2484 lines
106 KiB
GLSL
2484 lines
106 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 "DawnShaderURP/ClothingShaderURP2Sides"
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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]_DitherBoosts("Dither Boosts", Range( 0 , 100)) = 45
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_OpacityBoots("Opacity Boots", Range( 0 , 4)) = 0.5
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_Dirt("Dirt", 2D) = "white" {}
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_DirtBoots("Dirt Boots", Range( 0 , 2)) = 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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_Metallic("Metallic", 2D) = "white" {}
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_MetallicBoots01("Metallic Boots 01", Range( 0 , 4)) = 0
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_MetallicBoots02("Metallic Boots 02", Range( 0 , 4)) = 1
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_MetallicBoots03("Metallic Boots 03", Range( 0 , 4)) = 0
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_MetallicBoots04("Metallic Boots 04", Range( 0 , 4)) = 1
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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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_Texture04("Texture 04", 2D) = "white" {}
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_EmissiveMask1("Emissive Mask", 2D) = "white" {}
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_EmissiveColor2("Emissive Color 01", Color) = (0,0,0,0)
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_EmissiveBoots2("Emissive Boots 1", Float) = 0
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_EmissiveColor3("Emissive Color 02", Color) = (0,0,0,0)
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_EmissiveBoots3("Emissive Boots 2", Float) = 0
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_EmissiveColor4("Emissive Color 03", Color) = (0,0,0,0)
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_EmissiveBoots4("Emissive Boots 3", Float) = 0
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_EmissiveColor5("Emissive Color 04", Color) = (0,0,0,0)
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_EmissiveBoots5("Emissive Boots 4", Float) = 0
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_EmissivePannerMap1("Emissive Panner Map", 2D) = "white" {}
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_EmissivePannerTilling1("Emissive Panner Tilling", Float) = 1
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[ASEEnd]_PannerProperty1("Panner Property", Vector) = (0,0,0,0)
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
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//_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
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//_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
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//_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
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//_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
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//_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
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//_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
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//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
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//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
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//_TessMin( "Tess Min Distance", Float ) = 10
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//_TessMax( "Tess Max Distance", Float ) = 25
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//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
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//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
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}
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SubShader
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{
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LOD 0
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Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
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Cull Off
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AlphaToMask Off
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HLSLINCLUDE
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#pragma target 2.0
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float4 FixedTess( float tessValue )
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{
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return tessValue;
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}
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float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
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{
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float3 wpos = mul(o2w,vertex).xyz;
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float dist = distance (wpos, cameraPos);
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float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
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return f;
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}
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float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
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{
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float4 tess;
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tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
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tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
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tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
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tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
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return tess;
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}
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float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
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{
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float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
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float len = distance(wpos0, wpos1);
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float f = max(len * scParams.y / (edgeLen * dist), 1.0);
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return f;
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}
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float DistanceFromPlane (float3 pos, float4 plane)
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{
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float d = dot (float4(pos,1.0f), plane);
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return d;
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}
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bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
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{
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float4 planeTest;
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planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
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return !all (planeTest);
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}
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float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
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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 "Forward"
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Tags { "LightMode"="UniversalForward" }
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Blend One Zero, One Zero
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ZWrite On
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ZTest LEqual
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Offset 0 , 0
