Files
Cielonos/Assets/External VFXs/Piloto Studio/Shaders/VFX_Piloto/Opaque UberFX.shader
SoulliesOfficial ef7b479712 initial
2025-11-25 08:19:33 -05:00

3912 lines
184 KiB
GLSL

// Made with Amplify Shader Editor v1.9.3.2
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Piloto Studio/Opaque UberFX"
{
Properties
{
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[Enum(UnityEngine.Rendering.BlendMode)]_SourceBlendRGB("Blend Mode", Float) = 10
_AlphaClip("Alpha Clip ", Range( 0 , 1)) = 0
[Enum(UnityEngine.Rendering.CullMode)]_Culling("Culling", Float) = 1
_MainTex("Main Texture", 2D) = "white" {}
_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)
_Desaturate("Desaturate? ", Range( 0 , 1)) = 0
[Toggle(_USESOFTALPHA_ON)] _UseSoftAlpha("Use Soft Particles?", Float) = 0
_SoftFadeFactor("Soft Fade Factor", Range( 0.1 , 1)) = 0.1
[Toggle(_USEALPHAOVERRIDE_ON)] _UseAlphaOverride("Use Alpha Override", Float) = 0
_AlphaOverride("Alpha Override", 2D) = "white" {}
_AlphaOverrideChannel("Alpha Override Channel", Vector) = (0,0,0,1)
_AlphaOverridePanning("Alpha Override Panning", Vector) = (0,0,0,0)
_DetailNoise("Detail Noise", 2D) = "white" {}
_DetailNoisePanning("Detail Noise Panning", Vector) = (0,0,0,0)
_DetailDistortionChannel("Detail Distortion Channel", Vector) = (0,0,0,0)
_DistortionIntensity("Distortion Intensity", Range( 0 , 3)) = 2
_DetailMultiplyChannel("Detail Multiply Channel", Vector) = (0,0,0,0)
_MultiplyNoiseDesaturation("Multiply Noise Desaturation", Range( 0 , 1)) = 1
_DetailAdditiveChannel("Detail Additive Channel", Vector) = (0,0,0,0)
_DetailDisolveChannel("Detail Disolve Channel", Vector) = (1,0,0,0)
_DetailVertexOffsetChannel("Detail Vertex Offset Channel", Vector) = (1,0,0,0)
[Toggle(_USERAMP_ON)] _UseRamp("Use Color Ramping?", Float) = 0
[HDR]_WhiteColor("Highs", Color) = (1,0.8950032,0,0)
_MiddlePointPos("Middle Point Position", Range( -1 , 0.99)) = 0.5
[HDR]_MidColor("Middles", Color) = (1,0.4447915,0,0)
_MiddlePointPos1("Middle Point Position 2", Range( -1 , 0.99)) = 0.5
[HDR]_LastColor("Lows", Color) = (1,0,0,0)
[Toggle(_USEUVOFFSET_ON)] _UseUVOffset("Use UV Offset", Float) = 0
[Toggle(_FRESNEL_ON)] _Fresnel("Fresnel", Float) = 0
_FresnelPower("Fresnel Power", Float) = 1
_FresnelScale("Fresnel Scale", Float) = 1
[HDR]_FresnelColor("Fresnel Color", Color) = (1,1,1,1)
[Toggle(_DISABLEEROSION_ON)] _DisableErosion("Disable Erosion", Float) = 0
[Toggle(_USEPIXELATION_ON)] _UsePixelation("Use Pixelation", Float) = 0
_Resolution("Resolution", Vector) = (64,64,0,0)
[HideInInspector] _RenderQueueType("Render Queue Type", Float) = 4
//[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
//[HideInInspector] _ShadowMatteFilter("Shadow Matte Filter", Float) = 2.006836
[HideInInspector] _StencilRef("Stencil Ref", Int) = 0 // StencilUsage.Clear
[HideInInspector] _StencilWriteMask("Stencil Write Mask", Int) = 3 // StencilUsage.RequiresDeferredLighting | StencilUsage.SubsurfaceScattering
[HideInInspector] _StencilRefDepth("Stencil Ref Depth", Int) = 0 // Nothing
[HideInInspector] _StencilWriteMaskDepth("Stencil Write Mask Depth", Int) = 8 // StencilUsage.TraceReflectionRay
[HideInInspector] _StencilRefMV("Stencil Ref MV", Int) = 32 // StencilUsage.ObjectMotionVector
[HideInInspector] _StencilWriteMaskMV("Stencil Write Mask MV", Int) = 32 // StencilUsage.ObjectMotionVector
