS).x, abs(positionDS).y, abs(positionDS).z);
|
|
clip(clipValue);
|
|
|
|
float2 texCoord = positionDS.xz + float2(0.5, 0.5);
|
|
|
|
float4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
|
|
float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
|
|
float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
|
|
texCoord.xy = texCoord.xy * scale + offset;
|
|
|
|
float2 texCoord0 = texCoord;
|
|
float2 texCoord1 = texCoord;
|
|
float2 texCoord2 = texCoord;
|
|
float2 texCoord3 = texCoord;
|
|
|
|
float3 worldTangent = TransformObjectToWorldDir(float3(1, 0, 0));
|
|
float3 worldNormal = TransformObjectToWorldDir(float3(0, 1, 0));
|
|
float3 worldBitangent = TransformObjectToWorldDir(float3(0, 0, 1));
|
|
|
|
#ifdef DECAL_ANGLE_FADE
|
|
half2 angleFade = half2(normalToWorld[1][3], normalToWorld[2][3]);
|
|
|
|
if (angleFade.y < 0.0f)
|
|
{
|
|
half3 decalNormal = half3(normalToWorld[0].z, normalToWorld[1].z, normalToWorld[2].z);
|
|
half dotAngle = dot(normalWS, decalNormal);
|
|
angleFadeFactor = saturate(angleFade.x + angleFade.y * (dotAngle * (dotAngle - 2.0)));
|
|
}
|
|
#endif
|
|
|
|
half3 viewDirectionWS = half3(packedInput.viewDirectionWS);
|
|
DecalSurfaceData surfaceData;
|
|
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
|
|
float2 uv_ColorMap = texCoord0 * _ColorMap_ST.xy + _ColorMap_ST.zw;
|
|
|
|
float2 uv_AlphaMap = texCoord0 * _AlphaMap_ST.xy + _AlphaMap_ST.zw;
|
|
float4 tex2DNode12 = tex2D( _AlphaMap, uv_AlphaMap );
|
|
|
|
float2 uv_NormalMap = texCoord0 * _NormalMap_ST.xy + _NormalMap_ST.zw;
|
|
|
|
float2 uv_MaskMap = texCoord0 * _MaskMap_ST.xy + _MaskMap_ST.zw;
|
|
float4 tex2DNode11 = tex2D( _MaskMap, uv_MaskMap );
|
|
|
|
|
|
surfaceDescription.BaseColor = ( _BaseColor * tex2D( _ColorMap, uv_ColorMap ) ).rgb;
|
|
surfaceDescription.Alpha = tex2DNode12.r;
|
|
surfaceDescription.NormalTS = tex2D( _NormalMap, uv_NormalMap ).rgb;
|
|
surfaceDescription.NormalAlpha = 1;
|
|
|
|
#if defined( _MATERIAL_AFFECTS_MAOS )
|
|
surfaceDescription.Metallic = tex2DNode11.r;
|
|
surfaceDescription.Occlusion =1;
|
|
surfaceDescription.Smoothness = tex2DNode11.a;
|
|
surfaceDescription.MAOSAlpha = tex2DNode12.r;
|
|
#endif
|
|
|
|
#if defined( _MATERIAL_AFFECTS_EMISSION )
|
|
surfaceDescription.Emission = float3(0, 0, 0);
|
|
#endif
|
|
|
|
GetSurfaceData(surfaceDescription, angleFadeFactor, surfaceData);
|
|
|
|
InputData inputData;
|
|
InitializeInputData(packedInput, positionWS, surfaceData.normalWS.xyz, viewDirectionWS, inputData);
|
|
|
|
SurfaceData surface = (SurfaceData)0;
|
|
GetSurface(surfaceData, surface);
|
|
|
|
BRDFData brdfData;
|
|
InitializeBRDFData(surface.albedo, surface.metallic, 0, surface.smoothness, surface.alpha, brdfData);
|
|
|
|
#ifdef _MATERIAL_AFFECTS_ALBEDO
|
|
#ifdef DECAL_RECONSTRUCT_NORMAL
|
|
half3 normalGI = normalize(lerp(normalWS.xyz, surfaceData.normalWS.xyz, surfaceData.normalWS.w));
|
|
#else
|
|
half3 normalGI = surfaceData.normalWS.xyz;
|
|
#endif
|
|
|
|
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
|
|
MixRealtimeAndBakedGI(mainLight, normalGI, inputData.bakedGI, inputData.shadowMask);
|
|
half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surface.occlusion, normalGI, inputData.viewDirectionWS);
|
|
#else
|
|
half3 color = 0;
|
|
#endif
|
|
|
|
half3 packedNormalWS = PackNormal(surfaceData.normalWS.xyz);
|
|
fragmentOutput.GBuffer0 = half4(surfaceData.baseColor.rgb, surfaceData.baseColor.a);
|
|
fragmentOutput.GBuffer1 = 0;
|
|
fragmentOutput.GBuffer2 = half4(packedNormalWS, surfaceData.normalWS.a);
|
|
fragmentOutput.GBuffer3 = half4(surfaceData.emissive + color, surfaceData.baseColor.a);
|
|
|
|
#if OUTPUT_SHADOWMASK
|
|
fragmentOutput.GBuffer4 = inputData.shadowMask;
|
|
#endif
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DBufferMesh"
|
|
Tags { "LightMode"="DBufferMesh" }
|
|
|
|
Blend 0 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
|
|
Blend 1 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
|
|
Blend 2 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
|
|
ZTest LEqual
|
|
ZWrite Off
|
|
ColorMask RGBA
|
|
ColorMask RGBA 1
|
|
ColorMask RGBA 2
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _MATERIAL_AFFECTS_ALBEDO 1
|
|
#define _MATERIAL_AFFECTS_NORMAL 1
|
|
#define _MATERIAL_AFFECTS_NORMAL_BLEND 1
|
|
#define _MATERIAL_AFFECTS_MAOS 1
|
|
#define DECAL_ANGLE_FADE 1
|
|
#define ASE_SRP_VERSION 140009
|
|
|
|
|
|
#pragma vertex Vert
|
|
#pragma fragment Frag
|
|
#pragma multi_compile_instancing
|
|
#pragma editor_sync_compilation
|
|
|
|
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
|
#pragma multi_compile _ _DECAL_LAYERS
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define ATTRIBUTES_NEED_TEXCOORD0
|
|
#define ATTRIBUTES_NEED_TEXCOORD1
|
|
#define ATTRIBUTES_NEED_TEXCOORD2
|
|
#define VARYINGS_NEED_POSITION_WS
|
|
#define VARYINGS_NEED_NORMAL_WS
|
|
#define VARYINGS_NEED_TANGENT_WS
|
|
#define VARYINGS_NEED_TEXCOORD0
|
|
|
|
#define HAVE_MESH_MODIFICATION
|
|
|
|
#define SHADERPASS SHADERPASS_DBUFFER_MESH
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
#if _RENDER_PASS_ENABLED
|
|
#define GBUFFER3 0
|
|
#define GBUFFER4 1
|
|
FRAMEBUFFER_INPUT_HALF(GBUFFER3);
|
|
FRAMEBUFFER_INPUT_HALF(GBUFFER4);
|
|
#endif
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DecalInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderVariablesDecal.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
|
|
|
|
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float3 BaseColor;
|
|
float Alpha;
|
|
float3 NormalTS;
|
|
float NormalAlpha;
|
|
float Metallic;
|
|
float Occlusion;
|
|
float Smoothness;
|
|
float MAOSAlpha;
|
|
};
|
|
|
|
struct Attributes
|
|
{
|
|
float3 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float4 tangentOS : TANGENT;
|
|
float4 uv0 : TEXCOORD0;
|
|
float4 uv1 : TEXCOORD1;
|
|
float4 uv2 : TEXCOORD2;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float3 positionWS : TEXCOORD0;
|
|
float3 normalWS : TEXCOORD1;
|
|
float4 tangentWS : TEXCOORD2;
|
|
float4 texCoord0 : TEXCOORD3;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _BaseColor;
|
|
float4 _ColorMap_ST;
|
|
float4 _AlphaMap_ST;
|
|
float4 _NormalMap_ST;
