
commit bb3be793ca5db3df43679f2d6c34c75f768047a1 Author: SAIPO <grasste0403@hotmail.com> Date: Wed Dec 22 07:46:07 2021 +0800 修改佛教Boss关卡和伊斯兰Boss关卡的粒子特效 commit 1987a63954402be8894f9cc9805545432afefa18 Author: SAIPO <grasste0403@hotmail.com> Date: Tue Dec 21 20:55:05 2021 +0800 任务:编写shader,完善数据库类 1.完善了PlayerInfo类,用以数据库功能 1) 编写GetSqlData()函数,使用多线程获取用户信息,使用前请先设置公关变量name。 2) 编写CreateUser(string username)函数,在用户表内创建一个用户。 3) 编写hasName(string _searchName)函数,判断是否存在这个用户。 4) 编写GetBoardInfo(int WorldId)函数,获取指定世界的留言板链表。 5) 编写GetDeadInfo(int WorldId)函数,获取指定世界的死亡信息链表。 6) 编写CreateDead(int WorldId, Vector2 postion)函数,创建一条死亡信息。 7) 编写CreateBoard(int WorldId, Vector2 postion,string text)函数,创建一条留言信息。 8) 编写UpdatePlayerInfo()函数,将类里储存的信息上传到数据库。 2.实装相关Shader 1)完善以撒关卡的屏幕后特效,使其可以在发怒场景发出红色辉光。 2)完善以撒鬼魂的粒子,并且颜色和发怒与否关联。 3)实装以撒关卡的窗户辉光效果。 4)实装伊斯兰Boss关卡炸弹弹反的粒子特效。 5)实装伊斯兰Boss关卡的尘土特效(需要重做) 6)实装佛教Boss关卡的敲钟声波特效。 7)实装佛教Boss关卡的钟声受击灰尘(需要重做) 3.目前发现的bug 1)当人物恰好调到角落里会卡动画。 2)伊斯兰Boss关卡,特洛伊木马吐出的炸弹落到特效小怪上会闪退。 commit c06b842382051bc260d9f509491c683a41ca2a4c Author: SAIPO <grasste0403@hotmail.com> Date: Tue Dec 21 14:08:06 2021 +0800 Squashed commit of the following: commit e7dcdec1d9913e283f42d42f72f1030f0c8b6fda Author: Roman <1325980292@qq.com> Date: Tue Dec 21 00:45:50 2021 +0800 任务:搭建前置关卡,编写演出逻辑 1.流程化游戏 (1.制作转移器,内含字典,根据玩家的静态属性“阶段”来决定到转移点后将会移动到哪一个场景 (2.制作转场器,水平方向从左到右 下班 commit 74f926815ec8d00fa051192eb3b978ff4b3c01a6 Author: Roman <1325980292@qq.com> Date: Mon Dec 20 23:33:14 2021 +0800 任务:搭建前置关卡,编写演出逻辑 1.编写基督前置关卡 (1.放置平台、怪物和男童 (2.修改男童类,外加OnSaveEvent,OnSave时若有事件则触发该Event (3.编写开幕演出,与yi前置类似 (4.编写男童解救演出 ((1.触发Fungus对话 ((2.对话结束后,开启通往上层的门 2.搭建村场景 (1.放置平台和元素 (2.为可动元素制作动画 3.为玩家添加static属性,进度。0:刚开,1进村,2通佛,3通伊,4.通基 4.制作死亡重开功能 (1.当玩家生命值降到0及以下,触发死亡事件 (2.死亡后reload当前场景,并设记录员,关闭某些事件和演出不再执行 *优化和修复 (1.尝试制作击中卡肉效果,目前打击感太弱。也可以尝试粒子效果 *至此,全部前置关卡搭建完毕,村场景搭建完毕。 *明天可以完成流程化,接下来就是填充剧情、UI、死亡标记和留言板等系统了 下班 commit f257b40d10373a13380e9c395fe94d6559a82a0f Author: Roman <1325980292@qq.com> Date: Sun Dec 19 23:57:44 2021 +0800 任务:搭建前置关卡,编写演出逻辑 1.编写佛教前置关开场演出 (*.休整地形,使得左边多出一块地面,方便演出正常运作 (*.项目后期再通过逻辑触发该演出,目前先用调试方式触发演出 (1.关闭空气墙 (2.修改玩家inputDir使玩家从屏幕外冲进到屏幕内部 (3.等待一段时间 (4.此时玩家应该走到某个合适的位置,停止玩家的inputDir (5.等待一小段时间给玩家反应 (6.修改相机offset,使其对准对话的两个小怪 (7.等待一小段时间给玩家反应 (8.触发Fungus对话 (9.Fungus对话结束后,返回标记命令演出Main继续执行 *.修改NormalEnemy,添加标识isInFoStage,在Update中判断,若是,使该怪物水平方向上追踪玩家,可以参考爱欲品的Seek (10.修改左边小怪的isInFoStage (11.开启右边小怪的Path动画,表现其慌忙逃跑 (12.Invoke一个延时,等右边小怪逃出视野后删除它 (13.触发善后和结束事件 (14.重写善后事件,重新开启空气墙 2.搭建伊斯兰前置关卡 3.创建伊斯兰前置关卡演出 (1.关闭空气墙 (2.修改玩家inputDir使玩家从屏幕外冲进到屏幕内部 (3.等待一段时间 (4.此时玩家应该走到某个合适的位置,停止玩家的inputDir (5.等待一小段时间给玩家反应 (6.触发善后与结束事件 4.创建玩家隔间触发事件 (1.是进入式触发器对象 (2.触发时Call隔间演出 5.编写隔间演出逻辑 (1.表现关门 (2.左右晃一下镜头,中心移动到左右门处,表示门被关闭 (3.镜头回到玩家处,同时压缩相机可移动范围更窄 (4.打开隔间墙壁的空气墙 (5.设置EndEvent为伊斯兰事件 6.编写召唤伊斯兰事件 (1.摘自木马的召唤攻击,稍作修改 (2.当召唤的伊斯兰全部挂了,触发隔间结束事件 7.编写隔间结束事件 (1.表现开门 (2.关闭隔间的空气墙 (3.重设相机移动范围 8.搭建基督前置关卡 *.至此,第一关、第二关前置关卡的逻辑基本开发完毕 *.明天能做完所有前置关,顺便应该能搭完村场景,后天可以开始搭建新系统,目前还差留言、死亡标记等系统等待编写 下班 commit cd22966ad7637a84c0f08c3a716d5ec549699749 Author: Roman <1325980292@qq.com> Date: Sun Dec 19 14:12:05 2021 +0800 Squashed commit of the following: commit 26aff356971bdc2c2a6a3bd444eeb50c4bf7ec14 Author: SAIPO <grasste0403@hotmail.com> Date: Sun Dec 19 02:20:44 2021 +0800 导入近期制作的一些Shader 1.合并分支 2.完成了人物描边的流动shader制作,并且可以对Bloom屏幕后处理产生反应。 3.完成了基督教boss关卡,彩色窗户辉光的shader制作,可以对Bloom产生反应。 4.完成了伊斯兰教弹反的炸弹拖尾粒子shader的制作。 5.完成了火焰粒子shader的制作(可以用在基督教的以撒鬼魂上)。 6.完成了灰尘粒子像素化的shader制作。 7.完成了边缘扭曲的shader制作,可以用在一些树木上,让画面产生动感。 明天制作敲钟的声波Shader # Conflicts: # UserSettings/EditorUserSettings.asset commit 26aff356971bdc2c2a6a3bd444eeb50c4bf7ec14 Author: SAIPO <grasste0403@hotmail.com> Date: Sun Dec 19 02:20:44 2021 +0800 导入近期制作的一些Shader 1.合并分支 2.完成了人物描边的流动shader制作,并且可以对Bloom屏幕后处理产生反应。 3.完成了基督教boss关卡,彩色窗户辉光的shader制作,可以对Bloom产生反应。 4.完成了伊斯兰教弹反的炸弹拖尾粒子shader的制作。 5.完成了火焰粒子shader的制作(可以用在基督教的以撒鬼魂上)。 6.完成了灰尘粒子像素化的shader制作。 7.完成了边缘扭曲的shader制作,可以用在一些树木上,让画面产生动感。 明天制作敲钟的声波Shader # Conflicts: # Assets/Scenes/TeLuoYiStageTest.unity # Assets/Shader/火焰粒子shader/particle.shadergraph # Assets/Shader/灰尘粒子用shader/Pixel_My.shader # Assets/Shader/灰尘粒子用shader/Unlit_Pixel_My 1.mat # Assets/Shader/灰尘粒子用shader/Unlit_Pixel_My 2.mat # Assets/Shader/灰尘粒子用shader/Unlit_Pixel_My.mat # Logs/ApiUpdaterCheck.txt # UserSettings/EditorUserSettings.asset
2303 lines
83 KiB
GLSL
2303 lines
83 KiB
GLSL
Shader /*ase_name*/ "Hidden/Legacy/Lit" /*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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//_SpecularHighlights("Specular Highlights", Float) = 1.0
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//_GlossyReflections("Reflections", Float) = 1.0
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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,InvertActionOnDeselection:Specular,Metallic:Metallic
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Metallic:ShowPort:Metallic
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Specular:ShowPort:Specular
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Specular:SetDefine:_SPECULAR_SETUP 1
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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:SetPropertyOnSubShader:ZWrite,On
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Opaque:HideOption: Blend
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Opaque:HideOption: Dither Shadows
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Opaque:HideOption: Refraction Model
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Transparent:SetPropertyOnSubShader:RenderType,Transparent
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Transparent:SetPropertyOnSubShader:RenderQueue,Transparent
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Transparent:SetPropertyOnSubShader:ZWrite,Off
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Transparent:ShowOption: Blend
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Transparent:ShowOption: Dither Shadows
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Transparent:ShowOption: Refraction Model
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Option: Blend:Alpha,Premultiply,Additive,Multiply,Translucent,Custom:Alpha
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Alpha:SetPropertyOnPass:ForwardBase:BlendRGB,SrcAlpha,OneMinusSrcAlpha
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Alpha:SetPropertyOnPass:ForwardAdd:BlendRGB,SrcAlpha,One
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Alpha:SetDefine:_ALPHABLEND_ON 1
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Premultiply:SetPropertyOnPass:ForwardBase:BlendRGB,One,OneMinusSrcAlpha
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disable,Premultiply,Additive,Multiply,Translucent,Custom:SetPropertyOnPass:ForwardAdd:BlendRGB,One,One
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Premultiply:SetDefine:_ALPHAPREMULTIPLY_ON 1
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Additive:SetPropertyOnPass:ForwardBase:BlendRGB,One,One
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Multiply:SetPropertyOnPass:ForwardBase:BlendRGB,DstColor,Zero
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disable,Premultiply,Additive,Multiply,Translucent,Custom:RemoveDefine:_ALPHABLEND_ON 1
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disable,Alpha,Additive,Multiply,Translucent,Custom:RemoveDefine:_ALPHAPREMULTIPLY_ON 1
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disable,Translucent:SetPropertyOnPass:ForwardBase:BlendRGB,One,Zero
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Option: Refraction Model:None:None
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None,disable:HidePort:ForwardBase:Refraction Index
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None,disable:HidePort:ForwardBase:Refraction Color
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None,disable:RemoveDefine:_REFRACTION_ASE 1
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None,disable:RemoveDefine:ASE_NEEDS_FRAG_SCREEN_POSITION
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Legacy:ShowPort:ForwardBase:Refraction Index
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Legacy:ShowPort:ForwardBase:Refraction Color
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Legacy:SetDefine:_REFRACTION_ASE 1
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Legacy:SetDefine:ASE_NEEDS_FRAG_SCREEN_POSITION
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Option: Dither Shadows:false,true:true
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true:SetDefine:UNITY_STANDARD_USE_DITHER_MASK 1
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false,disable:RemoveDefine:UNITY_STANDARD_USE_DITHER_MASK 1
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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:Deferred Pass:false,true:true
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true:IncludePass:Deferred
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false:ExcludePass:Deferred
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Option:Transmission:false,true:false
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false:RemoveDefine:_TRANSMISSION_ASE 1
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false:HidePort:ForwardBase:Transmission
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false:HideOption: Transmission Shadow
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true:SetDefine:_TRANSMISSION_ASE 1