[HideInInspector] _StencilRefDistortionVec("Stencil Ref Distortion Vec", Int) = 2 // StencilUsage.DistortionVectors
[HideInInspector] _StencilWriteMaskDistortionVec("Stencil Write Mask Distortion Vec", Int) = 2 // StencilUsage.DistortionVectors
[HideInInspector] _StencilWriteMaskGBuffer("Stencil Write Mask GBuffer", Int) = 3 // StencilUsage.RequiresDeferredLighting | StencilUsage.SubsurfaceScattering
[HideInInspector] _StencilRefGBuffer("Stencil Ref GBuffer", Int) = 2 // StencilUsage.RequiresDeferredLighting
[HideInInspector] _ZTestGBuffer("ZTest GBuffer", Int) = 4
[HideInInspector][ToggleUI] _RequireSplitLighting("Require Split Lighting", Float) = 0
[HideInInspector][ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1
[HideInInspector] _SurfaceType("Surface Type", Float) = 0
[HideInInspector] _BlendMode("Blend Mode", Float) = 0
[HideInInspector] _SrcBlend("Src Blend", Float) = 1
[HideInInspector] _DstBlend("Dst Blend", Float) = 0
[HideInInspector] _AlphaSrcBlend("Alpha Src Blend", Float) = 1
[HideInInspector] _AlphaDstBlend("Alpha Dst Blend", Float) = 0
[HideInInspector][ToggleUI] _ZWrite("ZWrite", Float) = 1
[HideInInspector][ToggleUI] _TransparentZWrite("Transparent ZWrite", Float) = 0
[HideInInspector] _CullMode("Cull Mode", Float) = 2
[HideInInspector] _TransparentSortPriority("Transparent Sort Priority", Float) = 0
[HideInInspector][ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 1
[HideInInspector] _CullModeForward("Cull Mode Forward", Float) = 2 // This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent
[HideInInspector][Enum(UnityEditor.Rendering.HighDefinition.TransparentCullMode)] _TransparentCullMode("Transparent Cull Mode", Int) = 2 // Back culling by default
[HideInInspector] _ZTestDepthEqualForOpaque("ZTest Depth Equal For Opaque", Int) = 4 // Less equal
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent("ZTest Transparent", Int) = 4 // Less equal
[HideInInspector][ToggleUI] _TransparentBackfaceEnable("Transparent Backface Enable", Float) = 0
[HideInInspector][ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 1
[HideInInspector][ToggleUI] _UseShadowThreshold("Use Shadow Threshold", Float) = 0
[HideInInspector][ToggleUI] _DoubleSidedEnable("Double Sided Enable", Float) = 0
[HideInInspector][Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double Sided Normal Mode", Float) = 2
[HideInInspector] _DoubleSidedConstants("DoubleSidedConstants", Vector) = (1,1,-1,0)
[HideInInspector] _DistortionEnable("_DistortionEnable",Float) = 0
[HideInInspector] _DistortionOnly("_DistortionOnly",Float) = 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][ToggleUI] _TransparentWritingMotionVec("Transparent Writing MotionVec", Float) = 0
[HideInInspector][Enum(UnityEditor.Rendering.HighDefinition.OpaqueCullMode)] _OpaqueCullMode("Opaque Cull Mode", Int) = 2 // Back culling by default
[HideInInspector][ToggleUI] _SupportDecals("Support Decals", Float) = 1
[HideInInspector][ToggleUI] _ReceivesSSRTransparent("Receives SSR Transparent", Float) = 0
[HideInInspector] _EmissionColor("Color", Color) = (1, 1, 1)
[HideInInspector] _UnlitColorMap_MipInfo("_UnlitColorMap_MipInfo", Vector) = (0, 0, 0, 0)
[HideInInspector][Enum(Auto, 0, On, 1, Off, 2)] _DoubleSidedGIMode("Double sided GI mode", Float) = 0 //DoubleSidedGIMode added in api 12x and higher
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="HDRenderPipeline" "RenderType"="Transparent" "Queue"="Transparent-250" }
