750 lines
33 KiB
Plaintext
750 lines
33 KiB
Plaintext
// Shader might write to emission, so it needs a custom inspector
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Shader "Lux URP/Projection/Top Down"
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{
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Properties
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{
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[HeaderHelpLuxURP_URL(80kxmwjj8akf)]
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[Header(Surface Options)]
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[Space(5)]
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[ToggleOff(_RECEIVE_SHADOWS_OFF)]
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_ReceiveShadows ("Receive Shadows", Float) = 1.0
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[Header(Surface Inputs)]
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[Space(5)]
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_BaseMap ("Albedo (RGB) Smoothness (A)", 2D) = "white" {}
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[Toggle(_DYNSCALE)]
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_ApplyDynScale ("Enable dynamic tiling", Float) = 0.0
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[Space(5)]
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_GlossMapScale ("Smoothness Scale", Range(0.0, 1.0)) = 1.0
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_SpecColor ("Specular", Color) = (0.2, 0.2, 0.2)
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[Space(5)]
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[Toggle(_NORMALMAP)]
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_ApplyNormal ("Enable Normal Map", Float) = 1.0
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[NoScaleOffset] _BumpMap (" Normal Map", 2D) = "bump" {}
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_BumpScale (" Normal Scale", Float) = 1.0
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[Header(Mask Map)]
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[Space(5)]
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[Toggle(_COMBINEDTEXTURE)]
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_CombinedTexture ("Enable Mask Map", Float) = 0.0
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[NoScaleOffset] _MaskMap (" Metallness (R) Occlusion (G) Height (B) Emission (A) ", 2D) = "bump" {}
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[HDR] _EmissionColor (" Emission Color", Color) = (0,0,0)
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[Toggle(_EMISSION)]
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_Emission (" Bake Emission", Float) = 0.0
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_Occlusion (" Occlusion", Range(0.0, 1.0)) = 1.0
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[Header(Top Down Projection)]
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[Space(5)]
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[Toggle(_TOPDOWNPROJECTION)]
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_ApplyTopDownProjection ("Enable top down Projection", Float) = 1.0
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[NoScaleOffset]_TopDownBaseMap (" Albedo (RGB) Smoothness (A)", 2D) = "white" {}
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_GlossMapScaleDyn (" Smoothness Scale", Range(0.0, 1.0)) = 1.0
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[Space(5)]
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[Toggle(_MASKFROMNORMAL)]
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_MaskFromNormal (" Get Mask from Normal", Float) = 0.0
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[NoScaleOffset]_TopDownNormalMap(" Normal (RGB) or Normal (AG) Mask (B)", 2D) = "bump" {}
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_BumpScaleDyn (" Normal Scale", Float) = 1.0
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[Space(5)]
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_TopDownTiling (" Tiling", Float) = 1.0
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[LuxURPVectorThreeDrawer]
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_TerrainPosition (" Terrain Position (XYZ)", Vector) = (0,0,0,0)
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[Header(Blending)]
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[Space(5)]
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_NormalLimit ("Angle Limit", Range(0.05,1)) = 0.5
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_NormalFactor ("Strength", Range(0.0,2)) = 1
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[Space(5)]
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_LowerNormalInfluence ("Base Normal Influence", Range(0,1)) = 1
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_LowerNormalMinStrength ("Base Normal Strength", Range(0,1)) = 0.2
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[Space(5)]
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_HeightBlendSharpness ("Height Influence", Range(0.0, 1.0)) = 1.0
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[Header(Fuzz Lighting)]
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[Space(5)]
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[Toggle(_SIMPLEFUZZ)]
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_EnableFuzzyLighting ("Enable Fuzzy Lighting", Float) = 0
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_FuzzWrap (" Diffuse Wrap", Range(0, 1)) = 0.5
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_FuzzStrength (" Fuzz Strength", Range(0, 8)) = 1
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_FuzzPower (" Fuzz Power", Range(1, 16)) = 4
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_FuzzBias (" Fuzz Bias", Range(0, 1)) = 0
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_FuzzAmbient (" Ambient Strength", Range(0, 1)) = 1
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[Header(Advanced)]
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[Space(5)]
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[ToggleOff]
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_SpecularHighlights ("Enable Specular Highlights", Float) = 1.0
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[ToggleOff]
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_EnvironmentReflections ("Environment Reflections", Float) = 1.0
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}
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SubShader
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{
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Tags
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{
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"RenderPipeline" = "UniversalPipeline"
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"RenderType" = "Opaque"
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"Queue"="Geometry"
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"DisableBatching" = "LODFading"