|
|
float4 _MaskMap_ST;
|
|
float _DrawOrder;
|
|
float _DecalMeshBiasType;
|
|
float _DecalMeshDepthBias;
|
|
float _DecalMeshViewBias;
|
|
#if defined(DECAL_ANGLE_FADE)
|
|
float _DecalAngleFadeSupported;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
// Property used by ScenePickingPass
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
// Properties used by SceneSelectionPass
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
sampler2D _ColorMap;
|
|
sampler2D _AlphaMap;
|
|
sampler2D _NormalMap;
|
|
sampler2D _MaskMap;
|
|
|
|
|
|
|
|
void GetSurfaceData(PackedVaryings input, SurfaceDescription surfaceDescription, out DecalSurfaceData surfaceData)
|
|
{
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODFadeCrossFade( input.positionCS );
|
|
#endif
|
|
|
|
half fadeFactor = half(1.0);
|
|
|
|
ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
|
|
surfaceData.occlusion = half(1.0);
|
|
surfaceData.smoothness = half(0);
|
|
|
|
#ifdef _MATERIAL_AFFECTS_NORMAL
|
|
surfaceData.normalWS.w = half(1.0);
|
|
#else
|
|
surfaceData.normalWS.w = half(0.0);
|
|
#endif
|
|
|
|
surfaceData.baseColor.xyz = half3(surfaceDescription.BaseColor);
|
|
surfaceData.baseColor.w = half(surfaceDescription.Alpha * fadeFactor);
|
|
|
|
#if defined(_MATERIAL_AFFECTS_NORMAL)
|
|
float sgn = input.tangentWS.w;
|
|
float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
|
|
half3x3 tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
|
|
|
|
surfaceData.normalWS.xyz = normalize(TransformTangentToWorld(surfaceDescription.NormalTS, tangentToWorld));
|
|
#else
|
|
surfaceData.normalWS.xyz = half3(input.normalWS);
|
|
#endif
|
|
|
|
surfaceData.normalWS.w = surfaceDescription.NormalAlpha * fadeFactor;
|
|
|
|
#if defined( _MATERIAL_AFFECTS_MAOS )
|
|
surfaceData.metallic = half(surfaceDescription.Metallic);
|
|
surfaceData.occlusion = half(surfaceDescription.Occlusion);
|
|
surfaceData.smoothness = half(surfaceDescription.Smoothness);
|
|
surfaceData.MAOSAlpha = half(surfaceDescription.MAOSAlpha * fadeFactor);
|
|
#endif
|
|
}
|
|
|
|
#define DECAL_MESH
|
|
#define DECAL_DBUFFER
|
|
|
|
#if ((!defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_ALBEDO)) || (defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_NORMAL_BLEND))) && (defined(DECAL_SCREEN_SPACE) || defined(DECAL_GBUFFER))
|
|
#define DECAL_RECONSTRUCT_NORMAL
|
|
#elif defined(DECAL_ANGLE_FADE)
|
|
#define DECAL_LOAD_NORMAL
|
|
#endif
|
|
|
|
#if defined(DECAL_LOAD_NORMAL)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
|
|
#endif
|
|
|
|
#if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
|
|
#endif
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DecalMeshBiasTypeEnum.cs.hlsl"
|
|
|
|
#ifdef DECAL_RECONSTRUCT_NORMAL
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
|
|
#endif
|
|
|
|
void MeshDecalsPositionZBias(inout PackedVaryings input)
|
|
{
|
|
#if UNITY_REVERSED_Z
|
|
input.positionCS.z -= _DecalMeshDepthBias;
|
|
#else
|
|
input.positionCS.z += _DecalMeshDepthBias;
|
|
#endif
|
|
}
|
|
|
|
PackedVaryings Vert(Attributes inputMesh )
|
|
{
|
|
if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_VIEW_BIAS)
|
|
{
|
|
float3 viewDirectionOS = GetObjectSpaceNormalizeViewDir(inputMesh.positionOS);
|
|
inputMesh.positionOS += viewDirectionOS * (_DecalMeshViewBias);
|
|
}
|
|
|
|
PackedVaryings packedOutput;
|
|
ZERO_INITIALIZE(PackedVaryings, packedOutput);
|
|
|
|
UNITY_SETUP_INSTANCE_ID(inputMesh);
|
|
UNITY_TRANSFER_INSTANCE_ID(inputMesh, packedOutput);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(packedOutput);
|
|
|
|
inputMesh.tangentOS = float4( 1, 0, 0, -1 );
|
|
inputMesh.normalOS = float3( 0, 1, 0 );
|
|
|
|
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs(inputMesh.positionOS.xyz);
|
|
|
|
float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
|
|
|
|
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
|
|
float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);
|
|
|
|
packedOutput.positionWS.xyz = positionWS;
|
|
packedOutput.normalWS.xyz = normalWS;
|
|
packedOutput.tangentWS.xyzw = tangentWS;
|
|
packedOutput.texCoord0.xyzw = inputMesh.uv0;
|
|
packedOutput.positionCS = TransformWorldToHClip(positionWS);
|
|
|
|
if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_DEPTH_BIAS)
|
|
{
|
|
MeshDecalsPositionZBias(packedOutput);
|
|
}
|
|
|
|
return packedOutput;
|
|
}
|
|
|
|
void Frag(PackedVaryings packedInput,
|
|
OUTPUT_DBUFFER(outDBuffer)
|
|
|
|
)
|
|
{
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
|
|
UNITY_SETUP_INSTANCE_ID(packedInput);
|
|
|
|
half angleFadeFactor = 1.0;
|
|
|
|
#if defined(DECAL_RECONSTRUCT_NORMAL)
|
|
#if defined(_DECAL_NORMAL_BLEND_HIGH)
|
|
half3 normalWS = half3(ReconstructNormalTap9(packedInput.positionCS.xy));
|
|
#elif defined(_DECAL_NORMAL_BLEND_MEDIUM)
|
|
half3 normalWS = half3(ReconstructNormalTap5(packedInput.positionCS.xy));
|
|
#else
|
|
half3 normalWS = half3(ReconstructNormalDerivative(packedInput.positionCS.xy));
|
|
#endif
|
|
#elif defined(DECAL_LOAD_NORMAL)
|
|
half3 normalWS = half3(LoadSceneNormals(packedInput.positionCS.xy));
|
|
#endif
|
|
|
|
float2 positionSS = packedInput.positionCS.xy * _ScreenSize.zw;
|
|
float3 positionWS = packedInput.positionWS.xyz;
|
|
half3 viewDirectionWS = half3(1.0, 1.0, 1.0);
|
|
|
|
DecalSurfaceData surfaceData;
|
|
SurfaceDescription surfaceDescription;
|
|
|
|
float2 uv_ColorMap = packedInput.texCoord0.xy * _ColorMap_ST.xy + _ColorMap_ST.zw;
|
|
|
|
float2 uv_AlphaMap = packedInput.texCoord0.xy * _AlphaMap_ST.xy + _AlphaMap_ST.zw;
|
|
float4 tex2DNode12 = tex2D( _AlphaMap, uv_AlphaMap );
|
|
|
|
float2 uv_NormalMap = packedInput.texCoord0.xy * _NormalMap_ST.xy + _NormalMap_ST.zw;
|
|
|
|
float2 uv_MaskMap = packedInput.texCoord0.xy * _MaskMap_ST.xy + _MaskMap_ST.zw;
|
|
float4 tex2DNode11 = tex2D( _MaskMap, uv_MaskMap );
|
|
|
|
|
|
surfaceDescription.BaseColor = ( _BaseColor * tex2D( _ColorMap, uv_ColorMap ) ).rgb;
|
|
surfaceDescription.Alpha = tex2DNode12.r;
|
|
surfaceDescription.NormalTS = tex2D( _NormalMap, uv_NormalMap ).rgb;
|
|
surfaceDescription.NormalAlpha = 1;
|
|
|
|
#if defined( _MATERIAL_AFFECTS_MAOS )
|
|
surfaceDescription.Metallic = tex2DNode11.r;