HLSLINCLUDE
#pragma target 3.0
#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 DistanceFromPlaneASE (float3 pos, float4 plane)
{
return dot (float4(pos,1.0f), plane);
}
bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
{
float4 planeTest;
planeTest.x = (( DistanceFromPlaneASE(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
planeTest.y = (( DistanceFromPlaneASE(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
planeTest.z = (( DistanceFromPlaneASE(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
planeTest.w = (( DistanceFromPlaneASE(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
return !all (planeTest);
}
float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
{
float3 f;
f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
return CalcTriEdgeTessFactors (f);
}
float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
return tess;
}
float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
{
tess = 0.0f;
}
else
{
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
}
return tess;
}
#endif //ASE_TESS_FUNCS
ENDHLSL
Pass
{
Name "Forward Unlit"
Tags { "LightMode"="ForwardOnly" }
Blend [_SrcBlend] [_SourceBlendRGB]
Cull [_CullMode]
ZTest [_ZTestTransparent]
ZWrite [_ZWrite]
ColorMask [_ColorMaskTransparentVel] 1
Stencil
{
Ref [_StencilRef]
WriteMask [_StencilWriteMask]
CompFront Always
PassFront Replace
FailFront Keep
ZFailFront Keep
CompBack Always
PassBack Keep
FailBack Keep
ZFailBack Keep
}
HLSLPROGRAM
#define shader_feature_local _DISABLE_DECALS
#define HAVE_MESH_MODIFICATION 1
#define ASE_SRP_VERSION 120112
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ALPHATEST_ON
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex Vert
#pragma fragment Frag
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
#define SHADERPASS SHADERPASS_FORWARD_UNLIT
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
#if defined(_ENABLE_SHADOW_MATTE) && SHADERPASS == SHADERPASS_FORWARD_UNLIT
#define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
#define HAS_LIGHTLOOP
#define SHADOW_OPTIMIZE_REGISTER_USAGE 1
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowContext.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadow.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/PunctualLightCommon.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadowLoop.hlsl"
#endif
CBUFFER_START( UnityPerMaterial )
float4 _DetailAdditiveChannel;
float4 _AlphaOverride_ST;
float4 _MidColor;
float4 _LastColor;
float4 _AlphaOverrideChannel;
float4 _MainAlphaChannel;
float4 _DetailMultiplyChannel;
float4 _WhiteColor;
float4 _FresnelColor;
float4 _MainTextureChannel;
float4 _MainTex_ST;
float4 _DetailVertexOffsetChannel;
float4 _DetailNoise_ST;
float4 _DetailDistortionChannel;
float4 _DetailDisolveChannel;
float2 _Resolution;
float2 _MainTexturePanning;
float2 _DetailNoisePanning;
float2 _AlphaOverridePanning;
float _SoftFadeFactor;
float _FresnelScale;
float _SourceBlendRGB;
float _MiddlePointPos;
float _FresnelPower;
float _MultiplyNoiseDesaturation;
float _Desaturate;
float _DistortionIntensity;
float _Culling;
float _MiddlePointPos1;
float _AlphaClip;
float4 _EmissionColor;
float _RenderQueueType;
#ifdef _ADD_PRECOMPUTED_VELOCITY
float _AddPrecomputedVelocity;
#endif
#ifdef _ENABLE_SHADOW_MATTE
float _ShadowMatteFilter;
#endif
float _StencilRef;