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true:ShowPort:ForwardBase:Transmission
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true:ShowOption: Transmission Shadow
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true:SetOption:Deferred Pass,0
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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:ForwardBase: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:ForwardBase: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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true:SetOption:Deferred Pass,0
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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:ShowPort:ForwardBase:Alpha Clip Threshold Shadow
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false,disable:HidePort:ForwardBase:Alpha Clip Threshold Shadow
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Option:Receive Shadows:false,true:true
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true:SetDefine:ASE_NEEDS_FRAG_SHADOWCOORDS
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false:RemoveDefine:ASE_NEEDS_FRAG_SHADOWCOORDS
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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:Ambient Light:false,true:true
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true:RemoveDefine:ASE_NO_AMBIENT 1
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false:SetDefine:ASE_NO_AMBIENT 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:Add Pass:false,true:true
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true:IncludePass:ForwardAdd
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false,disable:ExcludePass:ForwardAdd
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Option:Override Baked GI:false,true:false
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true:ShowPort:ForwardBase:Baked GI
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false:HidePort:ForwardBase:Baked GI
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true:SetDefine:ASE_BAKEDGI 1
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false:RemoveDefine:ASE_BAKEDGI 1
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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: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:Fwd Specular Highlights Toggle:false,true:false
|
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true:SetShaderProperty:_SpecularHighlights,[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
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false:SetShaderProperty:_SpecularHighlights,//[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
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true:SetDefine:pragma shader_feature _SPECULARHIGHLIGHTS_OFF
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false:RemoveDefine:pragma shader_feature _SPECULARHIGHLIGHTS_OFF
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Option:Fwd Reflections Toggle:false,true:false
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true:SetShaderProperty:_GlossyReflections,[ToggleOff] _GlossyReflections("Reflections", Float) = 1.0
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false:SetShaderProperty:_GlossyReflections,//[ToggleOff] _GlossyReflections("Reflections", Float) = 1.0
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true:SetDefine:pragma shader_feature _GLOSSYREFLECTIONS_OFF
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false:RemoveDefine:pragma shader_feature _GLOSSYREFLECTIONS_OFF
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Option:Disable Batching:False,True,LOD Fading:False
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False:SetPropertyOnSubShader:DisableBatching,False
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True:SetPropertyOnSubShader:DisableBatching,True
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LOD Fading:SetPropertyOnSubShader:DisableBatching,LODFading
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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:ForwardBase:15,Vertex Position
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Relative:SetPortName:ForwardBase:15,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:ForwardBase:Alpha Clip Threshold
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On:SetDefine:_ALPHATEST_ON 1
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Port:ForwardBase:Alpha Clip Threshold Shadow
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On:SetDefine:_ALPHATEST_SHADOW_ON 1
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*/
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Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "DisableBatching" = "False" }
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LOD 0
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Cull Back
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AlphaToMask Off
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ZWrite On
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ZTest LEqual
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ColorMask RGBA
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/*ase_stencil*/
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/*ase_all_modules*/
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CGINCLUDE
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#pragma target 3.0
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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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|
|
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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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|
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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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|
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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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|
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bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
|
|
{
|
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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);
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f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
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f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
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return CalcTriEdgeTessFactors (f);
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|
}
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|
|
|
float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
|
|
{
|
|
float3 pos0 = mul(o2w,v0).xyz;
|
|
float3 pos1 = mul(o2w,v1).xyz;
|
|
float3 pos2 = mul(o2w,v2).xyz;
|
|
float4 tess;
|
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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|
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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|
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
|
|
return tess;
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|
}
|
|
|
|
float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
|
|
{
|
|
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))
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|
{
|
|
tess = 0.0f;
|
|
}
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|
else
|
|
{
|
|
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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|
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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|
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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|
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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|
}
|
|
return tess;
|
|
}
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ENDCG
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|
|
/*ase_pass*/
|
|
Pass
|
|
{
|
|
Name "ExtraPrePass"
|
|
Tags { "LightMode" = "ForwardBase" }
|
|
|
|
Blend One Zero
|
|
Cull Back
|
|
ZWrite On
|
|
ZTest LEqual
|
|
Offset 0,0
|
|
ColorMask RGBA
|
|
/*ase_stencil*/
|
|
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma multi_compile_fwdbase
|
|
#ifndef UNITY_PASS_FORWARDBASE
|
|
#define UNITY_PASS_FORWARDBASE
|
|
#endif
|
|
#include "HLSLSupport.cginc"
|
|
#ifndef UNITY_INSTANCED_LOD_FADE
|
|
#define UNITY_INSTANCED_LOD_FADE
|
|
#endif
|
|
#ifndef UNITY_INSTANCED_SH
|
|
#define UNITY_INSTANCED_SH
|
|
#endif
|
|
#ifndef UNITY_INSTANCED_LIGHTMAPSTS
|
|
#define UNITY_INSTANCED_LIGHTMAPSTS
|
|
#endif
|
|
#include "UnityShaderVariables.cginc"
|
|
#include "UnityCG.cginc"
|
|
#include "Lighting.cginc"
|
|
#include "UnityPBSLighting.cginc"
|
|
#include "AutoLight.cginc"
|
|
|
|
/*ase_pragma*/
|
|
struct appdata {
|
|
float4 vertex : POSITION;
|
|
float4 tangent : TANGENT;
|
|
float3 normal : NORMAL;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
/*ase_vdata:p=p;t=t;n=n;uv1=tc1.xyzw;uv2=tc2.xyzw*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct v2f {
|
|
#if UNITY_VERSION >= 201810
|
|
UNITY_POSITION(pos);
|
|
#else
|
|
float4 pos : SV_POSITION;
|
|
#endif
|
|
#if defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) && UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
UNITY_LIGHTING_COORDS(2,3)