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}
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// Base -----------------------------------------------------
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Pass
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{
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Tags{"LightMode" = "UniversalForward"}
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ZWrite On
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Cull Back
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ZTest LEqual
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ZWrite On
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard SRP library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma target 2.0
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature _NORMALMAP
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#define _SPECULAR_SETUP 1
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#pragma shader_feature_local _TOPDOWNPROJECTION
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#pragma shader_feature_local _DYNSCALE
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#pragma shader_feature_local _COMBINEDTEXTURE
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#pragma shader_feature_local _MASKFROMNORMAL
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#pragma shader_feature_local _SIMPLEFUZZ
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// #pragma shader_feature _EMISSION
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma shader_feature _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature _ENVIRONMENTREFLECTIONS_OFF
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#pragma shader_feature _RECEIVE_SHADOWS_OFF
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// -------------------------------------
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// Lightweight Pipeline keywords
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile _ _SHADOWS_SOFT
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#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile_fog
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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// defines a bunch of helper functions (like lerpwhiteto)
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
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// defines SurfaceData, textures and the functions Alpha, SampleAlbedoAlpha, SampleNormal, SampleEmission
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
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#include "../Includes/Lux URP Simple Fuzz Lighting.hlsl"
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#include "Includes/Top Down URP Inputs.hlsl"
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#if defined(_COMBINEDTEXTURE)
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TEXTURE2D(_MaskMap); SAMPLER(sampler_MaskMap);
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#endif
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TEXTURE2D(_TopDownBaseMap); SAMPLER(sampler_TopDownBaseMap);
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TEXTURE2D(_TopDownNormalMap); SAMPLER(sampler_TopDownNormalMap);
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#pragma vertex LitPassVertex
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#pragma fragment LitPassFragment
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void InitializeInputData(VertexOutput input, half3 normalTS, out InputData inputData)
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{
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inputData = (InputData)0;
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inputData.positionWS = input.positionWS;
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half3 viewDirWS = SafeNormalize(input.viewDirWS);
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#ifdef _NORMALMAP
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// Here normalTS is already normalWS
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// inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
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inputData.normalWS = normalTS;
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#else
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inputData.normalWS = input.normalWS;
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#endif
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inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
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inputData.viewDirectionWS = viewDirWS;
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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inputData.shadowCoord = input.shadowCoord;
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#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
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inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
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#else
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inputData.shadowCoord = float4(0, 0, 0, 0);
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#endif
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inputData.fogCoord = input.fogFactorAndVertexLight.x;
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inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
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inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS);
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}
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VertexOutput LitPassVertex(VertexInput input)
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{
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VertexOutput output = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
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VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
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float3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS;
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half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
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half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
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output.uv.xy = TRANSFORM_TEX(input.texcoord, _BaseMap);
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output.uv.zw = vertexInput.positionWS.xz * _TopDownTiling + _TerrainPosition.xz;
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#if defined (_DYNSCALE)
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float scale = length( TransformObjectToWorld( float3(1,0,0) ) - UNITY_MATRIX_M._m03_m13_m23 );
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output.uv.xy *= scale;
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#endif
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// already normalized from normal transform to WS.