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ColorMask RGBA
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HLSLPROGRAM
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#define _NORMAL_DROPOFF_TS 1
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#pragma multi_compile_instancing
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma multi_compile_fog
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#define ASE_FOG 1
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#define _EMISSION
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#define _ALPHATEST_ON 1
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#define _NORMALMAP 1
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#define ASE_SRP_VERSION 999999
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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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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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma vertex vert
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#pragma fragment frag
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#define SHADERPASS_FORWARD
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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/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 "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#if ASE_SRP_VERSION <= 70108
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#define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
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#endif
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#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
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#define ENABLE_TERRAIN_PERPIXEL_NORMAL
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#endif
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#define ASE_NEEDS_FRAG_SCREEN_POSITION
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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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struct VertexInput
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{
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float4 vertex : POSITION;
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float3 ase_normal : NORMAL;
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float4 ase_tangent : TANGENT;
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float4 texcoord1 : TEXCOORD1;
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float4 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 clipPos : SV_POSITION;
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float4 lightmapUVOrVertexSH : TEXCOORD0;
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half4 fogFactorAndVertexLight : TEXCOORD1;
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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float4 shadowCoord : TEXCOORD2;
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#endif
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float4 tSpace0 : TEXCOORD3;
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float4 tSpace1 : TEXCOORD4;
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float4 tSpace2 : TEXCOORD5;
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#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
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float4 screenPos : TEXCOORD6;
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#endif
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float4 ase_texcoord7 : TEXCOORD7;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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CBUFFER_START(UnityPerMaterial)
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float4 _BC_ST;
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float4 _EmissiveColor4;
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float4 _EmissiveColor3;
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float4 _EmissiveColor2;
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float4 _Roughness_ST;
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float4 _EmissiveMask1_ST;
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float4 _Normal_ST;
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float4 _EmissiveColor5;
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float4 _Texture04_ST;
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float4 _Texture03_ST;
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float4 _Texture02_ST;
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float4 _Dirt_ST;
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float4 _Metallic_ST;
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float4 _BlendColor01;
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float4 _AO_ST;
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float4 _BlendColor04;
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float4 _BlendColor03;
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float4 _Texture01_ST;
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float4 _BlendColor02;
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float4 _Mask_ST;
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float2 _PannerProperty1;
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float _MetallicBoots01;
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float _MetallicBoots02;
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float _MetallicBoots04;
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float _RoughnessBoost01;
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float _RoughnessBoost04;
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float _RoughnessBoost03;
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float _MetallicBoots03;
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float _RoughnessBoost02;
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float _EmissiveBoots2;
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float _EmissiveBoots4;
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float _EmissiveBoots3;
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float _DitherBoosts;
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float _EmissivePannerTilling1;
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float _DirtBoots;
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float _BlendColorPower04;
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float _BlendColorPower03;
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float _BlendColorPower02;
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float _BlendColorPower01;
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float _EmissiveBoots5;
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float _OpacityBoots;
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#ifdef _TRANSMISSION_ASE
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float _TransmissionShadow;
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#endif
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#ifdef _TRANSLUCENCY_ASE
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float _TransStrength;
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float _TransNormal;
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float _TransScattering;
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float _TransDirect;
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float _TransAmbient;
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float _TransShadow;
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#endif
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#ifdef TESSELLATION_ON
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float _TessPhongStrength;
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float _TessValue;
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float _TessMin;
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float _TessMax;
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float _TessEdgeLength;
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float _TessMaxDisp;
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#endif