|
|
surfaceDescription.Occlusion = 1;
|
|
surfaceDescription.Smoothness = tex2DNode11.a;
|
|
surfaceDescription.MAOSAlpha = tex2DNode12.r;
|
|
#endif
|
|
|
|
GetSurfaceData(packedInput, surfaceDescription, surfaceData);
|
|
ENCODE_INTO_DBUFFER(surfaceData, outDBuffer);
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DecalScreenSpaceMesh"
|
|
Tags { "LightMode"="DecalScreenSpaceMesh" }
|
|
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
|
ZTest LEqual
|
|
ZWrite Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _MATERIAL_AFFECTS_ALBEDO 1
|
|
#define _MATERIAL_AFFECTS_NORMAL 1
|
|
#define _MATERIAL_AFFECTS_NORMAL_BLEND 1
|
|
#define _MATERIAL_AFFECTS_MAOS 1
|
|
#define DECAL_ANGLE_FADE 1
|
|
#define ASE_SRP_VERSION 140009
|
|
|
|
|
|
#pragma vertex Vert
|
|
#pragma fragment Frag
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile_fog
|
|
#pragma editor_sync_compilation
|
|
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
|
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
|
|
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
|
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT
|
|
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
|
#pragma multi_compile _ _FORWARD_PLUS
|
|
#pragma multi_compile _DECAL_NORMAL_BLEND_LOW _DECAL_NORMAL_BLEND_MEDIUM _DECAL_NORMAL_BLEND_HIGH
|
|
#pragma multi_compile _ _DECAL_LAYERS
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define ATTRIBUTES_NEED_TEXCOORD0
|
|
#define ATTRIBUTES_NEED_TEXCOORD1
|
|
#define ATTRIBUTES_NEED_TEXCOORD2
|
|
#define VARYINGS_NEED_POSITION_WS
|
|
#define VARYINGS_NEED_NORMAL_WS
|
|
#define VARYINGS_NEED_VIEWDIRECTION_WS
|
|
#define VARYINGS_NEED_TANGENT_WS
|
|
#define VARYINGS_NEED_TEXCOORD0
|
|
#define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
|
|
#define VARYINGS_NEED_SH
|
|
#define VARYINGS_NEED_STATIC_LIGHTMAP_UV
|
|
#define VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV
|
|
|
|
#define HAVE_MESH_MODIFICATION
|
|
|
|
#define SHADERPASS SHADERPASS_DECAL_SCREEN_SPACE_MESH
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
#if _RENDER_PASS_ENABLED
|
|
#define GBUFFER3 0
|
|
#define GBUFFER4 1
|
|
FRAMEBUFFER_INPUT_HALF(GBUFFER3);
|
|
FRAMEBUFFER_INPUT_HALF(GBUFFER4);
|
|
#endif
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DecalInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderVariablesDecal.hlsl"
|
|
|
|
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float3 BaseColor;
|
|
float Alpha;
|
|
float3 NormalTS;
|
|
float NormalAlpha;
|
|
float Metallic;
|
|
float Occlusion;
|
|
float Smoothness;
|
|
float MAOSAlpha;
|
|
float3 Emission;
|
|
};
|
|
|
|
struct Attributes
|
|
{
|
|
float3 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float4 tangentOS : TANGENT;
|
|
float4 uv0 : TEXCOORD0;
|
|
float4 uv1 : TEXCOORD1;
|
|
float4 uv2 : TEXCOORD2;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float3 positionWS : TEXCOORD0;
|
|
float3 normalWS : TEXCOORD1;
|
|
float4 tangentWS : TEXCOORD2;
|
|
float4 texCoord0 : TEXCOORD3;
|
|
float3 viewDirectionWS : TEXCOORD4;
|
|
float2 staticLightmapUV : TEXCOORD5;
|
|
float2 dynamicLightmapUV : TEXCOORD6;
|
|
float3 sh : TEXCOORD7;
|
|
float4 fogFactorAndVertexLight : TEXCOORD8;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _BaseColor;
|
|
float4 _ColorMap_ST;
|
|
float4 _AlphaMap_ST;
|
|
float4 _NormalMap_ST;
|
|
float4 _MaskMap_ST;
|
|
float _DrawOrder;
|
|
float _DecalMeshBiasType;
|
|
float _DecalMeshDepthBias;
|
|
float _DecalMeshViewBias;
|
|
#if defined(DECAL_ANGLE_FADE)
|
|
float _DecalAngleFadeSupported;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
// Property used by ScenePickingPass
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
// Properties used by SceneSelectionPass
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
sampler2D _ColorMap;
|
|
sampler2D _AlphaMap;
|
|
sampler2D _NormalMap;
|
|
sampler2D _MaskMap;
|
|
|
|
|
|
|
|
void GetSurfaceData(PackedVaryings input, SurfaceDescription surfaceDescription, out DecalSurfaceData surfaceData)
|
|
{
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODFadeCrossFade( input.positionCS );
|
|
#endif
|
|
|
|
half fadeFactor = half(1.0);
|
|
|
|
ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
|
|
surfaceData.occlusion = half(1.0);
|
|
surfaceData.smoothness = half(0);
|
|
|
|
#ifdef _MATERIAL_AFFECTS_NORMAL
|
|
surfaceData.normalWS.w = half(1.0);
|
|
#else
|
|
surfaceData.normalWS.w = half(0.0);
|
|
#endif
|
|
|
|
#if defined( _MATERIAL_AFFECTS_EMISSION )
|
|
surfaceData.emissive.rgb = half3(surfaceDescription.Emission.rgb * fadeFactor);
|
|
#endif
|
|
|
|
surfaceData.baseColor.xyz = half3(surfaceDescription.BaseColor);
|
|
surfaceData.baseColor.w = half(surfaceDescription.Alpha * fadeFactor);
|
|
|
|
#if defined(_MATERIAL_AFFECTS_NORMAL)
|
|
float sgn = input.tangentWS.w;
|
|
float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
|
|
half3x3 tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
|
|
|
|
surfaceData.normalWS.xyz = normalize(TransformTangentToWorld(surfaceDescription.NormalTS, tangentToWorld));
|
|
#else
|
|
surfaceData.normalWS.xyz = half3(input.normalWS);
|
|
#endif
|
|
|
|
surfaceData.normalWS.w = surfaceDescription.NormalAlpha * fadeFactor;
|
|
|
|
#if defined( _MATERIAL_AFFECTS_MAOS )
|
|
surfaceData.metallic = half(surfaceDescription.Metallic);
|
|
surfaceData.occlusion = half(surfaceDescription.Occlusion);
|
|
surfaceData.smoothness = half(surfaceDescription.Smoothness);
|
|
surfaceData.MAOSAlpha = half(surfaceDescription.MAOSAlpha * fadeFactor);
|
|
#endif
|
|
}
|
|
|
|
|
|
#define DECAL_MESH
|
|
#define DECAL_SCREEN_SPACE
|
|
|
|
#if ((!defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_ALBEDO)) || (defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_NORMAL_BLEND))) && (defined(DECAL_SCREEN_SPACE) || defined(DECAL_GBUFFER))
|
|
#define DECAL_RECONSTRUCT_NORMAL
|
|
#elif defined(DECAL_ANGLE_FADE)
|
|
#define DECAL_LOAD_NORMAL
|
|
#endif
|
|
|
|
#if defined(DECAL_LOAD_NORMAL)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
|
|
#endif
|
|
|
|
#if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
|
|
#endif
|
|
|
|
#ifdef DECAL_MESH
