// Made with Amplify Shader Editor v1.9.4.3 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Piloto Studio/Alpha Uber Shader" { Properties { [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 _MainTex("Main Texture", 2D) = "white" {} _Desaturate("Desaturate?", Range( 0 , 1)) = 0 _MainTextureChannel("Main Texture Channel", Vector) = (1,1,1,0) _MainAlphaChannel("Main Alpha Channel", Vector) = (0,0,0,1) _MainTexturePanning("Main Texture Panning", Vector) = (0,0,0,0) _MainAlphaPanning("Main Alpha Panning", Vector) = (0,0,0,0) _AlphaOverride("Alpha Override", 2D) = "white" {} _AlphaOverridePanning("Alpha Override Panning", Vector) = (0,0,0,0) _AlphaOverrideChannel("Alpha Override Channel", Vector) = (1,0,0,0) _FlipbooksColumsRows("Flipbooks Colums & Rows", Vector) = (1,1,0,0) _DetailNoise("Detail Noise", 2D) = "white" {} _DetailNoisePanning("Detail Noise Panning", Vector) = (0,0,0,0) _DetailDistortionChannel("Detail Distortion Channel", Vector) = (1,0,0,0) _DistortionIntensity("Distortion Intensity", Float) = 0 _DetailMultiplyChannel("Detail Multiply Channel", Vector) = (0,0,0,0) _DetailAdditiveChannel("Detail Additive Channel", Vector) = (0,0,0,0) //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 //_TessMin( "Tess Min Distance", Float ) = 10 //_TessMax( "Tess Max Distance", Float ) = 25 //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 [HideInInspector] _QueueOffset("_QueueOffset", Float) = 0 [HideInInspector] _QueueControl("_QueueControl", Float) = -1 [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} [HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0 } SubShader { LOD 0 Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Unlit" } Cull Back AlphaToMask Off HLSLINCLUDE #pragma target 5.0 #pragma prefer_hlslcc gles // ensure rendering platforms toggle list is visible #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" #ifndef ASE_TESS_FUNCS #define ASE_TESS_FUNCS float4 FixedTess( float tessValue ) { return tessValue; } float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) { float3 wpos = mul(o2w,vertex).xyz; float dist = distance (wpos, cameraPos); float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; return f; } float4 CalcTriEdgeTessFactors (float3 triVertexFactors) { float4 tess; tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; return tess; } float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) { float dist = distance (0.5 * (wpos0+wpos1), cameraPos); float len = distance(wpos0, wpos1); float f = max(len * scParams.y / (edgeLen * dist), 1.0); return f; } float DistanceFromPlane (float3 pos, float4 plane) { float d = dot (float4(pos,1.0f), plane); return d; } bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) { float4 planeTest; planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); return !all (planeTest); } float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) { float3 f; f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); return CalcTriEdgeTessFactors (f); } float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; return tess; } float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) { tess = 0.0f; } else { tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; } return tess; } #endif //ASE_TESS_FUNCS ENDHLSL Pass { Name "Forward" Tags { "LightMode"="UniversalForwardOnly" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZWrite Off ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #pragma multi_compile_instancing #pragma instancing_options renderinglayer #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_SRP_VERSION 120108 #pragma multi_compile _ DOTS_INSTANCING_ON #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_fragment _ DEBUG_DISPLAY #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_UNLIT #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #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/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl" #define ASE_NEEDS_FRAG_COLOR struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 positionWS : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif #ifdef ASE_FOG float fogFactor : TEXCOORD2; #endif float4 ase_color : COLOR; float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _DetailNoise_ST; float4 _DetailDistortionChannel; float4 _MainTex_ST; float4 _MainTextureChannel; float4 _DetailAdditiveChannel; float4 _DetailMultiplyChannel; float4 _AlphaOverride_ST; float4 _AlphaOverrideChannel; float4 _MainAlphaChannel; float2 _MainTexturePanning; float2 _DetailNoisePanning; float2 _FlipbooksColumsRows; float2 _AlphaOverridePanning; float2 _MainAlphaPanning; float _DistortionIntensity; float _Desaturate; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _MainTex; sampler2D _DetailNoise; sampler2D _AlphaOverride; 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); o.ase_color = v.ase_color; o.ase_texcoord3 = v.ase_texcoord; o.ase_texcoord4 = v.ase_texcoord1; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS.xyz = vertexValue; #else v.positionOS.xyz += vertexValue; #endif v.normalOS = v.normalOS; float3 positionWS = TransformObjectToWorld( v.positionOS.xyz ); float4 positionCS = TransformWorldToHClip( positionWS ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.positionWS = 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 #ifdef ASE_FOG o.fogFactor = ComputeFogFactor( positionCS.z ); #endif o.positionCS = positionCS; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; float4 ase_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.positionOS; o.normalOS = v.normalOS; o.ase_color = v.ase_color; o.ase_texcoord = v.ase_texcoord; o.ase_texcoord1 = v.ase_texcoord1; return o; } TessellationFactors TessellationFunction (InputPatch 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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else 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.positionWS; #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_DetailNoise = IN.ase_texcoord3.xy * _DetailNoise_ST.xy + _DetailNoise_ST.zw; float2 panner80 = ( 1.0 * _Time.y * _DetailNoisePanning + uv_DetailNoise); float4 tex2DNode79 = tex2D( _DetailNoise, panner80 ); float4 break17_g75 = tex2DNode79; float4 appendResult18_g75 = (float4(break17_g75.x , break17_g75.y , break17_g75.z , break17_g75.w)); float4 clampResult19_g75 = clamp( ( appendResult18_g75 * _DetailDistortionChannel ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) ); float4 break2_g75 = clampResult19_g75; float clampResult20_g75 = clamp( ( break2_g75.x + break2_g75.y + break2_g75.z + break2_g75.w ) , 0.0 , 1.0 ); float3 temp_cast_1 = (clampResult20_g75).xxx; float3 desaturateInitialColor190 = temp_cast_1; float desaturateDot190 = dot( desaturateInitialColor190, float3( 0.299, 0.587, 0.114 )); float3 desaturateVar190 = lerp( desaturateInitialColor190, desaturateDot190.xxx, 1.0 ); float3 DistortionNoise90 = desaturateVar190; float4 texCoord168 = IN.ase_texcoord4; texCoord168.