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output.normalWS = normalInput.normalWS;
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//output.normalWS = NormalizeNormalPerVertex(normalInput.normalWS);
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#ifdef _NORMALMAP
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float sign = input.tangentOS.w * GetOddNegativeScale();
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output.tangentWS = float4(normalInput.tangentWS.xyz, sign);
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#endif
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output.viewDirWS = viewDirWS;
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OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV);
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OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
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output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
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// #ifdef _ADDITIONAL_LIGHTS
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output.positionWS = vertexInput.positionWS;
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// #endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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output.shadowCoord = GetShadowCoord(vertexInput);
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#endif
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output.positionCS = vertexInput.positionCS;
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return output;
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}
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#define oneMinusDielectricSpecConst half(1.0 - 0.04)
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// derived from #define kDieletricSpec half4(0.04, 0.04, 0.04, 1.0 - 0.04) // standard dielectric reflectivity coef at incident angle (= 4%)
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// Surface function which has full access to all vertex interpolators
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inline void InitializeStandardLitSurfaceData(VertexOutput input, out SurfaceDescription outSurfaceData)
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{
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half4 albedoAlpha = SampleAlbedoAlpha(input.uv.xy, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
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albedoAlpha.a *= _GlossMapScale;
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outSurfaceData.alpha = 1;
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outSurfaceData.albedo = albedoAlpha.rgb;
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outSurfaceData.metallic = 0;
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outSurfaceData.emission = 0;
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outSurfaceData.occlusion = 1;
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outSurfaceData.fuzzMask = 0;
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#if defined(_SPECULAR_SETUP)
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outSurfaceData.specular = _SpecColor;
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#else
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outSurfaceData.specular = 0;
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#endif
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#if defined(_COMBINEDTEXTURE)
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half4 combinedTextureSample = SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, input.uv.xy);
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outSurfaceData.specular = lerp(_SpecColor, albedoAlpha.rgb, combinedTextureSample.rrr);
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// Remap albedo
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albedoAlpha.rgb *= oneMinusDielectricSpecConst - combinedTextureSample.rrr * oneMinusDielectricSpecConst;
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outSurfaceData.emission = _EmissionColor * combinedTextureSample.a;
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outSurfaceData.occlusion = lerp(1.0h, combinedTextureSample.g, _Occlusion);
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#endif
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outSurfaceData.smoothness = albedoAlpha.a * _GlossMapScale;
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outSurfaceData.normalTS = SampleNormal(input.uv.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);
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#ifdef _NORMALMAP
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#if defined (_MASKFROMNORMAL)
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half4 packedNormal = SAMPLE_TEXTURE2D(_TopDownNormalMap, sampler_TopDownNormalMap, input.uv.zw);
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#if BUMP_SCALE_NOT_SUPPORTED
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half3 topDownNormal = UnpackNormalmapRGorAG(packedNormal, 1.0);
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#else
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half3 topDownNormal = UnpackNormalmapRGorAG(packedNormal, _BumpScaleDyn);
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#endif
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#else
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half3 topDownNormal = SampleNormal(input.uv.zw, TEXTURE2D_ARGS(_TopDownNormalMap, sampler_TopDownNormalMap), _BumpScaleDyn);
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#endif
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#endif
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// Please note: outSurfaceData.normalTS will actually contain a normal in world space!
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#if defined(_TOPDOWNPROJECTION)
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float blendFactor = 0;
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#ifdef _NORMALMAP
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// Get per pixel worldspace normal (needed by blending)
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float sgn = input.tangentWS.w; // should be either +1 or -1
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float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
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float3 normalWS = TransformTangentToWorld(outSurfaceData.normalTS, half3x3(input.tangentWS.xyz, bitangent, input.normalWS.xyz));
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blendFactor = lerp(input.normalWS.y, normalWS.y, _LowerNormalInfluence);
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#else
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blendFactor = input.normalWS.y;
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#endif
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// Prevent projected texture from gettings stretched by masking out steep faces
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//blendFactor = saturate( blendFactor - (1 - saturate ( (blendFactor - _NormalLimit) * 4 ) ) );
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blendFactor = lerp(-_NormalLimit, 1, saturate(blendFactor));
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// Widen blendfactor
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blendFactor = blendFactor * _NormalFactor;
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#if defined(_COMBINEDTEXTURE) || defined (_NORMALMAP) && defined (_MASKFROMNORMAL)
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#if defined (_NORMALMAP) && defined (_MASKFROMNORMAL)
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float mask = saturate(packedNormal.b * _HeightBlendSharpness);
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#else
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// Mask is height and we want less on high levels. So it is some kind of inverted.
