Files
2024-11-20 15:21:28 +01:00

5389 lines
222 KiB
GLSL

// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "DawnShaderHDRP/ClothingShaderHDRP"
{
Properties
{
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[ASEBegin][Toggle(_USEALPHACUTOUT_ON)] _UseAlphaCutOut("Use Alpha Cut Out", Float) = 0
_OpacityBoosts("Opacity Boosts", Range( 0 , 20)) = 9.5
_DitherBoosts("Dither Boosts", Range( 0 , 10)) = 1
_Dirt("Dirt", 2D) = "white" {}
_DirtBoots("Dirt Boots", Range( 0 , 2)) = 0
_DirtRoughness_Power("DirtRoughness_Power", Float) = 0
_AO("AO", 2D) = "white" {}
_Normal("Normal", 2D) = "bump" {}
_Mask("Mask", 2D) = "white" {}
_Metallic("Metallic", 2D) = "white" {}
_MetallicBoots01("Metallic Boots 01", Range( 0 , 4)) = 1
_MetallicBoots02("Metallic Boots 02", Range( 0 , 4)) = 1
_MetallicBoots03("Metallic Boots 03", Range( 0 , 4)) = 1
_MetallicBoots04("Metallic Boots 04", Range( 0 , 4)) = 1
_Roughness("Roughness", 2D) = "white" {}
_RoughnessBoost01("Roughness Boost 01", Range( 0 , 4)) = 1
_RoughnessBoost02("Roughness Boost 02", Range( 0 , 4)) = 1
_RoughnessBoost03("Roughness Boost 03", Range( 0 , 4)) = 1
_RoughnessBoost04("Roughness Boost 04", Range( 0 , 4)) = 1
_BC("Base Color", 2D) = "white" {}
_BlendColor01("Blend Color 01", Color) = (1,1,1,0)
_BlendColorPower01("Blend Color Power 01", Range( 0 , 1)) = 0
_BlendColor02("Blend Color 02", Color) = (1,1,1,0)
_BlendColorPower02("Blend Color Power 02", Range( 0 , 1)) = 0
_BlendColor03("Blend Color 03", Color) = (1,1,1,0)
_BlendColorPower03("Blend Color Power 03", Range( 0 , 1)) = 0
_BlendColor04("Blend Color 04", Color) = (1,1,1,0)
_BlendColorPower04("Blend Color Power 04", Range( 0 , 1)) = 0
[Toggle(_BLENDTEXTUREMODE_ON)] _BlendTextureMode("Blend Texture Mode", Float) = 0
[Toggle(_BLENDTEXTURE01_ON)] _BlendTexture01("Blend Texture 01", Float) = 0
[Toggle(_BLENDTEXTURE02_ON)] _BlendTexture02("Blend Texture 02", Float) = 0
[Toggle(_BLENDTEXTURE03_ON)] _BlendTexture03("Blend Texture 03", Float) = 0
[Toggle(_BLENDTEXTURE04_ON)] _BlendTexture04("Blend Texture 04", Float) = 0
_Texture01("Texture 01", 2D) = "white" {}
_Texture02("Texture 02", 2D) = "white" {}
_Texture03("Texture 03", 2D) = "white" {}
_Texture04("Texture 04", 2D) = "white" {}
_EmissiveMask1("Emissive Mask", 2D) = "white" {}
_Emissivepowerboost1("Emissive power boost", Float) = 100
_EmissiveColor2("Emissive Color 01", Color) = (0,0,0,0)
_EmissiveBoots2("Emissive Boots 1", Float) = 0
_EmissiveColor3("Emissive Color 02", Color) = (0,0,0,0)
_EmissiveBoots3("Emissive Boots 2", Float) = 0
_EmissiveColor4("Emissive Color 03", Color) = (0,0,0,0)
_EmissiveBoots4("Emissive Boots 3", Float) = 0
_EmissiveColor5("Emissive Color 04", Color) = (0,0,0,0)
_EmissiveBoots5("Emissive Boots 4", Float) = 0
_EmissivePannerMap1("Emissive Panner Map", 2D) = "white" {}
_EmissivePannerTilling1("Emissive Panner Tilling", Float) = 1
[ASEEnd]_PannerProperty1("Panner Property", Vector) = (0,0,0,0)
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] _RenderQueueType("Render Queue Type", Float) = 1
[HideInInspector] [ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
[HideInInspector] _StencilRef("Stencil Ref", Int) = 0
[HideInInspector] _StencilWriteMask("Stencil Write Mask", Int) = 6
[HideInInspector] _StencilRefDepth("Stencil Ref Depth", Int) = 8
[HideInInspector] _StencilWriteMaskDepth("Stencil Write Mask Depth", Int) = 8
[HideInInspector] _StencilRefMV("Stencil Ref MV", Int) = 40
[HideInInspector] _StencilWriteMaskMV("Stencil Write Mask MV", Int) = 40
[HideInInspector] _StencilRefDistortionVec("Stencil Ref Distortion Vec", Int) = 4
[HideInInspector] _StencilWriteMaskDistortionVec("Stencil Write Mask Distortion Vec", Int) = 4
[HideInInspector] _StencilWriteMaskGBuffer("Stencil Write Mask GBuffer", Int) = 14
[HideInInspector] _StencilRefGBuffer("Stencil Ref GBuffer", Int) = 10
[HideInInspector] _ZTestGBuffer("ZTest GBuffer", Int) = 4
[HideInInspector] [ToggleUI] _RequireSplitLighting("Require Split Lighting", Float) = 0
[HideInInspector] [ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1
[HideInInspector] _SurfaceType("Surface Type", Float) = 0
[HideInInspector] _BlendMode("Blend Mode", Float) = 0
[HideInInspector] _SrcBlend("Src Blend", Float) = 1
[HideInInspector] _DstBlend("Dst Blend", Float) = 0
[HideInInspector] _AlphaSrcBlend("Alpha Src Blend", Float) = 1
[HideInInspector] _AlphaDstBlend("Alpha Dst Blend", Float) = 0
[HideInInspector] [ToggleUI] _ZWrite("ZWrite", Float) = 1
[HideInInspector] [ToggleUI] _TransparentZWrite("Transparent ZWrite", Float) = 1
[HideInInspector] _CullMode("Cull Mode", Float) = 2
[HideInInspector] _TransparentSortPriority("Transparent Sort Priority", Int) = 0
[HideInInspector] [ToggleUI] _EnableFogOnTransparent("Enable Fog On Transparent", Float) = 1
[HideInInspector] _CullModeForward("Cull Mode Forward", Float) = 2
[HideInInspector] [Enum(Front, 1, Back, 2)] _TransparentCullMode("Transparent Cull Mode", Float) = 2
[HideInInspector] _ZTestDepthEqualForOpaque("ZTest Depth Equal For Opaque", Int) = 4
[HideInInspector] [Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent("ZTest Transparent", Float) = 4
[HideInInspector] [ToggleUI] _TransparentBackfaceEnable("Transparent Backface Enable", Float) = 0
[HideInInspector] [ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 1
[HideInInspector] [ToggleUI] _UseShadowThreshold("Use Shadow Threshold", Float) = 0
[HideInInspector] [ToggleUI] _DoubleSidedEnable("Double Sided Enable", Float) = 0
[HideInInspector] [Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double Sided Normal Mode", Float) = 2
[HideInInspector] _DoubleSidedConstants("DoubleSidedConstants", Vector) = (1,1,-1,0)
//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
//_TessMin( "Tess Min Distance", Float ) = 10
//_TessMax( "Tess Max Distance", Float ) = 25
//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="HDRenderPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
struct GlobalSurfaceDescription // GBuffer Forward META TransparentBackface
{
float3 Albedo;
float3 Normal;
float3 BentNormal;
float3 Specular;
float CoatMask;
float Metallic;
float3 Emission;
float Smoothness;
float Occlusion;
float Alpha;
float AlphaClipThreshold;
float AlphaClipThresholdShadow;
float AlphaClipThresholdDepthPrepass;
float AlphaClipThresholdDepthPostpass;
float SpecularAAScreenSpaceVariance;
float SpecularAAThreshold;
float SpecularOcclusion;
float DepthOffset;
//Refraction
float RefractionIndex;
float3 RefractionColor;
float RefractionDistance;
//SSS/Translucent
float Thickness;
float SubsurfaceMask;
float DiffusionProfile;
//Anisotropy
float Anisotropy;
float3 Tangent;
//Iridescent
float IridescenceMask;
float IridescenceThickness;
//BakedGI
float3 BakedGI;
float3 BakedBackGI;
};
struct AlphaSurfaceDescription // ShadowCaster
{
float Alpha;
float AlphaClipThreshold;
float AlphaClipThresholdShadow;
float DepthOffset;
};
struct SceneSurfaceDescription // SceneSelection
{
float Alpha;
float AlphaClipThreshold;
float DepthOffset;
};
struct PrePassSurfaceDescription // DepthPrePass
{
float Alpha;
float AlphaClipThresholdDepthPrepass;
float DepthOffset;
};
struct PostPassSurfaceDescription //DepthPostPass
{
float Alpha;
float AlphaClipThresholdDepthPostpass;
float DepthOffset;
};
struct SmoothSurfaceDescription // MotionVectors DepthOnly
{
float3 Normal;
float Smoothness;
float Alpha;
float AlphaClipThreshold;
float DepthOffset;
};
struct DistortionSurfaceDescription //Distortion
{
float Alpha;
float2 Distortion;
float DistortionBlur;
float AlphaClipThreshold;
};
float4 FixedTess( float tessValue )
{
return tessValue;
}
float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
{
float3 wpos = mul(o2w,vertex).xyz;
float dist = distance (wpos, cameraPos);
float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
return f;
}
float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
{
float4 tess;
tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
return tess;
}
float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
{
float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
float len = distance(wpos0, wpos1);
float f = max(len * scParams.y / (edgeLen * dist), 1.0);
return f;
}
float DistanceFromPlaneASE (float3 pos, float4 plane)
{
return dot (float4(pos,1.0f), plane);
}
bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
{
float4 planeTest;
planeTest.x = (( DistanceFromPlaneASE(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
planeTest.y = (( DistanceFromPlaneASE(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
planeTest.z = (( DistanceFromPlaneASE(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
planeTest.w = (( DistanceFromPlaneASE(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
return !all (planeTest);
}
float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
{
float3 f;
f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
return CalcTriEdgeTessFactors (f);
}
float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
return tess;
}
float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
{
tess = 0.0f;
}
else
{
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
}
return tess;
}
ENDHLSL
Pass
{
Name "GBuffer"
Tags { "LightMode"="GBuffer" }
Cull [_CullMode]
ZTest [_ZTestGBuffer]
Stencil
{
Ref [_StencilRefGBuffer]
WriteMask [_StencilWriteMaskGBuffer]
Comp Always
Pass Replace
Fail Keep
ZFail Keep
}
HLSLPROGRAM
#define _SPECULAR_OCCLUSION_FROM_AO 1
#define _AMBIENT_OCCLUSION 1
#define ASE_SRP_VERSION 70403
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _DOUBLESIDED_ON
#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
#pragma shader_feature_local _ALPHATEST_ON
#if !defined(DEBUG_DISPLAY) && defined(_ALPHATEST_ON)
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#define SHADERPASS SHADERPASS_GBUFFER
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT
#pragma multi_compile _ LIGHT_LAYERS
#pragma vertex Vert
#pragma fragment Frag
//#define UNITY_MATERIAL_LIT
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#ifdef DEBUG_DISPLAY
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
#pragma shader_feature _BLENDTEXTUREMODE_ON
#pragma shader_feature _BLENDTEXTURE01_ON
#pragma shader_feature _BLENDTEXTURE02_ON
#pragma shader_feature _BLENDTEXTURE03_ON
#pragma shader_feature _BLENDTEXTURE04_ON
#pragma shader_feature_local _USEALPHACUTOUT_ON
#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
#define ASE_NEED_CULLFACE 1
#endif
struct AttributesMesh
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryingsMeshToPS
{
float4 positionCS : SV_Position;
float3 interp00 : TEXCOORD0;
float3 interp01 : TEXCOORD1;
float4 interp02 : TEXCOORD2;
float4 interp03 : TEXCOORD3;
float4 interp04 : TEXCOORD4;
float4 ase_texcoord5 : TEXCOORD5;
float4 ase_texcoord6 : TEXCOORD6;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
CBUFFER_START( UnityPerMaterial )
float4 _BC_ST;
float4 _EmissiveColor2;
float4 _EmissiveColor4;
float4 _EmissiveMask1_ST;
float4 _EmissiveColor5;
float4 _Roughness_ST;
float4 _Metallic_ST;
float4 _Normal_ST;
float4 _Texture04_ST;
float4 _Texture03_ST;
float4 _Texture02_ST;
float4 _Dirt_ST;
float4 _EmissiveColor3;
float4 _BlendColor01;
float4 _Mask_ST;
float4 _BlendColor02;
float4 _AO_ST;
float4 _BlendColor04;
float4 _Texture01_ST;
float4 _BlendColor03;
float2 _PannerProperty1;
float _EmissiveBoots4;
float _EmissiveBoots5;
float _DirtRoughness_Power;
float _RoughnessBoost02;
float _EmissiveBoots3;
float _RoughnessBoost04;
float _RoughnessBoost01;
float _RoughnessBoost03;
float _MetallicBoots04;
float _EmissivePannerTilling1;
float _Emissivepowerboost1;
float _OpacityBoosts;
float _MetallicBoots03;
float _MetallicBoots02;
float _MetallicBoots01;
float _DirtBoots;
float _BlendColorPower04;
float _BlendColorPower03;
float _BlendColorPower02;
float _BlendColorPower01;
float _EmissiveBoots2;
float _DitherBoosts;
float4 _EmissionColor;
float _AlphaCutoff;
float _RenderQueueType;
#ifdef _ADD_PRECOMPUTED_VELOCITY
float _AddPrecomputedVelocity;
#endif
float _StencilRef;
float _StencilWriteMask;
float _StencilRefDepth;
float _StencilWriteMaskDepth;
float _StencilRefMV;
float _StencilWriteMaskMV;
float _StencilRefDistortionVec;
float _StencilWriteMaskDistortionVec;
float _StencilWriteMaskGBuffer;
float _StencilRefGBuffer;
float _ZTestGBuffer;
float _RequireSplitLighting;
float _ReceivesSSR;
float _SurfaceType;
float _BlendMode;
float _SrcBlend;
float _DstBlend;
float _AlphaSrcBlend;
float _AlphaDstBlend;
float _ZWrite;
float _TransparentZWrite;
float _CullMode;
float _TransparentSortPriority;
float _EnableFogOnTransparent;
float _CullModeForward;
float _TransparentCullMode;
float _ZTestDepthEqualForOpaque;
float _ZTestTransparent;
float _TransparentBackfaceEnable;
float _AlphaCutoffEnable;
float _UseShadowThreshold;
float _DoubleSidedEnable;
float _DoubleSidedNormalMode;
float4 _DoubleSidedConstants;
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _BC;
sampler2D _Mask;
SAMPLER(sampler_Mask);
sampler2D _Texture01;
sampler2D _Texture02;
sampler2D _Texture03;
sampler2D _Texture04;
sampler2D _Dirt;
SAMPLER(sampler_Dirt);
sampler2D _Normal;
sampler2D _Metallic;
sampler2D _EmissiveMask1;
SAMPLER(sampler_EmissiveMask1);
sampler2D _EmissivePannerMap1;
sampler2D _Roughness;
sampler2D _AO;
SAMPLER(sampler_BC);
inline float Dither4x4Bayer( int x, int y )
{
const float dither[ 16 ] = {
1, 9, 3, 11,
13, 5, 15, 7,
4, 12, 2, 10,
16, 8, 14, 6 };
int r = y * 4 + x;
return dither[r] / 16; // same # of instructions as pre-dividing due to compiler magic
}
void BuildSurfaceData(FragInputs fragInputs, inout GlobalSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
surfaceData.specularOcclusion = 1.0;
// surface data
surfaceData.baseColor = surfaceDescription.Albedo;
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
surfaceData.metallic = surfaceDescription.Metallic;
surfaceData.coatMask = surfaceDescription.CoatMask;
#ifdef _SPECULAR_OCCLUSION_CUSTOM
surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion;
#endif
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask;
#endif
#if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION)
surfaceData.thickness = surfaceDescription.Thickness;
#endif
#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfile);
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.specularColor = surfaceDescription.Specular;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.anisotropy = surfaceDescription.Anisotropy;
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.iridescenceMask = surfaceDescription.IridescenceMask;
surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness;
#endif
// refraction
#ifdef _HAS_REFRACTION
if( _EnableSSRefraction )
{
surfaceData.ior = surfaceDescription.RefractionIndex;
surfaceData.transmittanceColor = surfaceDescription.RefractionColor;
surfaceData.atDistance = surfaceDescription.RefractionDistance;
surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// material features
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
#endif
#ifdef ASE_LIT_CLEAR_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
// others
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) );
#endif
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
#endif
// normals
float3 normalTS = float3(0.0f, 0.0f, 1.0f);
normalTS = surfaceDescription.Normal;
GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
bentNormalWS = surfaceData.normalWS;
#ifdef ASE_BENT_NORMAL
GetNormalWS( fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants );
#endif
surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz );
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.tangentWS = TransformTangentToWorld( surfaceDescription.Tangent, fragInputs.tangentToWorld );
#endif
surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );
// decals
#if HAVE_DECALS
if( _EnableDecals )
{
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData( posInput, surfaceDescription.Alpha );
ApplyDecalToSurfaceData( decalSurfaceData, surfaceData );
}
#endif
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) );
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) );
#endif
#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
surfaceData.perceptualSmoothness = GeometricNormalFiltering( surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[ 2 ], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold );
#endif
// debug
#if defined(DEBUG_DISPLAY)
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceData.metallic = 0;
}
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
}
void GetSurfaceAndBuiltinData(GlobalSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
#endif
ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );
#ifdef _ALPHATEST_ON
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
#ifdef _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
#endif
float3 bentNormalWS;
BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );
InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );
#ifdef _ASE_BAKEDGI
builtinData.bakeDiffuseLighting = surfaceDescription.BakedGI;
#endif
#ifdef _ASE_BAKEDBACKGI
builtinData.backBakeDiffuseLighting = surfaceDescription.BakedBackGI;
#endif
builtinData.emissiveColor = surfaceDescription.Emission;
#if (SHADERPASS == SHADERPASS_DISTORTION)
builtinData.distortion = surfaceDescription.Distortion;
builtinData.distortionBlur = surfaceDescription.DistortionBlur;
