4931 lines
199 KiB
GLSL
4931 lines
199 KiB
GLSL
// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "DawnShaderHDRP/HornShaderHDRP"
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{
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Properties
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{
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[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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[ASEBegin]_Dirt("Dirt", 2D) = "white" {}
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_DirtBoots("Dirt Boots", Range( 0 , 2)) = 0
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_DirtRoughness_Power("DirtRoughness_Power", Float) = 0
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_AO("AO", 2D) = "white" {}
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_Normal("Normal", 2D) = "bump" {}
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_Mask("Mask", 2D) = "white" {}
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_SSSMask1("SSS Mask", 2D) = "white" {}
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_SSSonoff1("SSS on/off", Range( 0 , 4)) = 1.2
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[HideInInspector]_DiffusionProfileAsset("Profile", Vector) = ( 228889264007084710000000000000000000000, 0.000000000000000000000000012389357880079404, 0.00000000000000000000000000000000000076932702684439582, 0.00018220426863990724 )
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[HideInInspector]_DiffusionProfileHash("Profile", Float) = 3.5648174285888672
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_Roughness("Roughness", 2D) = "white" {}
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_RoughnessBoost01("Roughness Boost 01", Range( 0 , 4)) = 1
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_RoughnessBoost02("Roughness Boost 02", Range( 0 , 4)) = 1
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_RoughnessBoost03("Roughness Boost 03", Range( 0 , 4)) = 1
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_RoughnessBoost04("Roughness Boost 04", Range( 0 , 4)) = 1
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_BC("Base Color", 2D) = "white" {}
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_BlendColor01("Blend Color 01", Color) = (1,1,1,0)
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_BlendColorPower01("Blend Color Power 01", Range( 0 , 1)) = 0
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_BlendColor02("Blend Color 02", Color) = (1,1,1,0)
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_BlendColorPower02("Blend Color Power 02", Range( 0 , 1)) = 0
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_BlendColor03("Blend Color 03", Color) = (1,1,1,0)
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_BlendColorPower03("Blend Color Power 03", Range( 0 , 1)) = 0
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_BlendColor04("Blend Color 04", Color) = (1,1,1,0)
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_BlendColorPower04("Blend Color Power 04", Range( 0 , 1)) = 0
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[Toggle(_BLENDTEXTUREMODE_ON)] _BlendTextureMode("Blend Texture Mode", Float) = 0
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[Toggle(_BLENDTEXTURE01_ON)] _BlendTexture01("Blend Texture 01", Float) = 0
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[Toggle(_BLENDTEXTURE02_ON)] _BlendTexture02("Blend Texture 02", Float) = 0
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[Toggle(_BLENDTEXTURE03_ON)] _BlendTexture03("Blend Texture 03", Float) = 0
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[Toggle(_BLENDTEXTURE04_ON)] _BlendTexture04("Blend Texture 04", Float) = 0
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_Texture01("Texture 01", 2D) = "white" {}
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_Texture02("Texture 02", 2D) = "white" {}
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_Texture03("Texture 03", 2D) = "white" {}
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[ASEEnd]_Texture04("Texture 04", 2D) = "white" {}
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] _RenderQueueType("Render Queue Type", Float) = 1
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[HideInInspector] [ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
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[HideInInspector] _StencilRef("Stencil Ref", Int) = 0
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[HideInInspector] _StencilWriteMask("Stencil Write Mask", Int) = 6
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[HideInInspector] _StencilRefDepth("Stencil Ref Depth", Int) = 8
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[HideInInspector] _StencilWriteMaskDepth("Stencil Write Mask Depth", Int) = 8
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[HideInInspector] _StencilRefMV("Stencil Ref MV", Int) = 40
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[HideInInspector] _StencilWriteMaskMV("Stencil Write Mask MV", Int) = 40
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[HideInInspector] _StencilRefDistortionVec("Stencil Ref Distortion Vec", Int) = 4
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[HideInInspector] _StencilWriteMaskDistortionVec("Stencil Write Mask Distortion Vec", Int) = 4
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[HideInInspector] _StencilWriteMaskGBuffer("Stencil Write Mask GBuffer", Int) = 14
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[HideInInspector] _StencilRefGBuffer("Stencil Ref GBuffer", Int) = 10
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[HideInInspector] _ZTestGBuffer("ZTest GBuffer", Int) = 4
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[HideInInspector] [ToggleUI] _RequireSplitLighting("Require Split Lighting", Float) = 1
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[HideInInspector] [ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1