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CBUFFER_END
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sampler2D _BC;
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sampler2D _Mask;
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SAMPLER(sampler_Mask);
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sampler2D _Texture01;
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sampler2D _Texture02;
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sampler2D _Texture03;
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sampler2D _Texture04;
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sampler2D _Dirt;
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SAMPLER(sampler_Dirt);
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sampler2D _Normal;
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SAMPLER(sampler_Normal);
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sampler2D _EmissiveMask1;
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SAMPLER(sampler_EmissiveMask1);
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sampler2D _EmissivePannerMap1;
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sampler2D _Metallic;
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sampler2D _Roughness;
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sampler2D _AO;
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SAMPLER(sampler_BC);
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inline float Dither8x8Bayer( int x, int y )
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{
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const float dither[ 64 ] = {
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1, 49, 13, 61, 4, 52, 16, 64,
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33, 17, 45, 29, 36, 20, 48, 32,
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9, 57, 5, 53, 12, 60, 8, 56,
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41, 25, 37, 21, 44, 28, 40, 24,
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3, 51, 15, 63, 2, 50, 14, 62,
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35, 19, 47, 31, 34, 18, 46, 30,
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11, 59, 7, 55, 10, 58, 6, 54,
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43, 27, 39, 23, 42, 26, 38, 22};
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int r = y * 8 + x;
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return dither[r] / 64; // same # of instructions as pre-dividing due to compiler magic
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}
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VertexOutput VertexFunction( VertexInput v )
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{
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VertexOutput o = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.ase_texcoord7.xy = v.texcoord.xy;
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//setting value to unused interpolator channels and avoid initialization warnings
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o.ase_texcoord7.zw = 0;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = v.vertex.xyz;
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#else
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float3 defaultVertexValue = float3(0, 0, 0);
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#endif
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float3 vertexValue = defaultVertexValue;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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v.vertex.xyz = vertexValue;
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#else
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v.vertex.xyz += vertexValue;
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#endif
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v.ase_normal = v.ase_normal;
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float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
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float3 positionVS = TransformWorldToView( positionWS );
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float4 positionCS = TransformWorldToHClip( positionWS );
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VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent );
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o.tSpace0 = float4( normalInput.normalWS, positionWS.x);
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o.tSpace1 = float4( normalInput.tangentWS, positionWS.y);
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o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z);
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OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy );
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OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz );
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#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
o.lightmapUVOrVertexSH.zw = v.texcoord;
|
|
o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
#endif
|
|
|
|
half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );
|
|
#ifdef ASE_FOG
|
|
half fogFactor = ComputeFogFactor( positionCS.z );
|
|
#else
|
|
half fogFactor = 0;
|
|
#endif
|
|
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = positionCS;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
o.clipPos = positionCS;
|
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
|
o.screenPos = ComputeScreenPos(positionCS);
|
|
#endif
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_tangent : TANGENT;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.ase_tangent = v.ase_tangent;
|
|
o.texcoord1 = v.texcoord1;
|
|
|
|
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 defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
|
|
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag ( VertexOutput IN , half ase_vface : VFACE ) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
|
|
float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
|
|
float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
|
|
float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
|
|
#else
|
|
float3 WorldNormal = normalize( IN.tSpace0.xyz );
|
|
float3 WorldTangent = IN.tSpace1.xyz;
|
|
float3 WorldBiTangent = IN.tSpace2.xyz;
|
|
#endif
|
|
float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
|
|
float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
|
float4 ScreenPos = IN.screenPos;
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
|
|
WorldViewDirection = SafeNormalize( WorldViewDirection );
|
|
|
|
float2 uv_BC = IN.ase_texcoord7.xy * _BC_ST.xy + _BC_ST.zw;
|
|
float4 tex2DNode1 = tex2D( _BC, uv_BC );
|
|
float2 uv_Mask = IN.ase_texcoord7.xy * _Mask_ST.xy + _Mask_ST.zw;
|
|
float4 tex2DNode2 = tex2D( _Mask, uv_Mask );
|
|
float4 lerpResult28 = lerp( tex2DNode1 , _BlendColor01 , tex2DNode2.r);
|
|
float4 lerpResult29 = lerp( tex2DNode1 , _BlendColor02 , tex2DNode2.g);
|
|
float4 lerpResult30 = lerp( tex2DNode1 , _BlendColor03 , tex2DNode2.b);
|
|
float4 lerpResult31 = lerp( tex2DNode1 , _BlendColor04 , tex2DNode2.a);
|
|
float4 lerpResult147 = lerp( tex2DNode1 , ( lerpResult28 * lerpResult29 * lerpResult30 * lerpResult31 ) , ( ( _BlendColorPower01 * tex2DNode2.r ) + ( _BlendColorPower02 * tex2DNode2.g ) + ( _BlendColorPower03 * tex2DNode2.b ) + ( _BlendColorPower04 * tex2DNode2.a ) ));
|
|
float2 uv_Texture01 = IN.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 = IN.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 = IN.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 = IN.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 = lerpResult147;
|
|
#endif
|
|
float2 uv_Dirt = IN.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 = IN.ase_texcoord7.xy * _Normal_ST.xy + _Normal_ST.zw;
|
|
float3 tex2DNode75 = UnpackNormalScale( tex2D( _Normal, uv_Normal ), 1.0f );
|
|
float4 appendResult175 = (float4(tex2DNode75.r , tex2DNode75.g , ( tex2DNode75.b * ase_vface ) , 0.0));
|
|
|
|
float2 uv_EmissiveMask1 = IN.ase_texcoord7.xy * _EmissiveMask1_ST.xy + _EmissiveMask1_ST.zw;
|
|
float4 tex2DNode190 = tex2D( _EmissiveMask1, uv_EmissiveMask1 );
|
|
float2 temp_cast_2 = (_EmissivePannerTilling1).xx;