#else
builtinData.distortion = float2(0.0, 0.0);
builtinData.distortionBlur = 0.0;
#endif
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
}
PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh )
{
PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS );
float4 ase_clipPos = TransformWorldToHClip( TransformObjectToWorld(inputMesh.positionOS));
float4 screenPos = ComputeScreenPos( ase_clipPos , _ProjectionParams.x );
outputPackedVaryingsMeshToPS.ase_texcoord6 = screenPos;
outputPackedVaryingsMeshToPS.ase_texcoord5.xy = inputMesh.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
outputPackedVaryingsMeshToPS.ase_texcoord5.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = defaultVertexValue ;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS ;
inputMesh.tangentOS = inputMesh.tangentOS ;
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);
outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS);
outputPackedVaryingsMeshToPS.interp00.xyz = positionRWS;
outputPackedVaryingsMeshToPS.interp01.xyz = normalWS;
outputPackedVaryingsMeshToPS.interp02.xyzw = tangentWS;
outputPackedVaryingsMeshToPS.interp03.xyzw = inputMesh.uv1;
outputPackedVaryingsMeshToPS.interp04.xyzw = inputMesh.uv2;
return outputPackedVaryingsMeshToPS;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl Vert ( AttributesMesh v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.positionOS = v.positionOS;
o.normalOS = v.normalOS;
o.tangentOS = v.tangentOS;
o.uv1 = v.uv1;
o.uv2 = v.uv2;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
float3 cameraPos = 0;
#else
float3 cameraPos = _WorldSpaceCameraPos;
#endif
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
AttributesMesh o = (AttributesMesh) 0;
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
o.uv1 = patch[0].uv1 * bary.x + patch[1].uv1 * bary.y + patch[2].uv1 * bary.z;
o.uv2 = patch[0].uv2 * bary.x + patch[1].uv2 * bary.y + patch[2].uv2 * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
PackedVaryingsMeshToPS Vert ( AttributesMesh v )
{
return VertexFunction( v );
}
#endif
void Frag( PackedVaryingsMeshToPS packedInput,
OUTPUT_GBUFFER(outGBuffer)
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth
#endif
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
UNITY_SETUP_INSTANCE_ID( packedInput );
FragInputs input;
ZERO_INITIALIZE(FragInputs, input);
input.tangentToWorld = k_identity3x3;
float3 positionRWS = packedInput.interp00.xyz;
float3 normalWS = packedInput.interp01.xyz;
float4 tangentWS = packedInput.interp02.xyzw;
input.positionSS = packedInput.positionCS;
input.positionRWS = positionRWS;
input.tangentToWorld = BuildTangentToWorld(tangentWS, normalWS);
input.texCoord1 = packedInput.interp03.xyzw;
input.texCoord2 = packedInput.interp04.xyzw;
#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
#elif SHADER_STAGE_FRAGMENT
#if defined(ASE_NEED_CULLFACE)
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false );
#endif
#endif
half isFrontFace = input.isFrontFace;
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
SurfaceData surfaceData;
BuiltinData builtinData;
GlobalSurfaceDescription surfaceDescription = (GlobalSurfaceDescription)0;
float2 uv_BC = packedInput.ase_texcoord5.xy * _BC_ST.xy + _BC_ST.zw;
float4 tex2DNode1 = tex2D( _BC, uv_BC );
float2 uv_Mask = packedInput.ase_texcoord5.xy * _Mask_ST.xy + _Mask_ST.zw;
float4 tex2DNode2 = tex2D( _Mask, uv_Mask );
float4 lerpResult28 = lerp( float4( 0,0,0,0 ) , _BlendColor01 , tex2DNode2.r);
float4 lerpResult29 = lerp( float4( 0,0,0,0 ) , _BlendColor02 , tex2DNode2.g);
float4 lerpResult30 = lerp( float4( 0,0,0,0 ) , _BlendColor03 , tex2DNode2.b);
float4 lerpResult31 = lerp( float4( 0,0,0,0 ) , _BlendColor04 , tex2DNode2.a);
float4 lerpResult132 = lerp( tex2DNode1 , ( lerpResult28 + lerpResult29 + lerpResult30 + lerpResult31 ) , ( ( _BlendColorPower01 * tex2DNode2.r ) + ( _BlendColorPower02 * tex2DNode2.g ) + ( _BlendColorPower03 * tex2DNode2.b ) + ( _BlendColorPower04 * tex2DNode2.a ) ));
float2 uv_Texture01 = packedInput.ase_texcoord5.xy * _Texture01_ST.xy + _Texture01_ST.zw;
float4 lerpResult55 = lerp( float4( 0,0,0,0 ) , tex2D( _Texture01, uv_Texture01 ) , tex2DNode2.r);
#ifdef _BLENDTEXTURE01_ON
float4 staticSwitch60 = lerpResult55;
#else
float4 staticSwitch60 = tex2DNode1;
#endif
float2 uv_Texture02 = packedInput.ase_texcoord5.xy * _Texture02_ST.xy + _Texture02_ST.zw;
float4 lerpResult56 = lerp( float4( 0,0,0,0 ) , tex2D( _Texture02, uv_Texture02 ) , tex2DNode2.g);
#ifdef _BLENDTEXTURE02_ON
float4 staticSwitch61 = lerpResult56;
#else
float4 staticSwitch61 = tex2DNode1;
#endif
float2 uv_Texture03 = packedInput.ase_texcoord5.xy * _Texture03_ST.xy + _Texture03_ST.zw;
float4 lerpResult57 = lerp( float4( 0,0,0,0 ) , tex2D( _Texture03, uv_Texture03 ) , tex2DNode2.b);
#ifdef _BLENDTEXTURE03_ON
float4 staticSwitch62 = lerpResult57;
#else
float4 staticSwitch62 = tex2DNode1;
#endif
float2 uv_Texture04 = packedInput.ase_texcoord5.xy * _Texture04_ST.xy + _Texture04_ST.zw;
float4 lerpResult58 = lerp( float4( 0,0,0,0 ) , tex2D( _Texture04, uv_Texture04 ) , tex2DNode2.a);
#ifdef _BLENDTEXTURE04_ON
float4 staticSwitch63 = lerpResult58;
#else
float4 staticSwitch63 = tex2DNode1;
#endif
float temp_output_27_0 = ( tex2DNode2.r + tex2DNode2.g + tex2DNode2.b + tex2DNode2.a );
float4 lerpResult71 = lerp( tex2DNode1 , ( ( staticSwitch60 * tex2DNode2.r ) + ( staticSwitch61 * tex2DNode2.g ) + ( staticSwitch62 * tex2DNode2.b ) + ( staticSwitch63 * tex2DNode2.a ) ) , temp_output_27_0);
#ifdef _BLENDTEXTUREMODE_ON
float4 staticSwitch72 = lerpResult71;
#else
float4 staticSwitch72 = lerpResult132;
#endif
float2 uv_Dirt = packedInput.ase_texcoord5.xy * _Dirt_ST.xy + _Dirt_ST.zw;
float4 tex2DNode80 = tex2D( _Dirt, uv_Dirt );
float4 lerpResult87 = lerp( staticSwitch72 , ( tex2DNode80 * _DirtBoots ) , ( _DirtBoots * tex2DNode80.a ));
float2 uv_Normal = packedInput.ase_texcoord5.xy * _Normal_ST.xy + _Normal_ST.zw;
float2 uv_Metallic = packedInput.ase_texcoord5.xy * _Metallic_ST.xy + _Metallic_ST.zw;
float4 tex2DNode76 = tex2D( _Metallic, uv_Metallic );
float4 lerpResult128 = lerp( tex2DNode76 , ( ( ( _MetallicBoots01 * tex2DNode2.r ) + ( _MetallicBoots02 * tex2DNode2.g ) + ( _MetallicBoots03 * tex2DNode2.b ) + ( _MetallicBoots04 * tex2DNode2.a ) ) * tex2DNode76 ) , temp_output_27_0);
float2 uv_EmissiveMask1 = packedInput.ase_texcoord5.xy * _EmissiveMask1_ST.xy + _EmissiveMask1_ST.zw;
float4 tex2DNode231 = tex2D( _EmissiveMask1, uv_EmissiveMask1 );
float2 temp_cast_2 = (_EmissivePannerTilling1).xx;
float2 texCoord223 = packedInput.ase_texcoord5.xy * temp_cast_2 + float2( 0,0 );
float2 panner224 = ( ( _TimeParameters.x ) * _PannerProperty1 + texCoord223);
float4 tex2DNode228 = tex2D( _EmissivePannerMap1, panner224 );
float2 uv_Roughness = packedInput.ase_texcoord5.xy * _Roughness_ST.xy + _Roughness_ST.zw;
float4 temp_output_148_0 = ( 1.0 - tex2D( _Roughness, uv_Roughness ) );
float4 lerpResult119 = lerp( temp_output_148_0 , ( ( ( _RoughnessBoost01 * tex2DNode2.r ) + ( _RoughnessBoost02 * tex2DNode2.g ) + ( _RoughnessBoost03 * tex2DNode2.b ) + ( _RoughnessBoost04 * tex2DNode2.a ) ) * temp_output_148_0 ) , temp_output_27_0);
float4 temp_cast_4 = (( _DirtRoughness_Power * _DirtBoots )).xxxx;
float4 lerpResult88 = lerp( lerpResult119 , temp_cast_4 , ( _DirtBoots * tex2DNode80.a ));
float2 uv_AO = packedInput.ase_texcoord5.xy * _AO_ST.xy + _AO_ST.zw;
float4 color219 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
float4 temp_cast_7 = (( tex2DNode1.a * _OpacityBoosts )).xxxx;
#ifdef _USEALPHACUTOUT_ON
float4 staticSwitch218 = temp_cast_7;
#else
float4 staticSwitch218 = color219;
#endif
float4 screenPos = packedInput.ase_texcoord6;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float2 clipScreen212 = ase_screenPosNorm.xy * _ScreenParams.xy;
float dither212 = Dither4x4Bayer( fmod(clipScreen212.x, 4), fmod(clipScreen212.y, 4) );
dither212 = step( dither212, ( tex2DNode1.a * _DitherBoosts ) );
surfaceDescription.Albedo = lerpResult87.rgb;
surfaceDescription.Normal = UnpackNormalScale( tex2D( _Normal, uv_Normal ), 1.0f );
surfaceDescription.BentNormal = float3( 0, 0, 1 );
surfaceDescription.CoatMask = 0;
surfaceDescription.Metallic = lerpResult128.r;
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceDescription.Specular = 0;
#endif
surfaceDescription.Emission = ( _Emissivepowerboost1 * ( ( tex2DNode231.r * tex2DNode228 * _EmissiveColor2 * _EmissiveBoots2 ) + ( tex2DNode231.g * tex2DNode228 * _EmissiveColor3 * _EmissiveBoots3 ) + ( tex2DNode231.b * tex2DNode228 * _EmissiveColor4 * _EmissiveBoots4 ) + ( tex2DNode231.a * tex2DNode228 * _EmissiveColor5 * _EmissiveBoots5 ) ) ).rgb;
surfaceDescription.Smoothness = lerpResult88.r;
surfaceDescription.Occlusion = tex2D( _AO, uv_AO ).r;
surfaceDescription.Alpha = staticSwitch218.r;
#ifdef _ALPHATEST_ON
surfaceDescription.AlphaClipThreshold = ( 1.0 - dither212 );
#endif
#ifdef _ALPHATEST_SHADOW_ON
surfaceDescription.AlphaClipThresholdShadow = 0.5;
#endif
surfaceDescription.AlphaClipThresholdDepthPrepass = 0.5;
surfaceDescription.AlphaClipThresholdDepthPostpass = 0.5;
#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
surfaceDescription.SpecularAAScreenSpaceVariance = 0;
surfaceDescription.SpecularAAThreshold = 0;
#endif
#ifdef _SPECULAR_OCCLUSION_CUSTOM
surfaceDescription.SpecularOcclusion = 0;
#endif
#if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION)
surfaceDescription.Thickness = 1;
#endif
#ifdef _HAS_REFRACTION
surfaceDescription.RefractionIndex = 1;
surfaceDescription.RefractionColor = float3( 1, 1, 1 );
surfaceDescription.RefractionDistance = 0;
#endif
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceDescription.SubsurfaceMask = 1;
#endif
#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
surfaceDescription.DiffusionProfile = 0;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceDescription.Anisotropy = 1;
surfaceDescription.Tangent = float3( 1, 0, 0 );
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceDescription.IridescenceMask = 0;
surfaceDescription.IridescenceThickness = 0;
#endif
#ifdef _ASE_DISTORTION
surfaceDescription.Distortion = float2 ( 2, -1 );
surfaceDescription.DistortionBlur = 1;
#endif
#ifdef _ASE_BAKEDGI
surfaceDescription.BakedGI = 0;
#endif
#ifdef _ASE_BAKEDBACKGI
surfaceDescription.BakedBackGI = 0;
#endif
#ifdef _DEPTHOFFSET_ON
surfaceDescription.DepthOffset = 0;
#endif
GetSurfaceAndBuiltinData( surfaceDescription, input, V, posInput, surfaceData, builtinData );
ENCODE_INTO_GBUFFER( surfaceData, builtinData, posInput.positionSS, outGBuffer );
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
}
ENDHLSL
}
Pass
{
Name "META"
Tags { "LightMode"="Meta" }
Cull Off
HLSLPROGRAM
#define _SPECULAR_OCCLUSION_FROM_AO 1
#define _AMBIENT_OCCLUSION 1
#define ASE_SRP_VERSION 70403
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _DOUBLESIDED_ON
#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
#pragma shader_feature_local _ALPHATEST_ON
#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
#pragma vertex Vert
#pragma fragment Frag
//#define UNITY_MATERIAL_LIT
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#ifdef DEBUG_DISPLAY
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
#pragma shader_feature _BLENDTEXTUREMODE_ON
#pragma shader_feature _BLENDTEXTURE01_ON
#pragma shader_feature _BLENDTEXTURE02_ON
#pragma shader_feature _BLENDTEXTURE03_ON
#pragma shader_feature _BLENDTEXTURE04_ON
#pragma shader_feature_local _USEALPHACUTOUT_ON
#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
#define ASE_NEED_CULLFACE 1
#endif
struct AttributesMesh
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryingsMeshToPS
{
float4 positionCS : SV_Position;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
CBUFFER_START( UnityPerMaterial )
float4 _BC_ST;
float4 _EmissiveColor2;
float4 _EmissiveColor4;
float4 _EmissiveMask1_ST;
float4 _EmissiveColor5;
float4 _Roughness_ST;
float4 _Metallic_ST;
float4 _Normal_ST;
float4 _Texture04_ST;
float4 _Texture03_ST;
float4 _Texture02_ST;
float4 _Dirt_ST;
float4 _EmissiveColor3;
float4 _BlendColor01;
float4 _Mask_ST;
float4 _BlendColor02;
float4 _AO_ST;
float4 _BlendColor04;
float4 _Texture01_ST;
float4 _BlendColor03;
float2 _PannerProperty1;
float _EmissiveBoots4;
float _EmissiveBoots5;
float _DirtRoughness_Power;
float _RoughnessBoost02;
float _EmissiveBoots3;
float _RoughnessBoost04;
float _RoughnessBoost01;
float _RoughnessBoost03;
float _MetallicBoots04;
float _EmissivePannerTilling1;
float _Emissivepowerboost1;
float _OpacityBoosts;
float _MetallicBoots03;
float _MetallicBoots02;
float _MetallicBoots01;
float _DirtBoots;
float _BlendColorPower04;
float _BlendColorPower03;
float _BlendColorPower02;
float _BlendColorPower01;
float _EmissiveBoots2;
float _DitherBoosts;
float4 _EmissionColor;
float _AlphaCutoff;
float _RenderQueueType;
#ifdef _ADD_PRECOMPUTED_VELOCITY
float _AddPrecomputedVelocity;
#endif
float _StencilRef;
float _StencilWriteMask;
float _StencilRefDepth;
float _StencilWriteMaskDepth;
float _StencilRefMV;
float _StencilWriteMaskMV;
float _StencilRefDistortionVec;
float _StencilWriteMaskDistortionVec;
float _StencilWriteMaskGBuffer;
float _StencilRefGBuffer;
float _ZTestGBuffer;
float _RequireSplitLighting;
float _ReceivesSSR;
float _SurfaceType;
float _BlendMode;
float _SrcBlend;
float _DstBlend;
float _AlphaSrcBlend;
float _AlphaDstBlend;
float _ZWrite;
float _TransparentZWrite;
float _CullMode;
float _TransparentSortPriority;
float _EnableFogOnTransparent;
float _CullModeForward;
float _TransparentCullMode;
float _ZTestDepthEqualForOpaque;
float _ZTestTransparent;
float _TransparentBackfaceEnable;
float _AlphaCutoffEnable;
float _UseShadowThreshold;
float _DoubleSidedEnable;
float _DoubleSidedNormalMode;
float4 _DoubleSidedConstants;
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _BC;
sampler2D _Mask;
SAMPLER(sampler_Mask);
sampler2D _Texture01;
sampler2D _Texture02;
sampler2D _Texture03;
sampler2D _Texture04;
sampler2D _Dirt;
SAMPLER(sampler_Dirt);
sampler2D _Normal;
sampler2D _Metallic;
sampler2D _EmissiveMask1;
SAMPLER(sampler_EmissiveMask1);
sampler2D _EmissivePannerMap1;
sampler2D _Roughness;
sampler2D _AO;
SAMPLER(sampler_BC);
inline float Dither4x4Bayer( int x, int y )
{
const float dither[ 16 ] = {
1, 9, 3, 11,
13, 5, 15, 7,
4, 12, 2, 10,
16, 8, 14, 6 };
int r = y * 4 + x;
return dither[r] / 16; // same # of instructions as pre-dividing due to compiler magic
}
void BuildSurfaceData(FragInputs fragInputs, inout GlobalSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
surfaceData.specularOcclusion = 1.0;
// surface data
surfaceData.baseColor = surfaceDescription.Albedo;
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
surfaceData.metallic = surfaceDescription.Metallic;
surfaceData.coatMask = surfaceDescription.CoatMask;
#ifdef _SPECULAR_OCCLUSION_CUSTOM
surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion;
#endif
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask;
#endif
#if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION)
surfaceData.thickness = surfaceDescription.Thickness;
#endif
#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfile);
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.specularColor = surfaceDescription.Specular;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.anisotropy = surfaceDescription.Anisotropy;
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.iridescenceMask = surfaceDescription.IridescenceMask;
surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness;
#endif
// refraction
#ifdef _HAS_REFRACTION
if( _EnableSSRefraction )
{
surfaceData.ior = surfaceDescription.RefractionIndex;
surfaceData.transmittanceColor = surfaceDescription.RefractionColor;
surfaceData.atDistance = surfaceDescription.RefractionDistance;
surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// material features
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
#endif
#ifdef ASE_LIT_CLEAR_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
// others
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) );
#endif
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
#endif
// normals
float3 normalTS = float3(0.0f, 0.0f, 1.0f);
normalTS = surfaceDescription.Normal;
GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
bentNormalWS = surfaceData.normalWS;
#ifdef ASE_BENT_NORMAL
GetNormalWS( fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants );
#endif
surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz );
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.tangentWS = TransformTangentToWorld( surfaceDescription.Tangent, fragInputs.tangentToWorld );
#endif
surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );
// decals
#if HAVE_DECALS
if( _EnableDecals )
{
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData( posInput, surfaceDescription.Alpha );
ApplyDecalToSurfaceData( decalSurfaceData, surfaceData );
}
#endif
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) );
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) );
#endif
#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
surfaceData.perceptualSmoothness = GeometricNormalFiltering( surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[ 2 ], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold );
#endif
// debug
#if defined(DEBUG_DISPLAY)
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceData.metallic = 0;
