
1.策划数学模型 2.搬迁工具类如单例模式模板 3.创建玩家类,用于接受和发出指令、记录玩家信息等 4.创建马类,用来接受信息、物理计算、控制马的碰撞等模拟等 5.实装数学模型,实现马脚的控制 6.探索物理实现方式,给控制点加上碰撞体和刚体,似乎可行 --NG,分离的刚体无法作为整体传递力,脚的反作用力传不到身体上 7.把操控分组,左摇杆控制后两条腿、右摇杆控制前两条腿 8.探索物理的实现方式,尝试仅在主物体上挂载仅一个刚体,探索碰撞体组的使用方式/ ((1.给马添加四个碰撞体代表马足 ((2.每帧刷新碰撞体的偏移,使其对准真实马蹄位置,所以需要找准offset和世界空间下位置的对应关系 ((3.如何让马前进?目前发现无法使用真实物理的反作用力,只能根据输入或其他信息算出这个反作用力 (((1.最终应该通过原速度 + 计算出输入速度,不能使用力,因为使用力涉及的参数极多,很难修改 (((2.应该通过马足真实位置计算输入速度,不能使用控制点位置 (((3.每只足应该记住自己上一帧的位置,并每帧更新 ((4.本帧位置减上帧位置 = 运动速度,一个二维向量 ((5.并非一直有效,当本帧马足位置低于圆心 + 调整值时,才有效,否则该足贡献的速度为0.同时,需要有输入才有效,若无输入,同样贡献速度为0 ((6.NG,主要在判断速度是否有效上出了问题,试试每帧给足和地面测距,小于阈值的才给过,然后才加速度 ((7.GoodJob!通过上述方法和其他细微调整,已经使得马可以行走,并且得到不错的效果。但是肯定还有问题,需要后期更进一步调整 目前马能够受到控制,并且可以走动。同样支持键盘游玩,但是体验极差
2733 lines
98 KiB
GLSL
2733 lines
98 KiB
GLSL
Shader /*ase_name*/ "Hidden/Universal/PBR" /*end*/
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{
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Properties
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{
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/*ase_props*/
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//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
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//_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
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//_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
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//_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
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//_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
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//_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
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//_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
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//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
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//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
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//_TessMin( "Tess Min Distance", Float ) = 10
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//_TessMax( "Tess Max Distance", Float ) = 25
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//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
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//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
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}
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SubShader
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{
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/*ase_subshader_options:Name=Additional Options
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Option:Workflow:Specular,Metallic:Metallic
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Specular:SetDefine:_SPECULAR_SETUP 1
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Specular:ShowPort:Forward:Specular
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Specular:HidePort:Forward:Metallic
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Metallic:RemoveDefine:_SPECULAR_SETUP 1
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Metallic:ShowPort:Forward:Metallic
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Metallic:HidePort:Forward:Specular
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Option:Surface:Opaque,Transparent:Opaque
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Opaque:SetPropertyOnSubShader:RenderType,Opaque
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Opaque:SetPropertyOnSubShader:RenderQueue,Geometry
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Opaque:SetPropertyOnPass:Forward:ZWrite,On
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Opaque:HideOption: Refraction Model
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Opaque:HideOption: Blend
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Transparent:SetPropertyOnSubShader:RenderType,Transparent
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Transparent:SetPropertyOnSubShader:RenderQueue,Transparent
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Transparent:SetPropertyOnPass:Forward:ZWrite,Off
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Transparent:ShowOption: Refraction Model
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Transparent:ShowOption: Blend
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Option: Refraction Model:None,Legacy:None
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None,disable:HidePort:Forward:Refraction Index
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None,disable:HidePort:Forward:Refraction Color
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None,disable:RemoveDefine:_REFRACTION_ASE 1
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None,disable:RemoveDefine:REQUIRE_OPAQUE_TEXTURE 1
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None,disable:RemoveDefine:ASE_NEEDS_FRAG_SCREEN_POSITION
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Legacy:ShowPort:Forward:Refraction Index
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Legacy:ShowPort:Forward:Refraction Color
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Legacy:SetDefine:_REFRACTION_ASE 1
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Legacy:SetDefine:REQUIRE_OPAQUE_TEXTURE 1
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Legacy:SetDefine:ASE_NEEDS_FRAG_SCREEN_POSITION
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Option: Blend:Alpha,Premultiply,Additive,Multiply:Alpha
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Alpha:SetPropertyOnPass:Forward:BlendRGB,SrcAlpha,OneMinusSrcAlpha
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Premultiply:SetPropertyOnPass:Forward:BlendRGB,One,OneMinusSrcAlpha
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Additive:SetPropertyOnPass:Forward:BlendRGB,One,One
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Multiply:SetPropertyOnPass:Forward:BlendRGB,DstColor,Zero
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Alpha,Premultiply,Additive:SetPropertyOnPass:Forward:BlendAlpha,One,OneMinusSrcAlpha
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Multiply:SetPropertyOnPass:Forward:BlendAlpha,One,Zero
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Premultiply:SetDefine:_ALPHAPREMULTIPLY_ON 1
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Alpha,Additive,Multiply,disable:RemoveDefine:_ALPHAPREMULTIPLY_ON 1
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disable:SetPropertyOnPass:Forward:BlendRGB,One,Zero
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disable:SetPropertyOnPass:Forward:BlendAlpha,One,Zero
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Option:Two Sided:On,Cull Back,Cull Front:Cull Back
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On:SetPropertyOnSubShader:CullMode,Off
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Cull Back:SetPropertyOnSubShader:CullMode,Back
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Cull Front:SetPropertyOnSubShader:CullMode,Front
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Option:Fragment Normal Space,InvertActionOnDeselection:Tangent,Object,World:Tangent
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Tangent:SetDefine:_NORMAL_DROPOFF_TS 1
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Tangent:SetPortName:Forward:1,Normal
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Object:SetDefine:_NORMAL_DROPOFF_OS 1
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Object:SetPortName:Forward:1,Object Normal
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World:SetDefine:_NORMAL_DROPOFF_WS 1
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World:SetPortName:Forward:1,World Normal
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Option:Transmission:false,true:false
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false:RemoveDefine:_TRANSMISSION_ASE 1
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false:HidePort:Forward:Transmission
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false:HideOption: Transmission Shadow
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true:SetDefine:_TRANSMISSION_ASE 1
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true:ShowPort:Forward:Transmission
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true:ShowOption: Transmission Shadow
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Field: Transmission Shadow:Float:0.5:0:1:_TransmissionShadow
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Change:SetMaterialProperty:_TransmissionShadow
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Change:SetShaderProperty:_TransmissionShadow,_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
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Inline,disable:SetShaderProperty:_TransmissionShadow,//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