|
|
float2 texCoord192 = IN.ase_texcoord7.xy * temp_cast_2 + float2( 0,0 );
|
|
float2 panner201 = ( ( _TimeParameters.x ) * _PannerProperty1 + texCoord192);
|
|
float4 tex2DNode191 = tex2D( _EmissivePannerMap1, panner201 );
|
|
|
|
float2 uv_Metallic = IN.ase_texcoord7.xy * _Metallic_ST.xy + _Metallic_ST.zw;
|
|
float4 tex2DNode76 = tex2D( _Metallic, uv_Metallic );
|
|
float4 lerpResult128 = lerp( tex2DNode76 , ( ( ( _MetallicBoots01 * tex2DNode2.r ) + ( _MetallicBoots02 * tex2DNode2.g ) + ( _MetallicBoots03 * tex2DNode2.b ) + ( _MetallicBoots04 * tex2DNode2.a ) ) * tex2DNode76 ) , temp_output_27_0);
|
|
|
|
float2 uv_Roughness = IN.ase_texcoord7.xy * _Roughness_ST.xy + _Roughness_ST.zw;
|
|
float4 temp_output_174_0 = ( 1.0 - tex2D( _Roughness, uv_Roughness ) );
|
|
float4 lerpResult119 = lerp( temp_output_174_0 , ( ( ( _RoughnessBoost01 * tex2DNode2.r ) + ( _RoughnessBoost02 * tex2DNode2.g ) + ( _RoughnessBoost03 * tex2DNode2.b ) + ( _RoughnessBoost04 * tex2DNode2.a ) ) * temp_output_174_0 ) , temp_output_27_0);
|
|
float4 temp_cast_5 = (( 1.0 * _DirtBoots )).xxxx;
|
|
float4 lerpResult88 = lerp( lerpResult119 , temp_cast_5 , ( _DirtBoots * tex2DNode80.a ));
|
|
|
|
float2 uv_AO = IN.ase_texcoord7.xy * _AO_ST.xy + _AO_ST.zw;
|
|
|
|
float4 ase_screenPosNorm = ScreenPos / ScreenPos.w;
|
|
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
|
float2 clipScreen155 = ase_screenPosNorm.xy * _ScreenParams.xy;
|
|
float dither155 = Dither8x8Bayer( fmod(clipScreen155.x, 8), fmod(clipScreen155.y, 8) );
|
|
dither155 = step( dither155, ( tex2DNode1.a * _DitherBoosts ) );
|
|
|
|
float3 Albedo = lerpResult87.rgb;
|
|
float3 Normal = appendResult175.xyz;
|
|
float3 Emission = ( ( tex2DNode190.r * tex2DNode191 * _EmissiveBoots2 * _EmissiveColor2 ) + ( tex2DNode190.g * tex2DNode191 * _EmissiveBoots3 * _EmissiveColor3 ) + ( tex2DNode190.b * tex2DNode191 * _EmissiveBoots4 * _EmissiveColor4 ) + ( tex2DNode190.a * tex2DNode191 * _EmissiveBoots5 * _EmissiveColor5 ) ).rgb;
|
|
float3 Specular = 0.5;
|
|
float Metallic = lerpResult128.r;
|
|
float Smoothness = lerpResult88.r;
|
|
float Occlusion = tex2D( _AO, uv_AO ).r;
|
|
float Alpha = dither155;
|
|
float AlphaClipThreshold = ( _OpacityBoots * ( 1.0 - tex2DNode1.a ) );
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
float3 BakedGI = 0;
|
|
float3 RefractionColor = 1;
|
|
float RefractionIndex = 1;
|
|
float3 Transmission = 1;
|
|
float3 Translucency = 1;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
InputData inputData;
|
|
inputData.positionWS = WorldPosition;
|
|
inputData.viewDirectionWS = WorldViewDirection;
|
|
inputData.shadowCoord = ShadowCoords;
|
|
|
|
#ifdef _NORMALMAP
|
|
#if _NORMAL_DROPOFF_TS
|
|
inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal ));
|
|
#elif _NORMAL_DROPOFF_OS
|
|
inputData.normalWS = TransformObjectToWorldNormal(Normal);
|
|
#elif _NORMAL_DROPOFF_WS
|
|
inputData.normalWS = Normal;
|
|
#endif
|
|
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
|
|
#else
|
|
inputData.normalWS = WorldNormal;
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
inputData.fogCoord = IN.fogFactorAndVertexLight.x;
|
|
#endif
|
|
|
|
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
float3 SH = SampleSH(inputData.normalWS.xyz);
|
|
#else
|
|
float3 SH = IN.lightmapUVOrVertexSH.xyz;
|
|
#endif
|
|
|
|
inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS );
|
|
#ifdef _ASE_BAKEDGI
|
|
inputData.bakedGI = BakedGI;
|
|
#endif
|
|
half4 color = UniversalFragmentPBR(
|
|
inputData,
|
|
Albedo,
|
|
Metallic,
|
|
Specular,
|
|
Smoothness,
|
|
Occlusion,
|
|
Emission,
|
|
Alpha);
|
|
|
|
#ifdef _TRANSMISSION_ASE
|
|
{
|
|
float shadow = _TransmissionShadow;
|
|
|
|
Light mainLight = GetMainLight( inputData.shadowCoord );
|
|
float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
|
|
mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
|
|
half3 mainTransmission = max(0 , -dot(inputData.normalWS, mainLight.direction)) * mainAtten * Transmission;
|
|
color.rgb += Albedo * mainTransmission;
|
|
|
|
#ifdef _ADDITIONAL_LIGHTS
|
|
int transPixelLightCount = GetAdditionalLightsCount();
|
|
for (int i = 0; i < transPixelLightCount; ++i)
|
|
{
|
|
Light light = GetAdditionalLight(i, inputData.positionWS);
|
|
float3 atten = light.color * light.distanceAttenuation;
|
|
atten = lerp( atten, atten * light.shadowAttenuation, shadow );
|
|
|
|
half3 transmission = max(0 , -dot(inputData.normalWS, light.direction)) * atten * Transmission;
|
|
color.rgb += Albedo * transmission;
|
|
}
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
#ifdef _TRANSLUCENCY_ASE
|
|
{
|
|
float shadow = _TransShadow;
|
|
float normal = _TransNormal;
|
|
float scattering = _TransScattering;
|
|
float direct = _TransDirect;
|
|
float ambient = _TransAmbient;
|
|
float strength = _TransStrength;
|
|
|
|
Light mainLight = GetMainLight( inputData.shadowCoord );
|
|
float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
|
|
mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
|
|
|
|
half3 mainLightDir = mainLight.direction + inputData.normalWS * normal;
|
|
half mainVdotL = pow( saturate( dot( inputData.viewDirectionWS, -mainLightDir ) ), scattering );
|
|
half3 mainTranslucency = mainAtten * ( mainVdotL * direct + inputData.bakedGI * ambient ) * Translucency;
|
|
color.rgb += Albedo * mainTranslucency * strength;
|
|
|
|
#ifdef _ADDITIONAL_LIGHTS
|
|
int transPixelLightCount = GetAdditionalLightsCount();
|
|
for (int i = 0; i < transPixelLightCount; ++i)
|
|
{
|
|
Light light = GetAdditionalLight(i, inputData.positionWS);
|
|
float3 atten = light.color * light.distanceAttenuation;
|
|
atten = lerp( atten, atten * light.shadowAttenuation, shadow );
|
|
|
|
half3 lightDir = light.direction + inputData.normalWS * normal;
|
|
half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );
|
|
half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;
|
|
color.rgb += Albedo * translucency * strength;
|
|
}
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
#ifdef _REFRACTION_ASE
|
|
float4 projScreenPos = ScreenPos / ScreenPos.w;
|
|
float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, WorldNormal ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
|
|
projScreenPos.xy += refractionOffset.xy;
|
|
float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos ) * RefractionColor;
|
|
color.rgb = lerp( refraction, color.rgb, color.a );
|
|
color.a = 1;
|
|
#endif
|
|
|
|
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
|
|
color.rgb *= color.a;
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
#ifdef TERRAIN_SPLAT_ADDPASS
|
|
color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x );
|
|
#else
|
|
color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x);
|
|
#endif
|
|
#endif
|
|
|
|
return color;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "ShadowCaster"
|
|
Tags { "LightMode"="ShadowCaster" }
|
|
|
|
ZWrite On
|
|
ZTest LEqual
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
|
#pragma multi_compile_fog
|
|
#define ASE_FOG 1
|
|
#define _EMISSION
|
|
#define _ALPHATEST_ON 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_SRP_VERSION 999999
|
|
|
|
#pragma prefer_hlslcc gles
|
|
#pragma exclude_renderers d3d11_9x
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SHADERPASS_SHADOWCASTER
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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|
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 worldPos : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _BC_ST;
|
|
float4 _EmissiveColor4;
|
|
float4 _EmissiveColor3;
|
|
float4 _EmissiveColor2;
|
|
float4 _Roughness_ST;
|
|
float4 _EmissiveMask1_ST;
|
|
float4 _Normal_ST;
|
|
float4 _EmissiveColor5;
|
|
float4 _Texture04_ST;
|
|
float4 _Texture03_ST;
|
|
float4 _Texture02_ST;
|
|
float4 _Dirt_ST;
|
|
float4 _Metallic_ST;
|
|
float4 _BlendColor01;
|
|
float4 _AO_ST;
|
|
float4 _BlendColor04;
|
|
float4 _BlendColor03;
|
|
float4 _Texture01_ST;
|
|
float4 _BlendColor02;
|
|
float4 _Mask_ST;
|
|
float2 _PannerProperty1;
|
|
float _MetallicBoots01;
|
|
float _MetallicBoots02;
|
|
float _MetallicBoots04;
|
|
float _RoughnessBoost01;
|
|
float _RoughnessBoost04;
|
|
float _RoughnessBoost03;
|
|
float _MetallicBoots03;
|
|