}
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
}
void GetSurfaceAndBuiltinData(GlobalSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
#endif
ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );
#ifdef _ALPHATEST_ON
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
#ifdef _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
#endif
float3 bentNormalWS;
BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );
InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );
builtinData.emissiveColor = surfaceDescription.Emission;
#if (SHADERPASS == SHADERPASS_DISTORTION)
builtinData.distortion = surfaceDescription.Distortion;
builtinData.distortionBlur = surfaceDescription.DistortionBlur;
#else
builtinData.distortion = float2(0.0, 0.0);
builtinData.distortionBlur = 0.0;
#endif
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
}
CBUFFER_START(UnityMetaPass)
bool4 unity_MetaVertexControl;
bool4 unity_MetaFragmentControl;
CBUFFER_END
float unity_OneOverOutputBoost;
float unity_MaxOutputValue;
PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh )
{
PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS);
float4 ase_clipPos = TransformWorldToHClip( TransformObjectToWorld(inputMesh.positionOS));
float4 screenPos = ComputeScreenPos( ase_clipPos , _ProjectionParams.x );
outputPackedVaryingsMeshToPS.ase_texcoord1 = screenPos;
outputPackedVaryingsMeshToPS.ase_texcoord.xy = inputMesh.uv0.xy;
//setting value to unused interpolator channels and avoid initialization warnings
outputPackedVaryingsMeshToPS.ase_texcoord.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = defaultVertexValue ;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS ;
inputMesh.tangentOS = inputMesh.tangentOS ;
float2 uv = float2(0.0, 0.0);
if (unity_MetaVertexControl.x)
{
uv = inputMesh.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
}
else if (unity_MetaVertexControl.y)
{
uv = inputMesh.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
}
outputPackedVaryingsMeshToPS.positionCS = float4(uv * 2.0 - 1.0, inputMesh.positionOS.z > 0 ? 1.0e-4 : 0.0, 1.0);
return outputPackedVaryingsMeshToPS;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl Vert ( AttributesMesh v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.positionOS = v.positionOS;
o.normalOS = v.normalOS;
o.tangentOS = v.tangentOS;
o.uv0 = v.uv0;
o.uv1 = v.uv1;
o.uv2 = v.uv2;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
float3 cameraPos = 0;
#else
float3 cameraPos = _WorldSpaceCameraPos;
#endif
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
AttributesMesh o = (AttributesMesh) 0;
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
o.uv0 = patch[0].uv0 * bary.x + patch[1].uv0 * bary.y + patch[2].uv0 * bary.z;
o.uv1 = patch[0].uv1 * bary.x + patch[1].uv1 * bary.y + patch[2].uv1 * bary.z;
o.uv2 = patch[0].uv2 * bary.x + patch[1].uv2 * bary.y + patch[2].uv2 * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
PackedVaryingsMeshToPS Vert ( AttributesMesh v )
{
return VertexFunction( v );
}
#endif
float4 Frag(PackedVaryingsMeshToPS packedInput ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( packedInput );
FragInputs input;
ZERO_INITIALIZE(FragInputs, input);
input.tangentToWorld = k_identity3x3;
input.positionSS = packedInput.positionCS;
#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
#elif SHADER_STAGE_FRAGMENT
#if defined(ASE_NEED_CULLFACE)
input.isFrontFace = IS_FRONT_VFACE(packedInput.cullFace, true, false);
#endif
#endif
half isFrontFace = input.isFrontFace;
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = float3(1.0, 1.0, 1.0);
SurfaceData surfaceData;
BuiltinData builtinData;
GlobalSurfaceDescription surfaceDescription = (GlobalSurfaceDescription)0;
float2 uv_BC = packedInput.ase_texcoord.xy * _BC_ST.xy + _BC_ST.zw;
float4 tex2DNode1 = tex2D( _BC, uv_BC );
float2 uv_Mask = packedInput.ase_texcoord.xy * _Mask_ST.xy + _Mask_ST.zw;
float4 tex2DNode2 = tex2D( _Mask, uv_Mask );
float4 lerpResult28 = lerp( float4( 0,0,0,0 ) , _BlendColor01 , tex2DNode2.r);
float4 lerpResult29 = lerp( float4( 0,0,0,0 ) , _BlendColor02 , tex2DNode2.g);
float4 lerpResult30 = lerp( float4( 0,0,0,0 ) , _BlendColor03 , tex2DNode2.b);
float4 lerpResult31 = lerp( float4( 0,0,0,0 ) , _BlendColor04 , tex2DNode2.a);
float4 lerpResult132 = lerp( tex2DNode1 , ( lerpResult28 + lerpResult29 + lerpResult30 + lerpResult31 ) , ( ( _BlendColorPower01 * tex2DNode2.r ) + ( _BlendColorPower02 * tex2DNode2.g ) + ( _BlendColorPower03 * tex2DNode2.b ) + ( _BlendColorPower04 * tex2DNode2.a ) ));
float2 uv_Texture01 = packedInput.ase_texcoord.xy * _Texture01_ST.xy + _Texture01_ST.zw;
float4 lerpResult55 = lerp( float4( 0,0,0,0 ) , tex2D( _Texture01, uv_Texture01 ) , tex2DNode2.r);
#ifdef _BLENDTEXTURE01_ON
float4 staticSwitch60 = lerpResult55;
#else
float4 staticSwitch60 = tex2DNode1;
#endif
float2 uv_Texture02 = packedInput.ase_texcoord.xy * _Texture02_ST.xy + _Texture02_ST.zw;
float4 lerpResult56 = lerp( float4( 0,0,0,0 ) , tex2D( _Texture02, uv_Texture02 ) , tex2DNode2.g);
#ifdef _BLENDTEXTURE02_ON
float4 staticSwitch61 = lerpResult56;
#else
float4 staticSwitch61 = tex2DNode1;
#endif
float2 uv_Texture03 = packedInput.ase_texcoord.xy * _Texture03_ST.xy + _Texture03_ST.zw;
float4 lerpResult57 = lerp( float4( 0,0,0,0 ) , tex2D( _Texture03, uv_Texture03 ) , tex2DNode2.b);
#ifdef _BLENDTEXTURE03_ON
float4 staticSwitch62 = lerpResult57;
#else
float4 staticSwitch62 = tex2DNode1;
#endif
float2 uv_Texture04 = packedInput.ase_texcoord.xy * _Texture04_ST.xy + _Texture04_ST.zw;
float4 lerpResult58 = lerp( float4( 0,0,0,0 ) , tex2D( _Texture04, uv_Texture04 ) , tex2DNode2.a);
#ifdef _BLENDTEXTURE04_ON
float4 staticSwitch63 = lerpResult58;
#else
float4 staticSwitch63 = tex2DNode1;
#endif
float temp_output_27_0 = ( tex2DNode2.r + tex2DNode2.g + tex2DNode2.b + tex2DNode2.a );
float4 lerpResult71 = lerp( tex2DNode1 , ( ( staticSwitch60 * tex2DNode2.r ) + ( staticSwitch61 * tex2DNode2.g ) + ( staticSwitch62 * tex2DNode2.b ) + ( staticSwitch63 * tex2DNode2.a ) ) , temp_output_27_0);
#ifdef _BLENDTEXTUREMODE_ON
float4 staticSwitch72 = lerpResult71;
#else
float4 staticSwitch72 = lerpResult132;
#endif
float2 uv_Dirt = packedInput.ase_texcoord.xy * _Dirt_ST.xy + _Dirt_ST.zw;
float4 tex2DNode80 = tex2D( _Dirt, uv_Dirt );
float4 lerpResult87 = lerp( staticSwitch72 , ( tex2DNode80 * _DirtBoots ) , ( _DirtBoots * tex2DNode80.a ));
float2 uv_Normal = packedInput.ase_texcoord.xy * _Normal_ST.xy + _Normal_ST.zw;
float2 uv_Metallic = packedInput.ase_texcoord.xy * _Metallic_ST.xy + _Metallic_ST.zw;
float4 tex2DNode76 = tex2D( _Metallic, uv_Metallic );
float4 lerpResult128 = lerp( tex2DNode76 , ( ( ( _MetallicBoots01 * tex2DNode2.r ) + ( _MetallicBoots02 * tex2DNode2.g ) + ( _MetallicBoots03 * tex2DNode2.b ) + ( _MetallicBoots04 * tex2DNode2.a ) ) * tex2DNode76 ) , temp_output_27_0);
float2 uv_EmissiveMask1 = packedInput.ase_texcoord.xy * _EmissiveMask1_ST.xy + _EmissiveMask1_ST.zw;
float4 tex2DNode231 = tex2D( _EmissiveMask1, uv_EmissiveMask1 );
float2 temp_cast_2 = (_EmissivePannerTilling1).xx;
float2 texCoord223 = packedInput.ase_texcoord.xy * temp_cast_2 + float2( 0,0 );
float2 panner224 = ( ( _TimeParameters.x ) * _PannerProperty1 + texCoord223);
float4 tex2DNode228 = tex2D( _EmissivePannerMap1, panner224 );
float2 uv_Roughness = packedInput.ase_texcoord.xy * _Roughness_ST.xy + _Roughness_ST.zw;
float4 temp_output_148_0 = ( 1.0 - tex2D( _Roughness, uv_Roughness ) );
float4 lerpResult119 = lerp( temp_output_148_0 , ( ( ( _RoughnessBoost01 * tex2DNode2.r ) + ( _RoughnessBoost02 * tex2DNode2.g ) + ( _RoughnessBoost03 * tex2DNode2.b ) + ( _RoughnessBoost04 * tex2DNode2.a ) ) * temp_output_148_0 ) , temp_output_27_0);
float4 temp_cast_4 = (( _DirtRoughness_Power * _DirtBoots )).xxxx;
float4 lerpResult88 = lerp( lerpResult119 , temp_cast_4 , ( _DirtBoots * tex2DNode80.a ));
float2 uv_AO = packedInput.ase_texcoord.xy * _AO_ST.xy + _AO_ST.zw;
float4 color219 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
float4 temp_cast_7 = (( tex2DNode1.a * _OpacityBoosts )).xxxx;
#ifdef _USEALPHACUTOUT_ON
float4 staticSwitch218 = temp_cast_7;
#else
float4 staticSwitch218 = color219;
#endif
float4 screenPos = packedInput.ase_texcoord1;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float2 clipScreen212 = ase_screenPosNorm.xy * _ScreenParams.xy;
float dither212 = Dither4x4Bayer( fmod(clipScreen212.x, 4), fmod(clipScreen212.y, 4) );
dither212 = step( dither212, ( tex2DNode1.a * _DitherBoosts ) );
surfaceDescription.Albedo = lerpResult87.rgb;
surfaceDescription.Normal = UnpackNormalScale( tex2D( _Normal, uv_Normal ), 1.0f );
surfaceDescription.BentNormal = float3( 0, 0, 1 );
surfaceDescription.CoatMask = 0;
surfaceDescription.Metallic = lerpResult128.r;
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceDescription.Specular = 0;
#endif
surfaceDescription.Emission = ( _Emissivepowerboost1 * ( ( tex2DNode231.r * tex2DNode228 * _EmissiveColor2 * _EmissiveBoots2 ) + ( tex2DNode231.g * tex2DNode228 * _EmissiveColor3 * _EmissiveBoots3 ) + ( tex2DNode231.b * tex2DNode228 * _EmissiveColor4 * _EmissiveBoots4 ) + ( tex2DNode231.a * tex2DNode228 * _EmissiveColor5 * _EmissiveBoots5 ) ) ).rgb;
surfaceDescription.Smoothness = lerpResult88.r;
surfaceDescription.Occlusion = tex2D( _AO, uv_AO ).r;
surfaceDescription.Alpha = staticSwitch218.r;
#ifdef _ALPHATEST_ON
surfaceDescription.AlphaClipThreshold = ( 1.0 - dither212 );
#endif
#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
surfaceDescription.SpecularAAScreenSpaceVariance = 0;
surfaceDescription.SpecularAAThreshold = 0;
#endif
#ifdef _SPECULAR_OCCLUSION_CUSTOM
surfaceDescription.SpecularOcclusion = 0;
#endif
#if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION)
surfaceDescription.Thickness = 1;
#endif
#ifdef _HAS_REFRACTION
surfaceDescription.RefractionIndex = 1;
surfaceDescription.RefractionColor = float3( 1, 1, 1 );
surfaceDescription.RefractionDistance = 0;
#endif
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceDescription.SubsurfaceMask = 1;
#endif
#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
surfaceDescription.DiffusionProfile = 0;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceDescription.Anisotropy = 1;
surfaceDescription.Tangent = float3( 1, 0, 0 );
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceDescription.IridescenceMask = 0;
surfaceDescription.IridescenceThickness = 0;
#endif
GetSurfaceAndBuiltinData(surfaceDescription,input, V, posInput, surfaceData, builtinData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
LightTransportData lightTransportData = GetLightTransportData(surfaceData, builtinData, bsdfData);
float4 res = float4(0.0, 0.0, 0.0, 1.0);
if (unity_MetaFragmentControl.x)
{
res.rgb = clamp(pow(abs(lightTransportData.diffuseColor), saturate(unity_OneOverOutputBoost)), 0, unity_MaxOutputValue);
}
if (unity_MetaFragmentControl.y)
{
res.rgb = lightTransportData.emissiveColor;
}
return res;
}
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags { "LightMode"="ShadowCaster" }
Cull [_CullMode]
ZWrite On
ZClip [_ZClip]
ZTest LEqual
ColorMask 0
HLSLPROGRAM
#define _SPECULAR_OCCLUSION_FROM_AO 1
#define _AMBIENT_OCCLUSION 1
#define ASE_SRP_VERSION 70403
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _DOUBLESIDED_ON
#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
#pragma shader_feature_local _ALPHATEST_ON
#define SHADERPASS SHADERPASS_SHADOWS
#pragma vertex Vert
#pragma fragment Frag
//#define UNITY_MATERIAL_LIT
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
//#define USE_LEGACY_UNITY_MATRIX_VARIABLES
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#ifdef DEBUG_DISPLAY
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
#pragma shader_feature_local _USEALPHACUTOUT_ON
#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
#define ASE_NEED_CULLFACE 1
#endif
struct AttributesMesh
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryingsMeshToPS
{
float4 positionCS : SV_Position;
float3 interp00 : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
CBUFFER_START( UnityPerMaterial )
float4 _BC_ST;
float4 _EmissiveColor2;
float4 _EmissiveColor4;
float4 _EmissiveMask1_ST;
float4 _EmissiveColor5;
float4 _Roughness_ST;
float4 _Metallic_ST;
float4 _Normal_ST;
float4 _Texture04_ST;
float4 _Texture03_ST;
float4 _Texture02_ST;
float4 _Dirt_ST;
float4 _EmissiveColor3;
float4 _BlendColor01;
float4 _Mask_ST;
float4 _BlendColor02;
float4 _AO_ST;
float4 _BlendColor04;
float4 _Texture01_ST;
float4 _BlendColor03;
float2 _PannerProperty1;
float _EmissiveBoots4;
float _EmissiveBoots5;
float _DirtRoughness_Power;
float _RoughnessBoost02;
float _EmissiveBoots3;
float _RoughnessBoost04;
float _RoughnessBoost01;
float _RoughnessBoost03;
float _MetallicBoots04;
float _EmissivePannerTilling1;
float _Emissivepowerboost1;
float _OpacityBoosts;
float _MetallicBoots03;
float _MetallicBoots02;
float _MetallicBoots01;
float _DirtBoots;
float _BlendColorPower04;
float _BlendColorPower03;
float _BlendColorPower02;
float _BlendColorPower01;
float _EmissiveBoots2;
float _DitherBoosts;
float4 _EmissionColor;
float _AlphaCutoff;
float _RenderQueueType;
#ifdef _ADD_PRECOMPUTED_VELOCITY
float _AddPrecomputedVelocity;
#endif
float _StencilRef;
float _StencilWriteMask;
float _StencilRefDepth;
float _StencilWriteMaskDepth;
float _StencilRefMV;
float _StencilWriteMaskMV;
float _StencilRefDistortionVec;
float _StencilWriteMaskDistortionVec;
float _StencilWriteMaskGBuffer;
float _StencilRefGBuffer;
float _ZTestGBuffer;
float _RequireSplitLighting;
float _ReceivesSSR;
float _SurfaceType;
float _BlendMode;
float _SrcBlend;
float _DstBlend;
float _AlphaSrcBlend;
float _AlphaDstBlend;
float _ZWrite;
float _TransparentZWrite;
float _CullMode;
float _TransparentSortPriority;
float _EnableFogOnTransparent;
float _CullModeForward;
float _TransparentCullMode;
float _ZTestDepthEqualForOpaque;
float _ZTestTransparent;
float _TransparentBackfaceEnable;
float _AlphaCutoffEnable;
float _UseShadowThreshold;
float _DoubleSidedEnable;
float _DoubleSidedNormalMode;
float4 _DoubleSidedConstants;
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _BC;
SAMPLER(sampler_BC);
inline float Dither4x4Bayer( int x, int y )
{
const float dither[ 16 ] = {
1, 9, 3, 11,
13, 5, 15, 7,
4, 12, 2, 10,
16, 8, 14, 6 };
int r = y * 4 + x;
return dither[r] / 16; // same # of instructions as pre-dividing due to compiler magic
}
void BuildSurfaceData(FragInputs fragInputs, inout AlphaSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
surfaceData.specularOcclusion = 1.0;
// surface data
// refraction
#ifdef _HAS_REFRACTION
if( _EnableSSRefraction )
{
surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// material features
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
#endif
#ifdef ASE_LIT_CLEAR_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
// others
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) );
#endif
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
#endif
// normals
float3 normalTS = float3(0.0f, 0.0f, 1.0f);
GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
bentNormalWS = surfaceData.normalWS;
surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz );
surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );
// decals
#if HAVE_DECALS
if( _EnableDecals )
{
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData( posInput, surfaceDescription.Alpha );
ApplyDecalToSurfaceData( decalSurfaceData, surfaceData );
}
#endif
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) );
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) );
#endif
// debug
#if defined(DEBUG_DISPLAY)
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceData.metallic = 0;
}
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
}
void GetSurfaceAndBuiltinData(AlphaSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
#endif
ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );
#ifdef _ALPHATEST_ON
#ifdef _ALPHATEST_SHADOW_ON
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThresholdShadow );
#else
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
#endif
#ifdef _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
#endif
float3 bentNormalWS;
BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );
InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
}
PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh )
{
PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS );
float4 ase_clipPos = TransformWorldToHClip( TransformObjectToWorld(inputMesh.positionOS));
float4 screenPos = ComputeScreenPos( ase_clipPos , _ProjectionParams.x );
outputPackedVaryingsMeshToPS.ase_texcoord2 = screenPos;
outputPackedVaryingsMeshToPS.ase_texcoord1.xy = inputMesh.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
outputPackedVaryingsMeshToPS.ase_texcoord1.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = defaultVertexValue ;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS ;
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS);
outputPackedVaryingsMeshToPS.interp00.xyz = positionRWS;
return outputPackedVaryingsMeshToPS;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl Vert ( AttributesMesh v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.positionOS = v.positionOS;
o.normalOS = v.normalOS;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
float3 cameraPos = 0;
#else