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Option:Translucency:false,true:false
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false:RemoveDefine:_TRANSLUCENCY_ASE 1
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false:HidePort:Forward:Translucency
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false:HideOption: Translucency Strength
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false:HideOption: Normal Distortion
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false:HideOption: Scattering
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false:HideOption: Direct
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false:HideOption: Ambient
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false:HideOption: Shadow
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true:SetDefine:_TRANSLUCENCY_ASE 1
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true:ShowPort:Forward:Translucency
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true:ShowOption: Translucency Strength
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true:ShowOption: Normal Distortion
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true:ShowOption: Scattering
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true:ShowOption: Direct
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true:ShowOption: Ambient
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true:ShowOption: Shadow
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Field: Translucency Strength:Float:1:0:50:_TransStrength
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Change:SetMaterialProperty:_TransStrength
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Change:SetShaderProperty:_TransStrength,_TransStrength( "Strength", Range( 0, 50 ) ) = 1
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Inline,disable:SetShaderProperty:_TransStrength,//_TransStrength( "Strength", Range( 0, 50 ) ) = 1
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Field: Normal Distortion:Float:0.5:0:1:_TransNormal
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Change:SetMaterialProperty:_TransNormal
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Change:SetShaderProperty:_TransNormal,_TransNormal( "Normal Distortion", Range( 0, 1 ) ) = 0.5
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Inline,disable:SetShaderProperty:_TransNormal,//_TransNormal( "Normal Distortion", Range( 0, 1 ) ) = 0.5
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Field: Scattering:Float:2:1:50:_TransScattering
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Change:SetMaterialProperty:_TransScattering
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Change:SetShaderProperty:_TransScattering,_TransScattering( "Scattering", Range( 1, 50 ) ) = 2
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Inline,disable:SetShaderProperty:_TransScattering,//_TransScattering( "Scattering", Range( 1, 50 ) ) = 2
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Field: Direct:Float:0.9:0:1:_TransDirect
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Change:SetMaterialProperty:_TransDirect
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Change:SetShaderProperty:_TransDirect,_TransDirect( "Direct", Range( 0, 1 ) ) = 0.9
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Inline,disable:SetShaderProperty:_TransDirect,//_TransDirect( "Direct", Range( 0, 1 ) ) = 0.9
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Field: Ambient:Float:0.1:0:1:_TransAmbient
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Change:SetMaterialProperty:_TransAmbient
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Change:SetShaderProperty:_TransAmbient,_TransAmbient( "Ambient", Range( 0, 1 ) ) = 0.1
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Inline,disable:SetShaderProperty:_TransAmbient,//_TransAmbient( "Ambient", Range( 0, 1 ) ) = 0.1
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Field: Shadow:Float:0.5:0:1:_TransShadow
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Change:SetMaterialProperty:_TransShadow
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Change:SetShaderProperty:_TransShadow,_TransShadow( "Shadow", Range( 0, 1 ) ) = 0.5
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Inline,disable:SetShaderProperty:_TransShadow,//_TransShadow( "Shadow", Range( 0, 1 ) ) = 0.5
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Option:Cast Shadows:false,true:true
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true:IncludePass:ShadowCaster
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false,disable:ExcludePass:ShadowCaster
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true:ShowOption: Use Shadow Threshold
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false:HideOption: Use Shadow Threshold
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Option: Use Shadow Threshold:false,true:false
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true:SetDefine:_ALPHATEST_SHADOW_ON 1
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true:ShowPort:Forward:Alpha Clip Threshold Shadow
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false,disable:RemoveDefine:_ALPHATEST_SHADOW_ON 1
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false,disable:HidePort:Forward:Alpha Clip Threshold Shadow
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Option:Receive Shadows:false,true:true
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true:RemoveDefine:_RECEIVE_SHADOWS_OFF 1
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false:SetDefine:_RECEIVE_SHADOWS_OFF 1
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Option:GPU Instancing:false,true:true
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true:SetDefine:pragma multi_compile_instancing
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false:RemoveDefine:pragma multi_compile_instancing
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Option:LOD CrossFade:false,true:true
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true:SetDefine:pragma multi_compile _ LOD_FADE_CROSSFADE
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false:RemoveDefine:pragma multi_compile _ LOD_FADE_CROSSFADE
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Option:Built-in Fog:false,true:true
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true:SetDefine:pragma multi_compile_fog
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false:RemoveDefine:pragma multi_compile_fog
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true:SetDefine:ASE_FOG 1
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false:RemoveDefine:ASE_FOG 1
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Option,_FinalColorxAlpha:Final Color x Alpha:true,false:false
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true:SetDefine:ASE_FINAL_COLOR_ALPHA_MULTIPLY 1
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false:RemoveDefine:ASE_FINAL_COLOR_ALPHA_MULTIPLY 1
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Option:Meta Pass:false,true:true
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true:IncludePass:Meta
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false,disable:ExcludePass:Meta
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Option:Override Baked GI:false,true:false
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true:ShowPort:Forward:Baked GI
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false:HidePort:Forward:Baked GI
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Option:Extra Pre Pass:false,true:false
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true:IncludePass:ExtraPrePass
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false,disable:ExcludePass:ExtraPrePass
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Option:DOTS Instancing:false,true:false
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true:SetDefine:pragma multi_compile _ DOTS_INSTANCING_ON
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false:RemoveDefine:pragma multi_compile _ DOTS_INSTANCING_ON
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Option:Tessellation:false,true:false
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true:SetDefine:TESSELLATION_ON 1
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true:SetDefine:pragma require tessellation tessHW
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true:SetDefine:pragma hull HullFunction
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true:SetDefine:pragma domain DomainFunction
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true:ShowOption: Phong
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true:ShowOption: Type
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false,disable:RemoveDefine:TESSELLATION_ON 1
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false,disable:RemoveDefine:pragma require tessellation tessHW
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false,disable:RemoveDefine:pragma hull HullFunction