float _StencilWriteMask;
float _StencilRefDepth;
float _StencilWriteMaskDepth;
float _StencilRefMV;
float _StencilWriteMaskMV;
float _StencilRefDistortionVec;
float _StencilWriteMaskDistortionVec;
float _StencilWriteMaskGBuffer;
float _StencilRefGBuffer;
float _ZTestGBuffer;
float _RequireSplitLighting;
float _ReceivesSSR;
float _SurfaceType;
float _BlendMode;
float _SrcBlend;
float _DstBlend;
float _AlphaSrcBlend;
float _AlphaDstBlend;
float _ZWrite;
float _TransparentZWrite;
float _CullMode;
float _TransparentSortPriority;
float _EnableFogOnTransparent;
float _CullModeForward;
float _TransparentCullMode;
float _ZTestDepthEqualForOpaque;
float _ZTestTransparent;
float _TransparentBackfaceEnable;
float _AlphaCutoffEnable;
float _AlphaCutoff;
float _UseShadowThreshold;
float _DoubleSidedEnable;
float _DoubleSidedNormalMode;
float4 _DoubleSidedConstants;
float _EnableBlendModePreserveSpecularLighting;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _DetailNoise;
sampler2D _MainTex;
sampler2D _AlphaOverride;
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
#define ASE_NEEDS_VERT_NORMAL
#define ASE_NEEDS_FRAG_COLOR
#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
#pragma shader_feature_local _FRESNEL_ON
#pragma shader_feature_local _USERAMP_ON
#pragma shader_feature_local _USEPIXELATION_ON
#pragma shader_feature_local _USEUVOFFSET_ON
#pragma shader_feature_local _DISABLEEROSION_ON
#pragma shader_feature_local _USESOFTALPHA_ON
#pragma shader_feature_local _USEALPHAOVERRIDE_ON
struct VertexInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_Position;
float3 positionRWS : TEXCOORD0;
float4 ase_color : COLOR;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct SurfaceDescription
{
float3 Color;
float3 Emission;
float4 ShadowTint;
float Alpha;
float AlphaClipThreshold;
float4 VTPackedFeedback;
};
void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
surfaceData.color = surfaceDescription.Color;
}
void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription , FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#if _ALPHATEST_ON
DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
#if _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
#endif
BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);
#ifdef WRITE_NORMAL_BUFFER
surfaceData.normalWS = fragInputs.tangentToWorld[2];
#endif
#if defined(_ENABLE_SHADOW_MATTE) && SHADERPASS == SHADERPASS_FORWARD_UNLIT
HDShadowContext shadowContext = InitShadowContext();
float shadow;
float3 shadow3;
posInput = GetPositionInput(fragInputs.positionSS.xy, _ScreenSize.zw, fragInputs.positionSS.z, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
float3 normalWS = normalize(fragInputs.tangentToWorld[1]);
uint renderingLayers = _EnableLightLayers ? asuint(unity_RenderingLayer.x) : DEFAULT_LIGHT_LAYERS;
ShadowLoopMin(shadowContext, posInput, normalWS, asuint(_ShadowMatteFilter), renderingLayers, shadow3);
shadow = dot(shadow3, float3(1.0f/3.0f, 1.0f/3.0f, 1.0f/3.0f));
float4 shadowColor = (1 - shadow)*surfaceDescription.ShadowTint.rgba;
float localAlpha = saturate(shadowColor.a + surfaceDescription.Alpha);
#ifdef _SURFACE_TYPE_TRANSPARENT
surfaceData.color = lerp(shadowColor.rgb*surfaceData.color, lerp(lerp(shadowColor.rgb, surfaceData.color, 1 - surfaceDescription.ShadowTint.a), surfaceData.color, shadow), surfaceDescription.Alpha);
#else