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float mask = saturate(combinedTextureSample.b * _HeightBlendSharpness);
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#endif
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blendFactor = smoothstep(mask, 1, blendFactor);
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#else
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// Somehow compensate missing height sample, smoothstep is not compensated? Nope. Just saturate.
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blendFactor = saturate(blendFactor); // * (1 + _HeightBlendSharpness));
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#endif
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float normalBlendFactor = blendFactor;
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blendFactor *= blendFactor * blendFactor * blendFactor;
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outSurfaceData.fuzzMask = blendFactor;
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// Get top down projected Texture(s)
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//float2 topDownUV = input.positionWS.xz * _TopDownTiling + _TerrainPosition.xz;
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half4 topDownSample = SAMPLE_TEXTURE2D(_TopDownBaseMap, sampler_TopDownBaseMap, input.uv.zw);
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topDownSample.a *= _GlossMapScaleDyn;
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albedoAlpha = lerp(albedoAlpha, topDownSample, blendFactor.xxxx);
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outSurfaceData.emission = lerp(outSurfaceData.emission, half3(0.0h, 0.0h, 0.0h), blendFactor.xxx);
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outSurfaceData.occlusion = lerp(outSurfaceData.occlusion, 1, blendFactor);
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#ifdef _NORMALMAP
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// 1. Normal is not sampled in tangent space
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outSurfaceData.normalTS = normalWS;
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// 2. So we use Reoriented Normal Mapping to bring the top down normal into world space
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// See e.g.: https://medium.com/@bgolus/normal-mapping-for-a-triplanar-shader-10bf39dca05a
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// We must apply some crazy swizzling here: Swizzle world space to tangent space
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half3 n1 = input.normalWS.xzy;
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half3 n2 = topDownNormal.xyz;
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n1.z += 1.0h;
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n2.xy *= -1.0h;
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topDownNormal = n1 * dot(n1, n2) / n1.z - n2;
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// Swizzle tangent space to world space
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topDownNormal = topDownNormal.xzy;
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// 3. Finally we blend both normals in world space
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outSurfaceData.normalTS = lerp(outSurfaceData.normalTS, topDownNormal, saturate(normalBlendFactor.xxx - _LowerNormalMinStrength) );
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#endif
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#else
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#ifdef _NORMALMAP
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float sgn = input.tangentWS.w; // should be either +1 or -1
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float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
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outSurfaceData.normalTS = TransformTangentToWorld(outSurfaceData.normalTS, half3x3(input.tangentWS.xyz, bitangent, input.normalWS.xyz));
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#else
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outSurfaceData.normalTS = input.normalWS.xyz;
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#endif
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#endif
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outSurfaceData.albedo = albedoAlpha.rgb;
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outSurfaceData.smoothness = albedoAlpha.a;
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}
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half4 LitPassFragment(VertexOutput input) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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#if defined(LOD_FADE_CROSSFADE) && !defined(SHADER_API_GLES)
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LODDitheringTransition(input.positionCS.xyz, unity_LODFade.x);
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#endif
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SurfaceDescription surfaceData;
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// Get the surface description
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InitializeStandardLitSurfaceData(input, surfaceData);
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// Transfer all to world space
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// Please note: surfaceData.normalTS already contains the world space normal!