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false,disable:RemoveDefine:pragma domain DomainFunction
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false,disable:HideOption: Phong
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false,disable:HideOption: Type
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Option: Phong:false,true:false
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true:SetDefine:ASE_PHONG_TESSELLATION
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false,disable:RemoveDefine:ASE_PHONG_TESSELLATION
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true:ShowOption: Strength
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false,disable:HideOption: Strength
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Field: Strength:Float:0.5:0:1:_TessPhongStrength
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Change:SetMaterialProperty:_TessPhongStrength
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Change:SetShaderProperty:_TessPhongStrength,_TessPhongStrength( "Phong Tess Strength", Range( 0, 1 ) ) = 0.5
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Inline,disable:SetShaderProperty:_TessPhongStrength,//_TessPhongStrength( "Phong Tess Strength", Range( 0, 1 ) ) = 0.5
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Option: Type:Fixed,Distance Based,Edge Length,Edge Length Cull:Fixed
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Fixed:SetDefine:ASE_FIXED_TESSELLATION
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Fixed,Distance Based:ShowOption: Tess
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Distance Based:SetDefine:ASE_DISTANCE_TESSELLATION
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Distance Based:ShowOption: Min
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Distance Based:ShowOption: Max
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Edge Length:SetDefine:ASE_LENGTH_TESSELLATION
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Edge Length,Edge Length Cull:ShowOption: Edge Length
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Edge Length Cull:SetDefine:ASE_LENGTH_CULL_TESSELLATION
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Edge Length Cull:ShowOption: Max Displacement
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disable,Distance Based,Edge Length,Edge Length Cull:RemoveDefine:ASE_FIXED_TESSELLATION
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disable,Fixed,Edge Length,Edge Length Cull:RemoveDefine:ASE_DISTANCE_TESSELLATION
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disable,Fixed,Distance Based,Edge Length Cull:RemoveDefine:ASE_LENGTH_TESSELLATION
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disable,Fixed,Distance Based,Edge Length:RemoveDefine:ASE_LENGTH_CULL_TESSELLATION
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disable,Edge Length,Edge Length Cull:HideOption: Tess
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disable,Fixed,Edge Length,Edge Length Cull:HideOption: Min
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disable,Fixed,Edge Length,Edge Length Cull:HideOption: Max
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disable,Fixed,Distance Based:HideOption: Edge Length
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disable,Fixed,Distance Based,Edge Length:HideOption: Max Displacement
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Field: Tess:Float:16:1:32:_TessValue
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Change:SetMaterialProperty:_TessValue
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Change:SetShaderProperty:_TessValue,_TessValue( "Max Tessellation", Range( 1, 32 ) ) = 16
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Inline,disable:SetShaderProperty:_TessValue,//_TessValue( "Max Tessellation", Range( 1, 32 ) ) = 16
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Field: Min:Float:10:_TessMin
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Change:SetMaterialProperty:_TessMin
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Change:SetShaderProperty:_TessMin,_TessMin( "Tess Min Distance", Float ) = 10
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Inline,disable:SetShaderProperty:_TessMin,//_TessMin( "Tess Min Distance", Float ) = 10
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Field: Max:Float:25:_TessMax
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Change:SetMaterialProperty:_TessMax
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Change:SetShaderProperty:_TessMax,_TessMax( "Tess Max Distance", Float ) = 25
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Inline,disable:SetShaderProperty:_TessMax,//_TessMax( "Tess Max Distance", Float ) = 25
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Field: Edge Length:Float:16:2:50:_TessEdgeLength
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Change:SetMaterialProperty:_TessEdgeLength
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Change:SetShaderProperty:_TessEdgeLength,_TessEdgeLength ( "Edge length", Range( 2, 50 ) ) = 16
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Inline,disable:SetShaderProperty:_TessEdgeLength,//_TessEdgeLength ( "Edge length", Range( 2, 50 ) ) = 16
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Field: Max Displacement:Float:25:_TessMaxDisp
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Change:SetMaterialProperty:_TessMaxDisp
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Change:SetShaderProperty:_TessMaxDisp,_TessMaxDisp( "Max Displacement", Float ) = 25
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Inline,disable:SetShaderProperty:_TessMaxDisp,//_TessMaxDisp( "Max Displacement", Float ) = 25
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Option:Write Depth:false,true:false
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true:SetDefine:ASE_DEPTH_WRITE_ON
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true:ShowOption: Early Z
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true:ShowPort:Forward:Depth Value
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false,disable:RemoveDefine:ASE_DEPTH_WRITE_ON
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false,disable:HideOption: Early Z
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false,disable:HidePort:Forward:Depth Value
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Option: Early Z:false,true:false
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true:SetDefine:ASE_EARLY_Z_DEPTH_OPTIMIZE
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false,disable:RemoveDefine:ASE_EARLY_Z_DEPTH_OPTIMIZE
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Option:Vertex Position,InvertActionOnDeselection:Absolute,Relative:Relative
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Absolute:SetDefine:ASE_ABSOLUTE_VERTEX_POS 1
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Absolute:SetPortName:Forward:8,Vertex Position
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Relative:SetPortName:Forward:8,Vertex Offset
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Absolute:SetPortName:ExtraPrePass:3,Vertex Position
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Relative:SetPortName:ExtraPrePass:3,Vertex Offset
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Port:Forward:Emission
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On:SetDefine:_EMISSION
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Port:Forward:Baked GI
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On:SetDefine:_ASE_BAKEDGI 1
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Port:Forward:Alpha Clip Threshold
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On:SetDefine:_ALPHATEST_ON 1
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Port:Forward:Normal
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On:SetDefine:_NORMALMAP 1
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*/
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Tags
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{
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"RenderPipeline" = "UniversalPipeline"
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"RenderType"="Opaque"
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"Queue"="Geometry+0"
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}
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Cull Back
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AlphaToMask Off
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HLSLINCLUDE
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#pragma target 2.0
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#ifndef ASE_TESS_FUNCS
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#define ASE_TESS_FUNCS
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float4 FixedTess( float tessValue )
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{
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return tessValue;
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}