surfaceData.color = lerp(lerp(shadowColor.rgb, surfaceData.color, 1 - surfaceDescription.ShadowTint.a), surfaceData.color, shadow);
#endif
localAlpha = ApplyBlendMode(surfaceData.color, localAlpha).a;
surfaceDescription.Alpha = localAlpha;
#endif
ZERO_INITIALIZE(BuiltinData, builtinData);
builtinData.opacity = surfaceDescription.Alpha;
#if defined(DEBUG_DISPLAY)
builtinData.renderingLayers = GetMeshRenderingLightLayer();
#endif
#ifdef _ALPHATEST_ON
builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold;
#endif
builtinData.emissiveColor = surfaceDescription.Emission;
#ifdef UNITY_VIRTUAL_TEXTURING
builtinData.vtPackedFeedback = surfaceDescription.VTPackedFeedback;
#endif
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
ApplyDebugToBuiltinData(builtinData);
}
float GetDeExposureMultiplier()
{
#if defined(DISABLE_UNLIT_DEEXPOSURE)
return 1.0;
#else
return _DeExposureMultiplier;
#endif
}
VertexOutput VertexFunction( VertexInput inputMesh )
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
float4 texCoord429 = inputMesh.ase_texcoord1;
texCoord429.xy = inputMesh.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
float2 uv_DetailNoise = inputMesh.ase_texcoord * _DetailNoise_ST.xy + _DetailNoise_ST.zw;
float2 panner80 = ( 1.0 * _Time.y * _DetailNoisePanning + uv_DetailNoise);
float4 tex2DNode79 = tex2Dlod( _DetailNoise, float4( panner80, 0, 0.0) );
float4 break17_g214 = tex2DNode79;
float4 appendResult18_g214 = (float4(break17_g214.x , break17_g214.y , break17_g214.z , break17_g214.w));
float4 clampResult19_g214 = clamp( ( appendResult18_g214 * _DetailVertexOffsetChannel ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
float4 break2_g214 = clampResult19_g214;
float clampResult20_g214 = clamp( ( break2_g214.x + break2_g214.y + break2_g214.z + break2_g214.w ) , 0.0 , 1.0 );
float VertexOffset434 = clampResult20_g214;
float3 temp_output_436_0 = ( ( texCoord429.z * VertexOffset434 ) * inputMesh.normalOS );
float4 ase_clipPos = TransformWorldToHClip( TransformObjectToWorld(inputMesh.positionOS));
float4 screenPos = ComputeScreenPos( ase_clipPos , _ProjectionParams.x );
o.ase_texcoord3 = screenPos;
float3 ase_worldNormal = TransformObjectToWorldNormal(inputMesh.normalOS);
o.ase_texcoord4.xyz = ase_worldNormal;
o.ase_color = inputMesh.ase_color;
o.ase_texcoord1 = inputMesh.ase_texcoord;
o.ase_texcoord2 = inputMesh.ase_texcoord1;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord4.w = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = temp_output_436_0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS;
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
o.positionCS = TransformWorldToHClip(positionRWS);
o.positionRWS = positionRWS;
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
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.positionOS = v.positionOS;
o.normalOS = v.normalOS;
o.ase_texcoord1 = v.ase_texcoord1;
o.ase_texcoord = v.ase_texcoord;
o.ase_color = v.ase_color;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
float3 cameraPos = 0;
#else
float3 cameraPos = _WorldSpaceCameraPos;
#endif
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.ase_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;
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput Vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
#ifdef UNITY_VIRTUAL_TEXTURING
#define VT_BUFFER_TARGET SV_Target1
#define EXTRA_BUFFER_TARGET SV_Target2