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); float2 appendResult176 = (float2(texCoord168.z , 0.0)); float2 appendResult182 = (float2(0.0 , 0.0)); float2 LocalUVOffset184 = ( appendResult176 + appendResult182 ); float2 uv_MainTex = IN.ase_texcoord3.xy * _MainTex_ST.xy + _MainTex_ST.zw; float3 UVFlipbookInput194 = ( ( DistortionNoise90 * _DistortionIntensity ) + float3( ( LocalUVOffset184 + uv_MainTex ) , 0.0 ) ); float temp_output_4_0_g119 = _FlipbooksColumsRows.x; float temp_output_5_0_g119 = _FlipbooksColumsRows.y; float4 texCoord75 = IN.ase_texcoord4; texCoord75.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); // *** BEGIN Flipbook UV Animation vars *** // Total tiles of Flipbook Texture float fbtotaltiles246_g119 = min( temp_output_4_0_g119 * temp_output_5_0_g119, ( ( temp_output_4_0_g119 * temp_output_5_0_g119 ) - 0.0 ) + 1 ); // Offsets for cols and rows of Flipbook Texture float fbcolsoffset246_g119 = 1.0f / temp_output_4_0_g119; float fbrowsoffset246_g119 = 1.0f / temp_output_5_0_g119; // Speed of animation float fbspeed246_g119 = _TimeParameters.x * 0.0; // UV Tiling (col and row offset) float2 fbtiling246_g119 = float2(fbcolsoffset246_g119, fbrowsoffset246_g119); // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) // Calculate current tile linear index float fbcurrenttileindex246_g119 = floor( fmod( fbspeed246_g119 + texCoord75.x, fbtotaltiles246_g119) ); fbcurrenttileindex246_g119 += ( fbcurrenttileindex246_g119 < 0) ? fbtotaltiles246_g119 : 0; // Obtain Offset X coordinate from current tile linear index float fblinearindextox246_g119 = round ( fmod ( fbcurrenttileindex246_g119, temp_output_4_0_g119 ) ); // Multiply Offset X by coloffset float fboffsetx246_g119 = fblinearindextox246_g119 * fbcolsoffset246_g119; // Obtain Offset Y coordinate from current tile linear index float fblinearindextoy246_g119 = round( fmod( ( fbcurrenttileindex246_g119 - fblinearindextox246_g119 ) / temp_output_4_0_g119, temp_output_5_0_g119 ) ); // Reverse Y to get tiles from Top to Bottom fblinearindextoy246_g119 = (int)(temp_output_5_0_g119-1) - fblinearindextoy246_g119; // Multiply Offset Y by rowoffset float fboffsety246_g119 = fblinearindextoy246_g119 * fbrowsoffset246_g119; // UV Offset float2 fboffset246_g119 = float2(fboffsetx246_g119, fboffsety246_g119); // Flipbook UV half2 fbuv246_g119 = UVFlipbookInput194.xy * fbtiling246_g119 + fboffset246_g119; // *** END Flipbook UV Animation vars *** int flipbookFrame246_g119 = ( ( int )fbcurrenttileindex246_g119); float2 temp_output_73_0 = fbuv246_g119; float2 panner22 = ( 1.0 * _Time.y * _MainTexturePanning + temp_output_73_0); float4 break17_g143 = tex2D( _MainTex, panner22 ); float4 appendResult18_g143 = (float4(break17_g143.x , break17_g143.y , break17_g143.z , break17_g143.w)); float4 clampResult19_g143 = clamp( ( appendResult18_g143 * _MainTextureChannel ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) ); float4 break2_g143 = clampResult19_g143; float clampResult20_g143 = clamp( ( break2_g143.x + break2_g143.y + break2_g143.z + break2_g143.w ) , 0.0 , 1.0 ); float MainTexInfo25 = clampResult20_g143; float3 temp_cast_5 = (MainTexInfo25).xxx; float3 desaturateInitialColor166 = temp_cast_5; float desaturateDot166 = dot( desaturateInitialColor166, float3( 0.299, 0.587, 0.114 )); float3 desaturateVar166 = lerp( desaturateInitialColor166, desaturateDot166.xxx, _Desaturate ); float4 break156 = ( _DetailAdditiveChannel * tex2DNode79 ); float4 appendResult155 = (float4(break156.x , break156.y , break156.z , break156.w)); float3 desaturateInitialColor191 = appendResult155.xyz; float desaturateDot191 = dot( desaturateInitialColor191, float3( 0.299, 0.587, 0.114 )); float3 desaturateVar191 = lerp( desaturateInitialColor191, desaturateDot191.xxx, 1.0 ); float3 AdditiveNoise91 = desaturateVar191; float4 texCoord71 = IN.ase_texcoord3; texCoord71.xy = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float4 break17_g142 = tex2DNode79; float4 appendResult18_g142 = (float4(break17_g142.x , break17_g142.y , break17_g142.z , break17_g142.w)); float4 clampResult19_g142 = clamp( ( appendResult18_g142 * _DetailMultiplyChannel ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) ); float4 break2_g142 = clampResult19_g142; float clampResult20_g142 = clamp( ( break2_g142.x + break2_g142.y + break2_g142.z + break2_g142.w ) , 0.0 , 1.0 ); float ifLocalVar106 = 0; if( ( _DetailMultiplyChannel.x + _DetailMultiplyChannel.y + _DetailMultiplyChannel.z + _DetailMultiplyChannel.w ) <= 0.0 ) ifLocalVar106 = 1.0; else ifLocalVar106 = clampResult20_g142; float3 temp_cast_10 = (ifLocalVar106).xxx; float3 desaturateInitialColor189 = temp_cast_10; float desaturateDot189 = dot( desaturateInitialColor189, float3( 0.299, 0.587, 0.114 )); float3 desaturateVar189 = lerp( desaturateInitialColor189, desaturateDot189.xxx, 1.0 ); float3 MultiplyNoise92 = desaturateVar189; float2 uv_AlphaOverride = IN.ase_texcoord3.xy * _AlphaOverride_ST.xy + _AlphaOverride_ST.zw; float temp_output_4_0_g118 = _FlipbooksColumsRows.x; float temp_output_5_0_g118 = _FlipbooksColumsRows.y; float fbtotaltiles246_g118 = min( temp_output_4_0_g118 * temp_output_5_0_g118, ( ( temp_output_4_0_g118 * temp_output_5_0_g118 ) - 0.0 ) + 1 ); float fbcolsoffset246_g118 = 1.0f / temp_output_4_0_g118; float fbrowsoffset246_g118 = 1.0f / temp_output_5_0_g118; float