float3 cameraPos = _WorldSpaceCameraPos;
#endif
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
AttributesMesh o = (AttributesMesh) 0;
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
PackedVaryingsMeshToPS Vert ( AttributesMesh v )
{
return VertexFunction( v );
}
#endif
void Frag( PackedVaryingsMeshToPS packedInput
#ifdef WRITE_NORMAL_BUFFER
, out float4 outNormalBuffer : SV_Target0
#ifdef WRITE_MSAA_DEPTH
, out float1 depthColor : SV_Target1
#endif
#elif defined(WRITE_MSAA_DEPTH)
, out float4 outNormalBuffer : SV_Target0
, out float1 depthColor : SV_Target1
#elif defined(SCENESELECTIONPASS)
, out float4 outColor : SV_Target0
#endif
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth
#endif
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
UNITY_SETUP_INSTANCE_ID( packedInput );
float3 positionRWS = packedInput.interp00.xyz;
FragInputs input;
ZERO_INITIALIZE(FragInputs, input);
input.tangentToWorld = k_identity3x3;
input.positionSS = packedInput.positionCS;
input.positionRWS = positionRWS;
#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
#elif SHADER_STAGE_FRAGMENT
#if defined(ASE_NEED_CULLFACE)
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false );
#endif
#endif
half isFrontFace = input.isFrontFace;
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
AlphaSurfaceDescription surfaceDescription = (AlphaSurfaceDescription)0;
float4 color219 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
float2 uv_BC = packedInput.ase_texcoord1.xy * _BC_ST.xy + _BC_ST.zw;
float4 tex2DNode1 = tex2D( _BC, uv_BC );
float4 temp_cast_0 = (( tex2DNode1.a * _OpacityBoosts )).xxxx;
#ifdef _USEALPHACUTOUT_ON
float4 staticSwitch218 = temp_cast_0;
#else
float4 staticSwitch218 = color219;
#endif
float4 screenPos = packedInput.ase_texcoord2;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float2 clipScreen212 = ase_screenPosNorm.xy * _ScreenParams.xy;
float dither212 = Dither4x4Bayer( fmod(clipScreen212.x, 4), fmod(clipScreen212.y, 4) );
dither212 = step( dither212, ( tex2DNode1.a * _DitherBoosts ) );
surfaceDescription.Alpha = staticSwitch218.r;
#ifdef _ALPHATEST_ON
surfaceDescription.AlphaClipThreshold = ( 1.0 - dither212 );
#endif
#ifdef _ALPHATEST_SHADOW_ON
surfaceDescription.AlphaClipThresholdShadow = 0.5;
#endif
#ifdef _DEPTHOFFSET_ON
surfaceDescription.DepthOffset = 0;
#endif
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
#ifdef WRITE_NORMAL_BUFFER
EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer );
#ifdef WRITE_MSAA_DEPTH
depthColor = packedInput.positionCS.z;
#endif
#elif defined(WRITE_MSAA_DEPTH)
outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 );
depthColor = packedInput.positionCS.z;
#elif defined(SCENESELECTIONPASS)
outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 );
#endif
}
ENDHLSL
}
Pass
{
Name "SceneSelectionPass"
Tags { "LightMode"="SceneSelectionPass" }
ColorMask 0
HLSLPROGRAM
#define _SPECULAR_OCCLUSION_FROM_AO 1
#define _AMBIENT_OCCLUSION 1
#define ASE_SRP_VERSION 70403
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _DOUBLESIDED_ON
#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
#pragma shader_feature_local _ALPHATEST_ON
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define SCENESELECTIONPASS
#pragma editor_sync_compilation
#pragma vertex Vert
#pragma fragment Frag
//#define UNITY_MATERIAL_LIT
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#ifdef DEBUG_DISPLAY
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
#pragma shader_feature_local _USEALPHACUTOUT_ON
#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
#define ASE_NEED_CULLFACE 1
#endif
struct AttributesMesh
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryingsMeshToPS
{
float4 positionCS : SV_Position;
float3 interp00 : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
int _ObjectId;
int _PassValue;
CBUFFER_START( UnityPerMaterial )
float4 _BC_ST;
float4 _EmissiveColor2;
float4 _EmissiveColor4;
float4 _EmissiveMask1_ST;
float4 _EmissiveColor5;
float4 _Roughness_ST;
float4 _Metallic_ST;
float4 _Normal_ST;
float4 _Texture04_ST;
float4 _Texture03_ST;
float4 _Texture02_ST;
float4 _Dirt_ST;
float4 _EmissiveColor3;
float4 _BlendColor01;
float4 _Mask_ST;
float4 _BlendColor02;
float4 _AO_ST;
float4 _BlendColor04;
float4 _Texture01_ST;
float4 _BlendColor03;
float2 _PannerProperty1;
float _EmissiveBoots4;
float _EmissiveBoots5;
float _DirtRoughness_Power;
float _RoughnessBoost02;
float _EmissiveBoots3;
float _RoughnessBoost04;
float _RoughnessBoost01;
float _RoughnessBoost03;
float _MetallicBoots04;
float _EmissivePannerTilling1;
float _Emissivepowerboost1;
float _OpacityBoosts;
float _MetallicBoots03;
float _MetallicBoots02;
float _MetallicBoots01;
float _DirtBoots;
float _BlendColorPower04;
float _BlendColorPower03;
float _BlendColorPower02;
float _BlendColorPower01;
float _EmissiveBoots2;
float _DitherBoosts;
float4 _EmissionColor;
float _AlphaCutoff;
float _RenderQueueType;
#ifdef _ADD_PRECOMPUTED_VELOCITY
float _AddPrecomputedVelocity;
#endif
float _StencilRef;
float _StencilWriteMask;
float _StencilRefDepth;
float _StencilWriteMaskDepth;
float _StencilRefMV;
float _StencilWriteMaskMV;
float _StencilRefDistortionVec;
float _StencilWriteMaskDistortionVec;
float _StencilWriteMaskGBuffer;
float _StencilRefGBuffer;
float _ZTestGBuffer;
float _RequireSplitLighting;
float _ReceivesSSR;
float _SurfaceType;
float _BlendMode;
float _SrcBlend;
float _DstBlend;
float _AlphaSrcBlend;
float _AlphaDstBlend;
float _ZWrite;
float _TransparentZWrite;
float _CullMode;
float _TransparentSortPriority;
float _EnableFogOnTransparent;
float _CullModeForward;
float _TransparentCullMode;
float _ZTestDepthEqualForOpaque;
float _ZTestTransparent;
float _TransparentBackfaceEnable;
float _AlphaCutoffEnable;
float _UseShadowThreshold;
float _DoubleSidedEnable;
float _DoubleSidedNormalMode;
float4 _DoubleSidedConstants;
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _BC;
SAMPLER(sampler_BC);
inline float Dither4x4Bayer( int x, int y )
{
const float dither[ 16 ] = {
1, 9, 3, 11,
13, 5, 15, 7,
4, 12, 2, 10,
16, 8, 14, 6 };
int r = y * 4 + x;
return dither[r] / 16; // same # of instructions as pre-dividing due to compiler magic
}
void BuildSurfaceData(FragInputs fragInputs, inout SceneSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
surfaceData.specularOcclusion = 1.0;
// surface data
// refraction
#ifdef _HAS_REFRACTION
if( _EnableSSRefraction )
{
surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// material features
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
#endif
#ifdef ASE_LIT_CLEAR_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
// others
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) );
#endif
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
#endif
// normals
float3 normalTS = float3(0.0f, 0.0f, 1.0f);
GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
bentNormalWS = surfaceData.normalWS;
surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz );
surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );
// decals
#if HAVE_DECALS
if( _EnableDecals )
{
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData( posInput, surfaceDescription.Alpha );
ApplyDecalToSurfaceData( decalSurfaceData, surfaceData );
}
#endif
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) );
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) );
#endif
// debug
#if defined(DEBUG_DISPLAY)
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceData.metallic = 0;
}
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
}
void GetSurfaceAndBuiltinData(SceneSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
#endif
ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );
#ifdef _ALPHATEST_ON
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
#ifdef _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
#endif
float3 bentNormalWS;
BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );
InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
}
PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh )
{
PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS );
float4 ase_clipPos = TransformWorldToHClip( TransformObjectToWorld(inputMesh.positionOS));
float4 screenPos = ComputeScreenPos( ase_clipPos , _ProjectionParams.x );
outputPackedVaryingsMeshToPS.ase_texcoord2 = screenPos;
outputPackedVaryingsMeshToPS.ase_texcoord1.xy = inputMesh.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
outputPackedVaryingsMeshToPS.ase_texcoord1.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = defaultVertexValue ;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS ;
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS);
outputPackedVaryingsMeshToPS.interp00.xyz = positionRWS;
return outputPackedVaryingsMeshToPS;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl Vert ( AttributesMesh v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.positionOS = v.positionOS;
o.normalOS = v.normalOS;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
float3 cameraPos = 0;
#else
float3 cameraPos = _WorldSpaceCameraPos;
#endif
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
AttributesMesh o = (AttributesMesh) 0;
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
PackedVaryingsMeshToPS Vert ( AttributesMesh v )
{
return VertexFunction( v );
}
#endif
void Frag( PackedVaryingsMeshToPS packedInput
#ifdef WRITE_NORMAL_BUFFER
, out float4 outNormalBuffer : SV_Target0
#ifdef WRITE_MSAA_DEPTH
, out float1 depthColor : SV_Target1
#endif
#elif defined(WRITE_MSAA_DEPTH)
, out float4 outNormalBuffer : SV_Target0
, out float1 depthColor : SV_Target1
#elif defined(SCENESELECTIONPASS)
, out float4 outColor : SV_Target0
#endif
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth
#endif
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
UNITY_SETUP_INSTANCE_ID( packedInput );
float3 positionRWS = packedInput.interp00.xyz;
FragInputs input;
ZERO_INITIALIZE(FragInputs, input);
input.tangentToWorld = k_identity3x3;
input.positionSS = packedInput.positionCS;
input.positionRWS = positionRWS;
#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
#elif SHADER_STAGE_FRAGMENT
#if defined(ASE_NEED_CULLFACE)
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false );
#endif
#endif
half isFrontFace = input.isFrontFace;
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
SceneSurfaceDescription surfaceDescription = (SceneSurfaceDescription)0;
float4 color219 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
float2 uv_BC = packedInput.ase_texcoord1.xy * _BC_ST.xy + _BC_ST.zw;
float4 tex2DNode1 = tex2D( _BC, uv_BC );
float4 temp_cast_0 = (( tex2DNode1.a * _OpacityBoosts )).xxxx;
#ifdef _USEALPHACUTOUT_ON
float4 staticSwitch218 = temp_cast_0;
#else
float4 staticSwitch218 = color219;
#endif
float4 screenPos = packedInput.ase_texcoord2;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float2 clipScreen212 = ase_screenPosNorm.xy * _ScreenParams.xy;
float dither212 = Dither4x4Bayer( fmod(clipScreen212.x, 4), fmod(clipScreen212.y, 4) );
dither212 = step( dither212, ( tex2DNode1.a * _DitherBoosts ) );
surfaceDescription.Alpha = staticSwitch218.r;
#ifdef _ALPHATEST_ON
surfaceDescription.AlphaClipThreshold = ( 1.0 - dither212 );
#endif
#ifdef _DEPTHOFFSET_ON
surfaceDescription.DepthOffset = 0;
#endif
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
#ifdef WRITE_NORMAL_BUFFER
EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer );
#ifdef WRITE_MSAA_DEPTH
depthColor = packedInput.positionCS.z;
#endif
#elif defined(WRITE_MSAA_DEPTH)
outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 );
depthColor = packedInput.positionCS.z;
#elif defined(SCENESELECTIONPASS)
outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 );
#endif
}
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags { "LightMode"="DepthOnly" }
Cull [_CullMode]
ZWrite On
Stencil
{
Ref [_StencilRefDepth]
WriteMask [_StencilWriteMaskDepth]
Comp Always
Pass Replace
Fail Keep
ZFail Keep
}
HLSLPROGRAM
#define _SPECULAR_OCCLUSION_FROM_AO 1
#define _AMBIENT_OCCLUSION 1
#define ASE_SRP_VERSION 70403
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _DOUBLESIDED_ON
#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
#pragma shader_feature_local _ALPHATEST_ON
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#pragma multi_compile _ WRITE_NORMAL_BUFFER
#pragma multi_compile _ WRITE_MSAA_DEPTH
#pragma vertex Vert
#pragma fragment Frag
//#define UNITY_MATERIAL_LIT
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#ifdef DEBUG_DISPLAY
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
#pragma shader_feature_local _USEALPHACUTOUT_ON
#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
#define ASE_NEED_CULLFACE 1
#endif
struct AttributesMesh
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryingsMeshToPS
{
float4 positionCS : SV_Position;
float3 interp00 : TEXCOORD0;
float3 interp01 : TEXCOORD1;
float4 interp02 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
CBUFFER_START( UnityPerMaterial )
float4 _BC_ST;
float4 _EmissiveColor2;
float4 _EmissiveColor4;
float4 _EmissiveMask1_ST;
float4 _EmissiveColor5;
float4 _Roughness_ST;
float4 _Metallic_ST;
float4 _Normal_ST;
float4 _Texture04_ST;
float4 _Texture03_ST;
float4 _Texture02_ST;
float4 _Dirt_ST;
float4 _EmissiveColor3;
float4 _BlendColor01;
float4 _Mask_ST;
float4 _BlendColor02;
float4 _AO_ST;
float4 _BlendColor04;
float4 _Texture01_ST;
float4 _BlendColor03;
float2 _PannerProperty1;
float _EmissiveBoots4;
float _EmissiveBoots5;
float _DirtRoughness_Power;
float _RoughnessBoost02;
float _EmissiveBoots3;
float _RoughnessBoost04;
float _RoughnessBoost01;
float _RoughnessBoost03;
float _MetallicBoots04;
float _EmissivePannerTilling1;
float _Emissivepowerboost1;
float _OpacityBoosts;
float _MetallicBoots03;
float _MetallicBoots02;
float _MetallicBoots01;
float _DirtBoots;
float _BlendColorPower04;
float _BlendColorPower03;
float _BlendColorPower02;
float _BlendColorPower01;
float _EmissiveBoots2;
float _DitherBoosts;
float4 _EmissionColor;
float _AlphaCutoff;
float _RenderQueueType;
#ifdef _ADD_PRECOMPUTED_VELOCITY
float _AddPrecomputedVelocity;
#endif
float _StencilRef;
float _StencilWriteMask;
float _StencilRefDepth;
float _StencilWriteMaskDepth;
float _StencilRefMV;
float _StencilWriteMaskMV;
float _StencilRefDistortionVec;
float _StencilWriteMaskDistortionVec;
float _StencilWriteMaskGBuffer;
float _StencilRefGBuffer;
float _ZTestGBuffer;
float _RequireSplitLighting;
float _ReceivesSSR;
float _SurfaceType;
float _BlendMode;
float _SrcBlend;
float _DstBlend;
float _AlphaSrcBlend;
float _AlphaDstBlend;
float _ZWrite;
float _TransparentZWrite;
float _CullMode;
float _TransparentSortPriority;
float _EnableFogOnTransparent;
float _CullModeForward;
float _TransparentCullMode;
float _ZTestDepthEqualForOpaque;
float _ZTestTransparent;
float _TransparentBackfaceEnable;
float _AlphaCutoffEnable;
float _UseShadowThreshold;
float _DoubleSidedEnable;
float _DoubleSidedNormalMode;
float4 _DoubleSidedConstants;
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _Normal;
sampler2D _Roughness;
sampler2D _Mask;
SAMPLER(sampler_Mask);
sampler2D _Dirt;
SAMPLER(sampler_Dirt);
sampler2D _BC;
SAMPLER(sampler_BC);
inline float Dither4x4Bayer( int x, int y )
{
const float dither[ 16 ] = {
1, 9, 3, 11,
13, 5, 15, 7,
4, 12, 2, 10,
16, 8, 14, 6 };
int r = y * 4 + x;
return dither[r] / 16; // same # of instructions as pre-dividing due to compiler magic
}
void BuildSurfaceData(FragInputs fragInputs, inout SmoothSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
surfaceData.specularOcclusion = 1.0;
// surface data
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
// refraction
#ifdef _HAS_REFRACTION
if( _EnableSSRefraction )
{
surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// material features
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
#endif
#ifdef ASE_LIT_CLEAR_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
// others
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) );
#endif
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
#endif
// normals
float3 normalTS = float3(0.0f, 0.0f, 1.0f);
normalTS = surfaceDescription.Normal;
GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
bentNormalWS = surfaceData.normalWS;
surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz );
surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );
// decals
#if HAVE_DECALS
if( _EnableDecals )
{
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData( posInput, surfaceDescription.Alpha );
ApplyDecalToSurfaceData( decalSurfaceData, surfaceData );
}
#endif
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) );
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) );
#endif
// debug
#if defined(DEBUG_DISPLAY)
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceData.metallic = 0;
}
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
}
void GetSurfaceAndBuiltinData(SmoothSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
#endif
ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );
#ifdef _ALPHATEST_ON
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
#ifdef _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
#endif
float3 bentNormalWS;
BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );
InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
}
PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh )