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[HideInInspector] _SurfaceType("Surface Type", Float) = 0
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[HideInInspector] _BlendMode("Blend Mode", Float) = 0
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[HideInInspector] _SrcBlend("Src Blend", Float) = 1
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[HideInInspector] _DstBlend("Dst Blend", Float) = 0
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[HideInInspector] _AlphaSrcBlend("Alpha Src Blend", Float) = 1
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[HideInInspector] _AlphaDstBlend("Alpha Dst Blend", Float) = 0
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[HideInInspector] [ToggleUI] _ZWrite("ZWrite", Float) = 1
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[HideInInspector] [ToggleUI] _TransparentZWrite("Transparent ZWrite", Float) = 1
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[HideInInspector] _CullMode("Cull Mode", Float) = 2
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[HideInInspector] _TransparentSortPriority("Transparent Sort Priority", Int) = 0
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[HideInInspector] [ToggleUI] _EnableFogOnTransparent("Enable Fog On Transparent", Float) = 1
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[HideInInspector] _CullModeForward("Cull Mode Forward", Float) = 2
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[HideInInspector] [Enum(Front, 1, Back, 2)] _TransparentCullMode("Transparent Cull Mode", Float) = 2
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[HideInInspector] _ZTestDepthEqualForOpaque("ZTest Depth Equal For Opaque", Int) = 4
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[HideInInspector] [Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent("ZTest Transparent", Float) = 4
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[HideInInspector] [ToggleUI] _TransparentBackfaceEnable("Transparent Backface Enable", Float) = 0
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[HideInInspector] [ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0
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[HideInInspector] [ToggleUI] _UseShadowThreshold("Use Shadow Threshold", Float) = 0
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[HideInInspector] [ToggleUI] _DoubleSidedEnable("Double Sided Enable", Float) = 0
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[HideInInspector] [Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double Sided Normal Mode", Float) = 2
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[HideInInspector] _DoubleSidedConstants("DoubleSidedConstants", Vector) = (1,1,-1,0)
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//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
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//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
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//_TessMin( "Tess Min Distance", Float ) = 10
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//_TessMax( "Tess Max Distance", Float ) = 25
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//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
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//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
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}
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SubShader
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{
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LOD 0
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Tags { "RenderPipeline"="HDRenderPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
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HLSLINCLUDE
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#pragma target 4.5
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#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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struct GlobalSurfaceDescription // GBuffer Forward META TransparentBackface
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{
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float3 Albedo;
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float3 Normal;
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float3 BentNormal;
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float3 Specular;
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float CoatMask;
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float Metallic;
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float3 Emission;
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float Smoothness;
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float Occlusion;
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float Alpha;
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float AlphaClipThreshold;
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float AlphaClipThresholdShadow;
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float AlphaClipThresholdDepthPrepass;
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float AlphaClipThresholdDepthPostpass;
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float SpecularAAScreenSpaceVariance;
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float SpecularAAThreshold;
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float SpecularOcclusion;
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float DepthOffset;
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//Refraction
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float RefractionIndex;
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float3 RefractionColor;
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float RefractionDistance;
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//SSS/Translucent