fbspeed246_g118 = _TimeParameters.x * 0.0; float2 fbtiling246_g118 = float2(fbcolsoffset246_g118, fbrowsoffset246_g118); float fbcurrenttileindex246_g118 = floor( fmod( fbspeed246_g118 + texCoord75.x, fbtotaltiles246_g118) ); fbcurrenttileindex246_g118 += ( fbcurrenttileindex246_g118 < 0) ? fbtotaltiles246_g118 : 0; float fblinearindextox246_g118 = round ( fmod ( fbcurrenttileindex246_g118, temp_output_4_0_g118 ) ); float fboffsetx246_g118 = fblinearindextox246_g118 * fbcolsoffset246_g118; float fblinearindextoy246_g118 = round( fmod( ( fbcurrenttileindex246_g118 - fblinearindextox246_g118 ) / temp_output_4_0_g118, temp_output_5_0_g118 ) ); fblinearindextoy246_g118 = (int)(temp_output_5_0_g118-1) - fblinearindextoy246_g118; float fboffsety246_g118 = fblinearindextoy246_g118 * fbrowsoffset246_g118; float2 fboffset246_g118 = float2(fboffsetx246_g118, fboffsety246_g118); half2 fbuv246_g118 = ( LocalUVOffset184 + uv_AlphaOverride ) * fbtiling246_g118 + fboffset246_g118; int flipbookFrame246_g118 = ( ( int )fbcurrenttileindex246_g118); float2 panner44 = ( 1.0 * _Time.y * _AlphaOverridePanning + fbuv246_g118); float4 break2_g121 = ( tex2D( _AlphaOverride, panner44 ) * _AlphaOverrideChannel ); float AlphaOverride49 = saturate( ( break2_g121.x + break2_g121.y + break2_g121.z + break2_g121.w ) ); float2 panner33 = ( 1.0 * _Time.y * _MainAlphaPanning + temp_output_73_0); float4 break2_g120 = ( tex2D( _MainTex, panner33 ) * _MainAlphaChannel ); float MainAlpha30 = saturate( ( break2_g120.x + break2_g120.y + break2_g120.z + break2_g120.w ) ); float temp_output_55_0 = ( AlphaOverride49 * MainAlpha30 ); float4 texCoord60 = IN.ase_texcoord3; texCoord60.xy = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float temp_output_3_0_g122 = ( texCoord60.w - ( 1.0 - temp_output_55_0 ) ); float temp_output_40_0 = ( IN.ase_color.a * temp_output_55_0 * saturate( saturate( ( temp_output_3_0_g122 / fwidth( temp_output_3_0_g122 ) ) ) ) ); float3 BakedAlbedo = 0; float3 BakedEmission = 0; float3 Color = ( IN.ase_color * float4( ( desaturateVar166 + AdditiveNoise91 ) , 0.0 ) * ( texCoord71.z + 1.0 ) * float4( MultiplyNoise92 , 0.0 ) ).rgb; float Alpha = temp_output_40_0; float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; #ifdef _ALPHATEST_ON clip( Alpha - AlphaClipThreshold ); #endif #if defined(_DBUFFER) ApplyDecalToBaseColor(IN.positionCS, Color); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x ); #endif #ifdef ASE_FOG Color = MixFog( Color, IN.fogFactor ); #endif return half4( Color, Alpha ); } ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask 0 AlphaToMask Off HLSLPROGRAM #pragma multi_compile_instancing #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_SRP_VERSION 120108 #pragma multi_compile _ DOTS_INSTANCING_ON #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #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" struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_color : COLOR; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 positionWS : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif float4 ase_color : COLOR; float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _DetailNoise_ST; float4 _DetailDistortionChannel; float4 _MainTex_ST; float4 _MainTextureChannel; float4 _DetailAdditiveChannel; float4 _DetailMultiplyChannel; float4 _AlphaOverride_ST; float4 _AlphaOverrideChannel; float4 _MainAlphaChannel; float2 _MainTexturePanning; float2 _DetailNoisePanning; float2 _FlipbooksColumsRows; float2 _AlphaOverridePanning; float2 _MainAlphaPanning; float _DistortionIntensity; float _Desaturate; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _AlphaOverride; sampler2D _MainTex; sampler2D _DetailNoise; 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); o.ase_color = v.ase_color; o.ase_texcoord2 = v.ase_texcoord1; o.ase_texcoord3 = v.ase_texcoord; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS.xyz = vertexValue; #else v.positionOS.xyz += vertexValue; #endif v.normalOS = v.normalOS; float3 positionWS = TransformObjectToWorld( v.positionOS.xyz ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.positionWS = positionWS; #endif o.positionCS = TransformWorldToHClip( positionWS ); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = o.positionCS; o.shadowCoord = GetShadowCoord( vertexInput ); #endif return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 ase_color : COLOR; float4 ase_texcoord1 : TEXCOORD1; 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.positionOS; o.normalOS = v.normalOS; o.ase_color = v.ase_color; o.ase_texcoord1 = v.ase_texcoord1; o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch 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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else 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.positionWS; #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 texCoord168 = IN.ase_texcoord2; texCoord168.xy = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 appendResult176 = (float2(texCoord168.z , 0.0)); float2 appendResult182 = (float2(0.0 , 0.0)); float2 LocalUVOffset184 = ( appendResult176 + appendResult182 ); float2 uv_AlphaOverride = IN.ase_texcoord3.xy * _AlphaOverride_ST.xy + _AlphaOverride_ST.zw; float temp_output_4_0_g118 = _FlipbooksColumsRows.x; float temp_output_5_0_g118 = _FlipbooksColumsRows.y; float4 texCoord75 = IN.ase_texcoord2; texCoord75.xy = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); // *** BEGIN Flipbook UV Animation vars *** // Total tiles of Flipbook Texture float fbtotaltiles246_g118 = min( temp_output_4_0_g118 * temp_output_5_0_g118, ( ( temp_output_4_0_g118 * temp_output_5_0_g118 ) - 0.0 ) + 1 ); // Offsets for cols and rows of Flipbook Texture float fbcolsoffset246_g118 = 1.0f / temp_output_4_0_g118; float fbrowsoffset246_g118 = 1.0f / temp_output_5_0_g118; // Speed of animation float fbspeed246_g118 = _TimeParameters.x * 0.0; // UV Tiling (col and row offset) float2 fbtiling246_g118 = float2(fbcolsoffset246_g118, fbrowsoffset246_g118); // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) // Calculate current tile linear index float fbcurrenttileindex246_g118 = floor( fmod( fbspeed246_g118 + texCoord75.x, fbtotaltiles246_g118) ); fbcurrenttileindex246_g118 += ( fbcurrenttileindex246_g118 < 0) ? fbtotaltiles246_g118 : 0; // Obtain Offset X coordinate from current tile linear index float fblinearindextox246_g118 = round ( fmod ( fbcurrenttileindex246_g118, temp_output_4_0_g118 ) ); // Multiply Offset X by coloffset float fboffsetx246_g118 = fblinearindextox246_g118 * fbcolsoffset246_g118; // Obtain Offset Y coordinate from current tile linear index float fblinearindextoy246_g118 = round( fmod( ( fbcurrenttileindex246_g118 - fblinearindextox246_g118 ) / temp_output_4_0_g118, temp_output_5_0_g118 ) ); // Reverse Y to get tiles from Top to Bottom fblinearindextoy246_g118 = (int)(temp_output_5_0_g118-1) - fblinearindextoy246_g118; // Multiply Offset Y by rowoffset float fboffsety246_g118 = fblinearindextoy246_g118 * fbrowsoffset246_g118; // UV Offset float2 fboffset246_g118 = float2(fboffsetx246_g118, fboffsety246_g118); // Flipbook UV half2 fbuv246_g118 = ( LocalUVOffset184 + uv_AlphaOverride ) * fbtiling246_g118 + fboffset246_g118; // *** END Flipbook UV Animation vars *** int flipbookFrame246_g118 = ( ( int )fbcurrenttileindex246_g118); float2 panner44 = ( 1.0 * _Time.y * _AlphaOverridePanning + fbuv246_g118); float4 break2_g121 = ( tex2D( _AlphaOverride, panner44 ) * _AlphaOverrideChannel ); float AlphaOverride49 = saturate( ( break2_g121.x + break2_g121.y + break2_g121.z + break2_g121.w ) ); float2 uv_DetailNoise = IN.ase_texcoord3.xy * _DetailNoise_ST.xy + _DetailNoise_ST.zw; float2 panner80 = ( 1.0 * _Time.y * _DetailNoisePanning + uv_DetailNoise); float4 tex2DNode79 = tex2D( _DetailNoise, panner80 ); float4 break17_g75 = tex2DNode79; float4 appendResult18_g75 = (float4(break17_g75.x , break17_g75.y , break17_g75.z , break17_g75.w)); float4 clampResult19_g75 = clamp( ( appendResult18_g75 * _DetailDistortionChannel ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) ); float4 break2_g75 = clampResult19_g75; float clampResult20_g75 = clamp( ( break2_g75.x + break2_g75.y + break2_g75.z + break2_g75.w ) , 0.0 , 1.0 ); float3 temp_cast_2 = (clampResult20_g75).xxx; float3 desaturateInitialColor190 = temp_cast_2; float desaturateDot190 = dot( desaturateInitialColor190, float3( 0.299, 0.587, 0.114 )); float3 desaturateVar190 = lerp( desaturateInitialColor190, desaturateDot190.xxx, 1.0 ); float3 DistortionNoise90 = desaturateVar190; float2 uv_MainTex = IN.ase_texcoord3.xy * _MainTex_ST.xy + _MainTex_ST.zw; float3 UVFlipbookInput194 = ( ( DistortionNoise90 * _DistortionIntensity ) + float3( ( LocalUVOffset184 + uv_MainTex ) , 0.0 ) ); float temp_output_4_0_g119 = _FlipbooksColumsRows.x; float temp_output_5_0_g119 = _FlipbooksColumsRows.y; float fbtotaltiles246_g119 = min( temp_output_4_0_g119 * temp_output_5_0_g119, ( ( temp_output_4_0_g119 * temp_output_5_0_g119 ) - 0.0 ) + 1 ); float fbcolsoffset246_g119 = 1.0f / temp_output_4_0_g119; float fbrowsoffset246_g119 = 1.0f / temp_output_5_0_g119; float fbspeed246_g119 = _TimeParameters.x * 0.0; float2 fbtiling246_g119 = float2(fbcolsoffset246_g119, fbrowsoffset246_g119); float fbcurrenttileindex246_g119 = floor( fmod( fbspeed246_g119 + texCoord75.x, fbtotaltiles246_g119) ); fbcurrenttileindex246_g119 += ( fbcurrenttileindex246_g119 < 0) ? fbtotaltiles246_g119 : 0; float fblinearindextox246_g119 = round ( fmod ( fbcurrenttileindex246_g119, temp_output_4_0_g119 ) ); float fboffsetx246_g119 = fblinearindextox246_g119 * fbcolsoffset246_g119; float fblinearindextoy246_g119 = round( fmod( ( fbcurrenttileindex246_g119 - fblinearindextox246_g119 ) / temp_output_4_0_g119, temp_output_5_0_g119 ) ); fblinearindextoy246_g119 = (int)(temp_output_5_0_g119-1) - fblinearindextoy246_g119; float fboffsety246_g119 = fblinearindextoy246_g119 * fbrowsoffset246_g119; float2 fboffset246_g119 = float2(fboffsetx246_g119, fboffsety246_g119); half2 fbuv246_g119 = UVFlipbookInput194.xy * fbtiling246_g119 + fboffset246_g119; int flipbookFrame246_g119 = ( ( int )fbcurrenttileindex246_g119); float2 temp_output_73_0 = fbuv246_g119; float2 panner33 = ( 1.0 * _Time.y * _MainAlphaPanning + temp_output_73_0); float4 break2_g120 = ( tex2D( _MainTex, panner33 ) * _MainAlphaChannel ); float MainAlpha30 = saturate( ( break2_g120.x + break2_g120.y + break2_g120.z + break2_g120.w ) ); float temp_output_55_0 = ( AlphaOverride49 * MainAlpha30 ); float4 texCoord60 = IN.ase_texcoord3; texCoord60.xy = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float temp_output_3_0_g122 = ( texCoord60.w - ( 1.0 - temp_output_55_0 ) ); float temp_output_40_0 = ( IN.ase_color.a * temp_output_55_0 * saturate( saturate( ( temp_output_3_0_g122 / fwidth( temp_output_3_0_g122 ) ) ) ) ); float Alpha = temp_output_40_0; float AlphaClipThreshold = 0.5; #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x ); #endif return 0; } ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode"="SceneSelectionPass" } Cull Off AlphaToMask Off HLSLPROGRAM #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_SRP_VERSION 120108 #pragma multi_compile _ DOTS_INSTANCING_ON #pragma vertex vert #pragma fragment frag #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define SHADERPASS SHADERPASS_DEPTHONLY #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #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/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_color : COLOR; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; float4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _DetailNoise_ST; float4 _DetailDistortionChannel; float4 _MainTex_ST; float4 _MainTextureChannel; float4 _DetailAdditiveChannel; float4 _DetailMultiplyChannel; float4 _AlphaOverride_ST; float4 _AlphaOverrideChannel; float4 _MainAlphaChannel; float2 _MainTexturePanning; float2 _DetailNoisePanning; float2 _FlipbooksColumsRows; float2 _AlphaOverridePanning; float2 _MainAlphaPanning; float _DistortionIntensity; float _Desaturate; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _AlphaOverride; sampler2D _MainTex; sampler2D _DetailNoise; int _ObjectId; int _PassValue; struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; VertexOutput