|
|
#elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if UNITY_VERSION >= 201710
|
|
UNITY_SHADOW_COORDS(2)
|
|
#else
|
|
SHADOW_COORDS(2)
|
|
#endif
|
|
#endif
|
|
#ifdef ASE_FOG
|
|
UNITY_FOG_COORDS(4)
|
|
#endif
|
|
float4 tSpace0 : TEXCOORD5;
|
|
float4 tSpace1 : TEXCOORD6;
|
|
float4 tSpace2 : TEXCOORD7;
|
|
/*ase_interp(8,):sp=sp.xyzw;sc=tc2;wn.xyz=tc5.xyz;wt.xyz=tc6.xyz;wbt.xyz=tc7.xyz;wp.x=tc5.w;wp.y=tc6.w;wp.z=tc7.w*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
#ifdef TESSELLATION_ON
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
/*ase_globals*/
|
|
|
|
/*ase_funcs*/
|
|
|
|
v2f VertexFunction (appdata v /*ase_vert_input*/ ) {
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
v2f o;
|
|
UNITY_INITIALIZE_OUTPUT(v2f,o);
|
|
UNITY_TRANSFER_INSTANCE_ID(v,o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
/*ase_vert_code:v=appdata;o=v2f*/
|
|
#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.vertex.w = 1;
|
|
v.normal = /*ase_vert_out:Vertex Normal;Float3;4;-1;_VertexNormalP*/v.normal/*end*/;
|
|
v.tangent = /*ase_vert_out:Vertex Tangent;Float4;5;-1;_VertexTangentP*/v.tangent/*end*/;
|
|
|
|
o.pos = UnityObjectToClipPos(v.vertex);
|
|
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
|
fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
|
|
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
|
|
fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
|
|
fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
|
|
o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
|
|
o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
|
|
o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
|
|
|
|
#if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy);
|
|
#elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if UNITY_VERSION >= 201710
|
|
UNITY_TRANSFER_SHADOW(o, v.texcoord1.xy);
|
|
#else
|
|
TRANSFER_SHADOW(o);
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
UNITY_TRANSFER_FOG(o,o.pos);
|
|
#endif
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float4 tangent : TANGENT;
|
|
float3 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 ( appdata v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.tangent = v.tangent;
|
|
o.normal = v.normal;
|
|
o.texcoord1 = v.texcoord1;
|
|
o.texcoord2 = v.texcoord2;
|
|
/*ase_control_code:v=appdata;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, UNITY_MATRIX_M, _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _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")]
|
|
v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
appdata o = (appdata) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
|
|
o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].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=appdata;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].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].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
|
|
v2f vert ( appdata v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
fixed4 frag (v2f IN /*ase_frag_input*/
|
|
#ifdef _DEPTHOFFSET_ON
|
|
, out float outputDepth : SV_Depth
|
|
#endif
|
|
) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
|
|
#endif
|
|
|
|
#if defined(_SPECULAR_SETUP)
|
|
SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
|
|
#else
|
|
SurfaceOutputStandard o = (SurfaceOutputStandard)0;
|
|
#endif
|
|
/*ase_local_var:wt*/float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x);
|
|
/*ase_local_var:wbt*/float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y);
|
|
/*ase_local_var:wn*/float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z);
|
|
/*ase_local_var:wp*/float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
|
|
/*ase_local_var:wvd*/float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
|
|
#else
|
|
/*ase_local_var:sc*/half atten = 1;
|
|
#endif
|
|
|
|
/*ase_frag_code:IN=v2f*/
|
|
float3 Color = /*ase_frag_out:Color;Float3;0;-1;_ColorP*/fixed3( 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*/;
|
|
|
|
float4 c = float4( Color, Alpha );
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip( Alpha - AlphaClipThreshold );
|
|
#endif
|
|
|
|
#ifdef _DEPTHOFFSET_ON
|
|
outputDepth = IN.pos.z;
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
UNITY_APPLY_FOG(IN.fogCoord, c);
|
|
#endif
|
|
return c;
|
|
}
|
|
ENDCG
|
|
}
|
|
|
|
/*ase_pass*/
|
|
Pass
|
|
{
|
|
/*ase_main_pass*/
|
|
Name "ForwardBase"
|
|
Tags { "LightMode" = "ForwardBase" }
|
|
|
|
Blend One Zero
|
|
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma multi_compile_fwdbase
|
|
#ifndef UNITY_PASS_FORWARDBASE
|
|
#define UNITY_PASS_FORWARDBASE
|
|
#endif
|
|
#include "HLSLSupport.cginc"
|
|
#ifndef UNITY_INSTANCED_LOD_FADE
|
|
#define UNITY_INSTANCED_LOD_FADE
|
|
#endif
|
|
#ifndef UNITY_INSTANCED_SH
|
|
#define UNITY_INSTANCED_SH
|
|
#endif
|
|
#ifndef UNITY_INSTANCED_LIGHTMAPSTS
|
|
#define UNITY_INSTANCED_LIGHTMAPSTS
|
|
#endif
|
|
#include "UnityShaderVariables.cginc"
|
|
#include "UnityCG.cginc"
|
|
#include "Lighting.cginc"
|
|
#include "UnityPBSLighting.cginc"
|
|
#include "AutoLight.cginc"
|
|
|
|
/*ase_pragma*/
|
|
struct appdata {
|
|
float4 vertex : POSITION;
|
|
float4 tangent : TANGENT;
|
|
float3 normal : NORMAL;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
/*ase_vdata:p=p;t=t;n=n;uv1=tc1.xyzw;uv2=tc2.xyzw*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct v2f {
|
|
#if UNITY_VERSION >= 201810
|
|
UNITY_POSITION(pos);
|
|
#else
|
|
float4 pos : SV_POSITION;
|
|
#endif
|
|
#if defined(LIGHTMAP_ON) || (!defined(LIGHTMAP_ON) && SHADER_TARGET >= 30)
|
|
float4 lmap : TEXCOORD0;
|
|
#endif
|
|
#if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH
|
|
half3 sh : TEXCOORD1;
|
|
#endif
|
|
#if defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) && UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
UNITY_LIGHTING_COORDS(2,3)
|
|
#elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if UNITY_VERSION >= 201710
|
|
UNITY_SHADOW_COORDS(2)
|
|
#else
|
|
SHADOW_COORDS(2)
|
|
#endif
|
|
#endif
|
|
#ifdef ASE_FOG
|
|
UNITY_FOG_COORDS(4)
|
|
#endif
|
|
float4 tSpace0 : TEXCOORD5;
|
|
float4 tSpace1 : TEXCOORD6;
|
|
float4 tSpace2 : TEXCOORD7;
|
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
|
float4 screenPos : TEXCOORD8;
|
|
#endif
|
|
/*ase_interp(9,):sp=sp.xyzw;sc=tc2;wn.xyz=tc5.xyz;wt.xyz=tc6.xyz;wbt.xyz=tc7.xyz;wp.x=tc5.w;wp.y=tc6.w;wp.z=tc7.w;spu=tc8*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
#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
|
|
/*ase_globals*/
|
|
|
|
/*ase_funcs*/
|
|
|
|
v2f VertexFunction (appdata v /*ase_vert_input*/ ) {
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
v2f o;
|
|
UNITY_INITIALIZE_OUTPUT(v2f,o);
|
|
UNITY_TRANSFER_INSTANCE_ID(v,o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
/*ase_vert_code:v=appdata;o=v2f*/
|
|
#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;15;-1;_Vertex*/defaultVertexValue/*end*/;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
v.vertex.w = 1;
|
|
v.normal = /*ase_vert_out:Vertex Normal;Float3;16;-1;_VertexNormal*/v.normal/*end*/;
|
|
v.tangent = /*ase_vert_out:Vertex Tangent;Float4;17;-1;_VertexTangent*/v.tangent/*end*/;
|
|
|
|
o.pos = UnityObjectToClipPos(v.vertex);
|
|
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
|
fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
|
|
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
|
|
fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
|
|
fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
|
|
o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
|
|
o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
|
|
o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
|
|
|
|
#ifdef DYNAMICLIGHTMAP_ON
|
|
o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#endif
|
|
#ifdef LIGHTMAP_ON
|
|
o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
#endif
|
|
|
|
#ifndef LIGHTMAP_ON
|
|
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
|
|
o.sh = 0;
|
|
#ifdef VERTEXLIGHT_ON
|
|
o.sh += Shade4PointLights (
|
|
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
|
|
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
|
|
unity_4LightAtten0, worldPos, worldNormal);
|
|
#endif
|
|
o.sh = ShadeSHPerVertex (worldNormal, o.sh);
|
|
#endif
|
|
#endif
|
|
|
|
#if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy);
|
|
#elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if UNITY_VERSION >= 201710
|
|
UNITY_TRANSFER_SHADOW(o, v.texcoord1.xy);
|
|
#else
|
|
TRANSFER_SHADOW(o);
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
UNITY_TRANSFER_FOG(o,o.pos);
|
|
#endif
|
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
|
o.screenPos = ComputeScreenPos(o.pos);
|
|
#endif
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float4 tangent : TANGENT;
|
|
float3 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 ( appdata v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.tangent = v.tangent;
|
|
o.normal = v.normal;
|
|
o.texcoord1 = v.texcoord1;
|
|
o.texcoord2 = v.texcoord2;
|
|
/*ase_control_code:v=appdata;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, UNITY_MATRIX_M, _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _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")]
|
|
v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
appdata o = (appdata) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