{
PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS );
float4 ase_clipPos = TransformWorldToHClip( TransformObjectToWorld(inputMesh.positionOS));
float4 screenPos = ComputeScreenPos( ase_clipPos , _ProjectionParams.x );
outputPackedVaryingsMeshToPS.ase_texcoord4 = screenPos;
outputPackedVaryingsMeshToPS.ase_texcoord3.xy = inputMesh.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
outputPackedVaryingsMeshToPS.ase_texcoord3.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = defaultVertexValue ;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS ;
inputMesh.tangentOS = inputMesh.tangentOS ;
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);
outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS);
outputPackedVaryingsMeshToPS.interp00.xyz = positionRWS;
outputPackedVaryingsMeshToPS.interp01.xyz = normalWS;
outputPackedVaryingsMeshToPS.interp02.xyzw = tangentWS;
return outputPackedVaryingsMeshToPS;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl Vert ( AttributesMesh v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.positionOS = v.positionOS;
o.normalOS = v.normalOS;
o.tangentOS = v.tangentOS;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
float3 cameraPos = 0;
#else
float3 cameraPos = _WorldSpaceCameraPos;
#endif
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
AttributesMesh o = (AttributesMesh) 0;
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
PackedVaryingsMeshToPS Vert ( AttributesMesh v )
{
return VertexFunction( v );
}
#endif
void Frag( PackedVaryingsMeshToPS packedInput
#ifdef WRITE_NORMAL_BUFFER
, out float4 outNormalBuffer : SV_Target0
#ifdef WRITE_MSAA_DEPTH
, out float1 depthColor : SV_Target1
#endif
#elif defined(WRITE_MSAA_DEPTH)
, out float4 outNormalBuffer : SV_Target0
, out float1 depthColor : SV_Target1
#elif defined(SCENESELECTIONPASS)
, out float4 outColor : SV_Target0
#endif
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth
#endif
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
UNITY_SETUP_INSTANCE_ID( packedInput );
float3 positionRWS = packedInput.interp00.xyz;
float3 normalWS = packedInput.interp01.xyz;
float4 tangentWS = packedInput.interp02.xyzw;
FragInputs input;
ZERO_INITIALIZE(FragInputs, input);
input.tangentToWorld = k_identity3x3;
input.positionSS = packedInput.positionCS;
input.positionRWS = positionRWS;
input.tangentToWorld = BuildTangentToWorld(tangentWS, normalWS);
#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
#elif SHADER_STAGE_FRAGMENT
#if defined(ASE_NEED_CULLFACE)
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false );
#endif
#endif
half isFrontFace = input.isFrontFace;
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
SmoothSurfaceDescription surfaceDescription = (SmoothSurfaceDescription)0;
float2 uv_Normal = packedInput.ase_texcoord3.xy * _Normal_ST.xy + _Normal_ST.zw;
float2 uv_Roughness = packedInput.ase_texcoord3.xy * _Roughness_ST.xy + _Roughness_ST.zw;
float4 temp_output_148_0 = ( 1.0 - tex2D( _Roughness, uv_Roughness ) );
float2 uv_Mask = packedInput.ase_texcoord3.xy * _Mask_ST.xy + _Mask_ST.zw;
float4 tex2DNode2 = tex2D( _Mask, uv_Mask );
float temp_output_27_0 = ( tex2DNode2.r + tex2DNode2.g + tex2DNode2.b + tex2DNode2.a );
float4 lerpResult119 = lerp( temp_output_148_0 , ( ( ( _RoughnessBoost01 * tex2DNode2.r ) + ( _RoughnessBoost02 * tex2DNode2.g ) + ( _RoughnessBoost03 * tex2DNode2.b ) + ( _RoughnessBoost04 * tex2DNode2.a ) ) * temp_output_148_0 ) , temp_output_27_0);
float4 temp_cast_0 = (( _DirtRoughness_Power * _DirtBoots )).xxxx;
float2 uv_Dirt = packedInput.ase_texcoord3.xy * _Dirt_ST.xy + _Dirt_ST.zw;
float4 tex2DNode80 = tex2D( _Dirt, uv_Dirt );
float4 lerpResult88 = lerp( lerpResult119 , temp_cast_0 , ( _DirtBoots * tex2DNode80.a ));
float4 color219 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
float2 uv_BC = packedInput.ase_texcoord3.xy * _BC_ST.xy + _BC_ST.zw;
float4 tex2DNode1 = tex2D( _BC, uv_BC );
float4 temp_cast_2 = (( tex2DNode1.a * _OpacityBoosts )).xxxx;
#ifdef _USEALPHACUTOUT_ON
float4 staticSwitch218 = temp_cast_2;
#else
float4 staticSwitch218 = color219;
#endif
float4 screenPos = packedInput.ase_texcoord4;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float2 clipScreen212 = ase_screenPosNorm.xy * _ScreenParams.xy;
float dither212 = Dither4x4Bayer( fmod(clipScreen212.x, 4), fmod(clipScreen212.y, 4) );
dither212 = step( dither212, ( tex2DNode1.a * _DitherBoosts ) );
surfaceDescription.Normal = UnpackNormalScale( tex2D( _Normal, uv_Normal ), 1.0f );
surfaceDescription.Smoothness = lerpResult88.r;
surfaceDescription.Alpha = staticSwitch218.r;
#ifdef _ALPHATEST_ON
surfaceDescription.AlphaClipThreshold = ( 1.0 - dither212 );
#endif
#ifdef _DEPTHOFFSET_ON
surfaceDescription.DepthOffset = 0;
#endif
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
#ifdef WRITE_NORMAL_BUFFER
EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer );
#ifdef WRITE_MSAA_DEPTH
depthColor = packedInput.positionCS.z;
#endif
#elif defined(WRITE_MSAA_DEPTH)
outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 );
depthColor = packedInput.positionCS.z;
#elif defined(SCENESELECTIONPASS)
outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 );
#endif
}
ENDHLSL
}
Pass
{
Name "Motion Vectors"
Tags { "LightMode"="MotionVectors" }
Cull [_CullMode]
ZWrite On
Stencil
{
Ref [_StencilRefMV]
WriteMask [_StencilWriteMaskMV]
Comp Always
Pass Replace
Fail Keep
ZFail Keep
}
HLSLPROGRAM
#define _SPECULAR_OCCLUSION_FROM_AO 1
#define _AMBIENT_OCCLUSION 1
#define ASE_SRP_VERSION 70403
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _DOUBLESIDED_ON
#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
#pragma shader_feature_local _ALPHATEST_ON
#define SHADERPASS SHADERPASS_MOTION_VECTORS
#pragma multi_compile _ WRITE_NORMAL_BUFFER
#pragma multi_compile _ WRITE_MSAA_DEPTH
#pragma vertex Vert
#pragma fragment Frag
//#define UNITY_MATERIAL_LIT
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#ifdef DEBUG_DISPLAY
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
#pragma shader_feature_local _USEALPHACUTOUT_ON
#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
#define ASE_NEED_CULLFACE 1
#endif
struct AttributesMesh
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float3 previousPositionOS : TEXCOORD4;
#if defined (_ADD_PRECOMPUTED_VELOCITY)
float3 precomputedVelocity : TEXCOORD5;
#endif
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryingsMeshToPS
{
float4 vmeshPositionCS : SV_Position;
float3 vmeshInterp00 : TEXCOORD0;
float3 vpassInterpolators0 : TEXCOORD1; //interpolators0
float3 vpassInterpolators1 : TEXCOORD2; //interpolators1
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
CBUFFER_START( UnityPerMaterial )
float4 _BC_ST;
float4 _EmissiveColor2;
float4 _EmissiveColor4;
float4 _EmissiveMask1_ST;
float4 _EmissiveColor5;
float4 _Roughness_ST;
float4 _Metallic_ST;
float4 _Normal_ST;
float4 _Texture04_ST;
float4 _Texture03_ST;
float4 _Texture02_ST;
float4 _Dirt_ST;
float4 _EmissiveColor3;
float4 _BlendColor01;
float4 _Mask_ST;
float4 _BlendColor02;
float4 _AO_ST;
float4 _BlendColor04;
float4 _Texture01_ST;
float4 _BlendColor03;
float2 _PannerProperty1;
float _EmissiveBoots4;
float _EmissiveBoots5;
float _DirtRoughness_Power;
float _RoughnessBoost02;
float _EmissiveBoots3;
float _RoughnessBoost04;
float _RoughnessBoost01;
float _RoughnessBoost03;
float _MetallicBoots04;
float _EmissivePannerTilling1;
float _Emissivepowerboost1;
float _OpacityBoosts;
float _MetallicBoots03;
float _MetallicBoots02;
float _MetallicBoots01;
float _DirtBoots;
float _BlendColorPower04;
float _BlendColorPower03;
float _BlendColorPower02;
float _BlendColorPower01;
float _EmissiveBoots2;
float _DitherBoosts;
float4 _EmissionColor;
float _AlphaCutoff;
float _RenderQueueType;
#ifdef _ADD_PRECOMPUTED_VELOCITY
float _AddPrecomputedVelocity;
#endif
float _StencilRef;
float _StencilWriteMask;
float _StencilRefDepth;
float _StencilWriteMaskDepth;
float _StencilRefMV;
float _StencilWriteMaskMV;
float _StencilRefDistortionVec;
float _StencilWriteMaskDistortionVec;
float _StencilWriteMaskGBuffer;
float _StencilRefGBuffer;
float _ZTestGBuffer;
float _RequireSplitLighting;
float _ReceivesSSR;
float _SurfaceType;
float _BlendMode;
float _SrcBlend;
float _DstBlend;
float _AlphaSrcBlend;
float _AlphaDstBlend;
float _ZWrite;
float _TransparentZWrite;
float _CullMode;
float _TransparentSortPriority;
float _EnableFogOnTransparent;
float _CullModeForward;
float _TransparentCullMode;
float _ZTestDepthEqualForOpaque;
float _ZTestTransparent;
float _TransparentBackfaceEnable;
float _AlphaCutoffEnable;
float _UseShadowThreshold;
float _DoubleSidedEnable;
float _DoubleSidedNormalMode;
float4 _DoubleSidedConstants;
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _Normal;
sampler2D _Roughness;
sampler2D _Mask;
SAMPLER(sampler_Mask);
sampler2D _Dirt;
SAMPLER(sampler_Dirt);
sampler2D _BC;
SAMPLER(sampler_BC);
inline float Dither4x4Bayer( int x, int y )
{
const float dither[ 16 ] = {
1, 9, 3, 11,
13, 5, 15, 7,
4, 12, 2, 10,
16, 8, 14, 6 };
int r = y * 4 + x;
return dither[r] / 16; // same # of instructions as pre-dividing due to compiler magic
}
void BuildSurfaceData(FragInputs fragInputs, inout SmoothSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
surfaceData.specularOcclusion = 1.0;
// surface data
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
// refraction
#ifdef _HAS_REFRACTION
if( _EnableSSRefraction )
{
surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// material features
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
#endif
#ifdef ASE_LIT_CLEAR_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
// others
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) );
#endif
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
#endif
// normals
float3 normalTS = float3(0.0f, 0.0f, 1.0f);
normalTS = surfaceDescription.Normal;
GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
bentNormalWS = surfaceData.normalWS;
surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz );
surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );
// decals
#if HAVE_DECALS
if( _EnableDecals )
{
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData( posInput, surfaceDescription.Alpha );
ApplyDecalToSurfaceData( decalSurfaceData, surfaceData );
}
#endif
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) );
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) );
#endif
// debug
#if defined(DEBUG_DISPLAY)
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceData.metallic = 0;
}
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
}
void GetSurfaceAndBuiltinData(SmoothSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
#endif
ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );
#ifdef _ALPHATEST_ON
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
#ifdef _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
#endif
float3 bentNormalWS;
BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );
InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
}
AttributesMesh ApplyMeshModification(AttributesMesh inputMesh, float3 timeParameters, inout PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS )
{
_TimeParameters.xyz = timeParameters;
float4 ase_clipPos = TransformWorldToHClip( TransformObjectToWorld(inputMesh.positionOS));
float4 screenPos = ComputeScreenPos( ase_clipPos , _ProjectionParams.x );
outputPackedVaryingsMeshToPS.ase_texcoord4 = screenPos;
outputPackedVaryingsMeshToPS.ase_texcoord3.xy = inputMesh.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
outputPackedVaryingsMeshToPS.ase_texcoord3.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = defaultVertexValue ;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS ;
return inputMesh;
}
PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh)
{
PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS = (PackedVaryingsMeshToPS)0;
AttributesMesh defaultMesh = inputMesh;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS );
inputMesh = ApplyMeshModification( inputMesh, _TimeParameters.xyz, outputPackedVaryingsMeshToPS);
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
float3 VMESHpositionRWS = positionRWS;
float4 VMESHpositionCS = TransformWorldToHClip(positionRWS);
float4 VPASSpreviousPositionCS;
float4 VPASSpositionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(VMESHpositionRWS, 1.0));
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
if (forceNoMotion)
{
VPASSpreviousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
}
else
{
bool hasDeformation = unity_MotionVectorsParams.x > 0.0;
float3 effectivePositionOS = (hasDeformation ? inputMesh.previousPositionOS : defaultMesh.positionOS);
#if defined(_ADD_PRECOMPUTED_VELOCITY)
effectivePositionOS -= inputMesh.precomputedVelocity;
#endif
#if defined(HAVE_MESH_MODIFICATION)
AttributesMesh previousMesh = defaultMesh;
previousMesh.positionOS = effectivePositionOS ;
PackedVaryingsMeshToPS test = (PackedVaryingsMeshToPS)0;
float3 curTime = _TimeParameters.xyz;
previousMesh = ApplyMeshModification(previousMesh, _LastTimeParameters.xyz, test);
_TimeParameters.xyz = curTime;
float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.positionOS);
#else
float3 previousPositionRWS = TransformPreviousObjectToWorld(effectivePositionOS);
#endif
#ifdef ATTRIBUTES_NEED_NORMAL
float3 normalWS = TransformPreviousObjectToWorldNormal(defaultMesh.normalOS);
#else
float3 normalWS = float3(0.0, 0.0, 0.0);
#endif
#if defined(HAVE_VERTEX_MODIFICATION)
//ApplyVertexModification(inputMesh, normalWS, previousPositionRWS, _LastTimeParameters.xyz);
#endif
VPASSpreviousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0));
}
outputPackedVaryingsMeshToPS.vmeshPositionCS = VMESHpositionCS;
outputPackedVaryingsMeshToPS.vmeshInterp00.xyz = VMESHpositionRWS;
outputPackedVaryingsMeshToPS.vpassInterpolators0 = float3(VPASSpositionCS.xyw);
outputPackedVaryingsMeshToPS.vpassInterpolators1 = float3(VPASSpreviousPositionCS.xyw);
return outputPackedVaryingsMeshToPS;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float3 previousPositionOS : TEXCOORD4;
#if defined (_ADD_PRECOMPUTED_VELOCITY)
float3 precomputedVelocity : TEXCOORD5;
#endif
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl Vert ( AttributesMesh v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.positionOS = v.positionOS;
o.normalOS = v.normalOS;
o.previousPositionOS = v.previousPositionOS;
#if defined (_ADD_PRECOMPUTED_VELOCITY)
o.precomputedVelocity = v.precomputedVelocity;
#endif
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
float3 cameraPos = 0;
#else
float3 cameraPos = _WorldSpaceCameraPos;
#endif
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
AttributesMesh o = (AttributesMesh) 0;
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.previousPositionOS = patch[0].previousPositionOS * bary.x + patch[1].previousPositionOS * bary.y + patch[2].previousPositionOS * bary.z;
#if defined (_ADD_PRECOMPUTED_VELOCITY)
o.precomputedVelocity = patch[0].precomputedVelocity * bary.x + patch[1].precomputedVelocity * bary.y + patch[2].precomputedVelocity * bary.z;
#endif
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
PackedVaryingsMeshToPS Vert ( AttributesMesh v )
{
return VertexFunction( v );
}
#endif
void Frag( PackedVaryingsMeshToPS packedInput
, out float4 outMotionVector : SV_Target0
#ifdef WRITE_NORMAL_BUFFER
, out float4 outNormalBuffer : SV_Target1
#ifdef WRITE_MSAA_DEPTH
, out float1 depthColor : SV_Target2
#endif
#elif defined(WRITE_MSAA_DEPTH)
, out float4 outNormalBuffer : SV_Target1
, out float1 depthColor : SV_Target2
#endif
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth
#endif
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
UNITY_SETUP_INSTANCE_ID( packedInput );
FragInputs input;
ZERO_INITIALIZE(FragInputs, input);
input.tangentToWorld = k_identity3x3;
input.positionSS = packedInput.vmeshPositionCS;
input.positionRWS = packedInput.vmeshInterp00.xyz;
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
SurfaceData surfaceData;
BuiltinData builtinData;
SmoothSurfaceDescription surfaceDescription = (SmoothSurfaceDescription)0;
float2 uv_Normal = packedInput.ase_texcoord3.xy * _Normal_ST.xy + _Normal_ST.zw;
float2 uv_Roughness = packedInput.ase_texcoord3.xy * _Roughness_ST.xy + _Roughness_ST.zw;
float4 temp_output_148_0 = ( 1.0 - tex2D( _Roughness, uv_Roughness ) );
float2 uv_Mask = packedInput.ase_texcoord3.xy * _Mask_ST.xy + _Mask_ST.zw;
float4 tex2DNode2 = tex2D( _Mask, uv_Mask );
float temp_output_27_0 = ( tex2DNode2.r + tex2DNode2.g + tex2DNode2.b + tex2DNode2.a );
float4 lerpResult119 = lerp( temp_output_148_0 , ( ( ( _RoughnessBoost01 * tex2DNode2.r ) + ( _RoughnessBoost02 * tex2DNode2.g ) + ( _RoughnessBoost03 * tex2DNode2.b ) + ( _RoughnessBoost04 * tex2DNode2.a ) ) * temp_output_148_0 ) , temp_output_27_0);
float4 temp_cast_0 = (( _DirtRoughness_Power * _DirtBoots )).xxxx;
float2 uv_Dirt = packedInput.ase_texcoord3.xy * _Dirt_ST.xy + _Dirt_ST.zw;
float4 tex2DNode80 = tex2D( _Dirt, uv_Dirt );
float4 lerpResult88 = lerp( lerpResult119 , temp_cast_0 , ( _DirtBoots * tex2DNode80.a ));
float4 color219 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
float2 uv_BC = packedInput.ase_texcoord3.xy * _BC_ST.xy + _BC_ST.zw;
float4 tex2DNode1 = tex2D( _BC, uv_BC );
float4 temp_cast_2 = (( tex2DNode1.a * _OpacityBoosts )).xxxx;