VertexFunction(VertexInput v ) { VertexOutput o; ZERO_INITIALIZE(VertexOutput, o); UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.ase_color = v.ase_color; o.ase_texcoord = v.ase_texcoord1; o.ase_texcoord1 = v.ase_texcoord; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS.xyz = vertexValue; #else v.positionOS.xyz += vertexValue; #endif v.normalOS = v.normalOS; float3 positionWS = TransformObjectToWorld( v.positionOS.xyz ); o.positionCS = TransformWorldToHClip(positionWS); return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 ase_color : COLOR; float4 ase_texcoord1 : TEXCOORD1; 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.positionOS; o.normalOS = v.normalOS; o.ase_color = v.ase_color; o.ase_texcoord1 = v.ase_texcoord1; o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch 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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag(VertexOutput IN ) : SV_TARGET { SurfaceDescription surfaceDescription = (SurfaceDescription)0; float4 texCoord168 = IN.ase_texcoord; texCoord168.xy = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 appendResult176 = (float2(texCoord168.z , 0.0)); float2 appendResult182 = (float2(0.0 , 0.0)); float2 LocalUVOffset184 = ( appendResult176 + appendResult182 ); float2 uv_AlphaOverride = IN.ase_texcoord1.xy * _AlphaOverride_ST.xy + _AlphaOverride_ST.zw; float temp_output_4_0_g118 = _FlipbooksColumsRows.x; float temp_output_5_0_g118 = _FlipbooksColumsRows.y; float4 texCoord75 = IN.ase_texcoord; texCoord75.xy = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); // *** BEGIN Flipbook UV Animation vars *** // Total tiles of Flipbook Texture float fbtotaltiles246_g118 = min( temp_output_4_0_g118 * temp_output_5_0_g118, ( ( temp_output_4_0_g118 * temp_output_5_0_g118 ) - 0.0 ) + 1 ); // Offsets for cols and rows of Flipbook Texture float fbcolsoffset246_g118 = 1.0f / temp_output_4_0_g118; float fbrowsoffset246_g118 = 1.0f / temp_output_5_0_g118; // Speed of animation float fbspeed246_g118 = _TimeParameters.x * 0.0; // UV Tiling (col and row offset) float2 fbtiling246_g118 = float2(fbcolsoffset246_g118, fbrowsoffset246_g118); // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) // Calculate current tile linear index float fbcurrenttileindex246_g118 = floor( fmod( fbspeed246_g118 + texCoord75.x, fbtotaltiles246_g118) ); fbcurrenttileindex246_g118 += ( fbcurrenttileindex246_g118 < 0) ? fbtotaltiles246_g118 : 0; // Obtain Offset X coordinate from current tile linear index float fblinearindextox246_g118 = round ( fmod ( fbcurrenttileindex246_g118, temp_output_4_0_g118 ) ); // Multiply Offset X by coloffset float fboffsetx246_g118 = fblinearindextox246_g118 * fbcolsoffset246_g118; // Obtain Offset Y coordinate from current tile linear index float fblinearindextoy246_g118 = round( fmod( ( fbcurrenttileindex246_g118 - fblinearindextox246_g118 ) / temp_output_4_0_g118, temp_output_5_0_g118 ) ); // Reverse Y to get tiles from Top to Bottom fblinearindextoy246_g118 = (int)(temp_output_5_0_g118-1) - fblinearindextoy246_g118; // Multiply Offset Y by rowoffset float fboffsety246_g118 = fblinearindextoy246_g118 * fbrowsoffset246_g118; // UV Offset float2 fboffset246_g118 = float2(fboffsetx246_g118, fboffsety246_g118); // Flipbook UV half2 fbuv246_g118 = ( LocalUVOffset184 + uv_AlphaOverride ) * fbtiling246_g118 + fboffset246_g118; // *** END Flipbook UV Animation vars *** int flipbookFrame246_g118 = ( ( int )fbcurrenttileindex246_g118); float2 panner44 = ( 1.0 * _Time.y * _AlphaOverridePanning + fbuv246_g118); float4 break2_g121 = ( tex2D( _AlphaOverride, panner44 ) * _AlphaOverrideChannel ); float AlphaOverride49 = saturate( ( break2_g121.x + break2_g121.y + break2_g121.z + break2_g121.w ) ); float2 uv_DetailNoise = IN.ase_texcoord1.xy * _DetailNoise_ST.xy + _DetailNoise_ST.zw; float2 panner80 = ( 1.0 * _Time.y * _DetailNoisePanning + uv_DetailNoise); float4 tex2DNode79 = tex2D( _DetailNoise, panner80 ); float4 break17_g75 = tex2DNode79; float4 appendResult18_g75 = (float4(break17_g75.x , break17_g75.y , break17_g75.z , break17_g75.w)); float4 clampResult19_g75 = clamp( ( appendResult18_g75 * _DetailDistortionChannel ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) ); float4 break2_g75 = clampResult19_g75; float clampResult20_g75 = clamp( ( break2_g75.x + break2_g75.y + break2_g75.z + break2_g75.w ) , 0.0 , 1.0 ); float3 temp_cast_2 = (clampResult20_g75).xxx; float3 desaturateInitialColor190 = temp_cast_2; float desaturateDot190 = dot( desaturateInitialColor190, float3( 0.299, 0.587, 0.114 )); float3 desaturateVar190 = lerp( desaturateInitialColor190, desaturateDot190.xxx, 1.0 ); float3 DistortionNoise90 = desaturateVar190; float2 uv_MainTex = IN.ase_texcoord1.xy * _MainTex_ST.xy + _MainTex_ST.zw; float3 UVFlipbookInput194 = ( ( DistortionNoise90 * _DistortionIntensity ) + float3( ( LocalUVOffset184 + uv_MainTex ) , 0.0 ) ); float temp_output_4_0_g119 = _FlipbooksColumsRows.x; float temp_output_5_0_g119 = _FlipbooksColumsRows.y; float fbtotaltiles246_g119 = min( temp_output_4_0_g119 * temp_output_5_0_g119, ( ( temp_output_4_0_g119 * temp_output_5_0_g119 ) - 0.0 ) + 1 ); float fbcolsoffset246_g119 = 1.0f / temp_output_4_0_g119; float fbrowsoffset246_g119 = 1.0f / temp_output_5_0_g119; float fbspeed246_g119 = _TimeParameters.x * 0.0; float2 fbtiling246_g119 = float2(fbcolsoffset246_g119, fbrowsoffset246_g119); float fbcurrenttileindex246_g119 = floor( fmod( fbspeed246_g119 + texCoord75.x, fbtotaltiles246_g119) ); fbcurrenttileindex246_g119 += ( fbcurrenttileindex246_g119 < 0) ? fbtotaltiles246_g119 : 0; float fblinearindextox246_g119 = round ( fmod ( fbcurrenttileindex246_g119, temp_output_4_0_g119 ) ); float fboffsetx246_g119 = fblinearindextox246_g119 * fbcolsoffset246_g119; float fblinearindextoy246_g119 = round( fmod( ( fbcurrenttileindex246_g119 - fblinearindextox246_g119 ) / temp_output_4_0_g119, temp_output_5_0_g119 ) ); fblinearindextoy246_g119 = (int)(temp_output_5_0_g119-1) - fblinearindextoy246_g119; float fboffsety246_g119 = fblinearindextoy246_g119 * fbrowsoffset246_g119; float2 fboffset246_g119 = float2(fboffsetx246_g119, fboffsety246_g119); half2 