float _RoughnessBoost02;
|
|
float _EmissiveBoots2;
|
|
float _EmissiveBoots4;
|
|
float _EmissiveBoots3;
|
|
float _DitherBoosts;
|
|
float _EmissivePannerTilling1;
|
|
float _DirtBoots;
|
|
float _BlendColorPower04;
|
|
float _BlendColorPower03;
|
|
float _BlendColorPower02;
|
|
float _BlendColorPower01;
|
|
float _EmissiveBoots5;
|
|
float _OpacityBoots;
|
|
#ifdef _TRANSMISSION_ASE
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef _TRANSLUCENCY_ASE
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef TESSELLATION_ON
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
sampler2D _BC;
|
|
SAMPLER(sampler_BC);
|
|
|
|
|
|
inline float Dither8x8Bayer( int x, int y )
|
|
{
|
|
const float dither[ 64 ] = {
|
|
1, 49, 13, 61, 4, 52, 16, 64,
|
|
33, 17, 45, 29, 36, 20, 48, 32,
|
|
9, 57, 5, 53, 12, 60, 8, 56,
|
|
41, 25, 37, 21, 44, 28, 40, 24,
|
|
3, 51, 15, 63, 2, 50, 14, 62,
|
|
35, 19, 47, 31, 34, 18, 46, 30,
|
|
11, 59, 7, 55, 10, 58, 6, 54,
|
|
43, 27, 39, 23, 42, 26, 38, 22};
|
|
int r = y * 8 + x;
|
|
return dither[r] / 64; // same # of instructions as pre-dividing due to compiler magic
|
|
}
|
|
|
|
|
|
float3 _LightDirection;
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
|
|
|
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
|
|
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
|
o.ase_texcoord2 = screenPos;
|
|
|
|
o.ase_texcoord3.xy = v.ase_texcoord.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord3.zw = 0;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
float3 vertexValue = defaultVertexValue;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.worldPos = positionWS;
|
|
#endif
|
|
float3 normalWS = TransformObjectToWorldDir(v.ase_normal);
|
|
|
|
float4 clipPos = TransformWorldToHClip( ApplyShadowBias( positionWS, normalWS, _LightDirection ) );
|
|
|
|
#if UNITY_REVERSED_Z
|
|
clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
|
|
#else
|
|
clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = clipPos;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
o.clipPos = clipPos;
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.ase_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 defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
o.ase_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.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(VertexOutput IN ) : SV_TARGET
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID( IN );
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 WorldPosition = IN.worldPos;
|
|
#endif
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
float4 screenPos = IN.ase_texcoord2;
|
|
float4 ase_screenPosNorm = screenPos / screenPos.w;
|
|
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
|
float2 clipScreen155 = ase_screenPosNorm.xy * _ScreenParams.xy;
|
|
float dither155 = Dither8x8Bayer( fmod(clipScreen155.x, 8), fmod(clipScreen155.y, 8) );
|
|
float2 uv_BC = IN.ase_texcoord3.xy * _BC_ST.xy + _BC_ST.zw;
|
|
float4 tex2DNode1 = tex2D( _BC, uv_BC );
|
|
dither155 = step( dither155, ( tex2DNode1.a * _DitherBoosts ) );
|
|
|
|
float Alpha = dither155;
|
|
float AlphaClipThreshold = ( _OpacityBoots * ( 1.0 - tex2DNode1.a ) );
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
#ifdef _ALPHATEST_SHADOW_ON
|
|
clip(Alpha - AlphaClipThresholdShadow);
|
|
#else
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
return 0;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DepthOnly"
|
|
Tags { "LightMode"="DepthOnly" }
|
|
|
|
ZWrite On
|
|
ColorMask 0
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
|
#pragma multi_compile_fog
|
|
#define ASE_FOG 1
|
|
#define _EMISSION
|
|
#define _ALPHATEST_ON 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_SRP_VERSION 999999
|
|
|
|
#pragma prefer_hlslcc gles
|
|
#pragma exclude_renderers d3d11_9x
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SHADERPASS_DEPTHONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 worldPos : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _BC_ST;
|
|
float4 _EmissiveColor4;
|
|
float4 _EmissiveColor3;
|
|
float4 _EmissiveColor2;
|
|
float4 _Roughness_ST;
|
|
float4 _EmissiveMask1_ST;
|
|
float4 _Normal_ST;
|
|
float4 _EmissiveColor5;
|
|
float4 _Texture04_ST;
|
|
float4 _Texture03_ST;
|
|
float4 _Texture02_ST;
|
|
float4 _Dirt_ST;
|
|
float4 _Metallic_ST;
|
|
float4 _BlendColor01;
|
|
float4 _AO_ST;
|
|
float4 _BlendColor04;
|
|
float4 _BlendColor03;
|
|
float4 _Texture01_ST;
|
|
float4 _BlendColor02;
|
|
float4 _Mask_ST;
|
|
float2 _PannerProperty1;
|
|
float _MetallicBoots01;
|
|
float _MetallicBoots02;
|
|
float _MetallicBoots04;
|
|
float _RoughnessBoost01;
|
|
float _RoughnessBoost04;
|
|
float _RoughnessBoost03;
|
|
float _MetallicBoots03;
|
|
float _RoughnessBoost02;
|
|
float _EmissiveBoots2;
|
|
float _EmissiveBoots4;
|
|
float _EmissiveBoots3;
|
|
float _DitherBoosts;
|
|
float _EmissivePannerTilling1;
|
|
float _DirtBoots;
|
|
float _BlendColorPower04;
|
|
float _BlendColorPower03;
|
|
float _BlendColorPower02;
|
|
float _BlendColorPower01;
|
|
float _EmissiveBoots5;
|
|
float _OpacityBoots;
|
|
#ifdef _TRANSMISSION_ASE
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef _TRANSLUCENCY_ASE
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef TESSELLATION_ON
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
sampler2D _BC;
|
|
SAMPLER(sampler_BC);
|
|
|
|
|
|
inline float Dither8x8Bayer( int x, int y )
|
|
{
|
|
const float dither[ 64 ] = {
|
|
1, 49, 13, 61, 4, 52, 16, 64,
|
|
33, 17, 45, 29, 36, 20, 48, 32,
|
|
9, 57, 5, 53, 12, 60, 8, 56,
|
|
41, 25, 37, 21, 44, 28, 40, 24,
|
|
3, 51, 15, 63, 2, 50, 14, 62,
|
|
35, 19, 47, 31, 34, 18, 46, 30,
|
|
11, 59, 7, 55, 10, 58, 6, 54,
|
|
43, 27, 39, 23, 42, 26, 38, 22};
|
|
int r = y * 8 + x;
|
|
return dither[r] / 64; // same # of instructions as pre-dividing due to compiler magic
|
|
}
|
|
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
|
|
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
|
o.ase_texcoord2 = screenPos;
|
|
|
|
o.ase_texcoord3.xy = v.ase_texcoord.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord3.zw = 0;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
float3 vertexValue = defaultVertexValue;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
float4 positionCS = TransformWorldToHClip( positionWS );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.worldPos = positionWS;
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = positionCS;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
o.clipPos = positionCS;
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.ase_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 defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
o.ase_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.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(VertexOutput IN ) : SV_TARGET
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 WorldPosition = IN.worldPos;
|
|
#endif
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
float4 screenPos = IN.ase_texcoord2;
|
|
float4 ase_screenPosNorm = screenPos / screenPos.w;
|
|
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
|
float2 clipScreen155 = ase_screenPosNorm.xy * _ScreenParams.xy;
|
|
float dither155 = Dither8x8Bayer( fmod(clipScreen155.x, 8), fmod(clipScreen155.y, 8) );
|
|
float2 uv_BC = IN.ase_texcoord3.xy * _BC_ST.xy + _BC_ST.zw;
|
|
float4 tex2DNode1 = tex2D( _BC, uv_BC );
|
|
dither155 = step( dither155, ( tex2DNode1.a * _DitherBoosts ) );
|
|
|
|
float Alpha = dither155;
|
|
float AlphaClipThreshold = ( _OpacityBoots * ( 1.0 - tex2DNode1.a ) );
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
return 0;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "Meta"
|
|
Tags { "LightMode"="Meta" }
|
|
|
|
Cull Off
|
|
|
|
HLSLPROGRAM
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
|
#pragma multi_compile_fog
|
|
#define ASE_FOG 1
|
|
#define _EMISSION
|
|
#define _ALPHATEST_ON 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_SRP_VERSION 999999
|
|
|
|
#pragma prefer_hlslcc gles
|
|
#pragma exclude_renderers d3d11_9x
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SHADERPASS_META
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
|
|
#pragma shader_feature _BLENDTEXTUREMODE_ON
|
|