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DecalMeshBiasTypeEnum.cs.hlsl"
|
|
#endif
|
|
|
|
#ifdef DECAL_RECONSTRUCT_NORMAL
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
|
|
#endif
|
|
|
|
void MeshDecalsPositionZBias(inout PackedVaryings input)
|
|
{
|
|
#if UNITY_REVERSED_Z
|
|
input.positionCS.z -= _DecalMeshDepthBias;
|
|
#else
|
|
input.positionCS.z += _DecalMeshDepthBias;
|
|
#endif
|
|
}
|
|
|
|
void InitializeInputData( PackedVaryings input, float3 positionWS, half3 normalWS, half3 viewDirectionWS, out InputData inputData)
|
|
{
|
|
inputData = (InputData)0;
|
|
|
|
inputData.positionWS = positionWS;
|
|
inputData.normalWS = normalWS;
|
|
inputData.viewDirectionWS = viewDirectionWS;
|
|
|
|
inputData.shadowCoord = float4(0, 0, 0, 0);
|
|
|
|
#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
|
|
inputData.fogCoord = half(input.fogFactorAndVertexLight.x);
|
|
inputData.vertexLighting = half3(input.fogFactorAndVertexLight.yzw);
|
|
#endif
|
|
|
|
#if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV.xy, half3(input.sh), normalWS);
|
|
#elif defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
|
|
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, half3(input.sh), normalWS);
|
|
#endif
|
|
|
|
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
|
|
#endif
|
|
|
|
#if defined(DEBUG_DISPLAY)
|
|
#if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
|
|
#endif
|
|
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV && LIGHTMAP_ON)
|
|
inputData.staticLightmapUV = input.staticLightmapUV;
|
|
#elif defined(VARYINGS_NEED_SH)
|
|
inputData.vertexSH = input.sh;
|
|
#endif
|
|
#endif
|
|
|
|
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
|
|
}
|
|
|
|
void GetSurface(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData)
|
|
{
|
|
surfaceData.albedo = decalSurfaceData.baseColor.rgb;
|
|
surfaceData.metallic = saturate(decalSurfaceData.metallic);
|
|
surfaceData.specular = 0;
|
|
surfaceData.smoothness = saturate(decalSurfaceData.smoothness);
|
|
surfaceData.occlusion = decalSurfaceData.occlusion;
|
|
surfaceData.emission = decalSurfaceData.emissive;
|
|
surfaceData.alpha = saturate(decalSurfaceData.baseColor.w);
|
|
surfaceData.clearCoatMask = 0;
|
|
surfaceData.clearCoatSmoothness = 1;
|
|
}
|
|
|
|
PackedVaryings Vert(Attributes inputMesh )
|
|
{
|
|
if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_VIEW_BIAS)
|
|
{
|
|
float3 viewDirectionOS = GetObjectSpaceNormalizeViewDir(inputMesh.positionOS);
|
|
inputMesh.positionOS += viewDirectionOS * (_DecalMeshViewBias);
|
|
}
|
|
|
|
PackedVaryings packedOutput;
|
|
ZERO_INITIALIZE(PackedVaryings, packedOutput);
|
|
|
|
UNITY_SETUP_INSTANCE_ID(inputMesh);
|
|
UNITY_TRANSFER_INSTANCE_ID(inputMesh, packedOutput);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(packedOutput);
|
|
|
|
inputMesh.tangentOS = float4( 1, 0, 0, -1 );
|
|
inputMesh.normalOS = float3( 0, 1, 0 );
|
|
|
|
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs(inputMesh.positionOS.xyz);
|
|
float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
|
|
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
|
|
float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);
|
|
|
|
packedOutput.positionCS = TransformWorldToHClip(positionWS);
|
|
|
|
half fogFactor = 0;
|
|
#if !defined(_FOG_FRAGMENT)
|
|
fogFactor = ComputeFogFactor(packedOutput.positionCS.z);
|
|
#endif
|
|
|
|
half3 vertexLight = VertexLighting(positionWS, normalWS);
|
|
packedOutput.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
|
|
|
|
if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_DEPTH_BIAS)
|
|
{
|
|
MeshDecalsPositionZBias(packedOutput);
|
|
}
|
|
|
|
packedOutput.positionWS.xyz = positionWS;
|
|
packedOutput.normalWS.xyz = normalWS;
|
|
packedOutput.tangentWS.xyzw = tangentWS;
|
|
packedOutput.texCoord0.xyzw = inputMesh.uv0;
|
|
packedOutput.viewDirectionWS.xyz = GetWorldSpaceViewDir(positionWS);
|
|
|
|
#if defined(LIGHTMAP_ON)
|
|
OUTPUT_LIGHTMAP_UV(inputMesh.uv1, unity_LightmapST, packedOutput.staticLightmapUV);
|
|
#endif
|
|
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
packedOutput.dynamicLightmapUV.xy = inputMesh.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#endif
|
|
|
|
#if !defined(LIGHTMAP_ON)
|
|
packedOutput.sh = float3(SampleSHVertex(half3(normalWS)));
|
|
#endif
|
|
|
|
return packedOutput;
|
|
}
|
|
|
|
void Frag(PackedVaryings packedInput,
|
|
out half4 outColor : SV_Target0
|
|
|
|
)
|
|
{
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
|
|
UNITY_SETUP_INSTANCE_ID(packedInput);
|
|
|
|
half angleFadeFactor = 1.0;
|
|
|
|
#if defined(DECAL_RECONSTRUCT_NORMAL)
|
|
#if defined(_DECAL_NORMAL_BLEND_HIGH)
|
|
half3 normalWS = half3(ReconstructNormalTap9(packedInput.positionCS.xy));
|
|
#elif defined(_DECAL_NORMAL_BLEND_MEDIUM)
|
|
half3 normalWS = half3(ReconstructNormalTap5(packedInput.positionCS.xy));
|
|
#else
|
|
half3 normalWS = half3(ReconstructNormalDerivative(packedInput.positionCS.xy));
|
|
#endif
|
|
#elif defined(DECAL_LOAD_NORMAL)
|
|
half3 normalWS = half3(LoadSceneNormals(packedInput.positionCS.xy));
|
|
#endif
|
|
|
|
float2 positionSS = packedInput.positionCS.xy * _ScreenSize.zw;
|
|
float3 positionWS = packedInput.positionWS.xyz;
|
|
half3 viewDirectionWS = half3(packedInput.viewDirectionWS);
|
|
|
|
DecalSurfaceData surfaceData;
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
|
|
float2 uv_ColorMap = packedInput.texCoord0.xy * _ColorMap_ST.xy + _ColorMap_ST.zw;
|
|
|
|
float2 uv_AlphaMap = packedInput.texCoord0.xy * _AlphaMap_ST.xy + _AlphaMap_ST.zw;
|
|
float4 tex2DNode12 = tex2D( _AlphaMap, uv_AlphaMap );
|
|
|
|
float2 uv_NormalMap = packedInput.texCoord0.xy * _NormalMap_ST.xy + _NormalMap_ST.zw;
|
|
|
|
float2 uv_MaskMap = packedInput.texCoord0.xy * _MaskMap_ST.xy + _MaskMap_ST.zw;
|
|
float4 tex2DNode11 = tex2D( _MaskMap, uv_MaskMap );
|
|
|
|
|
|
surfaceDescription.BaseColor = ( _BaseColor * tex2D( _ColorMap, uv_ColorMap ) ).rgb;
|
|
surfaceDescription.Alpha = tex2DNode12.r;
|
|
surfaceDescription.NormalTS = tex2D( _NormalMap, uv_NormalMap ).rgb;
|
|
surfaceDescription.NormalAlpha = 1;
|
|
|
|
#if defined( _MATERIAL_AFFECTS_MAOS )
|
|