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float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
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{
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float3 wpos = mul(o2w,vertex).xyz;
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float dist = distance (wpos, cameraPos);
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float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
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return f;
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}
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float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
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{
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float4 tess;
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tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
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tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
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tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
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tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
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return tess;
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}
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float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
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{
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float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
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float len = distance(wpos0, wpos1);
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float f = max(len * scParams.y / (edgeLen * dist), 1.0);
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return f;
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}
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float DistanceFromPlane (float3 pos, float4 plane)
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{
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float d = dot (float4(pos,1.0f), plane);
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return d;
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}
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bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
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{
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float4 planeTest;
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planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
|
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return !all (planeTest);
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}
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|
|
float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
|
|
{
|
|
float3 f;
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f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
|
|
f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
|
|
f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
|
|
|
|
return CalcTriEdgeTessFactors (f);
|
|
}
|
|
|
|
float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
|
|
{
|
|
float3 pos0 = mul(o2w,v0).xyz;
|
|
float3 pos1 = mul(o2w,v1).xyz;
|
|
float3 pos2 = mul(o2w,v2).xyz;
|
|
float4 tess;
|
|
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
|
|
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
|
|
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
|
|
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
|
|
return tess;
|
|
}
|
|
|
|
float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
|
|
{
|
|
float3 pos0 = mul(o2w,v0).xyz;
|
|
float3 pos1 = mul(o2w,v1).xyz;
|
|
float3 pos2 = mul(o2w,v2).xyz;
|
|
float4 tess;
|
|
|
|
if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
|
|
{
|
|
tess = 0.0f;
|
|
}
|
|
else
|
|
{
|
|
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
|
|
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
|
|
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
|
|
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
|
|
}
|
|
return tess;
|
|
}
|
|
#endif //ASE_TESS_FUNCS
|
|
|
|
ENDHLSL
|
|
|
|
/*ase_pass*/
|
|
Pass
|
|
{
|
|
Name "ExtraPrePass"
|
|
Tags{ }
|
|
|
|
Blend One Zero
|
|
Cull Back
|
|
ZWrite On
|
|
ZTest LEqual
|
|
Offset 0,0
|
|
ColorMask RGBA
|
|
/*ase_stencil*/
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#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/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
|
#if ASE_SRP_VERSION <= 70108
|
|
#define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
|
|
#endif
|
|
|
|
/*ase_pragma*/
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
/*ase_vdata:p=p;n=n*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 worldPos : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
#ifdef ASE_FOG
|
|
float fogFactor : TEXCOORD2;
|
|
#endif
|
|
/*ase_interp(3,):sp=sp;wp=tc0;sc=tc1*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
#ifdef _TRANSMISSION_ASE
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef _TRANSLUCENCY_ASE
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef TESSELLATION_ON
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
/*ase_globals*/
|
|
|
|
/*ase_funcs*/
|
|
|
|
VertexOutput VertexFunction ( VertexInput v /*ase_vert_input*/ )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
/*ase_vert_code:v=VertexInput;o=VertexOutput*/
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;3;-1;_VertexP*/defaultVertexValue/*end*/;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
v.ase_normal = /*ase_vert_out:Vertex Normal;Float3;4;-1;_NormalP*/v.ase_normal/*end*/;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
float4 positionCS = TransformWorldToHClip( positionWS );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.worldPos = positionWS;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = positionCS;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
#ifdef ASE_FOG
|
|
o.fogFactor = ComputeFogFactor( positionCS.z );
|
|
#endif
|
|
o.clipPos = positionCS;
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
/*ase_vcontrol*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
/*ase_control_code:v=VertexInput;o=VertexControl*/
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
|
|
float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag ( VertexOutput IN /*ase_frag_input*/ ) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID( IN );
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
/*ase_local_var:wp*/float3 WorldPosition = IN.worldPos;
|
|
#endif
|
|
/*ase_local_var:sc*/float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
/*ase_frag_code:IN=VertexOutput*/
|
|
float3 Color = /*ase_frag_out:Color;Float3;0;-1;_ColorP*/float3( 0, 0, 0 )/*end*/;
|
|
float Alpha = /*ase_frag_out:Alpha;Float;1;-1;_AlphaP*/1/*end*/;
|
|
float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;2;-1;_AlphaClipP*/0.5/*end*/;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip( Alpha - AlphaClipThreshold );
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
Color = MixFog( Color, IN.fogFactor );
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
|
|
return half4( Color, Alpha );
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
/*ase_pass*/
|
|
Pass
|
|
{
|
|
/*ase_main_pass*/
|
|
Name "Forward"
|
|
Tags{"LightMode" = "UniversalForward"}
|
|
|
|
Blend One Zero
|
|
ZWrite On
|
|
ZTest LEqual
|
|
Offset 0,0
|
|
ColorMask RGBA
|
|
/*ase_stencil*/
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma multi_compile _ _SCREEN_SPACE_OCCLUSION
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
|
|
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS _ADDITIONAL_OFF
|
|
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
|
|
#pragma multi_compile _ _SHADOWS_SOFT
|
|
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
|
|
|
|
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
|
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SHADERPASS_FORWARD
|
|
|
|
#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/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
|
#if ASE_SRP_VERSION <= 70108
|
|
#define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
|
|
#endif
|
|
|
|
#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
|
|
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
|
|
#endif
|
|
|
|
/*ase_pragma*/
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_tangent : TANGENT;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord : TEXCOORD0;
|
|
/*ase_vdata:p=p;n=n;t=t;uv0=tc0;uv1=tc1.xyzw*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
float4 lightmapUVOrVertexSH : TEXCOORD0;
|
|
half4 fogFactorAndVertexLight : TEXCOORD1;
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
float4 shadowCoord : TEXCOORD2;
|
|
#endif
|
|
float4 tSpace0 : TEXCOORD3;
|
|