|
|
o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].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=appdata;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].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].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
|
|
v2f vert ( appdata v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
fixed4 frag (v2f IN /*ase_frag_input*/
|
|
#ifdef _DEPTHOFFSET_ON
|
|
, out float outputDepth : SV_Depth
|
|
#endif
|
|
) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
|
|
#endif
|
|
|
|
#if defined(_SPECULAR_SETUP)
|
|
SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
|
|
#else
|
|
SurfaceOutputStandard o = (SurfaceOutputStandard)0;
|
|
#endif
|
|
/*ase_local_var:wt*/float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x);
|
|
/*ase_local_var:wbt*/float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y);
|
|
/*ase_local_var:wn*/float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z);
|
|
/*ase_local_var:wp*/float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
|
|
/*ase_local_var:wvd*/float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
|
|
#else
|
|
/*ase_local_var:sc*/half atten = 1;
|
|
#endif
|
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
|
/*ase_local_var:spu*/float4 ScreenPos = IN.screenPos;
|
|
#endif
|
|
|
|
/*ase_frag_code:IN=v2f*/
|
|
o.Albedo = /*ase_frag_out:Albedo;Float3;0;-1;_Albedo*/fixed3( 0.5, 0.5, 0.5 )/*end*/;
|
|
o.Normal = /*ase_frag_out:Normal;Float3;1;-1;_Normal*/fixed3( 0, 0, 1 )/*end*/;
|
|
o.Emission = /*ase_frag_out:Emission;Float3;2;-1;_Emission*/half3( 0, 0, 0 )/*end*/;
|
|
#if defined(_SPECULAR_SETUP)
|
|
o.Specular = /*ase_frag_out:Specular;Float3;3;-1;_Specular*/fixed3( 0, 0, 0 )/*end*/;
|
|
#else
|
|
o.Metallic = /*ase_frag_out:Metallic;Float;4;-1;_Metallic*/0/*end*/;
|
|
#endif
|
|
o.Smoothness = /*ase_frag_out:Smoothness;Float;5;-1;_Smoothness*/0/*end*/;
|
|
o.Occlusion = /*ase_frag_out:Occlusion;Float;6;-1;_Occlusion*/1/*end*/;
|
|
o.Alpha = /*ase_frag_out:Alpha;Float;7;-1;_Alpha*/1/*end*/;
|
|
float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;8;-1;_AlphaClip*/0.5/*end*/;
|
|
float AlphaClipThresholdShadow = /*ase_frag_out:Alpha Clip Threshold Shadow;Float;9;-1;_AlphaClipShadow*/0.5/*end*/;
|
|
float3 BakedGI = /*ase_frag_out:Baked GI;Float3;10;-1;_BakedGI*/0/*end*/;
|
|
float3 RefractionColor = /*ase_frag_out:Refraction Color;Float3;11;-1;_RefractionColor*/1/*end*/;
|
|
float RefractionIndex = /*ase_frag_out:Refraction Index;Float;12;-1;_RefractionIndex*/1/*end*/;
|
|
float3 Transmission = /*ase_frag_out:Transmission;Float3;13;-1;_Transmission*/1/*end*/;
|
|
float3 Translucency = /*ase_frag_out:Translucency;Float3;14;-1;_Translucency*/1/*end*/;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip( o.Alpha - AlphaClipThreshold );
|
|
#endif
|
|
|
|
#ifdef _DEPTHOFFSET_ON
|
|
outputDepth = IN.pos.z;
|
|
#endif
|
|
|
|
#ifndef USING_DIRECTIONAL_LIGHT
|
|
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
|
|
#else
|
|
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
|
|
#endif
|
|
|
|
fixed4 c = 0;
|
|
float3 worldN;
|
|
worldN.x = dot(IN.tSpace0.xyz, o.Normal);
|
|
worldN.y = dot(IN.tSpace1.xyz, o.Normal);
|
|
worldN.z = dot(IN.tSpace2.xyz, o.Normal);
|
|
worldN = normalize(worldN);
|
|
o.Normal = worldN;
|
|
|
|
UnityGI gi;
|
|
UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
|
|
gi.indirect.diffuse = 0;
|
|
gi.indirect.specular = 0;
|
|
gi.light.color = _LightColor0.rgb;
|
|
gi.light.dir = lightDir;
|
|
|
|
UnityGIInput giInput;
|
|
UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
|
|
giInput.light = gi.light;
|
|
giInput.worldPos = worldPos;
|
|
giInput.worldViewDir = worldViewDir;
|
|
giInput.atten = atten;
|
|
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
|
|
giInput.lightmapUV = IN.lmap;
|
|
#else
|
|
giInput.lightmapUV = 0.0;
|
|
#endif
|
|
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
|
|
giInput.ambient = IN.sh;
|
|
#else
|
|
giInput.ambient.rgb = 0.0;
|
|
#endif
|
|
giInput.probeHDR[0] = unity_SpecCube0_HDR;
|
|
giInput.probeHDR[1] = unity_SpecCube1_HDR;
|
|
#if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
|
|
giInput.boxMin[0] = unity_SpecCube0_BoxMin;
|
|
#endif
|
|
#ifdef UNITY_SPECCUBE_BOX_PROJECTION
|
|
giInput.boxMax[0] = unity_SpecCube0_BoxMax;
|
|
giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
|
|
giInput.boxMax[1] = unity_SpecCube1_BoxMax;
|
|
giInput.boxMin[1] = unity_SpecCube1_BoxMin;
|
|
giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
|
|
#endif
|
|
|
|
#if defined(_SPECULAR_SETUP)
|
|
LightingStandardSpecular_GI(o, giInput, gi);
|
|
#else
|
|
LightingStandard_GI( o, giInput, gi );
|
|
#endif
|
|
|
|
#ifdef ASE_BAKEDGI
|
|
gi.indirect.diffuse = BakedGI;
|
|
#endif
|
|
|
|
#if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT)
|
|
gi.indirect.diffuse = 0;
|
|
#endif
|
|
|
|
#if defined(_SPECULAR_SETUP)
|
|
c += LightingStandardSpecular (o, worldViewDir, gi);
|
|
#else
|
|
c += LightingStandard( o, worldViewDir, gi );
|
|
#endif
|
|
|
|
#ifdef _TRANSMISSION_ASE
|
|
{
|
|
float shadow = /*ase_inline_begin*/_TransmissionShadow/*ase_inline_end*/;
|
|
#ifdef DIRECTIONAL
|
|
float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
|
|
#else
|
|
float3 lightAtten = gi.light.color;
|
|
#endif
|
|
half3 transmission = max(0 , -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission;
|
|
c.rgb += o.Albedo * transmission;
|
|
}
|
|
#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*/;
|
|
|
|
#ifdef DIRECTIONAL
|
|
float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
|
|
#else
|
|
float3 lightAtten = gi.light.color;
|
|
#endif
|
|
half3 lightDir = gi.light.dir + o.Normal * normal;
|
|
half transVdotL = pow( saturate( dot( worldViewDir, -lightDir ) ), scattering );
|
|
half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency;
|
|
c.rgb += o.Albedo * translucency * strength;
|
|
}
|
|
#endif
|
|
|
|
//#ifdef _REFRACTION_ASE
|
|
// float4 projScreenPos = ScreenPos / ScreenPos.w;
|
|
// float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, WorldNormal ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
|
|
// projScreenPos.xy += refractionOffset.xy;
|
|
// float3 refraction = UNITY_SAMPLE_SCREENSPACE_TEXTURE( _GrabTexture, projScreenPos ) * RefractionColor;
|
|
// color.rgb = lerp( refraction, color.rgb, color.a );
|
|
// color.a = 1;
|
|
//#endif
|
|
|
|
c.rgb += o.Emission;
|
|
|
|
#ifdef ASE_FOG
|
|
UNITY_APPLY_FOG(IN.fogCoord, c);
|
|
#endif
|
|
return c;
|
|
}
|
|
ENDCG
|
|
}
|
|
|
|
/*ase_pass*/
|
|
Pass
|
|
{
|
|
/*ase_hide_pass*/
|
|
Name "ForwardAdd"
|
|
Tags { "LightMode"="ForwardAdd" }
|
|
ZWrite Off
|
|
Blend One One
|
|
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma skip_variants INSTANCING_ON
|
|
#pragma multi_compile_fwdadd_fullshadows
|
|
#ifndef UNITY_PASS_FORWARDADD
|
|
#define UNITY_PASS_FORWARDADD
|
|
#endif
|
|
#include "HLSLSupport.cginc"
|
|
#if !defined( UNITY_INSTANCED_LOD_FADE )
|
|
#define UNITY_INSTANCED_LOD_FADE
|
|
#endif
|
|
#if !defined( UNITY_INSTANCED_SH )
|
|
#define UNITY_INSTANCED_SH
|
|
#endif
|
|
#if !defined( UNITY_INSTANCED_LIGHTMAPSTS )
|
|
#define UNITY_INSTANCED_LIGHTMAPSTS
|
|
#endif
|
|
#include "UnityShaderVariables.cginc"
|
|
#include "UnityCG.cginc"
|
|
#include "Lighting.cginc"
|
|
#include "UnityPBSLighting.cginc"
|
|
#include "AutoLight.cginc"
|
|
|
|
/*ase_pragma*/
|
|
struct appdata {
|
|
float4 vertex : POSITION;
|
|
float4 tangent : TANGENT;
|
|
float3 normal : NORMAL;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
/*ase_vdata:p=p;t=t;n=n;uv1=tc1.xyzw;uv2=tc2.xyzw*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
struct v2f {
|
|
#if UNITY_VERSION >= 201810
|
|
UNITY_POSITION(pos);
|
|
#else
|
|
float4 pos : SV_POSITION;
|
|
#endif
|
|
#if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
UNITY_LIGHTING_COORDS(1,2)
|
|
#elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if UNITY_VERSION >= 201710
|
|
UNITY_SHADOW_COORDS(1)
|
|
#else
|
|
SHADOW_COORDS(1)
|
|
#endif
|
|
#endif
|
|
#ifdef ASE_FOG
|
|
UNITY_FOG_COORDS(3)
|
|
#endif
|
|
float4 tSpace0 : TEXCOORD5;
|
|
float4 tSpace1 : TEXCOORD6;
|
|
float4 tSpace2 : TEXCOORD7;
|
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
|
float4 screenPos : TEXCOORD8;
|
|
#endif
|
|
/*ase_interp(9,):sp=sp.xyzw;sc=tc1;wn.xyz=tc5.xyz;wt.xyz=tc6.xyz;wbt.xyz=tc7.xyz;wp.x=tc5.w;wp.y=tc6.w;wp.z=tc7.w;spu=tc8*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
#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
|
|
/*ase_globals*/
|
|
|
|
/*ase_funcs*/
|
|
|
|
v2f VertexFunction (appdata v /*ase_vert_input*/ ) {
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
v2f o;
|
|
UNITY_INITIALIZE_OUTPUT(v2f,o);
|
|
UNITY_TRANSFER_INSTANCE_ID(v,o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
/*ase_vert_code:v=appdata;o=v2f*/
|
|
#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;11;-1;_Vertex*/defaultVertexValue/*end*/;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
v.vertex.w = 1;
|
|
v.normal = /*ase_vert_out:Vertex Normal;Float3;12;-1;_VertexNormal*/v.normal/*end*/;
|
|
v.tangent = /*ase_vert_out:Vertex Tangent;Float4;13;-1;_VertexTangent*/v.tangent/*end*/;
|
|
|
|
o.pos = UnityObjectToClipPos(v.vertex);
|
|
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
|
fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
|
|