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float Thickness;
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float SubsurfaceMask;
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float DiffusionProfile;
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//Anisotropy
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float Anisotropy;
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float3 Tangent;
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//Iridescent
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float IridescenceMask;
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float IridescenceThickness;
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//BakedGI
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float3 BakedGI;
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float3 BakedBackGI;
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};
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struct AlphaSurfaceDescription // ShadowCaster
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{
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float Alpha;
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float AlphaClipThreshold;
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float AlphaClipThresholdShadow;
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float DepthOffset;
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};
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struct SceneSurfaceDescription // SceneSelection
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{
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float Alpha;
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float AlphaClipThreshold;
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float DepthOffset;
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};
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struct PrePassSurfaceDescription // DepthPrePass
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{
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float Alpha;
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float AlphaClipThresholdDepthPrepass;
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float DepthOffset;
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};
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struct PostPassSurfaceDescription //DepthPostPass
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{
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float Alpha;
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float AlphaClipThresholdDepthPostpass;
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float DepthOffset;
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};
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struct SmoothSurfaceDescription // MotionVectors DepthOnly
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{
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float3 Normal;
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float Smoothness;
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float Alpha;
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float AlphaClipThreshold;
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float DepthOffset;
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};
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struct DistortionSurfaceDescription //Distortion
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{
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float Alpha;
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float2 Distortion;
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float DistortionBlur;
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float AlphaClipThreshold;
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};
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float4 FixedTess( float tessValue )
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{
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return tessValue;
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}
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float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
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{
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float3 wpos = mul(o2w,vertex).xyz;
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float dist = distance (wpos, cameraPos);
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float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
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return f;
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}
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float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
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{
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float4 tess;
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tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
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tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
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tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
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tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
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return tess;
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}
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float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
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{
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float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
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float len = distance(wpos0, wpos1);
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float f = max(len * scParams.y / (edgeLen * dist), 1.0);