surfaceDescription.Metallic = tex2DNode11.r;
|
|
surfaceDescription.Occlusion = 1;
|
|
surfaceDescription.Smoothness = tex2DNode11.a;
|
|
surfaceDescription.MAOSAlpha = tex2DNode12.r;
|
|
#endif
|
|
|
|
#if defined( _MATERIAL_AFFECTS_EMISSION )
|
|
surfaceDescription.Emission = float3(0, 0, 0);
|
|
#endif
|
|
|
|
GetSurfaceData(packedInput, surfaceDescription, surfaceData);
|
|
|
|
#ifdef DECAL_RECONSTRUCT_NORMAL
|
|
surfaceData.normalWS.xyz = normalize(lerp(normalWS.xyz, surfaceData.normalWS.xyz, surfaceData.normalWS.w));
|
|
#endif
|
|
|
|
InputData inputData;
|
|
InitializeInputData(packedInput, positionWS, surfaceData.normalWS.xyz, viewDirectionWS, inputData);
|
|
|
|
SurfaceData surface = (SurfaceData)0;
|
|
GetSurface(surfaceData, surface);
|
|
|
|
half4 color = UniversalFragmentPBR(inputData, surface);
|
|
color.rgb = MixFog(color.rgb, inputData.fogCoord);
|
|
outColor = color;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DecalGBufferMesh"
|
|
Tags { "LightMode"="DecalGBufferMesh" }
|
|
|
|
Blend 0 SrcAlpha OneMinusSrcAlpha
|
|
Blend 1 SrcAlpha OneMinusSrcAlpha
|
|
Blend 2 SrcAlpha OneMinusSrcAlpha
|
|
Blend 3 SrcAlpha OneMinusSrcAlpha
|
|
ZWrite Off
|
|
ColorMask RGB
|
|
ColorMask 0 1
|
|
ColorMask RGB 2
|
|
ColorMask RGB 3
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _MATERIAL_AFFECTS_ALBEDO 1
|
|
#define _MATERIAL_AFFECTS_NORMAL 1
|
|
#define _MATERIAL_AFFECTS_NORMAL_BLEND 1
|
|
#define _MATERIAL_AFFECTS_MAOS 1
|
|
#define DECAL_ANGLE_FADE 1
|
|
#define ASE_SRP_VERSION 140009
|
|
|
|
|
|
#pragma vertex Vert
|
|
#pragma fragment Frag
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile_fog
|
|
#pragma editor_sync_compilation
|
|
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT
|
|
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
|
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
|
|
#pragma multi_compile _DECAL_NORMAL_BLEND_LOW _DECAL_NORMAL_BLEND_MEDIUM _DECAL_NORMAL_BLEND_HIGH
|
|
#pragma multi_compile _ _DECAL_LAYERS
|
|
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
|
|
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define ATTRIBUTES_NEED_TEXCOORD0
|
|
#define ATTRIBUTES_NEED_TEXCOORD1
|
|
#define ATTRIBUTES_NEED_TEXCOORD2
|
|
#define VARYINGS_NEED_POSITION_WS
|
|
#define VARYINGS_NEED_NORMAL_WS
|
|
#define VARYINGS_NEED_VIEWDIRECTION_WS
|
|
#define VARYINGS_NEED_TANGENT_WS
|
|
#define VARYINGS_NEED_TEXCOORD0
|
|
#define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
|
|
#define VARYINGS_NEED_SH
|
|
#define VARYINGS_NEED_STATIC_LIGHTMAP_UV
|
|
#define VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV
|
|
|
|
#define HAVE_MESH_MODIFICATION
|
|
|
|
#define SHADERPASS SHADERPASS_DECAL_GBUFFER_MESH
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
#if _RENDER_PASS_ENABLED
|
|
#define GBUFFER3 0
|
|
#define GBUFFER4 1
|
|
FRAMEBUFFER_INPUT_HALF(GBUFFER3);
|
|
FRAMEBUFFER_INPUT_HALF(GBUFFER4);
|
|
#endif
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DecalInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderVariablesDecal.hlsl"
|
|
|
|
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float3 BaseColor;
|
|
float Alpha;
|
|
float3 NormalTS;
|
|
float NormalAlpha;
|
|
float Metallic;
|
|
float Occlusion;
|
|
float Smoothness;
|
|
float MAOSAlpha;
|
|
float3 Emission;
|
|
};
|
|
|
|
struct Attributes
|
|
{
|
|
float3 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float4 tangentOS : TANGENT;
|
|
float4 uv0 : TEXCOORD0;
|
|
float4 uv1 : TEXCOORD1;
|
|
float4 uv2 : TEXCOORD2;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float3 positionWS : TEXCOORD0;
|
|
float3 normalWS : TEXCOORD1;
|
|
float4 tangentWS : TEXCOORD2;
|
|
float4 texCoord0 : TEXCOORD3;
|
|
float3 viewDirectionWS : TEXCOORD4;
|
|
float2 staticLightmapUV : TEXCOORD5;
|
|
float2 dynamicLightmapUV : TEXCOORD6;
|
|
float3 sh : TEXCOORD7;
|
|
float4 fogFactorAndVertexLight : TEXCOORD8;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _BaseColor;
|
|
float4 _ColorMap_ST;
|
|
float4 _AlphaMap_ST;
|
|
float4 _NormalMap_ST;
|
|
float4 _MaskMap_ST;
|
|
float _DrawOrder;
|
|
float _DecalMeshBiasType;
|
|
float _DecalMeshDepthBias;
|
|
float _DecalMeshViewBias;
|
|
#if defined(DECAL_ANGLE_FADE)
|
|
float _DecalAngleFadeSupported;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
// Property used by ScenePickingPass
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
// Properties used by SceneSelectionPass
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
sampler2D _ColorMap;
|
|
sampler2D _AlphaMap;
|
|
sampler2D _NormalMap;
|
|
sampler2D _MaskMap;
|
|
|
|
|
|
|
|
void GetSurfaceData(PackedVaryings input, SurfaceDescription surfaceDescription, out DecalSurfaceData surfaceData)
|
|
{
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODFadeCrossFade( input.positionCS );
|
|
#endif
|
|
|
|
half fadeFactor = half(1.0);
|
|
|
|
ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
|
|
surfaceData.occlusion = half(1.0);
|
|
surfaceData.smoothness = half(0);
|
|
|
|
#ifdef _MATERIAL_AFFECTS_NORMAL
|
|
surfaceData.normalWS.w = half(1.0);
|
|
#else
|
|
surfaceData.normalWS.w = half(0.0);
|
|
#endif
|
|
|
|
#if defined( _MATERIAL_AFFECTS_EMISSION )
|
|
surfaceData.emissive.rgb = half3(surfaceDescription.Emission.rgb * fadeFactor);
|
|
#endif
|
|
|
|
surfaceData.baseColor.xyz = half3(surfaceDescription.BaseColor);
|
|
surfaceData.baseColor.w = half(surfaceDescription.Alpha * fadeFactor);
|
|
|
|
#if defined(_MATERIAL_AFFECTS_NORMAL)
|
|
float sgn = input.tangentWS.w;
|
|
float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
|
|
half3x3 tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
|
|
|
|
surfaceData.normalWS.xyz = normalize(TransformTangentToWorld(surfaceDescription.NormalTS, tangentToWorld));
|
|
#else
|
|
surfaceData.normalWS.xyz = half3(input.normalWS);
|
|
#endif
|
|
|
|
surfaceData.normalWS.w = surfaceDescription.NormalAlpha * fadeFactor;
|
|
|
|
#if defined( _MATERIAL_AFFECTS_MAOS )
|
|
surfaceData.metallic = half(surfaceDescription.Metallic);
|
|
surfaceData.occlusion = half(surfaceDescription.Occlusion);
|
|
surfaceData.smoothness = half(surfaceDescription.Smoothness);
|
|
surfaceData.MAOSAlpha = half(surfaceDescription.MAOSAlpha * fadeFactor);