#ifdef _USEALPHACUTOUT_ON
float4 staticSwitch218 = temp_cast_2;
#else
float4 staticSwitch218 = color219;
#endif
float4 screenPos = packedInput.ase_texcoord4;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float2 clipScreen212 = ase_screenPosNorm.xy * _ScreenParams.xy;
float dither212 = Dither4x4Bayer( fmod(clipScreen212.x, 4), fmod(clipScreen212.y, 4) );
dither212 = step( dither212, ( tex2DNode1.a * _DitherBoosts ) );
surfaceDescription.Normal = UnpackNormalScale( tex2D( _Normal, uv_Normal ), 1.0f );
surfaceDescription.Smoothness = lerpResult88.r;
surfaceDescription.Alpha = staticSwitch218.r;
#ifdef _ALPHATEST_ON
surfaceDescription.AlphaClipThreshold = ( 1.0 - dither212 );
#endif
#ifdef _DEPTHOFFSET_ON
surfaceDescription.DepthOffset = 0;
#endif
GetSurfaceAndBuiltinData( surfaceDescription, input, V, posInput, surfaceData, builtinData );
float4 VPASSpositionCS = float4(packedInput.vpassInterpolators0.xy, 0.0, packedInput.vpassInterpolators0.z);
float4 VPASSpreviousPositionCS = float4(packedInput.vpassInterpolators1.xy, 0.0, packedInput.vpassInterpolators1.z);
#ifdef _DEPTHOFFSET_ON
VPASSpositionCS.w += builtinData.depthOffset;
VPASSpreviousPositionCS.w += builtinData.depthOffset;
#endif
float2 motionVector = CalculateMotionVector( VPASSpositionCS, VPASSpreviousPositionCS );
EncodeMotionVector( motionVector * 0.5, outMotionVector );
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
if( forceNoMotion )
outMotionVector = float4( 2.0, 0.0, 0.0, 0.0 );
#ifdef WRITE_NORMAL_BUFFER
EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer );
#ifdef WRITE_MSAA_DEPTH
depthColor = packedInput.vmeshPositionCS.z;
#endif
#elif defined(WRITE_MSAA_DEPTH)
outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 );
depthColor = packedInput.vmeshPositionCS.z;
#endif
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
}
ENDHLSL
}
Pass
{
Name "Forward"
Tags { "LightMode"="Forward" }
Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend]
Cull [_CullModeForward]
ZTest [_ZTestDepthEqualForOpaque]
ZWrite [_ZWrite]
Stencil
{
Ref [_StencilRef]
WriteMask [_StencilWriteMask]
Comp Always
Pass Replace
Fail Keep
ZFail Keep
}
ColorMask [_ColorMaskTransparentVel] 1
HLSLPROGRAM
#define _SPECULAR_OCCLUSION_FROM_AO 1
#define _AMBIENT_OCCLUSION 1
#define ASE_SRP_VERSION 70403
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _DOUBLESIDED_ON
#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
#pragma shader_feature_local _ALPHATEST_ON
#if !defined(DEBUG_DISPLAY) && defined(_ALPHATEST_ON)
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
#endif
#define SHADERPASS SHADERPASS_FORWARD
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH
#pragma vertex Vert
#pragma fragment Frag
//#define UNITY_MATERIAL_LIT
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#ifdef DEBUG_DISPLAY
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
#define HAS_LIGHTLOOP
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
#pragma shader_feature _BLENDTEXTUREMODE_ON
#pragma shader_feature _BLENDTEXTURE01_ON
#pragma shader_feature _BLENDTEXTURE02_ON
#pragma shader_feature _BLENDTEXTURE03_ON
#pragma shader_feature _BLENDTEXTURE04_ON
#pragma shader_feature_local _USEALPHACUTOUT_ON
#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
#define ASE_NEED_CULLFACE 1
#endif
struct AttributesMesh
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
float3 previousPositionOS : TEXCOORD4;
#if defined (_ADD_PRECOMPUTED_VELOCITY)
float3 precomputedVelocity : TEXCOORD5;
#endif
#endif
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryingsMeshToPS
{
float4 positionCS : SV_Position;
float3 interp00 : TEXCOORD0;
float3 interp01 : TEXCOORD1;
float4 interp02 : TEXCOORD2;
float4 interp03 : TEXCOORD3;
float4 interp04 : TEXCOORD4;
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
float3 vpassPositionCS : TEXCOORD5;
float3 vpassPreviousPositionCS : TEXCOORD6;
#endif
float4 ase_texcoord7 : TEXCOORD7;
float4 ase_texcoord8 : TEXCOORD8;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
CBUFFER_START( UnityPerMaterial )
float4 _BC_ST;
float4 _EmissiveColor2;
float4 _EmissiveColor4;
float4 _EmissiveMask1_ST;
float4 _EmissiveColor5;
float4 _Roughness_ST;
float4 _Metallic_ST;
float4 _Normal_ST;
float4 _Texture04_ST;
float4 _Texture03_ST;
float4 _Texture02_ST;
float4 _Dirt_ST;
float4 _EmissiveColor3;
float4 _BlendColor01;
float4 _Mask_ST;
float4 _BlendColor02;
float4 _AO_ST;
float4 _BlendColor04;
float4 _Texture01_ST;
float4 _BlendColor03;
float2 _PannerProperty1;
float _EmissiveBoots4;
float _EmissiveBoots5;
float _DirtRoughness_Power;
float _RoughnessBoost02;
float _EmissiveBoots3;
float _RoughnessBoost04;
float _RoughnessBoost01;
float _RoughnessBoost03;
float _MetallicBoots04;
float _EmissivePannerTilling1;
float _Emissivepowerboost1;
float _OpacityBoosts;
float _MetallicBoots03;
float _MetallicBoots02;
float _MetallicBoots01;
float _DirtBoots;
float _BlendColorPower04;
float _BlendColorPower03;
float _BlendColorPower02;
float _BlendColorPower01;
float _EmissiveBoots2;
float _DitherBoosts;
float4 _EmissionColor;
float _AlphaCutoff;
float _RenderQueueType;
#ifdef _ADD_PRECOMPUTED_VELOCITY
float _AddPrecomputedVelocity;
#endif
float _StencilRef;
float _StencilWriteMask;
float _StencilRefDepth;
float _StencilWriteMaskDepth;
float _StencilRefMV;
float _StencilWriteMaskMV;
float _StencilRefDistortionVec;
float _StencilWriteMaskDistortionVec;
float _StencilWriteMaskGBuffer;
float _StencilRefGBuffer;
float _ZTestGBuffer;
float _RequireSplitLighting;
float _ReceivesSSR;
float _SurfaceType;
float _BlendMode;
float _SrcBlend;
float _DstBlend;
float _AlphaSrcBlend;
float _AlphaDstBlend;
float _ZWrite;
float _TransparentZWrite;
float _CullMode;
float _TransparentSortPriority;
float _EnableFogOnTransparent;
float _CullModeForward;
float _TransparentCullMode;
float _ZTestDepthEqualForOpaque;
float _ZTestTransparent;
float _TransparentBackfaceEnable;
float _AlphaCutoffEnable;
float _UseShadowThreshold;
float _DoubleSidedEnable;
float _DoubleSidedNormalMode;
float4 _DoubleSidedConstants;
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _BC;
sampler2D _Mask;
SAMPLER(sampler_Mask);
sampler2D _Texture01;
sampler2D _Texture02;
sampler2D _Texture03;
sampler2D _Texture04;
sampler2D _Dirt;
SAMPLER(sampler_Dirt);
sampler2D _Normal;
sampler2D _Metallic;
sampler2D _EmissiveMask1;
SAMPLER(sampler_EmissiveMask1);
sampler2D _EmissivePannerMap1;
sampler2D _Roughness;
sampler2D _AO;
SAMPLER(sampler_BC);
inline float Dither4x4Bayer( int x, int y )
{
const float dither[ 16 ] = {
1, 9, 3, 11,
13, 5, 15, 7,
4, 12, 2, 10,
16, 8, 14, 6 };
int r = y * 4 + x;
return dither[r] / 16; // same # of instructions as pre-dividing due to compiler magic
}
void BuildSurfaceData(FragInputs fragInputs, inout GlobalSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
surfaceData.specularOcclusion = 1.0;
// surface data
surfaceData.baseColor = surfaceDescription.Albedo;
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
surfaceData.metallic = surfaceDescription.Metallic;
surfaceData.coatMask = surfaceDescription.CoatMask;
#ifdef _SPECULAR_OCCLUSION_CUSTOM
surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion;
#endif
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask;
#endif
#if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION)
surfaceData.thickness = surfaceDescription.Thickness;
#endif
#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfile);
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.specularColor = surfaceDescription.Specular;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.anisotropy = surfaceDescription.Anisotropy;
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.iridescenceMask = surfaceDescription.IridescenceMask;
surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness;
#endif
// refraction
#ifdef _HAS_REFRACTION
if( _EnableSSRefraction )
{
surfaceData.ior = surfaceDescription.RefractionIndex;
surfaceData.transmittanceColor = surfaceDescription.RefractionColor;
surfaceData.atDistance = surfaceDescription.RefractionDistance;
surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// material features
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
#endif
#ifdef ASE_LIT_CLEAR_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
// others
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) );
#endif
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
#endif
// normals
float3 normalTS = float3(0.0f, 0.0f, 1.0f);
normalTS = surfaceDescription.Normal;
GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
bentNormalWS = surfaceData.normalWS;
#ifdef ASE_BENT_NORMAL
GetNormalWS( fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants );
#endif
surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz );
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.tangentWS = TransformTangentToWorld( surfaceDescription.Tangent, fragInputs.tangentToWorld );
#endif
surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );
// decals
#if HAVE_DECALS
if( _EnableDecals )
{
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData( posInput, surfaceDescription.Alpha );
ApplyDecalToSurfaceData( decalSurfaceData, surfaceData );
}
#endif
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) );
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) );
#endif
#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
surfaceData.perceptualSmoothness = GeometricNormalFiltering( surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[ 2 ], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold );
#endif
// debug
#if defined(DEBUG_DISPLAY)
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceData.metallic = 0;
}
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
}
void GetSurfaceAndBuiltinData(GlobalSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
#endif
ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );
#ifdef _ALPHATEST_ON
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
#ifdef _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
#endif
float3 bentNormalWS;
BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );
InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );
#ifdef _ASE_BAKEDGI
builtinData.bakeDiffuseLighting = surfaceDescription.BakedGI;
#endif
#ifdef _ASE_BAKEDBACKGI
builtinData.backBakeDiffuseLighting = surfaceDescription.BakedBackGI;
#endif
builtinData.emissiveColor = surfaceDescription.Emission;
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
}
AttributesMesh ApplyMeshModification(AttributesMesh inputMesh, float3 timeParameters, inout PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS )
{
_TimeParameters.xyz = timeParameters;
float4 ase_clipPos = TransformWorldToHClip( TransformObjectToWorld(inputMesh.positionOS));
float4 screenPos = ComputeScreenPos( ase_clipPos , _ProjectionParams.x );
outputPackedVaryingsMeshToPS.ase_texcoord8 = screenPos;
outputPackedVaryingsMeshToPS.ase_texcoord7.xy = inputMesh.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
outputPackedVaryingsMeshToPS.ase_texcoord7.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS;
inputMesh.tangentOS = inputMesh.tangentOS;
return inputMesh;
}
PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh)
{
PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS = (PackedVaryingsMeshToPS)0;
AttributesMesh defaultMesh = inputMesh;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS );
inputMesh = ApplyMeshModification( inputMesh, _TimeParameters.xyz, outputPackedVaryingsMeshToPS);
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
float4 VPASSpreviousPositionCS;
float4 VPASSpositionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionRWS, 1.0));
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
if (forceNoMotion)
{
VPASSpreviousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
}
else
{
bool hasDeformation = unity_MotionVectorsParams.x > 0.0;
float3 effectivePositionOS = (hasDeformation ? inputMesh.previousPositionOS : defaultMesh.positionOS);
#if defined(_ADD_PRECOMPUTED_VELOCITY)
effectivePositionOS -= inputMesh.precomputedVelocity;
#endif
#if defined(HAVE_MESH_MODIFICATION)
AttributesMesh previousMesh = defaultMesh;
previousMesh.positionOS = effectivePositionOS ;
PackedVaryingsMeshToPS test = (PackedVaryingsMeshToPS)0;
float3 curTime = _TimeParameters.xyz;
previousMesh = ApplyMeshModification(previousMesh, _LastTimeParameters.xyz, test);
_TimeParameters.xyz = curTime;
float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.positionOS);
#else
float3 previousPositionRWS = TransformPreviousObjectToWorld(effectivePositionOS);
#endif
#ifdef ATTRIBUTES_NEED_NORMAL
float3 normalWS = TransformPreviousObjectToWorldNormal(defaultMesh.normalOS);
#else
float3 normalWS = float3(0.0, 0.0, 0.0);
#endif
#if defined(HAVE_VERTEX_MODIFICATION)
//ApplyVertexModification(inputMesh, normalWS, previousPositionRWS, _LastTimeParameters.xyz);
#endif
VPASSpreviousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0));
}
#endif
outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS);
outputPackedVaryingsMeshToPS.interp00.xyz = positionRWS;
outputPackedVaryingsMeshToPS.interp01.xyz = normalWS;
outputPackedVaryingsMeshToPS.interp02.xyzw = tangentWS;
outputPackedVaryingsMeshToPS.interp03.xyzw = inputMesh.uv1;
outputPackedVaryingsMeshToPS.interp04.xyzw = inputMesh.uv2;
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
outputPackedVaryingsMeshToPS.vpassPositionCS = float3(VPASSpositionCS.xyw);
outputPackedVaryingsMeshToPS.vpassPreviousPositionCS = float3(VPASSpreviousPositionCS.xyw);
#endif
return outputPackedVaryingsMeshToPS;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
float3 previousPositionOS : TEXCOORD4;
#if defined (_ADD_PRECOMPUTED_VELOCITY)
float3 precomputedVelocity : TEXCOORD5;
#endif
#endif
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl Vert ( AttributesMesh v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.positionOS = v.positionOS;
o.normalOS = v.normalOS;
o.tangentOS = v.tangentOS;
o.uv1 = v.uv1;
o.uv2 = v.uv2;
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
o.previousPositionOS = v.previousPositionOS;
#if defined (_ADD_PRECOMPUTED_VELOCITY)
o.precomputedVelocity = v.precomputedVelocity;
#endif
#endif
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
float3 cameraPos = 0;
#else
float3 cameraPos = _WorldSpaceCameraPos;
#endif
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
AttributesMesh o = (AttributesMesh) 0;
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
o.uv1 = patch[0].uv1 * bary.x + patch[1].uv1 * bary.y + patch[2].uv1 * bary.z;
o.uv2 = patch[0].uv2 * bary.x + patch[1].uv2 * bary.y + patch[2].uv2 * bary.z;
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
o.previousPositionOS = patch[0].previousPositionOS * bary.x + patch[1].previousPositionOS * bary.y + patch[2].previousPositionOS * bary.z;
#if defined (_ADD_PRECOMPUTED_VELOCITY)
o.precomputedVelocity = patch[0].precomputedVelocity * bary.x + patch[1].precomputedVelocity * bary.y + patch[2].precomputedVelocity * bary.z;
#endif
#endif
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
PackedVaryingsMeshToPS Vert ( AttributesMesh v )
{
return VertexFunction( v );
}
#endif
void Frag(PackedVaryingsMeshToPS packedInput,
#ifdef OUTPUT_SPLIT_LIGHTING
out float4 outColor : SV_Target0,
out float4 outDiffuseLighting : SV_Target1,
OUTPUT_SSSBUFFER(outSSSBuffer)
#else
out float4 outColor : SV_Target0
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
, out float4 outMotionVec : SV_Target1
#endif
#endif
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth
#endif
)
{
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
outMotionVec = float4(2.0, 0.0, 0.0, 0.0);
#endif
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
UNITY_SETUP_INSTANCE_ID( packedInput );
float3 positionRWS = packedInput.interp00.xyz;
float3 normalWS = packedInput.interp01.xyz;
float4 tangentWS = packedInput.interp02.xyzw;
FragInputs input;
ZERO_INITIALIZE(FragInputs, input);
input.tangentToWorld = k_identity3x3;
input.positionSS = packedInput.positionCS;
input.positionRWS = positionRWS;
input.tangentToWorld = BuildTangentToWorld(tangentWS, normalWS);
input.texCoord1 = packedInput.interp03.xyzw;
input.texCoord2 = packedInput.interp04.xyzw;
#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
#elif SHADER_STAGE_FRAGMENT
#if defined(ASE_NEED_CULLFACE)
input.isFrontFace = IS_FRONT_VFACE(packedInput.cullFace, true, false);
#endif
#endif
half isFrontFace = input.isFrontFace;
input.positionSS.xy = _OffScreenRendering > 0 ? (input.positionSS.xy * _OffScreenDownsampleFactor) : input.positionSS.xy;
uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize ();
PositionInputs posInput = GetPositionInput( input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex );
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
GlobalSurfaceDescription surfaceDescription = (GlobalSurfaceDescription)0;
float2 uv_BC = packedInput.ase_texcoord7.xy * _BC_ST.xy + _BC_ST.zw;
float4 tex2DNode1 = tex2D( _BC, uv_BC );
float2 uv_Mask = packedInput.ase_texcoord7.xy * _Mask_ST.xy + _Mask_ST.zw;
float4 tex2DNode2 = tex2D( _Mask, uv_Mask );
float4 lerpResult28 = lerp( float4( 0,0,0,0 ) , _BlendColor01 , tex2DNode2.r);
float4 lerpResult29 = lerp( float4( 0,0,0,0 ) , _BlendColor02 , tex2DNode2.g);
float4 lerpResult30 = lerp( float4( 0,0,0,0 ) , _BlendColor03 , tex2DNode2.b);