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
|
|
fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
|
|
fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
|
|
o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
|
|
o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
|
|
o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
|
|
|
|
#if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy);
|
|
#elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if UNITY_VERSION >= 201710
|
|
UNITY_TRANSFER_SHADOW(o, v.texcoord1.xy);
|
|
#else
|
|
TRANSFER_SHADOW(o);
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
UNITY_TRANSFER_FOG(o,o.pos);
|
|
#endif
|
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
|
o.screenPos = ComputeScreenPos(o.pos);
|
|
#endif
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float4 tangent : TANGENT;
|
|
float3 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 ( appdata v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.tangent = v.tangent;
|
|
o.normal = v.normal;
|
|
o.texcoord1 = v.texcoord1;
|
|
o.texcoord2 = v.texcoord2;
|
|
/*ase_control_code:v=appdata;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, UNITY_MATRIX_M, _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _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")]
|
|
v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
appdata o = (appdata) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
|
|
o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].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=appdata;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].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].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
|
|
v2f vert ( appdata v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
fixed4 frag ( v2f IN /*ase_frag_input*/
|
|
#ifdef _DEPTHOFFSET_ON
|
|
, out float outputDepth : SV_Depth
|
|
#endif
|
|
) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
|
|
#endif
|
|
|
|
#if defined(_SPECULAR_SETUP)
|
|
SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
|
|
#else
|
|
SurfaceOutputStandard o = (SurfaceOutputStandard)0;
|
|
#endif
|
|
/*ase_local_var:wt*/float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x);
|
|
/*ase_local_var:wbt*/float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y);
|
|
/*ase_local_var:wn*/float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z);
|
|
/*ase_local_var:wp*/float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
|
|
/*ase_local_var:wvd*/float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
|
|
#else
|
|
/*ase_local_var:sc*/half atten = 1;
|
|
#endif
|
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
|
/*ase_local_var:spu*/float4 ScreenPos = IN.screenPos;
|
|
#endif
|
|
|
|
|
|
/*ase_frag_code:IN=v2f*/
|
|
o.Albedo = /*ase_frag_out:Albedo;Float3;0;-1;_Albedo*/fixed3( 0.5, 0.5, 0.5 )/*end*/;
|
|
o.Normal = /*ase_frag_out:Normal;Float3;1;-1;_Normal*/fixed3( 0, 0, 1 )/*end*/;
|
|
o.Emission = /*ase_frag_out:Emission;Float3;2;-1;_Emission*/half3( 0, 0, 0 )/*end*/;
|
|
#if defined(_SPECULAR_SETUP)
|
|
o.Specular = /*ase_frag_out:Specular;Float3;3;-1;_Specular*/fixed3( 0, 0, 0 )/*end*/;
|
|
#else
|
|
o.Metallic = /*ase_frag_out:Metallic;Float;4;-1;_Metallic*/0/*end*/;
|
|
#endif
|
|
o.Smoothness = /*ase_frag_out:Smoothness;Float;5;-1;_Smoothness*/0/*end*/;
|
|
o.Occlusion = /*ase_frag_out:Occlusion;Float;6;-1;_Occlusion*/1/*end*/;
|
|
o.Alpha = /*ase_frag_out:Alpha;Float;7;-1;_Alpha*/1/*end*/;
|
|
float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;8;-1;_AlphaClip*/0.5/*end*/;
|
|
float3 Transmission = /*ase_frag_out:Transmission;Float3;9;-1;_Transmission*/1/*end*/;
|
|
float3 Translucency = /*ase_frag_out:Translucency;Float3;10;-1;_Translucency*/1/*end*/;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip( o.Alpha - AlphaClipThreshold );
|
|
#endif
|
|
|
|
#ifdef _DEPTHOFFSET_ON
|
|
outputDepth = IN.pos.z;
|
|
#endif
|
|
|
|
#ifndef USING_DIRECTIONAL_LIGHT
|
|
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
|
|
#else
|
|
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
|
|
#endif
|
|
|
|
fixed4 c = 0;
|
|
float3 worldN;
|
|
worldN.x = dot(IN.tSpace0.xyz, o.Normal);
|
|
worldN.y = dot(IN.tSpace1.xyz, o.Normal);
|
|
worldN.z = dot(IN.tSpace2.xyz, o.Normal);
|
|
worldN = normalize(worldN);
|
|
o.Normal = worldN;
|
|
|
|
UnityGI gi;
|
|
UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
|
|
gi.indirect.diffuse = 0;
|
|
gi.indirect.specular = 0;
|
|
gi.light.color = _LightColor0.rgb;
|
|
gi.light.dir = lightDir;
|
|
gi.light.color *= atten;
|
|
|
|
#if defined(_SPECULAR_SETUP)
|
|
c += LightingStandardSpecular( o, worldViewDir, gi );
|
|
#else
|
|
c += LightingStandard( o, worldViewDir, gi );
|
|
#endif
|
|
|
|
#ifdef _TRANSMISSION_ASE
|
|
{
|
|
float shadow = /*ase_inline_begin*/_TransmissionShadow/*ase_inline_end*/;
|
|
#ifdef DIRECTIONAL
|
|
float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
|
|
#else
|
|
float3 lightAtten = gi.light.color;
|
|
#endif
|
|
half3 transmission = max(0 , -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission;
|
|
c.rgb += o.Albedo * transmission;
|
|
}
|
|
#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*/;
|
|
|
|
#ifdef DIRECTIONAL
|
|
float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
|
|
#else
|
|
float3 lightAtten = gi.light.color;
|
|
#endif
|
|
half3 lightDir = gi.light.dir + o.Normal * normal;
|
|
half transVdotL = pow( saturate( dot( worldViewDir, -lightDir ) ), scattering );
|
|
half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency;
|
|
c.rgb += o.Albedo * translucency * strength;
|
|
}
|
|
#endif
|
|
|
|
//#ifdef _REFRACTION_ASE
|
|
// float4 projScreenPos = ScreenPos / ScreenPos.w;
|
|
// float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, WorldNormal ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
|
|
// projScreenPos.xy += refractionOffset.xy;
|
|
// float3 refraction = UNITY_SAMPLE_SCREENSPACE_TEXTURE( _GrabTexture, projScreenPos ) * RefractionColor;
|
|
// color.rgb = lerp( refraction, color.rgb, color.a );
|
|
// color.a = 1;
|
|
//#endif
|
|
|
|
#ifdef ASE_FOG
|
|
UNITY_APPLY_FOG(IN.fogCoord, c);
|
|
#endif
|
|
return c;
|
|
}
|
|
ENDCG
|
|
}
|
|
|
|
/*ase_pass*/
|
|
Pass
|
|
{
|
|
/*ase_hide_pass*/
|
|
Name "Deferred"
|
|
Tags { "LightMode"="Deferred" }
|
|
|
|
AlphaToMask Off
|
|
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma target 3.0
|
|
#pragma exclude_renderers nomrt
|
|
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
|
|
#pragma multi_compile_prepassfinal
|
|
#ifndef UNITY_PASS_DEFERRED
|
|
#define UNITY_PASS_DEFERRED
|
|
#endif
|
|
#include "HLSLSupport.cginc"
|
|
#if !defined( UNITY_INSTANCED_LOD_FADE )
|
|
#define UNITY_INSTANCED_LOD_FADE
|
|
#endif
|
|
#if !defined( UNITY_INSTANCED_SH )
|
|
#define UNITY_INSTANCED_SH
|
|
#endif
|
|
#if !defined( UNITY_INSTANCED_LIGHTMAPSTS )
|
|
#define UNITY_INSTANCED_LIGHTMAPSTS
|
|
#endif
|
|
#include "UnityShaderVariables.cginc"
|
|
#include "UnityCG.cginc"
|
|
#include "Lighting.cginc"
|
|
#include "UnityPBSLighting.cginc"
|
|
|
|
/*ase_pragma*/
|
|
struct appdata {
|
|
float4 vertex : POSITION;
|
|
float4 tangent : TANGENT;
|
|
float3 normal : NORMAL;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
/*ase_vdata:p=p;t=t;n=n;uv1=tc1.xyzw;uv2=tc2.xyzw*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct v2f {
|
|
#if UNITY_VERSION >= 201810
|
|
UNITY_POSITION(pos);
|
|
#else
|
|
float4 pos : SV_POSITION;
|
|
#endif
|
|
float4 lmap : TEXCOORD2;
|
|
#ifndef LIGHTMAP_ON
|
|
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
|
|
half3 sh : TEXCOORD3;
|
|
#endif
|
|
#else
|
|
#ifdef DIRLIGHTMAP_OFF
|
|
float4 lmapFadePos : TEXCOORD4;
|
|
#endif
|
|
#endif
|
|
float4 tSpace0 : TEXCOORD5;
|
|
float4 tSpace1 : TEXCOORD6;
|
|
float4 tSpace2 : TEXCOORD7;
|
|
/*ase_interp(8,):sp=sp.xyzw;wn.xyz=tc5.xyz;wt.xyz=tc6.xyz;wbt.xyz=tc7.xyz;wp.x=tc5.w;wp.y=tc6.w;wp.z=tc7.w*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
#ifdef LIGHTMAP_ON
|
|
float4 unity_LightmapFade;
|
|
#endif
|
|
fixed4 unity_Ambient;
|
|
#ifdef TESSELLATION_ON
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
/*ase_globals*/
|
|
|
|
/*ase_funcs*/
|
|
|
|
v2f VertexFunction (appdata v /*ase_vert_input*/ ) {
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
v2f o;
|
|
UNITY_INITIALIZE_OUTPUT(v2f,o);
|
|
UNITY_TRANSFER_INSTANCE_ID(v,o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
/*ase_vert_code:v=appdata;o=v2f*/
|
|
#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;10;-1;_Vertex*/defaultVertexValue/*end*/;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
v.vertex.w = 1;
|
|
v.normal = /*ase_vert_out:Vertex Normal;Float3;11;-1;_VertexNormal*/v.normal/*end*/;
|
|
v.tangent = /*ase_vert_out:Vertex Tangent;Float4;12;-1;_VertexTangent*/v.tangent/*end*/;
|
|
|
|
o.pos = UnityObjectToClipPos(v.vertex);
|
|
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
|
fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
|
|
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
|
|
fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
|
|
fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
|
|
o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
|
|
o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
|
|
o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
|
|
|
|
#ifdef DYNAMICLIGHTMAP_ON
|
|