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InputData inputData;
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InitializeInputData(input, surfaceData.normalTS, inputData);
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// Apply lighting
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//half4 color = LightweightFragmentPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha);
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// Apply lighting
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half4 color = LuxURPSimpleFuzzFragmentPBR(
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inputData,
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surfaceData.albedo,
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surfaceData.metallic,
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surfaceData.specular,
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surfaceData.smoothness,
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surfaceData.occlusion,
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surfaceData.emission,
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surfaceData.alpha,
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#if defined(_SCATTERING)
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half4(surfaceData.translucency * _TranslucencyStrength, _TranslucencyPower, _ShadowStrength, _Distortion),
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#else
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half4(0,0,0,0),
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#endif
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surfaceData.fuzzMask, // Fuzzmask
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_FuzzPower,
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_FuzzBias,
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_FuzzWrap,
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_FuzzStrength * PI,
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_FuzzAmbient
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);
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// Add fog
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color.rgb = MixFog(color.rgb, inputData.fogCoord);
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return color;
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}
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ENDHLSL
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}
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// Shadows -----------------------------------------------------
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Pass
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{
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Name "ShadowCaster"
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Tags{"LightMode" = "ShadowCaster"}
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ZWrite On
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ZTest LEqual
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma target 2.0
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// -------------------------------------
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// Material Keywords
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma vertex ShadowPassVertex
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#pragma fragment ShadowPassFragment
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// Needed functions usually included in LitInput.hlsl
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half LerpWhiteTo(half b, half t)
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{
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half oneMinusT = 1.0 - t;
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return oneMinusT + b * t;
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}
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half3 LerpWhiteTo(half3 b, half t)
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{
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half oneMinusT = 1.0 - t;
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return half3(oneMinusT, oneMinusT, oneMinusT) + b * t;
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}
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// #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
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#include "Includes/Top Down URP Inputs.hlsl"
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float3 _LightDirection;
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VertexOutput ShadowPassVertex(VertexInput input)
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{
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VertexOutput output = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
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float3 normalWS = TransformObjectToWorldDir(input.normalOS);
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output.positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
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#if UNITY_REVERSED_Z
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output.positionCS.z = min(output.positionCS.z, output.positionCS.w * UNITY_NEAR_CLIP_VALUE);
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#else
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output.positionCS.z = max(output.positionCS.z, output.positionCS.w * UNITY_NEAR_CLIP_VALUE);
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#endif
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return output;
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}
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half4 ShadowPassFragment(VertexOutput input) : SV_TARGET
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{
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#if defined(LOD_FADE_CROSSFADE) && !defined(SHADER_API_GLES)
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LODDitheringTransition(input.positionCS.xyz, unity_LODFade.x);
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#endif
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return 0;
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}
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ENDHLSL
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}
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// Depth -----------------------------------------------------
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Pass
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{
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Tags{"LightMode" = "DepthOnly"}
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ZWrite On
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ColorMask 0
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Cull Back
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma target 2.0
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#pragma vertex DepthOnlyVertex
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#pragma fragment DepthOnlyFragment
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// -------------------------------------
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// Material Keywords
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#define DEPTHONLYPASS
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#include "Includes/Top Down URP Inputs.hlsl"
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VertexOutput DepthOnlyVertex(VertexInput input)
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{
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VertexOutput output = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
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return output;
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}
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half4 DepthOnlyFragment(VertexOutput input) : SV_TARGET
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{