|
|
#endif
|
|
}
|
|
|
|
#define DECAL_MESH
|
|
#define DECAL_GBUFFER
|
|
|
|
#if ((!defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_ALBEDO)) || (defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_NORMAL_BLEND))) && (defined(DECAL_SCREEN_SPACE) || defined(DECAL_GBUFFER))
|
|
#define DECAL_RECONSTRUCT_NORMAL
|
|
#elif defined(DECAL_ANGLE_FADE)
|
|
#define DECAL_LOAD_NORMAL
|
|
#endif
|
|
|
|
#if defined(DECAL_LOAD_NORMAL)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
|
|
#endif
|
|
|
|
#if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
|
|
#endif
|
|
|
|
#ifdef DECAL_MESH
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DecalMeshBiasTypeEnum.cs.hlsl"
|
|
#endif
|
|
|
|
#ifdef DECAL_RECONSTRUCT_NORMAL
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
|
|
#endif
|
|
|
|
void MeshDecalsPositionZBias(inout PackedVaryings input)
|
|
{
|
|
#if UNITY_REVERSED_Z
|
|
input.positionCS.z -= _DecalMeshDepthBias;
|
|
#else
|
|
input.positionCS.z += _DecalMeshDepthBias;
|
|
#endif
|
|
}
|
|
|
|
void InitializeInputData(PackedVaryings input, float3 positionWS, half3 normalWS, half3 viewDirectionWS, out InputData inputData)
|
|
{
|
|
inputData = (InputData)0;
|
|
|
|
inputData.positionWS = positionWS;
|
|
inputData.normalWS = normalWS;
|
|
inputData.viewDirectionWS = viewDirectionWS;
|
|
|
|
inputData.shadowCoord = float4(0, 0, 0, 0);
|
|
|
|
inputData.fogCoord = half(input.fogFactorAndVertexLight.x);
|
|
inputData.vertexLighting = half3(input.fogFactorAndVertexLight.yzw);
|
|
|
|
#if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV.xy, half3(input.sh), normalWS);
|
|
#elif defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
|
|
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, half3(input.sh), normalWS);
|
|
#endif
|
|
|
|
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
|
|
#endif
|
|
|
|
#if defined(DEBUG_DISPLAY)
|
|
#if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
|
|
#endif
|
|
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV && LIGHTMAP_ON)
|
|
inputData.staticLightmapUV = input.staticLightmapUV;
|
|
#elif defined(VARYINGS_NEED_SH)
|
|
inputData.vertexSH = input.sh;
|
|
#endif
|
|
#endif
|
|
|
|
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
|
|
}
|
|
|
|
void GetSurface(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData)
|
|
{
|
|
surfaceData.albedo = decalSurfaceData.baseColor.rgb;
|
|
surfaceData.metallic = saturate(decalSurfaceData.metallic);
|
|
surfaceData.specular = 0;
|
|
surfaceData.smoothness = saturate(decalSurfaceData.smoothness);
|
|
surfaceData.occlusion = decalSurfaceData.occlusion;
|
|
surfaceData.emission = decalSurfaceData.emissive;
|
|
surfaceData.alpha = saturate(decalSurfaceData.baseColor.w);
|
|
surfaceData.clearCoatMask = 0;
|
|
surfaceData.clearCoatSmoothness = 1;
|
|
}
|
|
|
|
PackedVaryings Vert(Attributes inputMesh )
|
|
{
|
|
if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_VIEW_BIAS)
|
|
{
|
|
float3 viewDirectionOS = GetObjectSpaceNormalizeViewDir(inputMesh.positionOS);
|
|
inputMesh.positionOS += viewDirectionOS * (_DecalMeshViewBias);
|
|
}
|
|
|
|
PackedVaryings packedOutput;
|
|
ZERO_INITIALIZE(PackedVaryings, packedOutput);
|
|
|
|
UNITY_SETUP_INSTANCE_ID(inputMesh);
|
|
UNITY_TRANSFER_INSTANCE_ID(inputMesh, packedOutput);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(packedOutput);
|
|
|
|
inputMesh.tangentOS = float4( 1, 0, 0, -1 );
|
|
inputMesh.normalOS = float3( 0, 1, 0 );
|
|
|
|
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs(inputMesh.positionOS.xyz);
|
|
|
|
float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
|
|
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
|
|
float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);
|
|
|
|
packedOutput.positionCS = TransformWorldToHClip(positionWS);
|
|
|
|
if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_DEPTH_BIAS)
|
|
{
|
|
MeshDecalsPositionZBias(packedOutput);
|
|
}
|
|
|
|
packedOutput.positionWS.xyz = positionWS;
|
|
packedOutput.normalWS.xyz = normalWS;
|
|
packedOutput.tangentWS.xyzw = tangentWS;
|
|
packedOutput.texCoord0.xyzw = inputMesh.uv0;
|
|
packedOutput.viewDirectionWS.xyz = GetWorldSpaceViewDir(positionWS);
|
|
|
|
#if defined(LIGHTMAP_ON)
|
|
OUTPUT_LIGHTMAP_UV(inputMesh.uv1, unity_LightmapST, packedOutput.staticLightmapUV);
|
|
#endif
|
|
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
packedOutput.dynamicLightmapUV.xy = inputMesh.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#endif
|
|
|
|
#if !defined(LIGHTMAP_ON)
|
|
packedOutput.sh.xyz = float3(SampleSHVertex(half3(normalWS)));
|
|
#endif
|
|
|
|
half fogFactor = 0;
|
|
#if !defined(_FOG_FRAGMENT)
|
|
fogFactor = ComputeFogFactor(packedOutput.positionCS.z);
|
|
#endif
|
|
|
|
half3 vertexLight = VertexLighting(positionWS, normalWS);
|
|
packedOutput.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
|
|
|
|
return packedOutput;
|
|
}
|
|
|
|
void Frag(PackedVaryings packedInput,
|
|
out FragmentOutput fragmentOutput
|
|
|
|
)
|
|
{
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
|
|
UNITY_SETUP_INSTANCE_ID(packedInput);
|
|
|
|
half angleFadeFactor = 1.0;
|
|
|
|
#if defined(DECAL_RECONSTRUCT_NORMAL)
|
|
#if defined(_DECAL_NORMAL_BLEND_HIGH)
|
|
half3 normalWS = half3(ReconstructNormalTap9(packedInput.positionCS.xy));
|
|
#elif defined(_DECAL_NORMAL_BLEND_MEDIUM)
|
|
half3 normalWS = half3(ReconstructNormalTap5(packedInput.positionCS.xy));
|
|
#else
|
|
half3 normalWS = half3(ReconstructNormalDerivative(packedInput.positionCS.xy));
|
|
#endif
|
|
#elif defined(DECAL_LOAD_NORMAL)
|
|
half3 normalWS = half3(LoadSceneNormals(packedInput.positionCS.xy));
|
|
#endif
|
|
|
|
float2 positionSS = packedInput.positionCS.xy * _ScreenSize.zw;
|
|
float3 positionWS = packedInput.positionWS.xyz;
|
|
half3 viewDirectionWS = half3(packedInput.viewDirectionWS);
|
|
|
|
DecalSurfaceData surfaceData;
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
|
|
float2 uv_ColorMap = packedInput.texCoord0.xy * _ColorMap_ST.xy + _ColorMap_ST.zw;
|
|
|
|
float2 uv_AlphaMap = packedInput.texCoord0.xy * _AlphaMap_ST.xy + _AlphaMap_ST.zw;
|
|
float4 tex2DNode12 = tex2D( _AlphaMap, uv_AlphaMap );