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return f;
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}
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float DistanceFromPlaneASE (float3 pos, float4 plane)
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{
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return dot (float4(pos,1.0f), plane);
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}
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bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
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{
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float4 planeTest;
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planeTest.x = (( DistanceFromPlaneASE(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.y = (( DistanceFromPlaneASE(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.z = (( DistanceFromPlaneASE(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.w = (( DistanceFromPlaneASE(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
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return !all (planeTest);
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}
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float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
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{
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float3 f;
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f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
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f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
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f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
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return CalcTriEdgeTessFactors (f);
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}
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float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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return tess;
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}
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float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
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{
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tess = 0.0f;
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}
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else
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{
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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}
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return tess;
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}
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ENDHLSL
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Pass
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{
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Name "GBuffer"
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Tags { "LightMode"="GBuffer" }
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Cull [_CullMode]
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ZTest [_ZTestGBuffer]
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Stencil
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{
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Ref [_StencilRefGBuffer]
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WriteMask [_StencilWriteMaskGBuffer]
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Comp Always
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Pass Replace
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Fail Keep
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ZFail Keep
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}
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HLSLPROGRAM
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#define _MATERIAL_FEATURE_SUBSURFACE_SCATTERING 1
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#define _MATERIAL_FEATURE_TRANSMISSION 1
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#define _SPECULAR_OCCLUSION_FROM_AO 1
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#define _AMBIENT_OCCLUSION 1
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#define ASE_SRP_VERSION 70403
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#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
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#pragma shader_feature_local _DOUBLESIDED_ON
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#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
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#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
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#pragma shader_feature_local _ALPHATEST_ON
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#if !defined(DEBUG_DISPLAY) && defined(_ALPHATEST_ON)
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#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
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#endif
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#define SHADERPASS SHADERPASS_GBUFFER
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#pragma multi_compile _ DEBUG_DISPLAY
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT
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#pragma multi_compile _ LIGHT_LAYERS
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#pragma vertex Vert
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#pragma fragment Frag
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//#define UNITY_MATERIAL_LIT
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#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
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#define OUTPUT_SPLIT_LIGHTING
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#endif