o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#else
|
|
o.lmap.zw = 0;
|
|
#endif
|
|
#ifdef LIGHTMAP_ON
|
|
o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
#ifdef DIRLIGHTMAP_OFF
|
|
o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;
|
|
o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);
|
|
#endif
|
|
#else
|
|
o.lmap.xy = 0;
|
|
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
|
|
o.sh = 0;
|
|
o.sh = ShadeSHPerVertex (worldNormal, o.sh);
|
|
#endif
|
|
#endif
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float4 tangent : TANGENT;
|
|
float3 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 ( appdata v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.tangent = v.tangent;
|
|
o.normal = v.normal;
|
|
o.texcoord1 = v.texcoord1;
|
|
o.texcoord2 = v.texcoord2;
|
|
/*ase_control_code:v=appdata;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, UNITY_MATRIX_M, _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _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")]
|
|
v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
appdata o = (appdata) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
|
|
o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].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=appdata;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].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].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
|
|
v2f vert ( appdata v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
void frag (v2f IN /*ase_frag_input*/
|
|
, out half4 outGBuffer0 : SV_Target0
|
|
, out half4 outGBuffer1 : SV_Target1
|
|
, out half4 outGBuffer2 : SV_Target2
|
|
, out half4 outEmission : SV_Target3
|
|
#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
|
|
, out half4 outShadowMask : SV_Target4
|
|
#endif
|
|
#ifdef _DEPTHOFFSET_ON
|
|
, out float outputDepth : SV_Depth
|
|
#endif
|
|
)
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
|
|
#endif
|
|
|
|
#if defined(_SPECULAR_SETUP)
|
|
SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
|
|
#else
|
|
SurfaceOutputStandard o = (SurfaceOutputStandard)0;
|
|
#endif
|
|
/*ase_local_var:wt*/float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x);
|
|
/*ase_local_var:wbt*/float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y);
|
|
/*ase_local_var:wn*/float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z);
|
|
/*ase_local_var:wp*/float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
|
|
/*ase_local_var:wvd*/float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
|
|
/*ase_local_var:sc*/half atten = 1;
|
|
|
|
/*ase_frag_code:IN=v2f*/
|
|
o.Albedo = /*ase_frag_out:Albedo;Float3;0;-1;_Albedo*/fixed3( 0.5, 0.5, 0.5 )/*end*/;
|
|
o.Normal = /*ase_frag_out:Normal;Float3;1;-1;_Normal*/fixed3( 0, 0, 1 )/*end*/;
|
|
o.Emission = /*ase_frag_out:Emission;Float3;2;-1;_Emission*/half3( 0, 0, 0 )/*end*/;
|
|
#if defined(_SPECULAR_SETUP)
|
|
o.Specular = /*ase_frag_out:Specular;Float3;3;-1;_Specular*/fixed3( 0, 0, 0 )/*end*/;
|
|
#else
|
|
o.Metallic = /*ase_frag_out:Metallic;Float;4;-1;_Metallic*/0/*end*/;
|
|
#endif
|
|
o.Smoothness = /*ase_frag_out:Smoothness;Float;5;-1;_Smoothness*/0/*end*/;
|
|
o.Occlusion = /*ase_frag_out:Occlusion;Float;6;-1;_Occlusion*/1/*end*/;
|
|
o.Alpha = /*ase_frag_out:Alpha;Float;7;-1;_Alpha*/1/*end*/;
|
|
float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;8;-1;_AlphaClip*/0.5/*end*/;
|
|
float3 BakedGI = /*ase_frag_out:Baked GI;Float3;9;-1;_BakedGI*/0/*end*/;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip( o.Alpha - AlphaClipThreshold );
|
|
#endif
|
|
|
|
#ifdef _DEPTHOFFSET_ON
|
|
outputDepth = IN.pos.z;
|
|
#endif
|
|
|
|
#ifndef USING_DIRECTIONAL_LIGHT
|
|
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
|
|
#else
|
|
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
|
|
#endif
|
|
|
|
float3 worldN;
|
|
worldN.x = dot(IN.tSpace0.xyz, o.Normal);
|
|
worldN.y = dot(IN.tSpace1.xyz, o.Normal);
|
|
worldN.z = dot(IN.tSpace2.xyz, o.Normal);
|
|
worldN = normalize(worldN);
|
|
o.Normal = worldN;
|
|
|
|
UnityGI gi;
|
|
UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
|
|
gi.indirect.diffuse = 0;
|
|
gi.indirect.specular = 0;
|
|
gi.light.color = 0;
|
|
gi.light.dir = half3(0,1,0);
|
|
|
|
UnityGIInput giInput;
|
|
UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
|
|
giInput.light = gi.light;
|
|
giInput.worldPos = worldPos;
|
|
giInput.worldViewDir = worldViewDir;
|
|
giInput.atten = atten;
|
|
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
|
|
giInput.lightmapUV = IN.lmap;
|
|
#else
|
|
giInput.lightmapUV = 0.0;
|
|
#endif
|
|
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
|
|
giInput.ambient = IN.sh;
|
|
#else
|
|
giInput.ambient.rgb = 0.0;
|
|
#endif
|
|
giInput.probeHDR[0] = unity_SpecCube0_HDR;
|
|
giInput.probeHDR[1] = unity_SpecCube1_HDR;
|
|
#if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
|
|
giInput.boxMin[0] = unity_SpecCube0_BoxMin;
|
|
#endif
|
|
#ifdef UNITY_SPECCUBE_BOX_PROJECTION
|
|
giInput.boxMax[0] = unity_SpecCube0_BoxMax;
|
|
giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
|
|
giInput.boxMax[1] = unity_SpecCube1_BoxMax;
|
|
giInput.boxMin[1] = unity_SpecCube1_BoxMin;
|
|
giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
|
|
#endif
|
|
|
|
#if defined(_SPECULAR_SETUP)
|
|
LightingStandardSpecular_GI( o, giInput, gi );
|
|
#else
|
|
LightingStandard_GI( o, giInput, gi );
|
|
#endif
|
|
|
|
#ifdef ASE_BAKEDGI
|
|
gi.indirect.diffuse = BakedGI;
|
|
#endif
|
|
|
|
#if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT)
|
|
gi.indirect.diffuse = 0;
|
|
#endif
|
|
|
|
#if defined(_SPECULAR_SETUP)
|
|
outEmission = LightingStandardSpecular_Deferred( o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2 );
|
|
#else
|
|
outEmission = LightingStandard_Deferred( o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2 );
|
|
#endif
|
|
|
|
#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
|
|
outShadowMask = UnityGetRawBakedOcclusions (IN.lmap.xy, float3(0, 0, 0));
|
|
#endif
|
|
#ifndef UNITY_HDR_ON
|
|
outEmission.rgb = exp2(-outEmission.rgb);
|
|
#endif
|
|
}
|
|
ENDCG
|
|
}
|
|
|
|
/*ase_pass*/
|
|
Pass
|
|
{
|
|
/*ase_hide_pass*/
|
|
Name "Meta"
|
|
Tags { "LightMode"="Meta" }
|
|
Cull Off
|
|
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
|
|
#pragma shader_feature EDITOR_VISUALIZATION
|
|
#ifndef UNITY_PASS_META
|
|
#define UNITY_PASS_META
|
|
#endif
|
|
#include "HLSLSupport.cginc"
|
|
#if !defined( UNITY_INSTANCED_LOD_FADE )
|
|
#define UNITY_INSTANCED_LOD_FADE
|
|
#endif
|
|
#if !defined( UNITY_INSTANCED_SH )
|
|
#define UNITY_INSTANCED_SH
|
|
#endif
|
|
#if !defined( UNITY_INSTANCED_LIGHTMAPSTS )
|
|
#define UNITY_INSTANCED_LIGHTMAPSTS
|
|
#endif
|
|
#include "UnityShaderVariables.cginc"
|
|
#include "UnityCG.cginc"
|
|
#include "Lighting.cginc"
|
|
#include "UnityPBSLighting.cginc"
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#include "UnityMetaPass.cginc"
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/*ase_pragma*/
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struct appdata {
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float4 vertex : POSITION;
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float4 tangent : TANGENT;
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float3 normal : NORMAL;
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float4 texcoord1 : TEXCOORD1;
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float4 texcoord2 : TEXCOORD2;
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/*ase_vdata:p=p;t=t;n=n;uv1=tc1.xyzw;uv2=tc2.xyzw*/
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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#if UNITY_VERSION >= 201810
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UNITY_POSITION(pos);
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#else
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float4 pos : SV_POSITION;
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#endif
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#ifdef EDITOR_VISUALIZATION
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float2 vizUV : TEXCOORD1;
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float4 lightCoord : TEXCOORD2;
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#endif
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/*ase_interp(3,):sp=sp.xyzw*/
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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#ifdef TESSELLATION_ON
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float _TessPhongStrength;
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float _TessValue;
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float _TessMin;
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float _TessMax;
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float _TessEdgeLength;
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float _TessMaxDisp;
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#endif
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/*ase_globals*/
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/*ase_funcs*/
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v2f VertexFunction (appdata v /*ase_vert_input*/ ) {
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UNITY_SETUP_INSTANCE_ID(v);
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v2f o;