float4 tSpace1 : TEXCOORD4;
|
|
float4 tSpace2 : TEXCOORD5;
|
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
|
float4 screenPos : TEXCOORD6;
|
|
#endif
|
|
/*ase_interp(7,):sp=sp;sc=tc2;wn.xyz=tc3.xyz;wt.xyz=tc4.xyz;wbt.xyz=tc5.xyz;wp.x=tc3.w;wp.y=tc4.w;wp.z=tc5.w;spu=tc6*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
#ifdef _TRANSMISSION_ASE
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef _TRANSLUCENCY_ASE
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef TESSELLATION_ON
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
/*ase_globals*/
|
|
|
|
/*ase_funcs*/
|
|
|
|
VertexOutput VertexFunction( VertexInput v /*ase_vert_input*/ )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
/*ase_vert_code:v=VertexInput;o=VertexOutput*/
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;8;-1;_Vertex*/defaultVertexValue/*end*/;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
v.ase_normal = /*ase_vert_out:Vertex Normal;Float3;10;-1;_Normal*/v.ase_normal/*end*/;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
float3 positionVS = TransformWorldToView( positionWS );
|
|
float4 positionCS = TransformWorldToHClip( positionWS );
|
|
|
|
VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent );
|
|
|
|
o.tSpace0 = float4( normalInput.normalWS, positionWS.x);
|
|
o.tSpace1 = float4( normalInput.tangentWS, positionWS.y);
|
|
o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z);
|
|
|
|
OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy );
|
|
OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz );
|
|
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
o.lightmapUVOrVertexSH.zw = v.texcoord;
|
|
o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
#endif
|
|
|
|
half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );
|
|
#ifdef ASE_FOG
|
|
half fogFactor = ComputeFogFactor( positionCS.z );
|
|
#else
|
|
half fogFactor = 0;
|
|
#endif
|
|
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = positionCS;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
o.clipPos = positionCS;
|
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
|
o.screenPos = ComputeScreenPos(positionCS);
|
|
#endif
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_tangent : TANGENT;
|
|
float4 texcoord : TEXCOORD0;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
/*ase_vcontrol*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.ase_tangent = v.ase_tangent;
|
|
o.texcoord = v.texcoord;
|
|
o.texcoord1 = v.texcoord1;
|
|
/*ase_control_code:v=VertexInput;o=VertexControl*/
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
|
|
float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
|
|
o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
|
|
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
|
/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#endif
|
|
|
|
half4 frag ( VertexOutput IN
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
/*ase_frag_input*/ ) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
|
|
float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
|
|
float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
|
|
float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
|
|
#else
|
|
/*ase_local_var:wn*/float3 WorldNormal = normalize( IN.tSpace0.xyz );
|
|
/*ase_local_var:wt*/float3 WorldTangent = IN.tSpace1.xyz;
|
|
/*ase_local_var:wbt*/float3 WorldBiTangent = IN.tSpace2.xyz;
|
|
#endif
|
|
/*ase_local_var:wp*/float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
|
|
/*ase_local_var:wvd*/float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
|
|
/*ase_local_var:sc*/float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
|
/*ase_local_var:spu*/float4 ScreenPos = IN.screenPos;
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
|
|
WorldViewDirection = SafeNormalize( WorldViewDirection );
|
|
|
|
/*ase_frag_code:IN=VertexOutput*/
|
|
float3 Albedo = /*ase_frag_out:Albedo;Float3;0;-1;_Albedo*/float3(0.5, 0.5, 0.5)/*end*/;
|
|
float3 Normal = /*ase_frag_out:Normal;Float3;1;-1;_FragNormal*/float3(0, 0, 1)/*end*/;
|
|
float3 Emission = /*ase_frag_out:Emission;Float3;2;-1;_Emission*/0/*end*/;
|
|
float3 Specular = /*ase_frag_out:Specular;Float3;9;-1;_Specular*/0.5/*end*/;
|
|
float Metallic = /*ase_frag_out:Metallic;Float;3;-1;_Metallic*/0/*end*/;
|
|
float Smoothness = /*ase_frag_out:Smoothness;Float;4;-1;_Smoothness*/0.5/*end*/;
|
|
float Occlusion = /*ase_frag_out:Occlusion;Float;5;-1;_Occlusion*/1/*end*/;
|
|
float Alpha = /*ase_frag_out:Alpha;Float;6;-1;_Alpha*/1/*end*/;
|
|
float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;7;-1;_AlphaClip*/0.5/*end*/;
|
|
float AlphaClipThresholdShadow = /*ase_frag_out:Alpha Clip Threshold Shadow;Float;16;-1;_AlphaClipShadow*/0.5/*end*/;
|
|
float3 BakedGI = /*ase_frag_out:Baked GI;Float3;11;-1;_BakedGI*/0/*end*/;
|
|
float3 RefractionColor = /*ase_frag_out:Refraction Color;Float3;12;-1;_RefractionColor*/1/*end*/;
|
|
float RefractionIndex = /*ase_frag_out:Refraction Index;Float;13;-1;_RefractionIndex*/1/*end*/;
|
|
float3 Transmission = /*ase_frag_out:Transmission;Float3;14;-1;_Transmission*/1/*end*/;
|
|
float3 Translucency = /*ase_frag_out:Translucency;Float3;15;-1;_Translucency*/1/*end*/;
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = /*ase_frag_out:Depth Value;Float;17;-1;_DepthValue*/0/*end*/;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
InputData inputData;
|
|
inputData.positionWS = WorldPosition;
|
|
inputData.viewDirectionWS = WorldViewDirection;
|
|
inputData.shadowCoord = ShadowCoords;
|
|
|
|
#ifdef _NORMALMAP
|
|
#if _NORMAL_DROPOFF_TS
|
|
inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal ));
|
|
#elif _NORMAL_DROPOFF_OS
|
|
inputData.normalWS = TransformObjectToWorldNormal(Normal);
|
|
#elif _NORMAL_DROPOFF_WS
|
|
inputData.normalWS = Normal;
|
|
#endif
|
|
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
|
|
#else
|
|
inputData.normalWS = WorldNormal;
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
inputData.fogCoord = IN.fogFactorAndVertexLight.x;
|
|
#endif
|
|
|
|
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
float3 SH = SampleSH(inputData.normalWS.xyz);
|
|
#else
|
|
float3 SH = IN.lightmapUVOrVertexSH.xyz;
|
|
#endif
|
|
|
|
inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS );
|
|
#ifdef _ASE_BAKEDGI
|
|
inputData.bakedGI = BakedGI;
|
|
#endif
|
|
|
|
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.clipPos);
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy);
|
|
|
|
half4 color = UniversalFragmentPBR(
|
|
inputData,
|
|
Albedo,
|
|
Metallic,
|
|
Specular,
|
|
Smoothness,
|
|
Occlusion,
|
|
Emission,
|
|
Alpha);
|
|
|
|
#ifdef _TRANSMISSION_ASE
|
|
{
|
|
float shadow = /*ase_inline_begin*/_TransmissionShadow/*ase_inline_end*/;
|
|
|
|
Light mainLight = GetMainLight( inputData.shadowCoord );
|
|
float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
|
|
mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
|
|
half3 mainTransmission = max(0 , -dot(inputData.normalWS, mainLight.direction)) * mainAtten * Transmission;
|
|
color.rgb += Albedo * mainTransmission;
|
|
|
|
#ifdef _ADDITIONAL_LIGHTS
|
|
int transPixelLightCount = GetAdditionalLightsCount();
|
|
for (int i = 0; i < transPixelLightCount; ++i)
|
|
{
|
|
Light light = GetAdditionalLight(i, inputData.positionWS);
|
|
float3 atten = light.color * light.distanceAttenuation;
|
|
atten = lerp( atten, atten * light.shadowAttenuation, shadow );
|
|
|
|
half3 transmission = max(0 , -dot(inputData.normalWS, light.direction)) * atten * Transmission;
|
|
color.rgb += Albedo * transmission;
|
|
}
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
#ifdef _TRANSLUCENCY_ASE
|
|
{
|
|
float shadow = /*ase_inline_begin*/_TransShadow/*ase_inline_end*/;
|
|
float normal = /*ase_inline_begin*/_TransNormal/*ase_inline_end*/;
|
|
float scattering = /*ase_inline_begin*/_TransScattering/*ase_inline_end*/;
|
|
float direct = /*ase_inline_begin*/_TransDirect/*ase_inline_end*/;
|
|
float ambient = /*ase_inline_begin*/_TransAmbient/*ase_inline_end*/;
|
|
float strength = /*ase_inline_begin*/_TransStrength/*ase_inline_end*/;
|
|
|
|
Light mainLight = GetMainLight( inputData.shadowCoord );
|
|
float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
|
|
mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
|
|
|
|
half3 mainLightDir = mainLight.direction + inputData.normalWS * normal;
|
|
half mainVdotL = pow( saturate( dot( inputData.viewDirectionWS, -mainLightDir ) ), scattering );
|
|
half3 mainTranslucency = mainAtten * ( mainVdotL * direct + inputData.bakedGI * ambient ) * Translucency;
|
|
color.rgb += Albedo * mainTranslucency * strength;
|
|
|
|
#ifdef _ADDITIONAL_LIGHTS
|
|
int transPixelLightCount = GetAdditionalLightsCount();
|
|
for (int i = 0; i < transPixelLightCount; ++i)
|
|
{
|
|
Light light = GetAdditionalLight(i, inputData.positionWS);
|
|
float3 atten = light.color * light.distanceAttenuation;
|
|
atten = lerp( atten, atten * light.shadowAttenuation, shadow );
|
|
|
|