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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#ifdef DEBUG_DISPLAY
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
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#endif
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#pragma shader_feature _BLENDTEXTUREMODE_ON
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#pragma shader_feature _BLENDTEXTURE01_ON
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#pragma shader_feature _BLENDTEXTURE02_ON
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#pragma shader_feature _BLENDTEXTURE03_ON
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#pragma shader_feature _BLENDTEXTURE04_ON
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#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
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#define ASE_NEED_CULLFACE 1
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#endif
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struct AttributesMesh
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{
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float3 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float4 tangentOS : TANGENT;
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float4 uv1 : TEXCOORD1;
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float4 uv2 : TEXCOORD2;
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float4 ase_texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct PackedVaryingsMeshToPS
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{
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float4 positionCS : SV_Position;
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float3 interp00 : TEXCOORD0;
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float3 interp01 : TEXCOORD1;
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float4 interp02 : TEXCOORD2;
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float4 interp03 : TEXCOORD3;
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float4 interp04 : TEXCOORD4;
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float4 ase_texcoord5 : TEXCOORD5;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
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FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
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#endif
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};
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CBUFFER_START( UnityPerMaterial )
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float4 _BC_ST;
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float4 _SSSMask1_ST;
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float4 _AO_ST;
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float4 _Roughness_ST;
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float4 _Normal_ST;
|
|
float4 _Dirt_ST;
|
|
float4 _Texture03_ST;
|
|
float4 _Texture02_ST;
|
|
float4 _Texture01_ST;
|
|
float4 _Texture04_ST;
|
|
float4 _BlendColor01;
|
|
float4 _Mask_ST;
|
|
float4 _BlendColor04;
|
|
float4 _BlendColor03;
|
|
float4 _BlendColor02;
|
|
float _BlendColorPower03;
|
|
float _DirtRoughness_Power;
|
|
float _RoughnessBoost04;
|
|
float _RoughnessBoost03;
|
|
float _RoughnessBoost01;
|
|
float _BlendColorPower04;
|
|
float _DirtBoots;
|
|
float _SSSonoff1;
|
|
float _BlendColorPower01;
|
|
float _BlendColorPower02;
|
|
float _RoughnessBoost02;
|
|
float _DiffusionProfileHash;
|
|
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 _Roughness;
|
|
sampler2D _AO;
|
|
sampler2D _SSSMask1;
|
|
SAMPLER(sampler_SSSMask1);
|
|
|
|
|
|
|
|
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 );
|
|
|
|
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_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_1 = (( _DirtRoughness_Power * _DirtBoots )).xxxx;
|
|
float4 lerpResult88 = lerp( lerpResult119 , temp_cast_1 , ( _DirtBoots * tex2DNode80.a ));
|
|
|
|
float2 uv_AO = packedInput.ase_texcoord5.xy * _AO_ST.xy + _AO_ST.zw;
|
|
|
|
float2 uv_SSSMask1 = packedInput.ase_texcoord5.xy * _SSSMask1_ST.xy + _SSSMask1_ST.zw;
|
|
|
|
surfaceDescription.Albedo = lerpResult87.rgb;
|
|
surfaceDescription.Normal = UnpackNormalScale( tex2D( _Normal, uv_Normal ), 1.0f );
|
|
surfaceDescription.BentNormal = float3( 0, 0, 1 );
|
|
surfaceDescription.CoatMask = 0;
|
|
surfaceDescription.Metallic = 0;
|
|
|
|
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
|
|
surfaceDescription.Specular = 0;
|
|
#endif
|
|
|
|
surfaceDescription.Emission = 0;
|
|
surfaceDescription.Smoothness = lerpResult88.r;
|
|
surfaceDescription.Occlusion = tex2D( _AO, uv_AO ).r;
|
|
surfaceDescription.Alpha = 1;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
|
|
#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 = ( 1.0 - tex2D( _SSSMask1, uv_SSSMask1 ).r );
|
|
#endif
|
|
|
|
#ifdef _HAS_REFRACTION
|
|
surfaceDescription.RefractionIndex = 1;
|
|
surfaceDescription.RefractionColor = float3( 1, 1, 1 );
|
|
surfaceDescription.RefractionDistance = 0;
|
|
#endif
|
|
|
|
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
|
|
surfaceDescription.SubsurfaceMask = _SSSonoff1;
|
|
#endif
|
|
|
|
#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
|
|
surfaceDescription.DiffusionProfile = _DiffusionProfileHash;
|
|
#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 _MATERIAL_FEATURE_SUBSURFACE_SCATTERING 1
|
|
#define _MATERIAL_FEATURE_TRANSMISSION 1
|
|
#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
|
|
|
|
|
|
#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;
|
|
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 _SSSMask1_ST;
|
|
float4 _AO_ST;
|
|
float4 _Roughness_ST;
|
|
float4 _Normal_ST;
|
|
float4 _Dirt_ST;
|
|
float4 _Texture03_ST;
|
|
float4 _Texture02_ST;
|
|
float4 _Texture01_ST;
|
|
float4 _Texture04_ST;
|
|
float4 _BlendColor01;
|
|