fbuv246_g119 = UVFlipbookInput194.xy * fbtiling246_g119 + fboffset246_g119; int flipbookFrame246_g119 = ( ( int )fbcurrenttileindex246_g119); float2 temp_output_73_0 = fbuv246_g119; float2 panner33 = ( 1.0 * _Time.y * _MainAlphaPanning + temp_output_73_0); float4 break2_g120 = ( tex2D( _MainTex, panner33 ) * _MainAlphaChannel ); float MainAlpha30 = saturate( ( break2_g120.x + break2_g120.y + break2_g120.z + break2_g120.w ) ); float temp_output_55_0 = ( AlphaOverride49 * MainAlpha30 ); float4 texCoord60 = IN.ase_texcoord1; texCoord60.xy = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float temp_output_3_0_g122 = ( texCoord60.w - ( 1.0 - temp_output_55_0 ) ); float temp_output_40_0 = ( IN.ase_color.a * temp_output_55_0 * saturate( saturate( ( temp_output_3_0_g122 / fwidth( temp_output_3_0_g122 ) ) ) ) ); surfaceDescription.Alpha = temp_output_40_0; surfaceDescription.AlphaClipThreshold = 0.5; #if _ALPHATEST_ON float alphaClipThreshold = 0.01f; #if ALPHA_CLIP_THRESHOLD alphaClipThreshold = surfaceDescription.AlphaClipThreshold; #endif clip(surfaceDescription.Alpha - alphaClipThreshold); #endif half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); return outColor; } ENDHLSL } Pass { Name "ScenePickingPass" Tags { "LightMode"="Picking" } AlphaToMask Off HLSLPROGRAM #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_SRP_VERSION 120108 #pragma multi_compile _ DOTS_INSTANCING_ON #pragma vertex vert #pragma fragment frag #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define SHADERPASS SHADERPASS_DEPTHONLY #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #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/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_color : COLOR; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; float4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _DetailNoise_ST; float4 _DetailDistortionChannel; float4 _MainTex_ST; float4 _MainTextureChannel; float4 _DetailAdditiveChannel; float4 _DetailMultiplyChannel; float4 _AlphaOverride_ST; float4 _AlphaOverrideChannel; float4 _MainAlphaChannel; float2 _MainTexturePanning; float2 _DetailNoisePanning; float2 _FlipbooksColumsRows; float2 _AlphaOverridePanning; float2 _MainAlphaPanning; float _DistortionIntensity; float _Desaturate; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _AlphaOverride; sampler2D _MainTex; sampler2D _DetailNoise; float4 _SelectionID; struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; VertexOutput VertexFunction(VertexInput v ) { VertexOutput o; ZERO_INITIALIZE(VertexOutput, o); UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.ase_color = v.ase_color; o.ase_texcoord = v.ase_texcoord1; o.ase_texcoord1 = v.ase_texcoord; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS.xyz = vertexValue; #else v.positionOS.xyz += vertexValue; #endif v.normalOS = v.normalOS; float3 positionWS = TransformObjectToWorld( v.positionOS.xyz ); o.positionCS = TransformWorldToHClip(positionWS); return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 ase_color : COLOR; float4 ase_texcoord1 : TEXCOORD1; 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.positionOS; o.normalOS = v.normalOS; o.ase_color = v.ase_color; o.ase_texcoord1 = v.ase_texcoord1; o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch 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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag(VertexOutput IN ) : SV_TARGET { SurfaceDescription surfaceDescription = (SurfaceDescription)0; float4 texCoord168 = IN.ase_texcoord; texCoord168.xy = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 appendResult176 = (float2(texCoord168.z , 0.0)); float2 appendResult182 = (float2(0.0 , 0.0)); float2 LocalUVOffset184 = ( appendResult176 + appendResult182 ); float2 uv_AlphaOverride = IN.ase_texcoord1.xy * _AlphaOverride_ST.xy + _AlphaOverride_ST.zw; float temp_output_4_0_g118 = _FlipbooksColumsRows.x; float temp_output_5_0_g118 = _FlipbooksColumsRows.y; float4 texCoord75 = IN.ase_texcoord; texCoord75.xy = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); // *** BEGIN Flipbook UV Animation vars *** // Total tiles of Flipbook Texture float fbtotaltiles246_g118 = min( temp_output_4_0_g118 * temp_output_5_0_g118, ( ( temp_output_4_0_g118 * temp_output_5_0_g118 ) - 0.0 ) + 1 ); // Offsets for cols and rows of Flipbook Texture float fbcolsoffset246_g118 = 1.0f / temp_output_4_0_g118; float fbrowsoffset246_g118 = 1.0f / temp_output_5_0_g118; // Speed of animation float fbspeed246_g118 = _TimeParameters.x * 0.0; // UV Tiling (col and row offset) float2 fbtiling246_g118 = float2(fbcolsoffset246_g118, fbrowsoffset246_g118); // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) // Calculate current tile linear index float fbcurrenttileindex246_g118 = floor( fmod( fbspeed246_g118 + texCoord75.x, fbtotaltiles246_g118) ); fbcurrenttileindex246_g118 += ( fbcurrenttileindex246_g118 < 0) ? fbtotaltiles246_g118 : 0; // Obtain Offset X coordinate from current tile linear index float fblinearindextox246_g118 = round ( fmod ( fbcurrenttileindex246_g118, temp_output_4_0_g118 ) ); // Multiply Offset X by coloffset float fboffsetx246_g118 = fblinearindextox246_g118 * fbcolsoffset246_g118; // Obtain Offset Y coordinate from current tile linear index float fblinearindextoy246_g118 = round( fmod( ( fbcurrenttileindex246_g118 - fblinearindextox246_g118 ) / temp_output_4_0_g118, temp_output_5_0_g118 ) ); // Reverse Y to get tiles from Top to Bottom fblinearindextoy246_g118 = (int)(temp_output_5_0_g118-1) - fblinearindextoy246_g118; // Multiply Offset Y by rowoffset float fboffsety246_g118 = fblinearindextoy246_g118 * fbrowsoffset246_g118; // UV Offset float2 fboffset246_g118 = float2(fboffsetx246_g118, fboffsety246_g118); // Flipbook UV half2 fbuv246_g118 = ( LocalUVOffset184 + uv_AlphaOverride ) * fbtiling246_g118 + fboffset246_g118; // *** END Flipbook UV Animation vars *** int flipbookFrame246_g118 = ( ( int )fbcurrenttileindex246_g118); float2 panner44 = ( 1.0 * _Time.y * _AlphaOverridePanning + fbuv246_g118); float4 break2_g121 = ( tex2D( _AlphaOverride, panner44 ) * _AlphaOverrideChannel ); float AlphaOverride49 = saturate( ( break2_g121.x + break2_g121.y + break2_g121.z + break2_g121.w ) ); float2 uv_DetailNoise = IN.ase_texcoord1.xy * _DetailNoise_ST.xy + _DetailNoise_ST.zw; float2 panner80 = ( 1.0 * _Time.y * _DetailNoisePanning + uv_DetailNoise); float4 tex2DNode79 = tex2D( _DetailNoise, panner80 ); float4 break17_g75 = tex2DNode79; float4 appendResult18_g75 = (float4(break17_g75.x , break17_g75.y , break17_g75.z , break17_g75.w)); float4 clampResult19_g75 = clamp( ( appendResult18_g75 * _DetailDistortionChannel ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) ); float4 break2_g75 = clampResult19_g75; float clampResult20_g75 = clamp( ( break2_g75.x + break2_g75.y + break2_g75.z + break2_g75.w ) , 0.0 , 1.0 ); float3 temp_cast_2 = (clampResult20_g75).xxx; float3 desaturateInitialColor190 = temp_cast_2; float desaturateDot190 = dot( desaturateInitialColor190, float3( 0.299, 0.587, 0.114 )); float3 desaturateVar190 = lerp( desaturateInitialColor190, desaturateDot190.xxx, 1.0 ); float3 DistortionNoise90 = desaturateVar190; float2 uv_MainTex = IN.ase_texcoord1.xy * _MainTex_ST.xy + _MainTex_ST.zw; float3 UVFlipbookInput194 = ( ( DistortionNoise90 * _DistortionIntensity ) + float3( ( LocalUVOffset184 + uv_MainTex ) , 0.0 ) ); float temp_output_4_0_g119 = _FlipbooksColumsRows.x; float temp_output_5_0_g119 = _FlipbooksColumsRows.y; float fbtotaltiles246_g119 = min( temp_output_4_0_g119 * temp_output_5_0_g119, ( ( temp_output_4_0_g119 * temp_output_5_0_g119 ) - 0.0 ) + 1 ); float fbcolsoffset246_g119 = 1.0f / temp_output_4_0_g119; float fbrowsoffset246_g119 = 1.0f / temp_output_5_0_g119; float fbspeed246_g119 = _TimeParameters.x * 0.0; float2 fbtiling246_g119 = float2(fbcolsoffset246_g119, fbrowsoffset246_g119); float fbcurrenttileindex246_g119 = floor( fmod( fbspeed246_g119 + texCoord75.x, fbtotaltiles246_g119) ); fbcurrenttileindex246_g119 += ( fbcurrenttileindex246_g119 < 0) ? fbtotaltiles246_g119 : 0; float fblinearindextox246_g119 = round ( fmod ( fbcurrenttileindex246_g119, temp_output_4_0_g119 ) ); float fboffsetx246_g119 = fblinearindextox246_g119 * fbcolsoffset246_g119; float fblinearindextoy246_g119 = round( fmod( ( fbcurrenttileindex246_g119 - fblinearindextox246_g119 ) / temp_output_4_0_g119, temp_output_5_0_g119 ) ); fblinearindextoy246_g119 = (int)(temp_output_5_0_g119-1) - fblinearindextoy246_g119; float fboffsety246_g119 = fblinearindextoy246_g119 * fbrowsoffset246_g119; float2 fboffset246_g119 = float2(fboffsetx246_g119, fboffsety246_g119); half2 fbuv246_g119 = UVFlipbookInput194.xy * fbtiling246_g119 + fboffset246_g119; int flipbookFrame246_g119 = ( ( int )fbcurrenttileindex246_g119); float2 temp_output_73_0 = fbuv246_g119; float2 panner33 = ( 1.0 * _Time.y * _MainAlphaPanning + temp_output_73_0); float4 break2_g120 = ( tex2D( _MainTex, panner33 ) * _MainAlphaChannel ); float MainAlpha30 = saturate( ( break2_g120.x + break2_g120.y + break2_g120.z + break2_g120.w ) ); float temp_output_55_0 = ( AlphaOverride49 * MainAlpha30 ); float4 texCoord60 = IN.ase_texcoord1; texCoord60.xy = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float temp_output_3_0_g122 = ( texCoord60.w - ( 1.0 - temp_output_55_0 ) ); float temp_output_40_0 = ( IN.ase_color.a * temp_output_55_0 * saturate( saturate( ( temp_output_3_0_g122 / fwidth( temp_output_3_0_g122 ) ) ) ) ); surfaceDescription.Alpha = temp_output_40_0; surfaceDescription.AlphaClipThreshold = 0.5; #if _ALPHATEST_ON float alphaClipThreshold = 0.01f; #if ALPHA_CLIP_THRESHOLD alphaClipThreshold = surfaceDescription.AlphaClipThreshold; #endif clip(surfaceDescription.Alpha - alphaClipThreshold); #endif half4 outColor = 0; outColor = _SelectionID; return outColor; } ENDHLSL } Pass { Name "DepthNormals" Tags { "LightMode"="DepthNormalsOnly" } ZTest LEqual ZWrite On HLSLPROGRAM #pragma multi_compile_instancing #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_SRP_VERSION 120108 #pragma multi_compile _ DOTS_INSTANCING_ON #pragma vertex vert #pragma fragment frag #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define VARYINGS_NEED_NORMAL_WS #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #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/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_color : COLOR; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; float3 normalWS : TEXCOORD0; float4 ase_color : COLOR; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _DetailNoise_ST; float4 _DetailDistortionChannel; float4 _MainTex_ST; float4 _MainTextureChannel; float4 _DetailAdditiveChannel; float4 _DetailMultiplyChannel; float4 _AlphaOverride_ST; float4 _AlphaOverrideChannel; float4 _MainAlphaChannel; float2 _MainTexturePanning; float2 _DetailNoisePanning; float2 _FlipbooksColumsRows; float2 _AlphaOverridePanning; float2 _MainAlphaPanning; float _DistortionIntensity; float _Desaturate; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _AlphaOverride; sampler2D _MainTex; sampler2D _DetailNoise; struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; VertexOutput VertexFunction(VertexInput v ) { VertexOutput o; ZERO_INITIALIZE(VertexOutput, o); UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.ase_color = v.ase_color; o.ase_texcoord1 = v.ase_texcoord1; o.ase_texcoord2 = v.ase_texcoord; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS.xyz = vertexValue; #else v.positionOS.xyz += vertexValue; #endif v.normalOS = v.normalOS; float3 positionWS = TransformObjectToWorld( v.positionOS.xyz ); float3 normalWS = TransformObjectToWorldNormal(v.normalOS); o.positionCS = TransformWorldToHClip(positionWS); o.normalWS.xyz = normalWS; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 ase_color : COLOR; float4 ase_texcoord1 : TEXCOORD1; 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.positionOS; o.normalOS = v.normalOS; o.ase_color = v.ase_color; o.ase_texcoord1 = v.ase_texcoord1; o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch 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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag(VertexOutput IN ) : SV_TARGET { SurfaceDescription surfaceDescription = (SurfaceDescription)0; float4 texCoord168 = IN.ase_texcoord1; texCoord168.xy = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float2 appendResult176 = (float2(texCoord168.z , 0.0)); float2 appendResult182 = (float2(0.0 , 0.0)); float2 LocalUVOffset184 = ( appendResult176 + appendResult182 ); float2 uv_AlphaOverride = IN.ase_texcoord2.xy * _AlphaOverride_ST.xy + _AlphaOverride_ST.zw; float temp_output_4_0_g118 = _FlipbooksColumsRows.x; float temp_output_5_0_g118 = _FlipbooksColumsRows.y; float4 texCoord75 = IN.ase_texcoord1; texCoord75.xy = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); // *** BEGIN Flipbook UV Animation vars *** // Total tiles of Flipbook Texture float fbtotaltiles246_g118 = min( temp_output_4_0_g118 * temp_output_5_0_g118, ( ( temp_output_4_0_g118 * temp_output_5_0_g118 ) - 0.0 ) + 1 ); // Offsets for cols and rows of Flipbook Texture float fbcolsoffset246_g118 = 1.0f / temp_output_4_0_g118; float fbrowsoffset246_g118 = 1.0f / temp_output_5_0_g118; // Speed of animation float fbspeed246_g118 = _TimeParameters.x * 0.0; // UV Tiling (col and row offset) float2 fbtiling246_g118 = float2(fbcolsoffset246_g118, fbrowsoffset246_g118); // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) // Calculate current tile linear index float fbcurrenttileindex246_g118 = floor( fmod( fbspeed246_g118 + texCoord75.x, fbtotaltiles246_g118) ); fbcurrenttileindex246_g118 += ( fbcurrenttileindex246_g118 < 0) ? fbtotaltiles246_g118 : 0; // Obtain Offset X coordinate from current tile linear index float fblinearindextox246_g118 = round ( fmod ( fbcurrenttileindex246_g118, temp_output_4_0_g118 ) ); // Multiply Offset X by coloffset float fboffsetx246_g118 = fblinearindextox246_g118 * fbcolsoffset246_g118; // Obtain Offset Y coordinate from current tile linear index float fblinearindextoy246_g118 = round( fmod( ( fbcurrenttileindex246_g118 - fblinearindextox246_g118 ) / temp_output_4_0_g118, temp_output_5_0_g118 ) ); // Reverse Y to get tiles from Top to Bottom fblinearindextoy246_g118 = (int)(temp_output_5_0_g118-1) - fblinearindextoy246_g118; // Multiply Offset Y by rowoffset float fboffsety246_g118 = fblinearindextoy246_g118 * fbrowsoffset246_g118; // UV Offset float2 fboffset246_g118 = float2(fboffsetx246_g118, fboffsety246_g118); // Flipbook UV half2 fbuv246_g118 = ( LocalUVOffset184 + uv_AlphaOverride ) * fbtiling246_g118 + fboffset246_g118; // *** END Flipbook UV Animation vars *** int flipbookFrame246_g118 = ( ( int )fbcurrenttileindex246_g118); float2 panner44 = ( 1.0 * _Time.y * _AlphaOverridePanning + fbuv246_g118); float4 break2_g121 = ( tex2D( _AlphaOverride, panner44 ) * _AlphaOverrideChannel ); float AlphaOverride49 = saturate( ( break2_g121.x + break2_g121.y + break2_g121.z + break2_g121.w ) ); float2 uv_DetailNoise = IN.ase_texcoord2.xy * _DetailNoise_ST.xy + _DetailNoise_ST.zw; float2 panner80 = ( 1.0 * _Time.y * _DetailNoisePanning + uv_DetailNoise); float4 tex2DNode79 = tex2D( _DetailNoise, panner80 ); float4 break17_g75 = tex2DNode79; float4 appendResult18_g75 = (float4(break17_g75.x , break17_g75.y , break17_g75.z , break17_g75.w)); float4 clampResult19_g75 = clamp( ( appendResult18_g75 * _DetailDistortionChannel ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) ); float4 break2_g75 = clampResult19_g75; float clampResult20_g75 = clamp( ( break2_g75.x + break2_g75.y + break2_g75.z + break2_g75.w ) , 0.0 , 1.0 ); float3 temp_cast_2 = (clampResult20_g75).xxx; float3 desaturateInitialColor190 = temp_cast_2; float desaturateDot190 = dot( desaturateInitialColor190, float3( 0.299, 0.587, 0.114 )); float3 desaturateVar190 = lerp( desaturateInitialColor190, desaturateDot190.xxx, 1.0 ); float3 DistortionNoise90 = desaturateVar190; float2 uv_MainTex = IN.ase_texcoord2.xy * _MainTex_ST.xy + _MainTex_ST.zw; float3 UVFlipbookInput194 = ( ( DistortionNoise90 * _DistortionIntensity ) + float3( ( LocalUVOffset184 + uv_MainTex ) , 0.0 ) ); float temp_output_4_0_g119 = _FlipbooksColumsRows.x; float temp_output_5_0_g119 = _FlipbooksColumsRows.y; float fbtotaltiles246_g119 = min( temp_output_4_0_g119 * temp_output_5_0_g119, ( ( temp_output_4_0_g119 * temp_output_5_0_g119 ) - 0.0 ) + 1 ); float fbcolsoffset246_g119 = 1.0f / temp_output_4_0_g119; float fbrowsoffset246_g119 = 1.0f / temp_output_5_0_g119; float fbspeed246_g119 = _TimeParameters.x * 0.0; float2 fbtiling246_g119 = float2(fbcolsoffset246_g119, fbrowsoffset246_g119); float fbcurrenttileindex246_g119 = floor( fmod( fbspeed246_g119 + texCoord75.x, fbtotaltiles246_g119) ); fbcurrenttileindex246_g119 += ( fbcurrenttileindex246_g119 < 0) ? fbtotaltiles246_g119 : 0; float fblinearindextox246_g119 = round ( fmod ( fbcurrenttileindex246_g119, temp_output_4_0_g119 ) ); float fboffsetx246_g119 = fblinearindextox246_g119 * fbcolsoffset246_g119; float fblinearindextoy246_g119 = round( fmod( ( fbcurrenttileindex246_g119 - fblinearindextox246_g119 ) / temp_output_4_0_g119, temp_output_5_0_g119 ) ); fblinearindextoy246_g119 = (int)(temp_output_5_0_g119-1) - fblinearindextoy246_g119; float fboffsety246_g119 = fblinearindextoy246_g119 * fbrowsoffset246_g119; float2 fboffset246_g119 = float2(fboffsetx246_g119, fboffsety246_g119); half2 fbuv246_g119 = UVFlipbookInput194.xy * fbtiling246_g119 + fboffset246_g119; int flipbookFrame246_g119 = ( ( int )fbcurrenttileindex246_g119); float2 temp_output_73_0 = fbuv246_g119; float2 panner33 = ( 1.0 * _Time.y * _MainAlphaPanning + temp_output_73_0); float4 break2_g120 = ( tex2D( _MainTex, panner33 ) * _MainAlphaChannel ); float MainAlpha30 = saturate( ( break2_g120.x + break2_g120.y + break2_g120.z + break2_g120.w ) ); float temp_output_55_0 = ( AlphaOverride49 * MainAlpha30 ); float4 texCoord60 = IN.ase_texcoord2; texCoord60.xy = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float temp_output_3_0_g122 = ( texCoord60.w - ( 1.0 - temp_output_55_0 ) ); float temp_output_40_0 = ( IN.ase_color.a * temp_output_55_0 * saturate( saturate( ( temp_output_3_0_g122 / fwidth( temp_output_3_0_g122 ) ) ) ) ); surfaceDescription.Alpha = temp_output_40_0; surfaceDescription.AlphaClipThreshold = 0.5; #if _ALPHATEST_ON clip(surfaceDescription.Alpha - 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