|
|
|
|
float2 uv_NormalMap = packedInput.texCoord0.xy * _NormalMap_ST.xy + _NormalMap_ST.zw;
|
|
|
|
float2 uv_MaskMap = packedInput.texCoord0.xy * _MaskMap_ST.xy + _MaskMap_ST.zw;
|
|
float4 tex2DNode11 = tex2D( _MaskMap, uv_MaskMap );
|
|
|
|
|
|
surfaceDescription.BaseColor = ( _BaseColor * tex2D( _ColorMap, uv_ColorMap ) ).rgb;
|
|
surfaceDescription.Alpha = tex2DNode12.r;
|
|
surfaceDescription.NormalTS = tex2D( _NormalMap, uv_NormalMap ).rgb;
|
|
surfaceDescription.NormalAlpha = 1;
|
|
|
|
#if defined( _MATERIAL_AFFECTS_MAOS )
|
|
surfaceDescription.Metallic = tex2DNode11.r;
|
|
surfaceDescription.Occlusion = 1;
|
|
surfaceDescription.Smoothness = tex2DNode11.a;
|
|
surfaceDescription.MAOSAlpha = 1;
|
|
#endif
|
|
|
|
#if defined( _MATERIAL_AFFECTS_EMISSION )
|
|
surfaceDescription.Emission = float3(0, 0, 0);
|
|
#endif
|
|
|
|
GetSurfaceData(packedInput, surfaceDescription, surfaceData);
|
|
|
|
InputData inputData;
|
|
InitializeInputData(packedInput, positionWS, surfaceData.normalWS.xyz, viewDirectionWS, inputData);
|
|
|
|
SurfaceData surface = (SurfaceData)0;
|
|
GetSurface(surfaceData, surface);
|
|
|
|
BRDFData brdfData;
|
|
InitializeBRDFData(surface.albedo, surface.metallic, 0, surface.smoothness, surface.alpha, brdfData);
|
|
|
|
#ifdef _MATERIAL_AFFECTS_ALBEDO
|
|
#ifdef DECAL_RECONSTRUCT_NORMAL
|
|
half3 normalGI = normalize(lerp(normalWS.xyz, surfaceData.normalWS.xyz, surfaceData.normalWS.w));
|
|
#else
|
|
half3 normalGI = surfaceData.normalWS.xyz;
|
|
#endif
|
|
|
|
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
|
|
MixRealtimeAndBakedGI(mainLight, normalGI, inputData.bakedGI, inputData.shadowMask);
|
|
half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surface.occlusion, normalGI, inputData.viewDirectionWS);
|
|
#else
|
|
half3 color = 0;
|
|
#endif
|
|
|
|
half3 packedNormalWS = PackNormal(surfaceData.normalWS.xyz);
|
|
fragmentOutput.GBuffer0 = half4(surfaceData.baseColor.rgb, surfaceData.baseColor.a);
|
|
fragmentOutput.GBuffer1 = 0;
|
|
fragmentOutput.GBuffer2 = half4(packedNormalWS, surfaceData.normalWS.a);
|
|
fragmentOutput.GBuffer3 = half4(surfaceData.emissive + color, surfaceData.baseColor.a);
|
|
|
|
#if OUTPUT_SHADOWMASK
|
|
fragmentOutput.GBuffer4 = inputData.shadowMask;
|
|
#endif
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "ScenePickingPass"
|
|
Tags { "LightMode"="Picking" }
|
|
|
|
Cull Back
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _MATERIAL_AFFECTS_ALBEDO 1
|
|
#define _MATERIAL_AFFECTS_NORMAL 1
|
|
#define _MATERIAL_AFFECTS_NORMAL_BLEND 1
|
|
#define _MATERIAL_AFFECTS_MAOS 1
|
|
#define DECAL_ANGLE_FADE 1
|
|
#define ASE_SRP_VERSION 140009
|
|
|
|
|
|
#pragma multi_compile_instancing
|
|
#pragma editor_sync_compilation
|
|
#pragma vertex Vert
|
|
#pragma fragment Frag
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
|
|
#define HAVE_MESH_MODIFICATION
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
#define SCENEPICKINGPASS 1
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
#if _RENDER_PASS_ENABLED
|
|
#define GBUFFER3 0
|
|
#define GBUFFER4 1
|
|
FRAMEBUFFER_INPUT_HALF(GBUFFER3);
|
|
FRAMEBUFFER_INPUT_HALF(GBUFFER4);
|
|
#endif
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DecalInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderVariablesDecal.hlsl"
|
|
|
|
|
|
|
|
struct Attributes
|
|
{
|
|
float3 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float4 tangentOS : TANGENT;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _BaseColor;
|
|
float4 _ColorMap_ST;
|
|
float4 _AlphaMap_ST;
|
|
float4 _NormalMap_ST;
|
|
float4 _MaskMap_ST;
|
|
float _DrawOrder;
|
|
float _DecalMeshBiasType;
|
|
float _DecalMeshDepthBias;
|
|
float _DecalMeshViewBias;
|
|
#if defined(DECAL_ANGLE_FADE)
|
|
float _DecalAngleFadeSupported;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
sampler2D _ColorMap;
|
|
|
|
|
|
|
|
#if ((!defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_ALBEDO)) || (defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_NORMAL_BLEND))) && (defined(DECAL_SCREEN_SPACE) || defined(DECAL_GBUFFER))
|
|
#define DECAL_RECONSTRUCT_NORMAL
|
|
#elif defined(DECAL_ANGLE_FADE)
|
|
#define DECAL_LOAD_NORMAL
|
|
#endif
|
|
|
|
#if defined(DECAL_LOAD_NORMAL)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
|
|
#endif
|
|
|
|
#if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
|
|
#endif
|
|
|
|
#ifdef DECAL_MESH
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DecalMeshBiasTypeEnum.cs.hlsl"
|
|
#endif
|
|
|
|
#ifdef DECAL_RECONSTRUCT_NORMAL
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
|
|
#endif
|
|
|
|
PackedVaryings Vert(Attributes inputMesh )
|
|
{
|
|
PackedVaryings packedOutput;
|
|
ZERO_INITIALIZE(PackedVaryings, packedOutput);
|
|
|
|
UNITY_SETUP_INSTANCE_ID(inputMesh);
|
|
UNITY_TRANSFER_INSTANCE_ID(inputMesh, packedOutput);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(packedOutput);
|
|
|
|
inputMesh.tangentOS = float4( 1, 0, 0, -1 );
|
|
inputMesh.normalOS = float3( 0, 1, 0 );
|
|
|
|
packedOutput.ase_texcoord.xy = inputMesh.ase_texcoord.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
packedOutput.ase_texcoord.zw = 0;
|
|
|
|
float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
|
|
packedOutput.positionCS = TransformWorldToHClip(positionWS);
|
|
|
|
return packedOutput;
|
|
}
|
|
|
|
void Frag(PackedVaryings packedInput,
|
|
out float4 outColor : SV_Target0
|
|
|
|
)
|
|
{
|
|
float2 uv_ColorMap = packedInput.ase_texcoord.xy * _ColorMap_ST.xy + _ColorMap_ST.zw;
|
|
|
|
|
|
float3 BaseColor = ( _BaseColor * tex2D( _ColorMap, uv_ColorMap ) ).rgb;
|
|
|
|
outColor = _SelectionID;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
}
|
|
CustomEditor "UnityEditor.Rendering.Universal.DecalShaderGraphGUI"
|
|
FallBack "Hidden/Shader Graph/FallbackError"
|
|
|
|
Fallback Off
|
|
}
|
|
/*ASEBEGIN
|
|
Version=19105