#pragma shader_feature _BLENDTEXTURE01_ON
|
|
#pragma shader_feature _BLENDTEXTURE02_ON
|
|
#pragma shader_feature _BLENDTEXTURE03_ON
|
|
#pragma shader_feature _BLENDTEXTURE04_ON
|
|
|
|
|
|
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 worldPos : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _BC_ST;
|
|
float4 _EmissiveColor4;
|
|
float4 _EmissiveColor3;
|
|
float4 _EmissiveColor2;
|
|
float4 _Roughness_ST;
|
|
float4 _EmissiveMask1_ST;
|
|
float4 _Normal_ST;
|
|
float4 _EmissiveColor5;
|
|
float4 _Texture04_ST;
|
|
float4 _Texture03_ST;
|
|
float4 _Texture02_ST;
|
|
float4 _Dirt_ST;
|
|
float4 _Metallic_ST;
|
|
float4 _BlendColor01;
|
|
float4 _AO_ST;
|
|
float4 _BlendColor04;
|
|
float4 _BlendColor03;
|
|
float4 _Texture01_ST;
|
|
float4 _BlendColor02;
|
|
float4 _Mask_ST;
|
|
float2 _PannerProperty1;
|
|
float _MetallicBoots01;
|
|
float _MetallicBoots02;
|
|
float _MetallicBoots04;
|
|
float _RoughnessBoost01;
|
|
float _RoughnessBoost04;
|
|
float _RoughnessBoost03;
|
|
float _MetallicBoots03;
|
|
float _RoughnessBoost02;
|
|
float _EmissiveBoots2;
|
|
float _EmissiveBoots4;
|
|
float _EmissiveBoots3;
|
|
float _DitherBoosts;
|
|
float _EmissivePannerTilling1;
|
|
float _DirtBoots;
|
|
float _BlendColorPower04;
|
|
float _BlendColorPower03;
|
|
float _BlendColorPower02;
|
|
float _BlendColorPower01;
|
|
float _EmissiveBoots5;
|
|
float _OpacityBoots;
|
|
#ifdef _TRANSMISSION_ASE
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef _TRANSLUCENCY_ASE
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef TESSELLATION_ON
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
sampler2D _BC;
|
|
sampler2D _Mask;
|
|
SAMPLER(sampler_Mask);
|
|
sampler2D _Texture01;
|
|
sampler2D _Texture02;
|
|
sampler2D _Texture03;
|
|
sampler2D _Texture04;
|
|
sampler2D _Dirt;
|
|
SAMPLER(sampler_Dirt);
|
|
sampler2D _EmissiveMask1;
|
|
SAMPLER(sampler_EmissiveMask1);
|
|
sampler2D _EmissivePannerMap1;
|
|
SAMPLER(sampler_BC);
|
|
|
|
|
|
inline float Dither8x8Bayer( int x, int y )
|
|
{
|
|
const float dither[ 64 ] = {
|
|
1, 49, 13, 61, 4, 52, 16, 64,
|
|
33, 17, 45, 29, 36, 20, 48, 32,
|
|
9, 57, 5, 53, 12, 60, 8, 56,
|
|
41, 25, 37, 21, 44, 28, 40, 24,
|
|
3, 51, 15, 63, 2, 50, 14, 62,
|
|
35, 19, 47, 31, 34, 18, 46, 30,
|
|
11, 59, 7, 55, 10, 58, 6, 54,
|
|
43, 27, 39, 23, 42, 26, 38, 22};
|
|
int r = y * 8 + x;
|
|
return dither[r] / 64; // same # of instructions as pre-dividing due to compiler magic
|
|
}
|
|
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
|
|
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
|
o.ase_texcoord3 = screenPos;
|
|
|
|
o.ase_texcoord2.xy = v.ase_texcoord.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord2.zw = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
float3 vertexValue = defaultVertexValue;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.worldPos = positionWS;
|
|
#endif
|
|
|
|
o.clipPos = MetaVertexPosition( v.vertex, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = o.clipPos;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.texcoord1 = v.texcoord1;
|
|
o.texcoord2 = v.texcoord2;
|
|
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 defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
|
o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
|
|
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.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(VertexOutput IN ) : SV_TARGET
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 WorldPosition = IN.worldPos;
|
|
#endif
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
float2 uv_BC = IN.ase_texcoord2.xy * _BC_ST.xy + _BC_ST.zw;
|
|
float4 tex2DNode1 = tex2D( _BC, uv_BC );
|
|
float2 uv_Mask = IN.ase_texcoord2.xy * _Mask_ST.xy + _Mask_ST.zw;
|
|
float4 tex2DNode2 = tex2D( _Mask, uv_Mask );
|
|
float4 lerpResult28 = lerp( tex2DNode1 , _BlendColor01 , tex2DNode2.r);
|
|
float4 lerpResult29 = lerp( tex2DNode1 , _BlendColor02 , tex2DNode2.g);
|
|
float4 lerpResult30 = lerp( tex2DNode1 , _BlendColor03 , tex2DNode2.b);
|
|
float4 lerpResult31 = lerp( tex2DNode1 , _BlendColor04 , tex2DNode2.a);
|
|
float4 lerpResult147 = lerp( tex2DNode1 , ( lerpResult28 * lerpResult29 * lerpResult30 * lerpResult31 ) , ( ( _BlendColorPower01 * tex2DNode2.r ) + ( _BlendColorPower02 * tex2DNode2.g ) + ( _BlendColorPower03 * tex2DNode2.b ) + ( _BlendColorPower04 * tex2DNode2.a ) ));
|
|
float2 uv_Texture01 = IN.ase_texcoord2.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 = IN.ase_texcoord2.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 = IN.ase_texcoord2.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 = IN.ase_texcoord2.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 = lerpResult147;
|
|
#endif
|
|
float2 uv_Dirt = IN.ase_texcoord2.xy * _Dirt_ST.xy + _Dirt_ST.zw;
|
|
float4 tex2DNode80 = tex2D( _Dirt, uv_Dirt );
|
|
float4 lerpResult87 = lerp( staticSwitch72 , ( tex2DNode80 * _DirtBoots ) , ( _DirtBoots * tex2DNode80.a ));
|
|
|
|
float2 uv_EmissiveMask1 = IN.ase_texcoord2.xy * _EmissiveMask1_ST.xy + _EmissiveMask1_ST.zw;
|
|
float4 tex2DNode190 = tex2D( _EmissiveMask1, uv_EmissiveMask1 );
|
|
float2 temp_cast_1 = (_EmissivePannerTilling1).xx;
|
|
float2 texCoord192 = IN.ase_texcoord2.xy * temp_cast_1 + float2( 0,0 );
|
|
float2 panner201 = ( ( _TimeParameters.x ) * _PannerProperty1 + texCoord192);
|
|
float4 tex2DNode191 = tex2D( _EmissivePannerMap1, panner201 );
|
|
|
|
float4 screenPos = IN.ase_texcoord3;
|
|
float4 ase_screenPosNorm = screenPos / screenPos.w;
|
|
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
|
float2 clipScreen155 = ase_screenPosNorm.xy * _ScreenParams.xy;
|
|
float dither155 = Dither8x8Bayer( fmod(clipScreen155.x, 8), fmod(clipScreen155.y, 8) );
|
|
dither155 = step( dither155, ( tex2DNode1.a * _DitherBoosts ) );
|
|
|
|
|
|
float3 Albedo = lerpResult87.rgb;
|
|
float3 Emission = ( ( tex2DNode190.r * tex2DNode191 * _EmissiveBoots2 * _EmissiveColor2 ) + ( tex2DNode190.g * tex2DNode191 * _EmissiveBoots3 * _EmissiveColor3 ) + ( tex2DNode190.b * tex2DNode191 * _EmissiveBoots4 * _EmissiveColor4 ) + ( tex2DNode190.a * tex2DNode191 * _EmissiveBoots5 * _EmissiveColor5 ) ).rgb;
|
|
float Alpha = dither155;
|
|
float AlphaClipThreshold = ( _OpacityBoots * ( 1.0 - tex2DNode1.a ) );
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
MetaInput metaInput = (MetaInput)0;
|
|
metaInput.Albedo = Albedo;
|
|
metaInput.Emission = Emission;
|
|
|
|
return MetaFragment(metaInput);
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "Universal2D"
|
|
Tags { "LightMode"="Universal2D" }
|
|
|
|
Blend One Zero, One Zero
|
|
ZWrite On
|
|
ZTest LEqual
|
|
Offset 0 , 0
|
|
ColorMask RGBA
|
|
|
|
HLSLPROGRAM
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
|
#pragma multi_compile_fog
|
|
#define ASE_FOG 1
|
|
#define _EMISSION
|
|
#define _ALPHATEST_ON 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_SRP_VERSION 999999
|
|
|
|
#pragma enable_d3d11_debug_symbols
|
|
#pragma prefer_hlslcc gles
|
|
#pragma exclude_renderers d3d11_9x
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SHADERPASS_2D
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
|
#pragma shader_feature _BLENDTEXTUREMODE_ON
|
|
#pragma shader_feature _BLENDTEXTURE01_ON
|
|
#pragma shader_feature _BLENDTEXTURE02_ON
|
|
#pragma shader_feature _BLENDTEXTURE03_ON
|
|
#pragma shader_feature _BLENDTEXTURE04_ON
|
|
|
|
|
|
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 worldPos : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _BC_ST;
|
|
float4 _EmissiveColor4;
|
|
float4 _EmissiveColor3;
|
|
float4 _EmissiveColor2;
|
|
float4 _Roughness_ST;
|
|
float4 _EmissiveMask1_ST;
|
|
float4 _Normal_ST;
|
|
float4 _EmissiveColor5;
|
|
float4 _Texture04_ST;
|
|
float4 _Texture03_ST;
|
|
float4 _Texture02_ST;
|
|
float4 _Dirt_ST;
|
|
float4 _Metallic_ST;
|
|
float4 _BlendColor01;
|
|
float4 _AO_ST;
|
|
float4 _BlendColor04;
|
|
float4 _BlendColor03;
|
|
float4 _Texture01_ST;
|
|
float4 _BlendColor02;
|
|
float4 _Mask_ST;
|
|
float2 _PannerProperty1;
|
|
float _MetallicBoots01;
|
|
float _MetallicBoots02;
|
|
float _MetallicBoots04;
|
|
float _RoughnessBoost01;
|
|
float _RoughnessBoost04;
|
|
float _RoughnessBoost03;
|
|
float _MetallicBoots03;
|
|
float _RoughnessBoost02;
|
|
float _EmissiveBoots2;
|
|