float4 _Mask_ST;
|
|
float4 _BlendColor04;
|
|
float4 _BlendColor03;
|
|
float4 _BlendColor02;
|
|
float _BlendColorPower03;
|
|
float _DirtRoughness_Power;
|
|
float _RoughnessBoost04;
|
|
float _RoughnessBoost03;
|
|
float _RoughnessBoost01;
|
|
float _BlendColorPower04;
|
|
float _DirtBoots;
|
|
float _SSSonoff1;
|
|
float _BlendColorPower01;
|
|
float _BlendColorPower02;
|
|
float _RoughnessBoost02;
|
|
float _DiffusionProfileHash;
|
|
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 _Roughness;
|
|
sampler2D _AO;
|
|
sampler2D _SSSMask1;
|
|
SAMPLER(sampler_SSSMask1);
|
|
|
|
|
|
|
|
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);
|
|
|
|
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_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_1 = (( _DirtRoughness_Power * _DirtBoots )).xxxx;
|
|
float4 lerpResult88 = lerp( lerpResult119 , temp_cast_1 , ( _DirtBoots * tex2DNode80.a ));
|
|
|
|
float2 uv_AO = packedInput.ase_texcoord.xy * _AO_ST.xy + _AO_ST.zw;
|
|
|
|
float2 uv_SSSMask1 = packedInput.ase_texcoord.xy * _SSSMask1_ST.xy + _SSSMask1_ST.zw;
|
|
|
|
surfaceDescription.Albedo = lerpResult87.rgb;
|
|
surfaceDescription.Normal = UnpackNormalScale( tex2D( _Normal, uv_Normal ), 1.0f );
|
|
surfaceDescription.BentNormal = float3( 0, 0, 1 );
|
|
surfaceDescription.CoatMask = 0;
|
|
surfaceDescription.Metallic = 0;
|
|
|
|
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
|
|
surfaceDescription.Specular = 0;
|
|
#endif
|
|
|
|
surfaceDescription.Emission = 0;
|
|
surfaceDescription.Smoothness = lerpResult88.r;
|
|
surfaceDescription.Occlusion = tex2D( _AO, uv_AO ).r;
|
|
surfaceDescription.Alpha = 1;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
|
|
#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 = ( 1.0 - tex2D( _SSSMask1, uv_SSSMask1 ).r );
|
|
#endif
|
|
|
|
#ifdef _HAS_REFRACTION
|
|
surfaceDescription.RefractionIndex = 1;
|
|
surfaceDescription.RefractionColor = float3( 1, 1, 1 );
|
|
surfaceDescription.RefractionDistance = 0;
|
|
#endif
|
|
|
|
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
|
|
surfaceDescription.SubsurfaceMask = _SSSonoff1;
|
|
#endif
|
|
|
|
#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
|
|
surfaceDescription.DiffusionProfile = _DiffusionProfileHash;
|
|
#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 _MATERIAL_FEATURE_SUBSURFACE_SCATTERING 1
|
|
#define _MATERIAL_FEATURE_TRANSMISSION 1
|
|
#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"
|
|
|
|
|
|
|
|
#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
|
|
#define ASE_NEED_CULLFACE 1
|
|
#endif
|
|
|
|
struct AttributesMesh
|
|
{
|
|
float3 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryingsMeshToPS
|
|
{
|
|
float4 positionCS : SV_Position;
|
|
float3 interp00 : TEXCOORD0;
|
|
|
|
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 _SSSMask1_ST;
|
|
float4 _AO_ST;
|
|
float4 _Roughness_ST;
|
|
float4 _Normal_ST;
|
|
float4 _Dirt_ST;
|
|
float4 _Texture03_ST;
|
|
float4 _Texture02_ST;
|
|
float4 _Texture01_ST;
|
|
float4 _Texture04_ST;
|
|
float4 _BlendColor01;
|
|
float4 _Mask_ST;
|
|
float4 _BlendColor04;
|
|
float4 _BlendColor03;
|
|
float4 _BlendColor02;
|
|
float _BlendColorPower03;
|
|
float _DirtRoughness_Power;
|
|
float _RoughnessBoost04;
|
|
float _RoughnessBoost03;
|
|
float _RoughnessBoost01;
|
|
float _BlendColorPower04;
|
|
float _DirtBoots;
|
|
float _SSSonoff1;
|
|
float _BlendColorPower01;
|
|
float _BlendColorPower02;
|
|
float _RoughnessBoost02;
|
|
float _DiffusionProfileHash;
|
|
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
|
|
|
|
|
|
|
|
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 );
|
|
|
|
|
|
|
|
#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;
|
|
|
|
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;
|
|
|
|
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;
|
|
|
|
#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;
|
|
|
|
surfaceDescription.Alpha = 1;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
|
|
#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 _MATERIAL_FEATURE_SUBSURFACE_SCATTERING 1
|
|
#define _MATERIAL_FEATURE_TRANSMISSION 1
|
|
#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"
|
|
|
|
|
|
|
|
#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
|
|
#define ASE_NEED_CULLFACE 1
|
|
#endif
|
|
|
|
struct AttributesMesh
|
|
{
|
|
float3 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryingsMeshToPS
|
|
{
|
|
float4 positionCS : SV_Position;
|
|
float3 interp00 : TEXCOORD0;
|
|
|
|
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 _SSSMask1_ST;
|
|
float4 _AO_ST;
|
|
float4 _Roughness_ST;
|
|
float4 _Normal_ST;
|
|
float4 _Dirt_ST;
|
|
float4 _Texture03_ST;
|
|
float4 _Texture02_ST;
|
|
float4 _Texture01_ST;
|
|
float4 _Texture04_ST;
|
|
float4 _BlendColor01;
|
|
float4 _Mask_ST;
|
|
float4 _BlendColor04;
|
|
float4 _BlendColor03;
|
|
float4 _BlendColor02;
|
|
float _BlendColorPower03;
|
|
float _DirtRoughness_Power;
|
|
float _RoughnessBoost04;
|
|
float _RoughnessBoost03;
|
|
float _RoughnessBoost01;
|
|
float _BlendColorPower04;
|
|
float _DirtBoots;
|
|
float _SSSonoff1;
|
|
float _BlendColorPower01;
|
|
float _BlendColorPower02;
|
|
float _RoughnessBoost02;
|
|
float _DiffusionProfileHash;
|
|
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
|
|
|
|
|
|
|
|
|
|
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 );
|
|
|
|
|
|
|
|
#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;
|
|
|
|
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;
|
|
|
|
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;
|
|
|
|
#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;
|
|
|
|
surfaceDescription.Alpha = 1;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
|
|
#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 _MATERIAL_FEATURE_SUBSURFACE_SCATTERING 1
|
|
#define _MATERIAL_FEATURE_TRANSMISSION 1
|
|
#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"