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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#if defined(LOD_FADE_CROSSFADE) && !defined(SHADER_API_GLES) // enable dithering LOD transition if user select CrossFade transition in LOD group
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LODDitheringTransition(input.positionCS.xyz, unity_LODFade.x);
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#endif
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return 0;
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}
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ENDHLSL
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}
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// Meta -----------------------------------------------------
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Pass
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{
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Tags{"LightMode" = "Meta"}
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Cull Back
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma vertex UniversalVertexMetaCustom
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//UniversalVertexMeta
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#pragma fragment UniversalFragmentMetaCustom
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature _NORMALMAP
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#define _SPECULAR_SETUP 1
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#pragma shader_feature _SPECGLOSSMAP
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// #pragma shader_feature _EMISSION // Not needed as we do our own emission
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#pragma shader_feature_local _TOPDOWNPROJECTION
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#pragma shader_feature_local _DYNSCALE
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#pragma shader_feature_local _COMBINEDTEXTURE
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#pragma shader_feature_local _MASKFROMNORMAL
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#define CUSTOMMETAPASS
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// This breaks all
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// #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
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#include "Includes/Top Down URP Inputs.hlsl"
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#if defined(_COMBINEDTEXTURE)
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TEXTURE2D(_MaskMap); SAMPLER(sampler_MaskMap);
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#endif
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#if defined (_NORMALMAP) || defined (_MASKFROMNORMAL)
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TEXTURE2D(_TopDownNormalMap); SAMPLER(sampler_TopDownNormalMap);
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#endif
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TEXTURE2D(_TopDownBaseMap); SAMPLER(sampler_TopDownBaseMap);
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#define oneMinusDielectricSpecConst half(1.0 - 0.04)
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// derived from #define kDieletricSpec half4(0.04, 0.04, 0.04, 1.0 - 0.04) // standard dielectric reflectivity coef at incident angle (= 4%)
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inline void InitializeStandardLitSurfaceData(float4 uv, float3 positionWS, float3 normalWS, out SurfaceData outSurfaceData)
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{
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half4 albedoAlpha = SampleAlbedoAlpha(uv.xy, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
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albedoAlpha.a *= _GlossMapScale;
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outSurfaceData.alpha = 1;
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#if _SPECULAR_SETUP
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outSurfaceData.metallic = 1.0h;
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outSurfaceData.specular = _SpecColor;
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#else
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outSurfaceData.metallic = specGloss.r;
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outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h);
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#endif
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#if defined(_COMBINEDTEXTURE)
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half4 combinedTextureSample = SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, uv.xy);
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outSurfaceData.specular = lerp(_SpecColor, albedoAlpha.rgb, combinedTextureSample.rrr);
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// Remap albedo
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albedoAlpha.rgb *= oneMinusDielectricSpecConst - combinedTextureSample.rrr * oneMinusDielectricSpecConst;
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outSurfaceData.emission = _EmissionColor * combinedTextureSample.a;
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outSurfaceData.occlusion = lerp(1.0h, combinedTextureSample.g, _Occlusion);
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#else
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outSurfaceData.emission = 0;
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outSurfaceData.occlusion = 1;
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#endif
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#ifdef _NORMALMAP
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#if defined (_MASKFROMNORMAL)
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half4 packedNormal = SAMPLE_TEXTURE2D(_TopDownNormalMap, sampler_TopDownNormalMap, uv.zw);
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#if BUMP_SCALE_NOT_SUPPORTED
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half3 topDownNormal = UnpackNormalmapRGorAG(packedNormal, 1.0);
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#else
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half3 topDownNormal = UnpackNormalmapRGorAG(packedNormal, _BumpScaleDyn);
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#endif
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#else
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half3 topDownNormal = SampleNormal(uv.zw, TEXTURE2D_ARGS(_TopDownNormalMap, sampler_TopDownNormalMap), _BumpScaleDyn);
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#endif
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#endif
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#if defined(_TOPDOWNPROJECTION)
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float blendFactor = normalWS.y;
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// Prevent projected texture from gettings stretched by masking out steep faces
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//blendFactor = saturate( blendFactor - (1 - saturate ( (blendFactor - _NormalLimit) * 4 ) ) );
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blendFactor = lerp(-_NormalLimit, 1, saturate(blendFactor));
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// Widen blendfactor
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blendFactor = blendFactor * _NormalFactor;
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#if defined(_COMBINEDTEXTURE) || defined (_NORMALMAP) && defined (_MASKFROMNORMAL)
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#if defined (_NORMALMAP) && defined (_MASKFROMNORMAL)
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float mask = saturate(packedNormal.b * _HeightBlendSharpness);
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#else
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// Mask is height and we want less on high levels. So it is some kind of inverted.