float _EmissiveBoots4;
|
|
float _EmissiveBoots3;
|
|
float _DitherBoosts;
|
|
float _EmissivePannerTilling1;
|
|
float _DirtBoots;
|
|
float _BlendColorPower04;
|
|
float _BlendColorPower03;
|
|
float _BlendColorPower02;
|
|
float _BlendColorPower01;
|
|
float _EmissiveBoots5;
|
|
float _OpacityBoots;
|
|
#ifdef _TRANSMISSION_ASE
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef _TRANSLUCENCY_ASE
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef TESSELLATION_ON
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
sampler2D _BC;
|
|
sampler2D _Mask;
|
|
SAMPLER(sampler_Mask);
|
|
sampler2D _Texture01;
|
|
sampler2D _Texture02;
|
|
sampler2D _Texture03;
|
|
sampler2D _Texture04;
|
|
sampler2D _Dirt;
|
|
SAMPLER(sampler_Dirt);
|
|
SAMPLER(sampler_BC);
|
|
|
|
|
|
inline float Dither8x8Bayer( int x, int y )
|
|
{
|
|
const float dither[ 64 ] = {
|
|
1, 49, 13, 61, 4, 52, 16, 64,
|
|
33, 17, 45, 29, 36, 20, 48, 32,
|
|
9, 57, 5, 53, 12, 60, 8, 56,
|
|
41, 25, 37, 21, 44, 28, 40, 24,
|
|
3, 51, 15, 63, 2, 50, 14, 62,
|
|
35, 19, 47, 31, 34, 18, 46, 30,
|
|
11, 59, 7, 55, 10, 58, 6, 54,
|
|
43, 27, 39, 23, 42, 26, 38, 22};
|
|
int r = y * 8 + x;
|
|
return dither[r] / 64; // same # of instructions as pre-dividing due to compiler magic
|
|
}
|
|
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID( v );
|
|
UNITY_TRANSFER_INSTANCE_ID( v, o );
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
|
|
|
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
|
|
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
|
o.ase_texcoord3 = screenPos;
|
|
|
|
o.ase_texcoord2.xy = v.ase_texcoord.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord2.zw = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
float3 vertexValue = defaultVertexValue;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
float4 positionCS = TransformWorldToHClip( positionWS );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.worldPos = positionWS;
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = positionCS;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
o.clipPos = positionCS;
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.ase_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 defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
o.ase_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.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(VertexOutput IN ) : SV_TARGET
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID( IN );
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 WorldPosition = IN.worldPos;
|
|
#endif
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
float2 uv_BC = IN.ase_texcoord2.xy * _BC_ST.xy + _BC_ST.zw;
|
|
float4 tex2DNode1 = tex2D( _BC, uv_BC );
|
|
float2 uv_Mask = IN.ase_texcoord2.xy * _Mask_ST.xy + _Mask_ST.zw;
|
|
float4 tex2DNode2 = tex2D( _Mask, uv_Mask );
|
|
float4 lerpResult28 = lerp( tex2DNode1 , _BlendColor01 , tex2DNode2.r);
|
|
float4 lerpResult29 = lerp( tex2DNode1 , _BlendColor02 , tex2DNode2.g);
|
|
float4 lerpResult30 = lerp( tex2DNode1 , _BlendColor03 , tex2DNode2.b);
|
|
float4 lerpResult31 = lerp( tex2DNode1 , _BlendColor04 , tex2DNode2.a);
|
|
float4 lerpResult147 = lerp( tex2DNode1 , ( lerpResult28 * lerpResult29 * lerpResult30 * lerpResult31 ) , ( ( _BlendColorPower01 * tex2DNode2.r ) + ( _BlendColorPower02 * tex2DNode2.g ) + ( _BlendColorPower03 * tex2DNode2.b ) + ( _BlendColorPower04 * tex2DNode2.a ) ));
|
|
float2 uv_Texture01 = IN.ase_texcoord2.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 = IN.ase_texcoord2.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 = IN.ase_texcoord2.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 = IN.ase_texcoord2.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 = lerpResult147;
|
|
#endif
|
|
float2 uv_Dirt = IN.ase_texcoord2.xy * _Dirt_ST.xy + _Dirt_ST.zw;
|
|
float4 tex2DNode80 = tex2D( _Dirt, uv_Dirt );
|
|
float4 lerpResult87 = lerp( staticSwitch72 , ( tex2DNode80 * _DirtBoots ) , ( _DirtBoots * tex2DNode80.a ));
|
|
|
|
float4 screenPos = IN.ase_texcoord3;
|
|
float4 ase_screenPosNorm = screenPos / screenPos.w;
|
|
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
|
float2 clipScreen155 = ase_screenPosNorm.xy * _ScreenParams.xy;
|
|
float dither155 = Dither8x8Bayer( fmod(clipScreen155.x, 8), fmod(clipScreen155.y, 8) );
|
|
dither155 = step( dither155, ( tex2DNode1.a * _DitherBoosts ) );
|
|
|
|
|
|
float3 Albedo = lerpResult87.rgb;
|
|
float Alpha = dither155;
|
|
float AlphaClipThreshold = ( _OpacityBoots * ( 1.0 - tex2DNode1.a ) );
|
|
|
|
half4 color = half4( Albedo, Alpha );
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
return color;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
}
|
|
/*ase_lod*/
|
|
CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI"
|
|
Fallback "Hidden/InternalErrorShader"
|
|
|
|
}
|
|
/*ASEBEGIN
|
|
Version=18500
|
|
2560;0;2560;1059;2829.652;3651.327;2.460835;True;False
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Node;AmplifyShaderEditor.SamplerNode;43;-2881.104,4.529496;Inherit;True;Property;_Texture02;Texture 02;32;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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|
Node;AmplifyShaderEditor.SamplerNode;2;-3082.411,-1163.275;Inherit;True;Property;_Mask;Mask;6;0;Create;True;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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|
Node;AmplifyShaderEditor.SamplerNode;54;-2882.484,549.7479;Inherit;True;Property;_Texture04;Texture 04;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
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Node;AmplifyShaderEditor.SamplerNode;39;-2885.036,-281.1397;Inherit;True;Property;_Texture01;Texture 01;31;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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|
Node;AmplifyShaderEditor.SamplerNode;50;-2882.945,273.4547;Inherit;True;Property;_Texture03;Texture 03;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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Node;AmplifyShaderEditor.LerpOp;58;-2457.471,532.6592;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.LerpOp;56;-2486.201,-16.73898;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
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|
Node;AmplifyShaderEditor.SamplerNode;1;-3072.166,-963.0521;Inherit;True;Property;_BC;Base Color;17;0;Create;False;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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|
Node;AmplifyShaderEditor.LerpOp;57;-2468.646,256.5266;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
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|
Node;AmplifyShaderEditor.LerpOp;55;-2491.789,-300.0495;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
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|
Node;AmplifyShaderEditor.StaticSwitch;62;-2210.348,-111.9511;Float;False;Property;_BlendTexture03;Blend Texture 03;29;0;Create;True;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
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|
Node;AmplifyShaderEditor.StaticSwitch;63;-2211.201,-1.129412;Float;False;Property;_BlendTexture04;Blend Texture 04;30;0;Create;True;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
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|
Node;AmplifyShaderEditor.ColorNode;15;-1803.023,-1314.167;Float;False;Property;_BlendColor04;Blend Color 04;24;0;Create;True;0;0;False;0;False;1,1,1,0;1,1,1,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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|
Node;AmplifyShaderEditor.StaticSwitch;61;-2210.348,-219.3009;Float;False;Property;_BlendTexture02;Blend Texture 02;28;0;Create;True;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
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|
Node;AmplifyShaderEditor.RangedFloatNode;167;-3477.069,-1789.539;Inherit;False;Property;_BlendColorPower02;Blend Color Power 02;21;0;Create;True;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode;165;-3472.041,-1637.896;Inherit;False;Property;_BlendColorPower03;Blend Color Power 03;23;0;Create;True;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.ColorNode;10;-2538.948,-1332.005;Float;False;Property;_BlendColor02;Blend Color 02;20;0;Create;True;0;0;False;0;False;1,1,1,0;1,1,1,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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|