half3 lightDir = light.direction + inputData.normalWS * normal;
|
|
half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );
|
|
half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;
|
|
color.rgb += Albedo * translucency * strength;
|
|
}
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
#ifdef _REFRACTION_ASE
|
|
float4 projScreenPos = ScreenPos / ScreenPos.w;
|
|
float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
|
|
projScreenPos.xy += refractionOffset.xy;
|
|
float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
|
|
color.rgb = lerp( refraction, color.rgb, color.a );
|
|
color.a = 1;
|
|
#endif
|
|
|
|
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
|
|
color.rgb *= color.a;
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
#ifdef TERRAIN_SPLAT_ADDPASS
|
|
color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x );
|
|
#else
|
|
color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x);
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
return color;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
/*ase_pass*/
|
|
Pass
|
|
{
|
|
/*ase_hide_pass*/
|
|
Name "ShadowCaster"
|
|
Tags{"LightMode" = "ShadowCaster"}
|
|
|
|
ZWrite On
|
|
ZTest LEqual
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SHADERPASS_SHADOWCASTER
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
|
|
/*ase_pragma*/
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
/*ase_vdata:p=p;n=n*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 worldPos : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
/*ase_interp(2,):sp=sp;wp=tc0;sc=tc1*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
#ifdef _TRANSMISSION_ASE
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef _TRANSLUCENCY_ASE
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef TESSELLATION_ON
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
/*ase_globals*/
|
|
|
|
/*ase_funcs*/
|
|
|
|
float3 _LightDirection;
|
|
|
|
VertexOutput VertexFunction( VertexInput v/*ase_vert_input*/ )
|
|
{
|
|
VertexOutput o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
|
|
|
/*ase_vert_code:v=VertexInput;o=VertexOutput*/
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;2;-1;_Vertex*/defaultVertexValue/*end*/;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = /*ase_vert_out:Vertex Normal;Float3;3;-1;_Normal*/v.ase_normal/*end*/;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.worldPos = positionWS;
|
|
#endif
|
|
float3 normalWS = TransformObjectToWorldDir(v.ase_normal);
|
|
|
|
float4 clipPos = TransformWorldToHClip( ApplyShadowBias( positionWS, normalWS, _LightDirection ) );
|
|
|
|
#if UNITY_REVERSED_Z
|
|
clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
|
|
#else
|
|
clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = clipPos;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
o.clipPos = clipPos;
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
/*ase_vcontrol*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
/*ase_control_code:v=VertexInput;o=VertexControl*/
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
|
|
float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#endif
|
|
|
|
half4 frag( VertexOutput IN
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
/*ase_frag_input*/ ) : SV_TARGET
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID( IN );
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
/*ase_local_var:wp*/float3 WorldPosition = IN.worldPos;
|
|
#endif
|
|
/*ase_local_var:sc*/float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
/*ase_frag_code:IN=VertexOutput*/
|
|
float Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/;
|
|
float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/0.5/*end*/;
|
|
float AlphaClipThresholdShadow = /*ase_frag_out:Alpha Clip Threshold Shadow;Float;4;-1;_AlphaClipShadow*/0.5/*end*/;
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = /*ase_frag_out:Depth Value;Float;5;-1;_DepthValue*/0/*end*/;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
#ifdef _ALPHATEST_SHADOW_ON
|
|
clip(Alpha - AlphaClipThresholdShadow);
|
|
#else
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
return 0;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
/*ase_pass*/
|
|
Pass
|
|
{
|
|
/*ase_hide_pass*/
|
|
Name "DepthOnly"
|
|
Tags{"LightMode" = "DepthOnly"}
|
|
|
|
ZWrite On
|
|
ColorMask 0
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SHADERPASS_DEPTHONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
|
|
/*ase_pragma*/
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
/*ase_vdata:p=p;n=n*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 worldPos : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
/*ase_interp(2,):sp=sp;wp=tc0;sc=tc1*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
#ifdef _TRANSMISSION_ASE
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef _TRANSLUCENCY_ASE
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef TESSELLATION_ON
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
/*ase_globals*/
|
|
|
|
/*ase_funcs*/
|
|
|
|
VertexOutput VertexFunction( VertexInput v /*ase_vert_input*/ )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
/*ase_vert_code:v=VertexInput;o=VertexOutput*/
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;2;-1;_Vertex*/defaultVertexValue/*end*/;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = /*ase_vert_out:Vertex Normal;Float3;3;-1;_Normal*/v.ase_normal/*end*/;
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
float4 positionCS = TransformWorldToHClip( positionWS );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.worldPos = positionWS;
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = positionCS;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
o.clipPos = positionCS;
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
/*ase_vcontrol*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
/*ase_control_code:v=VertexInput;o=VertexControl*/
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
|
|
float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#endif
|
|
half4 frag( VertexOutput IN
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
/*ase_frag_input*/ ) : SV_TARGET
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
/*ase_local_var:wp*/float3 WorldPosition = IN.worldPos;
|
|
#endif
|
|
/*ase_local_var:sc*/float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
/*ase_frag_code:IN=VertexOutput*/
|
|
float Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/;
|
|
float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/0.5/*end*/;
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = /*ase_frag_out:Depth Value;Float;4;-1;_DepthValue*/0/*end*/;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
return 0;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
/*ase_pass*/
|
|
Pass
|
|
{
|
|
/*ase_hide_pass*/
|
|
Name "Meta"
|
|
Tags{"LightMode" = "Meta"}
|
|
|
|
Cull Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SHADERPASS_META
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
|
|
/*ase_pragma*/
|
|
|
|
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
/*ase_vdata:p=p;n=n;uv1=tc1;uv2=tc2*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 worldPos : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
/*ase_interp(2,):sp=sp;wp=tc0;sc=tc1*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
#ifdef _TRANSMISSION_ASE
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef _TRANSLUCENCY_ASE
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef TESSELLATION_ON
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
/*ase_globals*/
|
|
|
|
/*ase_funcs*/
|
|
|
|
VertexOutput VertexFunction( VertexInput v /*ase_vert_input*/ )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
/*ase_vert_code:v=VertexInput;o=VertexOutput*/
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;4;-1;_Vertex*/defaultVertexValue/*end*/;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = /*ase_vert_out:Vertex Normal;Float3;5;-1;_Normal*/v.ase_normal/*end*/;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.worldPos = positionWS;
|
|
#endif
|
|
|
|
o.clipPos = MetaVertexPosition( v.vertex, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = o.clipPos;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
/*ase_vcontrol*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.texcoord1 = v.texcoord1;
|
|
o.texcoord2 = v.texcoord2;
|
|
/*ase_control_code:v=VertexInput;o=VertexControl*/
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
|
|
float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
|
o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
|
|
/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(VertexOutput IN /*ase_frag_input*/ ) : SV_TARGET
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
/*ase_local_var:wp*/float3 WorldPosition = IN.worldPos;
|
|
#endif
|
|
/*ase_local_var:sc*/float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
/*ase_frag_code:IN=VertexOutput*/
|
|
|
|