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UNITY_INITIALIZE_OUTPUT(v2f,o);
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UNITY_TRANSFER_INSTANCE_ID(v,o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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/*ase_vert_code:v=appdata;o=v2f*/
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = v.vertex.xyz;
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#else
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float3 defaultVertexValue = float3(0, 0, 0);
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#endif
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float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;4;-1;_Vertex*/defaultVertexValue/*end*/;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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v.vertex.xyz = vertexValue;
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#else
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v.vertex.xyz += vertexValue;
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#endif
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v.vertex.w = 1;
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v.normal = /*ase_vert_out:Vertex Normal;Float3;5;-1;_VertexNormal*/v.normal/*end*/;
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v.tangent = /*ase_vert_out:Vertex Tangent;Float4;6;-1;_VertexTangent*/v.tangent/*end*/;
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#ifdef EDITOR_VISUALIZATION
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o.vizUV = 0;
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o.lightCoord = 0;
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if (unity_VisualizationMode == EDITORVIZ_TEXTURE)
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o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.texcoord.xy, v.texcoord1.xy, v.texcoord2.xy, unity_EditorViz_Texture_ST);
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else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK)
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{
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o.vizUV = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
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o.lightCoord = mul(unity_EditorViz_WorldToLight, mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1)));
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}
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#endif
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o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);
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return o;
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}
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#if defined(TESSELLATION_ON)
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struct VertexControl
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{
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float4 vertex : INTERNALTESSPOS;
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float4 tangent : TANGENT;
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float3 normal : NORMAL;
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float4 texcoord1 : TEXCOORD1;
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float4 texcoord2 : TEXCOORD2;
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/*ase_vcontrol*/
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct TessellationFactors
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{
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float edge[3] : SV_TessFactor;
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float inside : SV_InsideTessFactor;
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};
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VertexControl vert ( appdata v )
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{
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VertexControl o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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o.vertex = v.vertex;
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o.tangent = v.tangent;
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o.normal = v.normal;
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o.texcoord1 = v.texcoord1;
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o.texcoord2 = v.texcoord2;
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/*ase_control_code:v=appdata;o=VertexControl*/
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return o;
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}
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TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
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{
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TessellationFactors o;
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float4 tf = 1;
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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*/;
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float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
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#if defined(ASE_FIXED_TESSELLATION)
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tf = FixedTess( tessValue );
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#elif defined(ASE_DISTANCE_TESSELLATION)
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tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
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#elif defined(ASE_LENGTH_TESSELLATION)
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tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
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#elif defined(ASE_LENGTH_CULL_TESSELLATION)
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tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
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#endif
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o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
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return o;
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}
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[domain("tri")]
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[partitioning("fractional_odd")]
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[outputtopology("triangle_cw")]
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[patchconstantfunc("TessellationFunction")]
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[outputcontrolpoints(3)]
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VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
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{
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return patch[id];
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}
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[domain("tri")]
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v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
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{
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appdata o = (appdata) 0;
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o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
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o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
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o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
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o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
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o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
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/*ase_domain_code:patch=VertexControl;o=appdata;bary=SV_DomainLocation*/
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#if defined(ASE_PHONG_TESSELLATION)
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float3 pp[3];
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for (int i = 0; i < 3; ++i)
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pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
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float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
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o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
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#endif
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UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
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return VertexFunction(o);
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}
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#else
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v2f vert ( appdata v )
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|
{
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return VertexFunction( v );
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}
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#endif
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fixed4 frag (v2f IN /*ase_frag_input*/
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#ifdef _DEPTHOFFSET_ON
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, out float outputDepth : SV_Depth