Node;AmplifyShaderEditor.ColorNode;8;-3047.917,-1337.109;Float;False;Property;_BlendColor01;Blend Color 01;18;0;Create;True;0;0;False;0;False;1,1,1,0;1,1,1,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.RangedFloatNode;166;-3477.249,-1921.981;Inherit;False;Property;_BlendColorPower01;Blend Color Power 01;19;0;Create;True;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
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|
Node;AmplifyShaderEditor.ColorNode;13;-2163.126,-1318.067;Float;False;Property;_BlendColor03;Blend Color 03;22;0;Create;True;0;0;False;0;False;1,1,1,0;1,1,1,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.RangedFloatNode;168;-3477.319,-1476.052;Inherit;False;Property;_BlendColorPower04;Blend Color Power 04;25;0;Create;True;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.StaticSwitch;60;-2213.897,-327.3228;Float;False;Property;_BlendTexture01;Blend Texture 01;27;0;Create;True;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
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|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;67;-1851.464,-174.6741;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
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|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;66;-1853.199,-282.3062;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
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|
Node;AmplifyShaderEditor.LerpOp;30;-2341.91,-1557.232;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.LerpOp;29;-2526.072,-1556.6;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;171;-3141.024,-1923.661;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.LerpOp;28;-2721.928,-1555.666;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;172;-3167.066,-1479.349;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;65;-1854.932,-396.8809;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;64;-1853.199,-516.6637;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;170;-3141.358,-1779.751;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.LerpOp;31;-2132.354,-1556.063;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;169;-3162.787,-1641.192;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode;70;-1467.807,-348.2731;Inherit;False;4;4;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;152;-2431.542,-1796.561;Inherit;False;4;4;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode;27;-2065.265,-1139.706;Inherit;False;4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode;173;-2783.125,-1950.607;Inherit;True;4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SamplerNode;80;-505.1128,-1515.332;Inherit;True;Property;_Dirt;Dirt;2;0;Create;True;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.RangedFloatNode;86;-484.8184,-1625.895;Float;False;Property;_DirtBoots;Dirt Boots;3;0;Create;True;0;0;False;0;False;0;0;0;2;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.LerpOp;147;-2088.647,-1779.873;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.LerpOp;71;-1243.507,-392.5125;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode;154;171.5241,-967.9235;Float;False;Property;_DitherBoosts;Dither Boosts;0;0;Create;True;0;0;False;0;False;45;0;0;100;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;84;-92.35083,-1627.187;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.StaticSwitch;72;-765.7151,-832.885;Float;False;Property;_BlendTextureMode;Blend Texture Mode;26;0;Create;True;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;83;-95.50151,-1501.153;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.OneMinusNode;184;-125.0357,-1045.457;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode;158;164.5013,-1165.735;Float;False;Property;_OpacityBoots;Opacity Boots;1;0;Create;True;0;0;False;0;False;0.5;0;0;4;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;153;495.5241,-936.9235;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.ColorNode;186;-2195.401,-2969.627;Float;False;Property;_EmissiveColor4;Emissive Color 03;40;0;Create;True;0;0;False;0;False;0,0,0,0;0.4009434,0.8080564,1,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.TimeNode;185;-2275.877,-2167.023;Inherit;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.RangedFloatNode;95;-334.4108,-327.243;Float;False;Property;_RoughnessBoost04;Roughness Boost 04;16;0;Create;True;0;0;False;0;False;1;0;0;4;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;111;-51.93866,-720.1497;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.OneMinusNode;174;-124.5013,-135.8322;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;3;-2725.142,-1324.813;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;177;99.79378,-2180.671;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.ColorNode;187;-2208.98,-3303.087;Float;False;Property;_EmissiveColor2;Emissive Color 01;36;0;Create;True;0;0;False;0;False;0,0,0,0;0.4009434,0.8080564,1,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.SamplerNode;74;-251.6975,-1947.125;Inherit;True;Property;_AO;AO;4;0;Create;True;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;12;-1941.412,-1312.271;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.LerpOp;87;296.463,-1594.75;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;11;-2318.233,-1325.208;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;188;-1208.571,-2877.969;Inherit;False;4;4;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;3;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.TextureCoordinatesNode;192;-2291.877,-2455.022;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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WireConnection;188;1;191;0
|
|
WireConnection;188;2;189;0
|
|
WireConnection;188;3;186;0
|
|
WireConnection;192;0;203;0
|
|
WireConnection;191;1;201;0
|
|
WireConnection;193;0;190;1
|
|
WireConnection;193;1;191;0
|
|
WireConnection;193;2;197;0
|
|
WireConnection;193;3;187;0
|
|
WireConnection;194;0;190;4
|
|
WireConnection;194;1;191;0
|
|
WireConnection;194;2;202;0
|
|
WireConnection;194;3;199;0
|
|
WireConnection;195;0;193;0
|
|
WireConnection;195;1;196;0
|
|
WireConnection;195;2;188;0
|
|
WireConnection;195;3;194;0
|
|
WireConnection;196;0;190;2
|
|
WireConnection;196;1;191;0
|
|
WireConnection;196;2;204;0
|
|
WireConnection;196;3;198;0
|
|
WireConnection;201;0;192;0
|
|
WireConnection;201;2;200;0
|
|
WireConnection;201;1;185;2
|
|
WireConnection;14;0;15;0
|
|
WireConnection;14;1;2;4
|
|
WireConnection;81;0;86;0
|
|
WireConnection;81;1;80;4
|
|
WireConnection;122;0;104;0
|
|
WireConnection;122;1;2;3
|
|
WireConnection;113;0;93;0
|
|
WireConnection;113;1;2;3
|
|
WireConnection;114;0;95;0
|
|
WireConnection;114;1;2;4
|
|
WireConnection;121;0;102;0
|
|
WireConnection;121;1;2;2
|
|
WireConnection;157;0;158;0
|
|
WireConnection;157;1;184;0
|
|
WireConnection;120;0;101;0
|
|
WireConnection;120;1;2;1
|
|
WireConnection;118;0;111;0
|
|
WireConnection;118;1;112;0
|
|
WireConnection;118;2;113;0
|
|
WireConnection;118;3;114;0
|
|
WireConnection;117;0;118;0
|
|
WireConnection;117;1;174;0
|
|
WireConnection;126;0;127;0
|
|
WireConnection;126;1;76;0
|
|
WireConnection;127;0;120;0
|
|
WireConnection;127;1;121;0
|
|
WireConnection;127;2;122;0
|
|
WireConnection;127;3;123;0
|
|
WireConnection;175;0;75;1
|
|
WireConnection;175;1;75;2
|
|
WireConnection;175;2;177;0
|
|
WireConnection;82;0;85;0
|
|
WireConnection;82;1;86;0
|
|
WireConnection;123;0;107;0
|
|
WireConnection;123;1;2;4
|
|
WireConnection;88;0;119;0
|
|
WireConnection;88;1;82;0
|
|
WireConnection;88;2;81;0
|
|
WireConnection;128;0;76;0
|
|
WireConnection;128;1;126;0
|
|
WireConnection;128;2;27;0
|
|
WireConnection;119;0;174;0
|
|
WireConnection;119;1;117;0
|
|
WireConnection;119;2;27;0
|
|
WireConnection;155;0;153;0
|
|
WireConnection;112;0;91;0
|
|
WireConnection;112;1;2;2
|
|
WireConnection;179;0;87;0
|
|
WireConnection;179;1;175;0
|
|
WireConnection;179;2;195;0
|
|
WireConnection;179;3;128;0
|
|
WireConnection;179;4;88;0
|
|
WireConnection;179;5;74;0
|
|
WireConnection;179;6;155;0
|
|
WireConnection;179;7;157;0
|
|
ASEEND*/
|
|
//CHKSM=3CB96B6C9ED2854A2A81276B3E92956FF9EAC74B |