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;0;0,0;Float;False;False;-1;2;UnityEditor.Rendering.Universal.DecalShaderGraphGUI;0;1;New Amplify Shader;c2a467ab6d5391a4ea692226d82ffefd;True;DBufferProjector;0;0;DBufferProjector;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;PreviewType=Plane;ShaderGraphShader=true;True;3;True;12;all;0;False;True;2;5;False;;10;False;;1;0;False;;10;False;;False;False;True;2;5;False;;10;False;;1;0;False;;10;False;;False;False;True;2;5;False;;10;False;;1;0;False;;10;False;;False;False;False;False;False;False;True;1;False;;False;False;False;True;True;True;True;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;True;2;False;;True;2;False;;False;True;1;LightMode=DBufferProjector;False;False;0;;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1;0,0;Float;False;False;-1;2;UnityEditor.Rendering.Universal.DecalShaderGraphGUI;0;1;New Amplify Shader;c2a467ab6d5391a4ea692226d82ffefd;True;DecalProjectorForwardEmissive;0;1;DecalProjectorForwardEmissive;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;PreviewType=Plane;ShaderGraphShader=true;True;3;True;12;all;0;False;True;8;5;False;;1;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;True;2;False;;False;True;1;LightMode=DecalProjectorForwardEmissive;False;False;0;;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;2;0,0;Float;False;True;-1;2;UnityEditor.Rendering.Universal.DecalShaderGraphGUI;0;16;iShader/D5_Decal;c2a467ab6d5391a4ea692226d82ffefd;True;DecalScreenSpaceProjector;0;2;DecalScreenSpaceProjector;9;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;PreviewType=Plane;ShaderGraphShader=true;True;3;True;12;all;0;False;True;2;5;False;;10;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;True;2;False;;False;True;1;LightMode=DecalScreenSpaceProjector;False;False;0;;0;0;Standard;7;Affect BaseColor;1;0;Affect Normal;1;0;Blend;1;638699178259134061;Affect MAOS;1;638699178323853240;Affect Emission;0;0;Support LOD CrossFade;0;0;Angle Fade;1;638699179629128928;0;9;True;False;True;True;True;False;True;True;True;False;;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;3;0,0;Float;False;False;-1;2;UnityEditor.Rendering.Universal.DecalShaderGraphGUI;0;1;New Amplify Shader;c2a467ab6d5391a4ea692226d82ffefd;True;DecalGBufferProjector;0;3;DecalGBufferProjector;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;PreviewType=Plane;ShaderGraphShader=true;True;3;True;12;all;0;False;True;2;5;False;;10;False;;0;1;False;;0;False;;False;False;True;2;5;False;;10;False;;0;1;False;;0;False;;False;False;True;2;5;False;;10;False;;0;1;False;;0;False;;False;False;True;2;5;False;;10;False;;0;1;False;;0;False;;False;False;False;True;1;False;;False;False;False;True;False;False;False;False;0;False;;False;True;True;True;True;False;0;False;;False;True;True;True;True;False;0;False;;False;False;False;True;2;False;;True;2;False;;False;True;1;LightMode=DecalGBufferProjector;False;False;0;;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;4;0,0;Float;False;False;-1;2;UnityEditor.Rendering.Universal.DecalShaderGraphGUI;0;1;New Amplify Shader;c2a467ab6d5391a4ea692226d82ffefd;True;DBufferMesh;0;4;DBufferMesh;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;PreviewType=Plane;ShaderGraphShader=true;True;3;True;12;all;0;False;True;2;5;False;;10;False;;1;0;False;;10;False;;False;False;True;2;5;False;;10;False;;1;0;False;;10;False;;False;False;True;2;5;False;;10;False;;1;0;False;;10;False;;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;True;2;False;;True;3;False;;False;True;1;LightMode=DBufferMesh;False;False;0;;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;5;0,0;Float;False;False;-1;2;UnityEditor.Rendering.Universal.DecalShaderGraphGUI;0;1;New Amplify Shader;c2a467ab6d5391a4ea692226d82ffefd;True;DecalMeshForwardEmissive;0;5;DecalMeshForwardEmissive;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;PreviewType=Plane;ShaderGraphShader=true;True;3;True;12;all;0;False;True;8;5;False;;1;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;True;3;False;;False;True;1;LightMode=DecalMeshForwardEmissive;False;False;0;;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;6;0,0;Float;False;False;-1;2;UnityEditor.Rendering.Universal.DecalShaderGraphGUI;0;1;New Amplify Shader;c2a467ab6d5391a4ea692226d82ffefd;True;DecalScreenSpaceMesh;0;6;DecalScreenSpaceMesh;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;PreviewType=Plane;ShaderGraphShader=true;True;3;True;12;all;0;False;True;2;5;False;;10;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;True;3;False;;False;True;1;LightMode=DecalScreenSpaceMesh;False;False;0;;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;7;0,0;Float;False;False;-1;2;UnityEditor.Rendering.Universal.DecalShaderGraphGUI;0;1;New Amplify Shader;c2a467ab6d5391a4ea692226d82ffefd;True;DecalGBufferMesh;0;7;DecalGBufferMesh;1;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;PreviewType=Plane;ShaderGraphShader=true;True;3;True;12;all;0;False;True;2;5;False;;10;False;;0;1;False;;0;False;;False;False;True;2;5;False;;10;False;;0;1;False;;0;False;;False;False;True;2;5;False;;10;False;;0;1;False;;0;False;;False;False;True;2;5;False;;10;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;True;False;False;False;False;0;False;;False;True;True;True;True;False;0;False;;False;True;True;True;True;False;0;False;;False;False;False;True;2;False;;False;False;True;1;LightMode=DecalGBufferMesh;False;False;0;;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;8;0,0;Float;False;False;-1;2;UnityEditor.Rendering.Universal.DecalShaderGraphGUI;0;1;New Amplify Shader;c2a467ab6d5391a4ea692226d82ffefd;True;ScenePickingPass;0;8;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;PreviewType=Plane;ShaderGraphShader=true;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.SamplerNode;9;-698,-364.5;Inherit;True;Property;_ColorMap;ColorMap;0;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.SamplerNode;10;-694,-159.5;Inherit;True;Property;_NormalMap;NormalMap;2;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;True;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.SamplerNode;11;-697.6999,34.8;Inherit;True;Property;_MaskMap;MaskMap;3;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.SamplerNode;12;-690.4668,235.5463;Inherit;True;Property;_AlphaMap;AlphaMap;4;0;Create;True;0;0;0;False;0;False;-1;None;e9aadf71ea7648e4db1c6556b1f9b33f;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
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