|
|
|
|
|
|
|
|
#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;
|
|
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 _SSSMask1_ST;
|
|
float4 _AO_ST;
|
|
float4 _Roughness_ST;
|
|
float4 _Normal_ST;
|
|
float4 _Dirt_ST;
|
|
float4 _Texture03_ST;
|
|
float4 _Texture02_ST;
|
|
float4 _Texture01_ST;
|
|
float4 _Texture04_ST;
|
|
float4 _BlendColor01;
|
|
float4 _Mask_ST;
|
|
float4 _BlendColor04;
|
|
float4 _BlendColor03;
|
|
float4 _BlendColor02;
|
|
float _BlendColorPower03;
|
|
float _DirtRoughness_Power;
|
|
float _RoughnessBoost04;
|
|
float _RoughnessBoost03;
|
|
float _RoughnessBoost01;
|
|
float _BlendColorPower04;
|
|
float _DirtBoots;
|
|
float _SSSonoff1;
|
|
float _BlendColorPower01;
|
|
float _BlendColorPower02;
|
|
float _RoughnessBoost02;
|
|
float _DiffusionProfileHash;
|
|
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);
|
|
|
|
|
|
|
|
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 );
|
|
|
|
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 ));
|
|
|
|
surfaceDescription.Normal = UnpackNormalScale( tex2D( _Normal, uv_Normal ), 1.0f );
|
|
surfaceDescription.Smoothness = lerpResult88.r;
|
|
surfaceDescription.Alpha = 1;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
|
|
#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 _MATERIAL_FEATURE_SUBSURFACE_SCATTERING 1
|
|
#define _MATERIAL_FEATURE_TRANSMISSION 1
|
|
#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"
|
|
|
|
|
|
|
|
#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;
|
|
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 _SSSMask1_ST;
|
|
float4 _AO_ST;
|
|
float4 _Roughness_ST;
|
|
float4 _Normal_ST;
|
|
float4 _Dirt_ST;
|
|
float4 _Texture03_ST;
|
|
float4 _Texture02_ST;
|
|
float4 _Texture01_ST;
|
|
float4 _Texture04_ST;
|
|
float4 _BlendColor01;
|
|
float4 _Mask_ST;
|
|
float4 _BlendColor04;
|
|
float4 _BlendColor03;
|
|
float4 _BlendColor02;
|
|
float _BlendColorPower03;
|
|
float _DirtRoughness_Power;
|
|
float _RoughnessBoost04;
|
|
float _RoughnessBoost03;
|
|
float _RoughnessBoost01;
|
|
float _BlendColorPower04;
|
|
float _DirtBoots;
|
|
float _SSSonoff1;
|
|
float _BlendColorPower01;
|
|
float _BlendColorPower02;
|
|
float _RoughnessBoost02;
|
|
float _DiffusionProfileHash;
|
|
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);
|
|
|
|
|
|
|
|
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;
|
|
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 ));
|
|
|
|
surfaceDescription.Normal = UnpackNormalScale( tex2D( _Normal, uv_Normal ), 1.0f );
|
|
surfaceDescription.Smoothness = lerpResult88.r;
|
|
surfaceDescription.Alpha = 1;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
|
|
#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 _MATERIAL_FEATURE_SUBSURFACE_SCATTERING 1
|
|
#define _MATERIAL_FEATURE_TRANSMISSION 1
|
|
#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
|
|
|
|
|
|
#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;
|
|
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 _SSSMask1_ST;
|
|
float4 _AO_ST;
|
|
float4 _Roughness_ST;
|
|
float4 _Normal_ST;
|
|
float4 _Dirt_ST;
|
|
float4 _Texture03_ST;
|
|
float4 _Texture02_ST;
|
|
float4 _Texture01_ST;
|
|
float4 _Texture04_ST;
|
|
float4 _BlendColor01;
|
|
float4 _Mask_ST;
|
|
float4 _BlendColor04;
|
|
float4 _BlendColor03;
|
|
float4 _BlendColor02;
|
|
float _BlendColorPower03;
|
|
float _DirtRoughness_Power;
|
|
float _RoughnessBoost04;
|
|
float _RoughnessBoost03;
|
|
float _RoughnessBoost01;
|
|
float _BlendColorPower04;
|
|
float _DirtBoots;
|
|
float _SSSonoff1;
|
|
float _BlendColorPower01;
|
|
float _BlendColorPower02;
|
|
float _RoughnessBoost02;
|
|
float _DiffusionProfileHash;
|
|
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 _Roughness;
|
|
sampler2D _AO;
|
|
sampler2D _SSSMask1;
|
|
SAMPLER(sampler_SSSMask1);
|
|
|
|
|
|
|
|
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;
|
|
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_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_1 = (( _DirtRoughness_Power * _DirtBoots )).xxxx;
|
|
float4 lerpResult88 = lerp( lerpResult119 , temp_cast_1 , ( _DirtBoots * tex2DNode80.a ));
|
|
|
|
float2 uv_AO = packedInput.ase_texcoord7.xy * _AO_ST.xy + _AO_ST.zw;
|
|
|
|
float2 uv_SSSMask1 = packedInput.ase_texcoord7.xy * _SSSMask1_ST.xy + _SSSMask1_ST.zw;
|
|
|
|
surfaceDescription.Albedo = lerpResult87.rgb;
|
|
surfaceDescription.Normal = UnpackNormalScale( tex2D( _Normal, uv_Normal ), 1.0f );
|
|
surfaceDescription.BentNormal = float3( 0, 0, 1 );
|
|
surfaceDescription.CoatMask = 0;
|
|
surfaceDescription.Metallic = 0;
|
|
|
|
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
|
|
surfaceDescription.Specular = 0;
|
|
#endif
|
|
|
|
surfaceDescription.Emission = 0;
|
|
surfaceDescription.Smoothness = lerpResult88.r;
|
|
surfaceDescription.Occlusion = tex2D( _AO, uv_AO ).r;
|
|
surfaceDescription.Alpha = 1;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
|
|
#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 = ( 1.0 - tex2D( _SSSMask1, uv_SSSMask1 ).r );
|
|
#endif
|
|
|
|
#ifdef _HAS_REFRACTION
|
|
surfaceDescription.RefractionIndex = 1;
|
|
surfaceDescription.RefractionColor = float3( 1, 1, 1 );
|
|
surfaceDescription.RefractionDistance = 0;
|
|
#endif
|
|
|
|
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
|
|
surfaceDescription.SubsurfaceMask = _SSSonoff1;
|
|
#endif
|
|
|
|
#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
|
|
surfaceDescription.DiffusionProfile = _DiffusionProfileHash;
|
|
#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;-322.0861;1713.141;1;True;True
|
|
Node;AmplifyShaderEditor.SamplerNode;2;-3535.044,-1144.979;Inherit;True;Property;_Mask;Mask;5;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
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|
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//CHKSM=31E8F17BCD7E7EC050AB6D7536B5D5104CCD0E2C |