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float mask = saturate(combinedTextureSample.b * _HeightBlendSharpness);
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#endif
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blendFactor = smoothstep(mask, 1, blendFactor);
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#else
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// Somehow compensate missing height sample, smoothstep is not compensated
|
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blendFactor = saturate(blendFactor); // * (1 + _HeightBlendSharpness));
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#endif
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blendFactor *= blendFactor * blendFactor * blendFactor;
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// float2 topDownUV = positionWS.xz * _TopDownTiling + _TerrainPosition.xz;
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half4 topDownSample = SAMPLE_TEXTURE2D(_TopDownBaseMap, sampler_TopDownBaseMap, uv.zw);
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topDownSample.a *= _GlossMapScaleDyn;
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albedoAlpha = lerp(albedoAlpha, topDownSample, blendFactor.xxxx);
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outSurfaceData.emission = lerp(outSurfaceData.emission, 0, blendFactor);
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#endif
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outSurfaceData.albedo = albedoAlpha.rgb;
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outSurfaceData.smoothness = albedoAlpha.a;
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|
|
outSurfaceData.normalTS = half3(0,0,1);
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}
|
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|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
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|
|
// Needed by URP
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float2 uv0 : TEXCOORD0;
|
|
float2 uv1 : TEXCOORD1;
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float2 uv2 : TEXCOORD2;
|
|
#ifdef _TANGENT_TO_WORLD
|
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float4 tangentOS : TANGENT;
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|
#endif
|
|
};
|
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|
|
struct VertexOutputMeta {
|
|
float4 positionCS : SV_POSITION;
|
|
float4 uv : TEXCOORD0;
|
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float3 positionWS : TEXCOORD1;
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half3 normalWS : TEXCOORD2;
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|
};
|
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|
|
VertexOutputMeta UniversalVertexMetaCustom(Attributes input)
|
|
{
|
|
VertexOutputMeta output;
|
|
output.positionCS = MetaVertexPosition(input.positionOS, input.uv1, input.uv2,
|
|
unity_LightmapST, unity_DynamicLightmapST);
|
|
|
|
output.uv.xy = TRANSFORM_TEX(input.uv0, _BaseMap);
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|
|
#if defined (_DYNSCALE)
|
|
float scale = length( TransformObjectToWorld( float3(1,0,0) ) - UNITY_MATRIX_M._m03_m13_m23 );
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|
output.uv.xy *= scale;
|
|
#endif
|
|
|
|
output.positionWS = mul(UNITY_MATRIX_M, input.positionOS).xyz;
|
|
output.normalWS = TransformObjectToWorldNormal(input.normalOS);
|
|
|
|
output.uv.zw = output.normalWS.xz * _TopDownTiling + _TerrainPosition.xz;
|
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|
|
return output;
|
|
}
|
|
|
|
half4 UniversalFragmentMetaCustom(VertexOutputMeta input) : SV_Target
|
|
{
|
|
SurfaceData surfaceData;
|
|
InitializeStandardLitSurfaceData(input.uv, input.positionWS, input.normalWS, surfaceData);
|
|
|
|
BRDFData brdfData;
|
|
InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData);
|
|
|
|
MetaInput metaInput;
|
|
metaInput.Albedo = brdfData.diffuse + brdfData.specular * brdfData.roughness * 0.5;
|
|
metaInput.SpecularColor = surfaceData.specular;
|
|
metaInput.Emission = surfaceData.emission;
|
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|
|
return MetaFragment(metaInput);
|
|
}
|
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|
|
ENDHLSL
|
|
}
|
|
}
|
|
FallBack "Hidden/InternalErrorShader"
|
|
CustomEditor "LuxURPCustomShaderGUI"
|
|
} |