float3 Albedo = /*ase_frag_out:Albedo;Float3;0;-1;_Albedo*/float3(0.5, 0.5, 0.5)/*end*/;
|
|
float3 Emission = /*ase_frag_out:Emission;Float3;1;-1;_Emission*/0/*end*/;
|
|
float Alpha = /*ase_frag_out:Alpha;Float;2;-1;_Alpha*/1/*end*/;
|
|
float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;3;-1;_AlphaClip*/0.5/*end*/;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
MetaInput metaInput = (MetaInput)0;
|
|
metaInput.Albedo = Albedo;
|
|
metaInput.Emission = Emission;
|
|
|
|
return MetaFragment(metaInput);
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
/*ase_pass*/
|
|
Pass
|
|
{
|
|
/*ase_hide_pass:SyncP*/
|
|
Name "Universal2D"
|
|
Tags{"LightMode" = "Universal2D"}
|
|
|
|
Blend One Zero
|
|
ZWrite On
|
|
ZTest LEqual
|
|
Offset 0,0
|
|
ColorMask RGBA
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SHADERPASS_2D
|
|
|
|
#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/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
|
/*ase_pragma*/
|
|
|
|
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
/*ase_vdata:p=p;n=n*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 worldPos : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
/*ase_interp(2,):sp=sp;wp=tc0;sc=tc1*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
#ifdef _TRANSMISSION_ASE
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef _TRANSLUCENCY_ASE
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef TESSELLATION_ON
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
/*ase_globals*/
|
|
|
|
/*ase_funcs*/
|
|
|
|
VertexOutput VertexFunction( VertexInput v /*ase_vert_input*/ )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID( v );
|
|
UNITY_TRANSFER_INSTANCE_ID( v, o );
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
|
|
|
/*ase_vert_code:v=VertexInput;o=VertexOutput*/
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;3;-1;_Vertex*/defaultVertexValue/*end*/;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = /*ase_vert_out:Vertex Normal;Float3;4;-1;_Normal*/v.ase_normal/*end*/;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
float4 positionCS = TransformWorldToHClip( positionWS );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.worldPos = positionWS;
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = positionCS;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
o.clipPos = positionCS;
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
/*ase_vcontrol*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
/*ase_control_code:v=VertexInput;o=VertexControl*/
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
|
|
float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(VertexOutput IN /*ase_frag_input*/ ) : SV_TARGET
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID( IN );
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
/*ase_local_var:wp*/float3 WorldPosition = IN.worldPos;
|
|
#endif
|
|
/*ase_local_var:sc*/float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
/*ase_frag_code:IN=VertexOutput*/
|
|
|
|
float3 Albedo = /*ase_frag_out:Albedo;Float3;0;-1;_Albedo*/float3(0.5, 0.5, 0.5)/*end*/;
|
|
float Alpha = /*ase_frag_out:Alpha;Float;1;-1;_Alpha*/1/*end*/;
|
|
float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;2;-1;_AlphaClip*/0.5/*end*/;
|
|
|
|
half4 color = half4( Albedo, Alpha );
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
return color;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
/*ase_pass*/
|
|
Pass
|
|
{
|
|
/*ase_hide_pass*/
|
|
Name "DepthNormals"
|
|
Tags{"LightMode" = "DepthNormals"}
|
|
|
|
ZWrite On
|
|
Blend One Zero
|
|
ZTest LEqual
|
|
ZWrite On
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SHADERPASS_DEPTHNORMALSONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
|
|
/*ase_pragma*/
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
/*ase_vdata:p=p;n=n*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 worldPos : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
float3 worldNormal : TEXCOORD2;
|
|
/*ase_interp(3,):sp=sp;wp=tc0;sc=tc1;wn=tc2*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
#ifdef _TRANSMISSION_ASE
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef _TRANSLUCENCY_ASE
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef TESSELLATION_ON
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
/*ase_globals*/
|
|
|
|
/*ase_funcs*/
|
|
|
|
VertexOutput VertexFunction( VertexInput v /*ase_vert_input*/ )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
/*ase_vert_code:v=VertexInput;o=VertexOutput*/
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;2;-1;_Vertex*/defaultVertexValue/*end*/;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = /*ase_vert_out:Vertex Normal;Float3;3;-1;_Normal*/v.ase_normal/*end*/;
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
float3 normalWS = TransformObjectToWorldNormal( v.ase_normal );
|
|
float4 positionCS = TransformWorldToHClip( positionWS );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.worldPos = positionWS;
|
|
#endif
|
|
|
|
o.worldNormal = normalWS;
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = positionCS;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
o.clipPos = positionCS;
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
/*ase_vcontrol*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
/*ase_control_code:v=VertexInput;o=VertexControl*/
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
|
|
float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#endif
|
|
half4 frag( VertexOutput IN
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
/*ase_frag_input*/ ) : SV_TARGET
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
/*ase_local_var:wp*/float3 WorldPosition = IN.worldPos;
|
|
#endif
|
|
/*ase_local_var:sc*/float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
/*ase_frag_code:IN=VertexOutput*/
|
|
float Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/;
|
|
float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/0.5/*end*/;
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = /*ase_frag_out:Depth Value;Float;4;-1;_DepthValue*/0/*end*/;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
return float4(PackNormalOctRectEncode(TransformWorldToViewDir(IN.worldNormal, true)), 0.0, 0.0);
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
/*ase_pass*/
|
|
Pass
|
|
{
|
|
/*ase_hide_pass:SyncP*/
|
|
Name "GBuffer"
|
|
Tags{"LightMode" = "UniversalGBuffer"}
|
|
|
|
Blend One Zero
|
|
ZWrite On
|
|
ZTest LEqual
|
|
Offset 0,0
|
|
ColorMask RGBA
|
|
/*ase_stencil*/
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
|
|
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
|
|
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
|
|
#pragma multi_compile _ _SHADOWS_SOFT
|
|
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
|
|
#pragma multi_compile _ _GBUFFER_NORMALS_OCT
|
|
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SHADERPASS SHADERPASS_GBUFFER
|
|
|
|
#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/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
|
|
|
|
#if ASE_SRP_VERSION <= 70108
|
|
#define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
|
|
#endif
|
|
|
|
#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
|
|
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
|
|
#endif
|
|
|
|
/*ase_pragma*/
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_tangent : TANGENT;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord : TEXCOORD0;
|
|
/*ase_vdata:p=p;n=n;t=t;uv0=tc0;uv1=tc1.xyzw*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
float4 lightmapUVOrVertexSH : TEXCOORD0;
|
|
half4 fogFactorAndVertexLight : TEXCOORD1;
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
float4 shadowCoord : TEXCOORD2;
|
|
#endif
|
|
float4 tSpace0 : TEXCOORD3;
|
|
float4 tSpace1 : TEXCOORD4;
|
|
float4 tSpace2 : TEXCOORD5;
|
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
|
float4 screenPos : TEXCOORD6;
|
|
#endif
|
|
/*ase_interp(7,):sp=sp;sc=tc2;wn.xyz=tc3.xyz;wt.xyz=tc4.xyz;wbt.xyz=tc5.xyz;wp.x=tc3.w;wp.y=tc4.w;wp.z=tc5.w;spu=tc6*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
#ifdef _TRANSMISSION_ASE
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef _TRANSLUCENCY_ASE
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef TESSELLATION_ON
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
/*ase_globals*/
|
|
|
|
/*ase_funcs*/
|
|
|
|
VertexOutput VertexFunction( VertexInput v /*ase_vert_input*/ )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
/*ase_vert_code:v=VertexInput;o=VertexOutput*/
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;8;-1;_Vertex*/defaultVertexValue/*end*/;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
v.ase_normal = /*ase_vert_out:Vertex Normal;Float3;10;-1;_Normal*/v.ase_normal/*end*/;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
float3 positionVS = TransformWorldToView( positionWS );
|
|
float4 positionCS = TransformWorldToHClip( positionWS );
|
|
|
|
VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent );
|
|
|
|