float4 lerpResult31 = lerp( float4( 0,0,0,0 ) , _BlendColor04 , tex2DNode2.a);
float4 lerpResult132 = lerp( tex2DNode1 , ( lerpResult28 + lerpResult29 + lerpResult30 + lerpResult31 ) , ( ( _BlendColorPower01 * tex2DNode2.r ) + ( _BlendColorPower02 * tex2DNode2.g ) + ( _BlendColorPower03 * tex2DNode2.b ) + ( _BlendColorPower04 * tex2DNode2.a ) ));
float2 uv_Texture01 = packedInput.ase_texcoord7.xy * _Texture01_ST.xy + _Texture01_ST.zw;
float4 lerpResult55 = lerp( float4( 0,0,0,0 ) , tex2D( _Texture01, uv_Texture01 ) , tex2DNode2.r);
#ifdef _BLENDTEXTURE01_ON
float4 staticSwitch60 = lerpResult55;
#else
float4 staticSwitch60 = tex2DNode1;
#endif
float2 uv_Texture02 = packedInput.ase_texcoord7.xy * _Texture02_ST.xy + _Texture02_ST.zw;
float4 lerpResult56 = lerp( float4( 0,0,0,0 ) , tex2D( _Texture02, uv_Texture02 ) , tex2DNode2.g);
#ifdef _BLENDTEXTURE02_ON
float4 staticSwitch61 = lerpResult56;
#else
float4 staticSwitch61 = tex2DNode1;
#endif
float2 uv_Texture03 = packedInput.ase_texcoord7.xy * _Texture03_ST.xy + _Texture03_ST.zw;
float4 lerpResult57 = lerp( float4( 0,0,0,0 ) , tex2D( _Texture03, uv_Texture03 ) , tex2DNode2.b);
#ifdef _BLENDTEXTURE03_ON
float4 staticSwitch62 = lerpResult57;
#else
float4 staticSwitch62 = tex2DNode1;
#endif
float2 uv_Texture04 = packedInput.ase_texcoord7.xy * _Texture04_ST.xy + _Texture04_ST.zw;
float4 lerpResult58 = lerp( float4( 0,0,0,0 ) , tex2D( _Texture04, uv_Texture04 ) , tex2DNode2.a);
#ifdef _BLENDTEXTURE04_ON
float4 staticSwitch63 = lerpResult58;
#else
float4 staticSwitch63 = tex2DNode1;
#endif
float temp_output_27_0 = ( tex2DNode2.r + tex2DNode2.g + tex2DNode2.b + tex2DNode2.a );
float4 lerpResult71 = lerp( tex2DNode1 , ( ( staticSwitch60 * tex2DNode2.r ) + ( staticSwitch61 * tex2DNode2.g ) + ( staticSwitch62 * tex2DNode2.b ) + ( staticSwitch63 * tex2DNode2.a ) ) , temp_output_27_0);
#ifdef _BLENDTEXTUREMODE_ON
float4 staticSwitch72 = lerpResult71;
#else
float4 staticSwitch72 = lerpResult132;
#endif
float2 uv_Dirt = packedInput.ase_texcoord7.xy * _Dirt_ST.xy + _Dirt_ST.zw;
float4 tex2DNode80 = tex2D( _Dirt, uv_Dirt );
float4 lerpResult87 = lerp( staticSwitch72 , ( tex2DNode80 * _DirtBoots ) , ( _DirtBoots * tex2DNode80.a ));
float2 uv_Normal = packedInput.ase_texcoord7.xy * _Normal_ST.xy + _Normal_ST.zw;
float2 uv_Metallic = packedInput.ase_texcoord7.xy * _Metallic_ST.xy + _Metallic_ST.zw;
float4 tex2DNode76 = tex2D( _Metallic, uv_Metallic );
float4 lerpResult128 = lerp( tex2DNode76 , ( ( ( _MetallicBoots01 * tex2DNode2.r ) + ( _MetallicBoots02 * tex2DNode2.g ) + ( _MetallicBoots03 * tex2DNode2.b ) + ( _MetallicBoots04 * tex2DNode2.a ) ) * tex2DNode76 ) , temp_output_27_0);
float2 uv_EmissiveMask1 = packedInput.ase_texcoord7.xy * _EmissiveMask1_ST.xy + _EmissiveMask1_ST.zw;
float4 tex2DNode231 = tex2D( _EmissiveMask1, uv_EmissiveMask1 );
float2 temp_cast_2 = (_EmissivePannerTilling1).xx;
float2 texCoord223 = packedInput.ase_texcoord7.xy * temp_cast_2 + float2( 0,0 );
float2 panner224 = ( ( _TimeParameters.x ) * _PannerProperty1 + texCoord223);
float4 tex2DNode228 = tex2D( _EmissivePannerMap1, panner224 );
float2 uv_Roughness = packedInput.ase_texcoord7.xy * _Roughness_ST.xy + _Roughness_ST.zw;
float4 temp_output_148_0 = ( 1.0 - tex2D( _Roughness, uv_Roughness ) );
float4 lerpResult119 = lerp( temp_output_148_0 , ( ( ( _RoughnessBoost01 * tex2DNode2.r ) + ( _RoughnessBoost02 * tex2DNode2.g ) + ( _RoughnessBoost03 * tex2DNode2.b ) + ( _RoughnessBoost04 * tex2DNode2.a ) ) * temp_output_148_0 ) , temp_output_27_0);
float4 temp_cast_4 = (( _DirtRoughness_Power * _DirtBoots )).xxxx;
float4 lerpResult88 = lerp( lerpResult119 , temp_cast_4 , ( _DirtBoots * tex2DNode80.a ));
float2 uv_AO = packedInput.ase_texcoord7.xy * _AO_ST.xy + _AO_ST.zw;
float4 color219 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
float4 temp_cast_7 = (( tex2DNode1.a * _OpacityBoosts )).xxxx;
#ifdef _USEALPHACUTOUT_ON
float4 staticSwitch218 = temp_cast_7;
#else
float4 staticSwitch218 = color219;
#endif
float4 screenPos = packedInput.ase_texcoord8;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float2 clipScreen212 = ase_screenPosNorm.xy * _ScreenParams.xy;
float dither212 = Dither4x4Bayer( fmod(clipScreen212.x, 4), fmod(clipScreen212.y, 4) );
dither212 = step( dither212, ( tex2DNode1.a * _DitherBoosts ) );
surfaceDescription.Albedo = lerpResult87.rgb;
surfaceDescription.Normal = UnpackNormalScale( tex2D( _Normal, uv_Normal ), 1.0f );
surfaceDescription.BentNormal = float3( 0, 0, 1 );
surfaceDescription.CoatMask = 0;
surfaceDescription.Metallic = lerpResult128.r;
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceDescription.Specular = 0;
#endif
surfaceDescription.Emission = ( _Emissivepowerboost1 * ( ( tex2DNode231.r * tex2DNode228 * _EmissiveColor2 * _EmissiveBoots2 ) + ( tex2DNode231.g * tex2DNode228 * _EmissiveColor3 * _EmissiveBoots3 ) + ( tex2DNode231.b * tex2DNode228 * _EmissiveColor4 * _EmissiveBoots4 ) + ( tex2DNode231.a * tex2DNode228 * _EmissiveColor5 * _EmissiveBoots5 ) ) ).rgb;
surfaceDescription.Smoothness = lerpResult88.r;
surfaceDescription.Occlusion = tex2D( _AO, uv_AO ).r;
surfaceDescription.Alpha = staticSwitch218.r;
#ifdef _ALPHATEST_ON
surfaceDescription.AlphaClipThreshold = ( 1.0 - dither212 );
#endif
#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
surfaceDescription.SpecularAAScreenSpaceVariance = 0;
surfaceDescription.SpecularAAThreshold = 0;
#endif
#ifdef _SPECULAR_OCCLUSION_CUSTOM
surfaceDescription.SpecularOcclusion = 0;
#endif
#if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION)
surfaceDescription.Thickness = 1;
#endif
#ifdef _HAS_REFRACTION
surfaceDescription.RefractionIndex = 1;
surfaceDescription.RefractionColor = float3( 1, 1, 1 );
surfaceDescription.RefractionDistance = 0;
#endif
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceDescription.SubsurfaceMask = 1;
#endif
#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
surfaceDescription.DiffusionProfile = 0;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceDescription.Anisotropy = 1;
surfaceDescription.Tangent = float3( 1, 0, 0 );
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceDescription.IridescenceMask = 0;
surfaceDescription.IridescenceThickness = 0;
#endif
#ifdef _ASE_BAKEDGI
surfaceDescription.BakedGI = 0;
#endif
#ifdef _ASE_BAKEDBACKGI
surfaceDescription.BakedBackGI = 0;
#endif
#ifdef _DEPTHOFFSET_ON
surfaceDescription.DepthOffset = 0;
#endif
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(surfaceDescription,input, V, posInput, surfaceData, builtinData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
outColor = float4(0.0, 0.0, 0.0, 0.0);
#ifdef DEBUG_DISPLAY
#ifdef OUTPUT_SPLIT_LIGHTING
outDiffuseLighting = 0;
ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer);
#endif
bool viewMaterial = false;
int bufferSize = int(_DebugViewMaterialArray[0]);
if (bufferSize != 0)
{
bool needLinearToSRGB = false;
float3 result = float3(1.0, 0.0, 1.0);
for (int index = 1; index <= bufferSize; index++)
{
int indexMaterialProperty = int(_DebugViewMaterialArray[index]);
if (indexMaterialProperty != 0)
{
viewMaterial = true;
GetPropertiesDataDebug(indexMaterialProperty, result, needLinearToSRGB);
GetVaryingsDataDebug(indexMaterialProperty, input, result, needLinearToSRGB);
GetBuiltinDataDebug(indexMaterialProperty, builtinData, result, needLinearToSRGB);
GetSurfaceDataDebug(indexMaterialProperty, surfaceData, result, needLinearToSRGB);
GetBSDFDataDebug(indexMaterialProperty, bsdfData, result, needLinearToSRGB);
}
}
if (!needLinearToSRGB)
result = SRGBToLinear(max(0, result));
outColor = float4(result, 1.0);
}
if (!viewMaterial)
{
if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_DIFFUSE_COLOR || _DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_SPECULAR_COLOR)
{
float3 result = float3(0.0, 0.0, 0.0);
GetPBRValidatorDebug(surfaceData, result);
outColor = float4(result, 1.0f);
}
else if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW)
{
float4 result = _DebugTransparencyOverdrawWeight * float4(TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_A);
outColor = result;
}
else
#endif
{
#ifdef _SURFACE_TYPE_TRANSPARENT
uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_TRANSPARENT;
#else
uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE;
#endif
float3 diffuseLighting;
float3 specularLighting;
LightLoop(V, posInput, preLightData, bsdfData, builtinData, featureFlags, diffuseLighting, specularLighting);
diffuseLighting *= GetCurrentExposureMultiplier();
specularLighting *= GetCurrentExposureMultiplier();
#ifdef OUTPUT_SPLIT_LIGHTING
if (_EnableSubsurfaceScattering != 0 && ShouldOutputSplitLighting(bsdfData))
{
outColor = float4(specularLighting, 1.0);
outDiffuseLighting = float4(TagLightingForSSS(diffuseLighting), 1.0);
}
else
{
outColor = float4(diffuseLighting + specularLighting, 1.0);
outDiffuseLighting = 0;
}
ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer);
#else
outColor = ApplyBlendMode(diffuseLighting, specularLighting, builtinData.opacity);
outColor = EvaluateAtmosphericScattering(posInput, V, outColor);
#endif
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
float4 VPASSpositionCS = float4(packedInput.vpassPositionCS.xy, 0.0, packedInput.vpassPositionCS.z);
float4 VPASSpreviousPositionCS = float4(packedInput.vpassPreviousPositionCS.xy, 0.0, packedInput.vpassPreviousPositionCS.z);
bool forceNoMotion = any(unity_MotionVectorsParams.yw == 0.0);
if (!forceNoMotion)
{
float2 motionVec = CalculateMotionVector(VPASSpositionCS, VPASSpreviousPositionCS);
EncodeMotionVector(motionVec * 0.5, outMotionVec);
outMotionVec.zw = 1.0;
}
#endif
}
#ifdef DEBUG_DISPLAY
}
#endif
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
}
ENDHLSL
}
}
CustomEditor "UnityEditor.Rendering.HighDefinition.HDLitGUI"
}
/*ASEBEGIN
Version=18500
2560;0;2560;1059;1294.767;2768.709;1.393682;True;False
Node;AmplifyShaderEditor.SamplerNode;2;-3535.044,-1144.979;Inherit;True;Property;_Mask;Mask;8;0;Create;True;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;54;-2882.484,549.7479;Inherit;True;Property;_Texture04;Texture 04;36;0;Create;True;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;43;-2881.104,4.529496;Inherit;True;Property;_Texture02;Texture 02;34;0;Create;True;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;39;-2885.036,-281.1397;Inherit;True;Property;_Texture01;Texture 01;33;0;Create;True;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;50;-2882.945,273.4547;Inherit;True;Property;_Texture03;Texture 03;35;0;Create;True;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;1;-3525.175,-949.9409;Inherit;True;Property;_BC;Base Color;19;0;Create;False;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.LerpOp;57;-2468.646,256.5266;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.LerpOp;56;-2486.201,-16.73898;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.LerpOp;58;-2457.471,532.6592;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.RangedFloatNode;221;-3692.704,-2630.711;Inherit;False;Property;_EmissivePannerTilling1;Emissive Panner Tilling;48;0;Create;True;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.LerpOp;55;-2491.789,-300.0495;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.TextureCoordinatesNode;223;-3365.707,-2655.456;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode;197;-3355.767,-1809.179;Inherit;False;Property;_BlendColorPower03;Blend Color Power 03;25;0;Create;True;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.TimeNode;220;-3349.707,-2367.457;Inherit;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;8;-3450.762,-1339.998;Float;False;Property;_BlendColor01;Blend Color 01;20;0;Create;True;0;0;False;0;False;1,1,1,0;1,1,1,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.StaticSwitch;63;-2211.201,-1.129412;Float;False;Property;_BlendTexture04;Blend Texture 04;32;0;Create;True;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.RangedFloatNode;91;-400.3015,-255.9852;Float;False;Property;_RoughnessBoost02;Roughness Boost 02;16;0;Create;True;0;0;False;0;False;1;0;0;4;0;1;FLOAT;0
Node;AmplifyShaderEditor.StaticSwitch;62;-2210.348,-111.9511;Float;False;Property;_BlendTexture03;Blend Texture 03;31;0;Create;True;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.ColorNode;15;-2668.823,-1342.768;Float;False;Property;_BlendColor04;Blend Color 04;26;0;Create;True;0;0;False;0;False;1,1,1,0;1,1,1,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;13;-2913.226,-1337.567;Float;False;Property;_BlendColor03;Blend Color 03;24;0;Create;True;0;0;False;0;False;1,1,1,0;1,1,1,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode;195;-3360.794,-1960.822;Inherit;False;Property;_BlendColorPower02;Blend Color Power 02;23;0;Create;True;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.Vector2Node;222;-3333.707,-2527.456;Float;False;Property;_PannerProperty1;Panner Property;49;0;Create;True;0;0;False;0;False;0,0;0.1,0.1;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
Node;AmplifyShaderEditor.RangedFloatNode;79;-402.4765,-391.8103;Float;False;Property;_RoughnessBoost01;Roughness Boost 01;15;0;Create;True;0;0;False;0;False;1;0;0;4;0;1;FLOAT;0
Node;AmplifyShaderEditor.ColorNode;10;-3192.849,-1341.105;Float;False;Property;_BlendColor02;Blend Color 02;22;0;Create;True;0;0;False;0;False;1,1,1,0;1,1,1,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.StaticSwitch;60;-2213.897,-327.3228;Float;False;Property;_BlendTexture01;Blend Texture 01;29;0;Create;True;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.RangedFloatNode;93;-406.3015,-131.9857;Float;False;Property;_RoughnessBoost03;Roughness Boost 03;17;0;Create;True;0;0;False;0;False;1;0;0;4;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;95;-403.0368,3.306535;Float;False;Property;_RoughnessBoost04;Roughness Boost 04;18;0;Create;True;0;0;False;0;False;1;0;0;4;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;194;-3361.044,-1646.038;Inherit;False;Property;_BlendColorPower04;Blend Color Power 04;27;0;Create;True;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.StaticSwitch;61;-2210.348,-219.3009;Float;False;Property;_BlendTexture02;Blend Texture 02;30;0;Create;True;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.RangedFloatNode;196;-3360.974,-2093.263;Inherit;False;Property;_BlendColorPower01;Blend Color Power 01;21;0;Create;True;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.PannerNode;224;-3045.707,-2495.456;Inherit;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT2;0
Node;AmplifyShaderEditor.RangedFloatNode;101;445.4806,-377.6093;Float;False;Property;_MetallicBoots01;Metallic Boots 01;10;0;Create;True;0;0;False;0;False;1;0;0;4;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;201;-3024.749,-2094.943;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;112;-112.5647,-257.5991;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;114;-99.56467,-2.599104;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;111;-78.76467,-418.1983;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.LerpOp;31;-2424.927,-1526.771;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.SamplerNode;77;-680.8719,316.6916;Inherit;True;Property;_Roughness;Roughness;14;0;Create;True;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;64;-1853.199,-516.6637;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.LerpOp;28;-3058.5,-1532.375;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;113;-105.5647,-130.5991;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.LerpOp;29;-2838.645,-1527.308;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;199;-3050.791,-1650.632;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;107;444.9202,17.50798;Float;False;Property;_MetallicBoots04;Metallic Boots 04;13;0;Create;True;0;0;False;0;False;1;0;0;4;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;200;-3046.512,-1812.475;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;67;-1851.464,-174.6741;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;66;-1853.199,-282.3062;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.RangedFloatNode;102;447.6557,-241.7838;Float;False;Property;_MetallicBoots02;Metallic Boots 02;11;0;Create;True;0;0;False;0;False;1;0;0;4;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;198;-3025.083,-1951.034;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.LerpOp;30;-2619.482,-1529.94;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.RangedFloatNode;104;442.6555,-117.7843;Float;False;Property;_MetallicBoots03;Metallic Boots 03;12;0;Create;True;0;0;False;0;False;1;0;0;4;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;65;-1854.932,-396.8809;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.ColorNode;225;-3312.772,-3476.736;Float;False;Property;_EmissiveColor2;Emissive Color 01;39;0;Create;True;0;0;False;0;False;0,0,0,0;0.4009434,0.8080564,1,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode;226;-2911.139,-2826.751;Float;False;Property;_EmissiveBoots4;Emissive Boots 3;44;0;Create;True;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.ColorNode;227;-3314.189,-3285.786;Float;False;Property;_EmissiveColor3;Emissive Color 02;41;0;Create;True;0;0;False;0;False;0,0,0,0;0,0.6797385,1,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleAddOpNode;118;193.2208,-212.1163;Inherit;False;4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SamplerNode;231;-2912.769,-3609.988;Inherit;True;Property;_EmissiveMask1;Emissive