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#endif
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) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(IN);
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#ifdef LOD_FADE_CROSSFADE
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UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
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#endif
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#if defined(_SPECULAR_SETUP)
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SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
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#else
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SurfaceOutputStandard o = (SurfaceOutputStandard)0;
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#endif
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/*ase_frag_code:IN=v2f*/
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o.Albedo = /*ase_frag_out:Albedo;Float3;0;-1;_Albedo*/fixed3( 0.5, 0.5, 0.5 )/*end*/;
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o.Normal = fixed3( 0, 0, 1 );
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o.Emission = /*ase_frag_out:Emission;Float3;1;-1;_Emission*/half3( 0, 0, 0 )/*end*/;
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o.Alpha = /*ase_frag_out:Alpha;Float;2;-1;_Alpha*/1/*end*/;
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float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;3;-1;_AlphaClip*/0.5/*end*/;
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#ifdef _ALPHATEST_ON
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clip( o.Alpha - AlphaClipThreshold );
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#endif
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#ifdef _DEPTHOFFSET_ON
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outputDepth = IN.pos.z;
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#endif
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UnityMetaInput metaIN;
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UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);
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metaIN.Albedo = o.Albedo;
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metaIN.Emission = o.Emission;
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#ifdef EDITOR_VISUALIZATION
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metaIN.VizUV = IN.vizUV;
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|
metaIN.LightCoord = IN.lightCoord;
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#endif
|
|
return UnityMetaFragment(metaIN);
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}
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ENDCG
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}
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/*ase_pass*/
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Pass
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{
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/*ase_hide_pass*/
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Name "ShadowCaster"
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Tags { "LightMode"="ShadowCaster" }
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ZWrite On
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ZTest LEqual
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AlphaToMask Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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#pragma multi_compile_shadowcaster
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#ifndef UNITY_PASS_SHADOWCASTER
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#define UNITY_PASS_SHADOWCASTER
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|
#endif
|
|
#include "HLSLSupport.cginc"
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#ifndef UNITY_INSTANCED_LOD_FADE
|
|
#define UNITY_INSTANCED_LOD_FADE
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#endif
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|
#ifndef UNITY_INSTANCED_SH
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|
#define UNITY_INSTANCED_SH
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|
#endif
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|
#ifndef UNITY_INSTANCED_LIGHTMAPSTS
|
|
#define UNITY_INSTANCED_LIGHTMAPSTS
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|
#endif
|
|
#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
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#define CAN_SKIP_VPOS
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#endif
|
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#include "UnityShaderVariables.cginc"
|
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#include "UnityCG.cginc"
|
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#include "Lighting.cginc"
|
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#include "UnityPBSLighting.cginc"
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|
|
/*ase_pragma*/
|
|
struct appdata {
|
|
float4 vertex : POSITION;
|
|
float4 tangent : TANGENT;
|
|
float3 normal : NORMAL;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
/*ase_vdata:p=p;t=t;n=n;uv1=tc1.xyzw;uv2=tc2.xyzw*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
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|
|
struct v2f {
|
|
V2F_SHADOW_CASTER;
|
|
/*ase_interp(2,):sp=sp.xyzw*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
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|
|
#ifdef UNITY_STANDARD_USE_DITHER_MASK
|
|
sampler3D _DitherMaskLOD;
|
|
#endif
|
|
#ifdef TESSELLATION_ON
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
/*ase_globals*/
|
|
|
|
/*ase_funcs*/
|
|
|
|
v2f VertexFunction (appdata v /*ase_vert_input*/ ) {
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
v2f o;
|
|
UNITY_INITIALIZE_OUTPUT(v2f,o);
|
|
UNITY_TRANSFER_INSTANCE_ID(v,o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
/*ase_vert_code:v=appdata;o=v2f*/
|
|
#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.vertex.w = 1;
|
|
v.normal = /*ase_vert_out:Vertex Normal;Float3;4;-1;_VertexNormal*/v.normal/*end*/;
|
|
v.tangent = /*ase_vert_out:Vertex Tangent;Float4;5;-1;_VertexTangent*/v.tangent/*end*/;
|
|
|
|
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float4 tangent : TANGENT;
|
|
float3 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 ( appdata v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.tangent = v.tangent;
|
|
o.normal = v.normal;
|
|
o.texcoord1 = v.texcoord1;
|
|
o.texcoord2 = v.texcoord2;
|
|
/*ase_control_code:v=appdata;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, UNITY_MATRIX_M, _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _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")]
|
|
v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
appdata o = (appdata) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
|
|
o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].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=appdata;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].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].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
|
|
v2f vert ( appdata v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
fixed4 frag (v2f IN /*ase_frag_input*/
|
|
#ifdef _DEPTHOFFSET_ON
|
|
, out float outputDepth : SV_Depth
|
|
#endif
|
|
#if !defined( CAN_SKIP_VPOS )
|
|
, UNITY_VPOS_TYPE vpos : VPOS
|
|
#endif
|
|
) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
|
|
#endif
|
|
|
|
#if defined(_SPECULAR_SETUP)
|
|
SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
|
|
#else
|
|
SurfaceOutputStandard o = (SurfaceOutputStandard)0;
|
|
#endif
|
|
|
|
/*ase_frag_code:IN=v2f*/
|
|
o.Normal = fixed3( 0, 0, 1 );
|
|
o.Occlusion = 1;
|
|
o.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;2;-1;_AlphaClipShadow*/0.5/*end*/;
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|
|
|
#ifdef _ALPHATEST_SHADOW_ON
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|
if (unity_LightShadowBias.z != 0.0)
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|
clip(o.Alpha - AlphaClipThresholdShadow);
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|
#ifdef _ALPHATEST_ON
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else
|
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clip(o.Alpha - AlphaClipThreshold);
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|
#endif
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#else
|
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#ifdef _ALPHATEST_ON
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|
clip(o.Alpha - AlphaClipThreshold);
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|
#endif
|
|
#endif
|
|
|
|
#if defined( CAN_SKIP_VPOS )
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|
float2 vpos = IN.pos;
|
|
#endif
|
|
|
|
#ifdef UNITY_STANDARD_USE_DITHER_MASK
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|
half alphaRef = tex3D(_DitherMaskLOD, float3(vpos.xy*0.25,o.Alpha*0.9375)).a;
|
|
clip(alphaRef - 0.01);
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|
#endif
|
|
|
|
#ifdef _DEPTHOFFSET_ON
|
|
outputDepth = IN.pos.z;
|
|
#endif
|
|
|
|
SHADOW_CASTER_FRAGMENT(IN)
|
|
}
|
|
ENDCG
|
|
}
|
|
/*ase_pass_end*/
|
|
}
|
|
CustomEditor "ASEMaterialInspector"
|
|
}
|