o.tSpace0 = float4( normalInput.normalWS, positionWS.x);
|
|
o.tSpace1 = float4( normalInput.tangentWS, positionWS.y);
|
|
o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z);
|
|
|
|
OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy );
|
|
OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz );
|
|
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
o.lightmapUVOrVertexSH.zw = v.texcoord;
|
|
o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
#endif
|
|
|
|
half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );
|
|
#ifdef ASE_FOG
|
|
half fogFactor = ComputeFogFactor( positionCS.z );
|
|
#else
|
|
half fogFactor = 0;
|
|
#endif
|
|
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = positionCS;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
o.clipPos = positionCS;
|
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
|
o.screenPos = ComputeScreenPos(positionCS);
|
|
#endif
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_tangent : TANGENT;
|
|
float4 texcoord : TEXCOORD0;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
/*ase_vcontrol*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.ase_tangent = v.ase_tangent;
|
|
o.texcoord = v.texcoord;
|
|
o.texcoord1 = v.texcoord1;
|
|
/*ase_control_code:v=VertexInput;o=VertexControl*/
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
|
|
float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
|
|
o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
|
|
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
|
/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#endif
|
|
FragmentOutput frag ( VertexOutput IN
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
/*ase_frag_input*/ )
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
|
|
float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
|
|
float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
|
|
float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
|
|
#else
|
|
/*ase_local_var:wn*/float3 WorldNormal = normalize( IN.tSpace0.xyz );
|
|
/*ase_local_var:wt*/float3 WorldTangent = IN.tSpace1.xyz;
|
|
/*ase_local_var:wbt*/float3 WorldBiTangent = IN.tSpace2.xyz;
|
|
#endif
|
|
/*ase_local_var:wp*/float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
|
|
/*ase_local_var:wvd*/float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
|
|
/*ase_local_var:sc*/float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
|
/*ase_local_var:spu*/float4 ScreenPos = IN.screenPos;
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
|
|
WorldViewDirection = SafeNormalize( WorldViewDirection );
|
|
|
|
/*ase_frag_code:IN=VertexOutput*/
|
|
float3 Albedo = /*ase_frag_out:Albedo;Float3;0;-1;_Albedo*/float3(0.5, 0.5, 0.5)/*end*/;
|
|
float3 Normal = /*ase_frag_out:Normal;Float3;1;-1;_FragNormal*/float3(0, 0, 1)/*end*/;
|
|
float3 Emission = /*ase_frag_out:Emission;Float3;2;-1;_Emission*/0/*end*/;
|
|
float3 Specular = /*ase_frag_out:Specular;Float3;9;-1;_Specular*/0.5/*end*/;
|
|
float Metallic = /*ase_frag_out:Metallic;Float;3;-1;_Metallic*/0/*end*/;
|
|
float Smoothness = /*ase_frag_out:Smoothness;Float;4;-1;_Smoothness*/0.5/*end*/;
|
|
float Occlusion = /*ase_frag_out:Occlusion;Float;5;-1;_Occlusion*/1/*end*/;
|
|
float Alpha = /*ase_frag_out:Alpha;Float;6;-1;_Alpha*/1/*end*/;
|
|
float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;7;-1;_AlphaClip*/0.5/*end*/;
|
|
float AlphaClipThresholdShadow = /*ase_frag_out:Alpha Clip Threshold Shadow;Float;16;-1;_AlphaClipShadow*/0.5/*end*/;
|
|
float3 BakedGI = /*ase_frag_out:Baked GI;Float3;11;-1;_BakedGI*/0/*end*/;
|
|
float3 RefractionColor = /*ase_frag_out:Refraction Color;Float3;12;-1;_RefractionColor*/1/*end*/;
|
|
float RefractionIndex = /*ase_frag_out:Refraction Index;Float;13;-1;_RefractionIndex*/1/*end*/;
|
|
float3 Transmission = /*ase_frag_out:Transmission;Float3;14;-1;_Transmission*/1/*end*/;
|
|
float3 Translucency = /*ase_frag_out:Translucency;Float3;15;-1;_Translucency*/1/*end*/;
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = /*ase_frag_out:Depth Value;Float;17;-1;_DepthValue*/0/*end*/;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
InputData inputData;
|
|
inputData.positionWS = WorldPosition;
|
|
inputData.viewDirectionWS = WorldViewDirection;
|
|
inputData.shadowCoord = ShadowCoords;
|
|
|
|
#ifdef _NORMALMAP
|
|
#if _NORMAL_DROPOFF_TS
|
|
inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal ));
|
|
#elif _NORMAL_DROPOFF_OS
|
|
inputData.normalWS = TransformObjectToWorldNormal(Normal);
|
|
#elif _NORMAL_DROPOFF_WS
|
|
inputData.normalWS = Normal;
|
|
#endif
|
|
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
|
|
#else
|
|
inputData.normalWS = WorldNormal;
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
inputData.fogCoord = IN.fogFactorAndVertexLight.x;
|
|
#endif
|
|
|
|
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
float3 SH = SampleSH(inputData.normalWS.xyz);
|
|
#else
|
|
float3 SH = IN.lightmapUVOrVertexSH.xyz;
|
|
#endif
|
|
|
|
inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS );
|
|
#ifdef _ASE_BAKEDGI
|
|
inputData.bakedGI = BakedGI;
|
|
#endif
|
|
|
|
BRDFData brdfData;
|
|
InitializeBRDFData( Albedo, Metallic, Specular, Smoothness, Alpha, brdfData);
|
|
half4 color;
|
|
color.rgb = GlobalIllumination( brdfData, inputData.bakedGI, Occlusion, inputData.normalWS, inputData.viewDirectionWS);
|
|
color.a = Alpha;
|
|
|
|
#ifdef _TRANSMISSION_ASE
|
|
{
|
|
float shadow = /*ase_inline_begin*/_TransmissionShadow/*ase_inline_end*/;
|
|
|
|
Light mainLight = GetMainLight( inputData.shadowCoord );
|
|
float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
|
|
mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
|
|
half3 mainTransmission = max(0 , -dot(inputData.normalWS, mainLight.direction)) * mainAtten * Transmission;
|
|
color.rgb += Albedo * mainTransmission;
|
|
|
|
#ifdef _ADDITIONAL_LIGHTS
|
|
int transPixelLightCount = GetAdditionalLightsCount();
|
|
for (int i = 0; i < transPixelLightCount; ++i)
|
|
{
|
|
Light light = GetAdditionalLight(i, inputData.positionWS);
|
|
float3 atten = light.color * light.distanceAttenuation;
|
|
atten = lerp( atten, atten * light.shadowAttenuation, shadow );
|
|
|
|
half3 transmission = max(0 , -dot(inputData.normalWS, light.direction)) * atten * Transmission;
|
|
color.rgb += Albedo * transmission;
|
|
}
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
#ifdef _TRANSLUCENCY_ASE
|
|
{
|
|
float shadow = /*ase_inline_begin*/_TransShadow/*ase_inline_end*/;
|
|
float normal = /*ase_inline_begin*/_TransNormal/*ase_inline_end*/;
|
|
float scattering = /*ase_inline_begin*/_TransScattering/*ase_inline_end*/;
|
|
float direct = /*ase_inline_begin*/_TransDirect/*ase_inline_end*/;
|
|
float ambient = /*ase_inline_begin*/_TransAmbient/*ase_inline_end*/;
|
|
float strength = /*ase_inline_begin*/_TransStrength/*ase_inline_end*/;
|
|
|
|
Light mainLight = GetMainLight( inputData.shadowCoord );
|
|
float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
|
|
mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
|
|
|
|
half3 mainLightDir = mainLight.direction + inputData.normalWS * normal;
|
|
half mainVdotL = pow( saturate( dot( inputData.viewDirectionWS, -mainLightDir ) ), scattering );
|
|
half3 mainTranslucency = mainAtten * ( mainVdotL * direct + inputData.bakedGI * ambient ) * Translucency;
|
|
color.rgb += Albedo * mainTranslucency * strength;
|
|
|
|
#ifdef _ADDITIONAL_LIGHTS
|
|
int transPixelLightCount = GetAdditionalLightsCount();
|
|
for (int i = 0; i < transPixelLightCount; ++i)
|
|
{
|
|
Light light = GetAdditionalLight(i, inputData.positionWS);
|
|
float3 atten = light.color * light.distanceAttenuation;
|
|
atten = lerp( atten, atten * light.shadowAttenuation, shadow );
|
|
|
|
half3 lightDir = light.direction + inputData.normalWS * normal;
|
|
half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );
|
|
half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;
|
|
color.rgb += Albedo * translucency * strength;
|
|
}
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
#ifdef _REFRACTION_ASE
|
|
float4 projScreenPos = ScreenPos / ScreenPos.w;
|
|
float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal, 0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
|
|
projScreenPos.xy += refractionOffset.xy;
|
|
float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
|
|
color.rgb = lerp( refraction, color.rgb, color.a );
|
|
color.a = 1;
|
|
#endif
|
|
|
|
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
|
|
color.rgb *= color.a;
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
#ifdef TERRAIN_SPLAT_ADDPASS
|
|
color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x );
|
|
#else
|
|
color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x);
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb);
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
/*ase_pass_end*/
|
|
}
|
|
/*ase_lod*/
|
|
CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI"
|
|
FallBack "Hidden/InternalErrorShader"
|
|
}
|