Mask;37;0;Create;True;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;232;-3312.364,-3083.275;Float;False;Property;_EmissiveColor4;Emissive Color 03;43;0;Create;True;0;0;False;0;False;0,0,0,0;0.4009434,0.8080564,1,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;228;-2773.707,-2495.456;Inherit;True;Property;_EmissivePannerMap1;Emissive Panner Map;47;0;Create;True;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode;230;-2908.725,-2990.456;Float;False;Property;_EmissiveBoots2;Emissive Boots 1;40;0;Create;True;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;233;-2910.871,-2905.79;Float;False;Property;_EmissiveBoots3;Emissive Boots 2;42;0;Create;True;0;0;False;0;False;0;2;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.ColorNode;229;-3309.588,-2885.105;Float;False;Property;_EmissiveColor5;Emissive Color 04;45;0;Create;True;0;0;False;0;False;0,0,0,0;0,0.6797385,1,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode;214;2.285561,-618.9001;Float;False;Property;_DitherBoosts;Dither Boosts;2;0;Create;True;0;0;False;0;False;1;0;0;10;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;123;755.8947,10.45098;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode;27;-2607.623,-1108.547;Inherit;False;4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;121;742.8947,-244.5489;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;234;-2911.944,-2751.472;Float;False;Property;_EmissiveBoots5;Emissive Boots 4;46;0;Create;True;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode;181;-2707.118,-1788.901;Inherit;False;4;4;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;122;749.8947,-117.549;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode;70;-1467.807,-348.2731;Inherit;False;4;4;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleAddOpNode;202;-2779.849,-2082.889;Inherit;True;4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;120;734.8947,-376.5493;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.OneMinusNode;148;-335.2743,319.5164;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;236;-2292.133,-3203.789;Inherit;False;4;4;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.SamplerNode;80;-838.1128,-1503.332;Inherit;True;Property;_Dirt;Dirt;3;0;Create;True;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;76;324.6086,198.0175;Inherit;True;Property;_Metallic;Metallic;9;0;Create;True;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;237;-2273.441,-2855.357;Inherit;False;4;4;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;238;-2278.732,-2995.544;Inherit;False;4;4;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleAddOpNode;127;1048.68,-199.0663;Inherit;False;4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;215;-18.36774,-925.219;Float;False;Property;_OpacityBoosts;Opacity Boosts;1;0;Create;True;0;0;False;0;False;9.5;0;0;20;0;1;FLOAT;0
Node;AmplifyShaderEditor.LerpOp;132;-2183.457,-1796.143;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.LerpOp;71;-1243.507,-392.5125;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;117;75.43529,107.4009;Inherit;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.RangedFloatNode;149;-791.2319,-1305.685;Float;False;Property;_DirtRoughness_Power;DirtRoughness_Power;5;0;Create;True;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;86;-817.8184,-1613.895;Float;False;Property;_DirtBoots;Dirt Boots;4;0;Create;True;0;0;False;0;False;0;0;0;2;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;235;-2294.177,-3384.571;Inherit;False;4;4;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;213;307.4252,-716.8876;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.ColorNode;219;540.7869,-1196.996;Inherit;False;Constant;_ZeroMask;Zero Mask;51;0;Create;True;0;0;False;0;False;1,1,1,0;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;84;-92.35083,-1627.187;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.LerpOp;119;55.27619,230.8377;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;82;-92.35077,-1376.695;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;83;-95.50151,-1501.153;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;240;-1408.035,-3003.794;Inherit;False;Property;_Emissivepowerboost1;Emissive power boost;38;0;Create;True;0;0;False;0;False;100;100;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;81;-92.35077,-1247.51;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode;239;-2040.737,-3169.392;Inherit;False;4;4;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.StaticSwitch;72;-834.3411,-172.6555;Float;False;Property;_BlendTextureMode;Blend Texture Mode;28;0;Create;True;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;126;916.8947,127.451;Inherit;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.DitheringNode;212;513.7151,-726.3499;Inherit;False;0;False;3;0;FLOAT;0;False;1;SAMPLER2D;;False;2;FLOAT4;0,0,0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;216;405.9136,-967.275;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.LerpOp;88;406.5401,-1375.647;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;241;-1186.587,-2747.326;Inherit;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.LerpOp;87;402.7515,-1621.183;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.StaticSwitch;218;831.787,-1002.996;Inherit;False;Property;_UseAlphaCutOut;Use Alpha Cut Out;0;0;Create;True;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SamplerNode;75;-245.3056,-2467.307;Inherit;True;Property;_Normal;Normal;7;0;Create;True;0;0;False;0;False;-1;None;None;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.LerpOp;128;1227.782,296.8482;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.SamplerNode;74;-251.6975,-1947.125;Inherit;True;Property;_AO;AO;6;0;Create;True;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.OneMinusNode;217;742.1119,-728.9263;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;172;1442.579,-1523.725;Float;False;False;-1;2;UnityEditor.Rendering.HighDefinition.HDLitGUI;0;1;New Amplify Shader;53b46d85872c5b24c8f4f0a1c3fe4c87;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=HDRenderPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;5;0;False;False;False;False;False;False;False;False;False;True;0;True;-25;True;False;False;False;False;0;False;-1;False;False;False;False;True;1;False;-1;True;3;False;-1;False;True;1;LightMode=ShadowCaster;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;175;1442.579,-1523.725;Float;False;False;-1;2;UnityEditor.Rendering.HighDefinition.HDLitGUI;0;1;New Amplify Shader;53b46d85872c5b24c8f4f0a1c3fe4c87;True;Motion Vectors;0;5;Motion Vectors;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=HDRenderPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;5;0;False;False;False;False;False;False;False;False;False;True;0;True;-25;False;False;False;False;True;True;0;True;-8;255;False;-1;255;True;-9;7;False;-1;3;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;1;False;-1;False;False;True;1;LightMode=MotionVectors;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;173;1442.579,-1523.725;Float;False;False;-1;2;UnityEditor.Rendering.HighDefinition.HDLitGUI;0;1;New Amplify Shader;53b46d85872c5b24c8f4f0a1c3fe4c87;True;SceneSelectionPass;0;3;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=HDRenderPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;5;0;False;False;False;False;False;False;False;False;False;False;True;False;False;False;False;0;False;-1;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;178;1442.579,-1523.725;Float;False;False;-1;2;UnityEditor.Rendering.HighDefinition.HDLitGUI;0;1;New Amplify Shader;53b46d85872c5b24c8f4f0a1c3fe4c87;True;TransparentDepthPrepass;0;8;TransparentDepthPrepass;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=HDRenderPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;5;0;True;1;1;False;-1;0;False;-1;0;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;True;0;True;-25;True;False;False;False;False;0;False;-1;False;False;False;False;True;1;False;-1;False;False;True;1;LightMode=TransparentDepthPrepass;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;179;1442.579,-1523.725;Float;False;False;-1;2;UnityEditor.Rendering.HighDefinition.HDLitGUI;0;1;New Amplify Shader;53b46d85872c5b24c8f4f0a1c3fe4c87;True;TransparentDepthPostpass;0;9;TransparentDepthPostpass;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=HDRenderPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;5;0;True;1;1;False;-1;0;False;-1;0;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;True;0;True;-25;True;False;False;False;False;0;False;-1;False;False;False;False;True;1;False;-1;False;False;True;1;LightMode=TransparentDepthPostpass;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;180;1442.579,-1523.725;Float;False;False;-1;2;UnityEditor.Rendering.HighDefinition.HDLitGUI;0;1;New Amplify Shader;53b46d85872c5b24c8f4f0a1c3fe4c87;True;Forward;0;10;Forward;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=HDRenderPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;5;0;True;1;0;True;-19;0;True;-20;1;0;True;-21;0;True;-22;False;False;False;False;False;False;False;False;True;0;True;-28;False;True;True;True;True;True;0;True;-44;False;False;True;True;0;True;-4;255;False;-1;255;True;-5;7;False;-1;3;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;0;True;-23;True;0;True;-30;False;True;1;LightMode=Forward;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;171;1442.579,-1523.725;Float;False;False;-1;2;UnityEditor.Rendering.HighDefinition.HDLitGUI;0;1;New Amplify Shader;53b46d85872c5b24c8f4f0a1c3fe4c87;True;META;0;1;META;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=HDRenderPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;5;0;False;False;False;False;False;False;False;False;False;True;2;False;-1;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;174;1442.579,-1523.725;Float;False;False;-1;2;UnityEditor.Rendering.HighDefinition.HDLitGUI;0;1;New Amplify Shader;53b46d85872c5b24c8f4f0a1c3fe4c87;True;DepthOnly;0;4;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=HDRenderPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;5;0;False;False;False;False;False;False;False;False;False;True;0;True;-25;False;False;False;False;True;True;0;True;-6;255;False;-1;255;True;-7;7;False;-1;3;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;1;False;-1;False;False;True;1;LightMode=DepthOnly;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;176;1442.579,-1523.725;Float;False;False;-1;2;UnityEditor.Rendering.HighDefinition.HDLitGUI;0;1;New Amplify Shader;53b46d85872c5b24c8f4f0a1c3fe4c87;True;Distortion;0;6;Distortion;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=HDRenderPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;5;0;True;4;1;False;-1;1;False;-1;4;1;False;-1;1;False;-1;True;1;False;-1;1;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;True;True;0;True;-10;255;False;-1;255;True;-11;7;False;-1;3;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;2;False;-1;True;3;False;-1;False;True;1;LightMode=DistortionVectors;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;177;1442.579,-1523.725;Float;False;False;-1;2;UnityEditor.Rendering.HighDefinition.HDLitGUI;0;1;New Amplify Shader;53b46d85872c5b24c8f4f0a1c3fe4c87;True;TransparentBackface;0;7;TransparentBackface;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=HDRenderPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;5;0;True;1;0;True;-19;0;True;-20;1;0;True;-21;0;True;-22;False;False;False;False;False;False;False;False;True;1;False;-1;False;True;True;True;True;True;0;True;-44;False;False;False;True;0;True;-23;True;0;True;-31;False;True;1;LightMode=TransparentBackface;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;170;1442.579,-1523.725;Float;False;True;-1;2;UnityEditor.Rendering.HighDefinition.HDLitGUI;0;2;DawnShaderHDRP/ClothingShaderHDRP;53b46d85872c5b24c8f4f0a1c3fe4c87;True;GBuffer;0;0;GBuffer;35;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=HDRenderPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;5;0;False;False;False;False;False;False;False;False;False;True;0;True;-25;False;False;False;False;True;True;0;True;-13;255;False;-1;255;True;-12;7;False;-1;3;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;True;0;True;-14;False;True;1;LightMode=GBuffer;False;0;;0;0;Standard;41;Surface Type;0; Rendering Pass;1; Refraction Model;0; Blending Mode;0; Blend Preserves Specular;1; Receive Fog;1; Back Then Front Rendering;0; Transparent Depth Prepass;0; Transparent Depth Postpass;0; Transparent Writes Motion Vector;0; Distortion;0; Distortion Mode;0; Distortion Depth Test;1; ZWrite;0; Z Test;4;Double-Sided;0;Alpha Clipping;1; Use Shadow Threshold;0;Material Type,InvertActionOnDeselection;0; Energy Conserving Specular;1; Transmission;1;Receive Decals;1;Receives SSR;1;Motion Vectors;1; Add Precomputed Velocity;0;Specular AA;0;Specular Occlusion Mode;1;Override Baked GI;0;Depth Offset;0;DOTS Instancing;0;LOD CrossFade;0;Tessellation;0; Phong;0; Strength;0.5,False,-1; Type;0; Tess;16,False,-1; Min;10,False,-1; Max;25,False,-1; Edge Length;16,False,-1; Max Displacement;25,False,-1;Vertex Position;1;0;11;True;True;True;True;True;True;False;False;False;False;True;False;;False;0
WireConnection;57;1;50;0
WireConnection;57;2;2;3
WireConnection;56;1;43;0
WireConnection;56;2;2;2
WireConnection;58;1;54;0
WireConnection;58;2;2;4
WireConnection;55;1;39;0
WireConnection;55;2;2;1
WireConnection;223;0;221;0
WireConnection;63;1;1;0
WireConnection;63;0;58;0
WireConnection;62;1;1;0
WireConnection;62;0;57;0
WireConnection;60;1;1;0
WireConnection;60;0;55;0
WireConnection;61;1;1;0
WireConnection;61;0;56;0
WireConnection;224;0;223;0
WireConnection;224;2;222;0
WireConnection;224;1;220;2
WireConnection;201;0;196;0
WireConnection;201;1;2;1
WireConnection;112;0;91;0
WireConnection;112;1;2;2
WireConnection;114;0;95;0
WireConnection;114;1;2;4
WireConnection;111;0;79;0
WireConnection;111;1;2;1
WireConnection;31;1;15;0
WireConnection;31;2;2;4
WireConnection;64;0;60;0
WireConnection;64;1;2;1
WireConnection;28;1;8;0
WireConnection;28;2;2;1
WireConnection;113;0;93;0
WireConnection;113;1;2;3
WireConnection;29;1;10;0
WireConnection;29;2;2;2
WireConnection;199;0;194;0
WireConnection;199;1;2;4
WireConnection;200;0;197;0
WireConnection;200;1;2;3
WireConnection;67;0;63;0
WireConnection;67;1;2;4
WireConnection;66;0;62;0
WireConnection;66;1;2;3
WireConnection;198;0;195;0
WireConnection;198;1;2;2
WireConnection;30;1;13;0
WireConnection;30;2;2;3
WireConnection;65;0;61;0
WireConnection;65;1;2;2
WireConnection;118;0;111;0
WireConnection;118;1;112;0
WireConnection;118;2;113;0
WireConnection;118;3;114;0
WireConnection;228;1;224;0
WireConnection;123;0;107;0
WireConnection;123;1;2;4
WireConnection;27;0;2;1
WireConnection;27;1;2;2
WireConnection;27;2;2;3
WireConnection;27;3;2;4
WireConnection;121;0;102;0
WireConnection;121;1;2;2
WireConnection;181;0;28;0
WireConnection;181;1;29;0
WireConnection;181;2;30;0
WireConnection;181;3;31;0
WireConnection;122;0;104;0
WireConnection;122;1;2;3
WireConnection;70;0;64;0
WireConnection;70;1;65;0
WireConnection;70;2;66;0
WireConnection;70;3;67;0
WireConnection;202;0;201;0
WireConnection;202;1;198;0
WireConnection;202;2;200;0
WireConnection;202;3;199;0
WireConnection;120;0;101;0
WireConnection;120;1;2;1
WireConnection;148;0;77;0
WireConnection;236;0;231;2
WireConnection;236;1;228;0
WireConnection;236;2;227;0
WireConnection;236;3;233;0
WireConnection;237;0;231;4
WireConnection;237;1;228;0
WireConnection;237;2;229;0
WireConnection;237;3;234;0
WireConnection;238;0;231;3
WireConnection;238;1;228;0
WireConnection;238;2;232;0
WireConnection;238;3;226;0
WireConnection;127;0;120;0
WireConnection;127;1;121;0
WireConnection;127;2;122;0
WireConnection;127;3;123;0
WireConnection;132;0;1;0
WireConnection;132;1;181;0
WireConnection;132;2;202;0
WireConnection;71;0;1;0
WireConnection;71;1;70;0
WireConnection;71;2;27;0
WireConnection;117;0;118;0
WireConnection;117;1;148;0
WireConnection;235;0;231;1
WireConnection;235;1;228;0
WireConnection;235;2;225;0
WireConnection;235;3;230;0
WireConnection;213;0;1;4
WireConnection;213;1;214;0
WireConnection;84;0;80;0
WireConnection;84;1;86;0
WireConnection;119;0;148;0
WireConnection;119;1;117;0
WireConnection;119;2;27;0
WireConnection;82;0;149;0
WireConnection;82;1;86;0
WireConnection;83;0;86;0
WireConnection;83;1;80;4
WireConnection;81;0;86;0
WireConnection;81;1;80;4
WireConnection;239;0;235;0
WireConnection;239;1;236;0
WireConnection;239;2;238;0
WireConnection;239;3;237;0
WireConnection;72;1;132;0
WireConnection;72;0;71;0
WireConnection;126;0;127;0
WireConnection;126;1;76;0
WireConnection;212;0;213;0
WireConnection;216;0;1;4
WireConnection;216;1;215;0
WireConnection;88;0;119;0
WireConnection;88;1;82;0
WireConnection;88;2;81;0
WireConnection;241;0;240;0
WireConnection;241;1;239;0
WireConnection;87;0;72;0
WireConnection;87;1;84;0
WireConnection;87;2;83;0
WireConnection;218;1;219;0
WireConnection;218;0;216;0
WireConnection;128;0;76;0
WireConnection;128;1;126;0
WireConnection;128;2;27;0
WireConnection;217;0;212;0
WireConnection;170;0;87;0
WireConnection;170;1;75;0
WireConnection;170;4;128;0
WireConnection;170;6;241;0
WireConnection;170;7;88;0
WireConnection;170;8;74;0
WireConnection;170;9;218;0
WireConnection;170;10;217;0
ASEEND*/
//CHKSM=696A3F382C0BB971B0D824824903152286914598