#else
#define EXTRA_BUFFER_TARGET SV_Target1
#endif
void Frag( VertexOutput packedInput,
out float4 outColor : SV_Target0
#ifdef UNITY_VIRTUAL_TEXTURING
,out float4 outVTFeedback : VT_BUFFER_TARGET
#endif
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : DEPTH_OFFSET_SEMANTIC
#endif
)
{
UNITY_SETUP_INSTANCE_ID( packedInput );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
FragInputs input;
ZERO_INITIALIZE(FragInputs, input);
input.tangentToWorld = k_identity3x3;
float3 positionRWS = packedInput.positionRWS;
input.positionSS = packedInput.positionCS;
input.positionRWS = positionRWS;
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = GetWorldSpaceNormalizeViewDir( input.positionRWS );
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float2 uv_MainTex = packedInput.ase_texcoord1.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float2 break446 = uv_MainTex;
float2 appendResult455 = (float2(( break446.x - ( fmod( break446.x , ( 1.0 / _Resolution ).x ) - ( ( 1.0 / _Resolution ).x * 0.5 ) ) ) , ( break446.y - ( fmod( break446.y , 0.0 ) - ( 0.0 * 0.5 ) ) )));
#ifdef _USEPIXELATION_ON
float2 staticSwitch456 = appendResult455;
#else
float2 staticSwitch456 = uv_MainTex;
#endif
float2 uv_DetailNoise = packedInput.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_g202 = tex2DNode79;
float4 appendResult18_g202 = (float4(break17_g202.x , break17_g202.y , break17_g202.z , break17_g202.w));
float4 clampResult19_g202 = clamp( ( appendResult18_g202 * _DetailDistortionChannel ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
float4 break2_g202 = clampResult19_g202;
float clampResult20_g202 = clamp( ( break2_g202.x + break2_g202.y + break2_g202.z + break2_g202.w ) , 0.0 , 1.0 );
float DistortionNoise90 = clampResult20_g202;
float temp_output_284_0 = ( DistortionNoise90 * _DistortionIntensity );
float2 temp_cast_1 = (temp_output_284_0).xx;
float4 texCoord397 = packedInput.ase_texcoord2;
texCoord397.xy = packedInput.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
float2 appendResult400 = (float2(texCoord397.x , texCoord397.y));
#ifdef _USEUVOFFSET_ON
float2 staticSwitch402 = ( temp_output_284_0 + appendResult400 );
#else
float2 staticSwitch402 = temp_cast_1;
#endif
float2 UVModifiers204 = staticSwitch402;
float2 panner22 = ( 1.0 * _Time.y * _MainTexturePanning + ( staticSwitch456 + UVModifiers204 ));
float4 tex2DNode6 = tex2D( _MainTex, panner22 );
float4 break376 = tex2DNode6;
float4 break379 = _MainTextureChannel;
float4 appendResult375 = (float4(( break376.r * break379.x ) , ( break376.g * break379.y ) , ( break376.b * break379.z ) , ( break376.a * break379.w )));
float4 MainTexInfo25 = appendResult375;
float3 desaturateInitialColor166 = MainTexInfo25.xyz;
float desaturateDot166 = dot( desaturateInitialColor166, float3( 0.299, 0.587, 0.114 ));
float3 desaturateVar166 = lerp( desaturateInitialColor166, desaturateDot166.xxx, _Desaturate );
float4 break364 = ( _DetailMultiplyChannel * tex2DNode79 );
float4 appendResult365 = (float4(break364.x , break364.y , break364.z , break364.w));
float3 desaturateInitialColor362 = appendResult365.xyz;
float desaturateDot362 = dot( desaturateInitialColor362, float3( 0.299, 0.587, 0.114 ));
float3 desaturateVar362 = lerp( desaturateInitialColor362, desaturateDot362.xxx, _MultiplyNoiseDesaturation );
float3 temp_cast_5 = (1.0).xxx;
float3 temp_cast_6 = (1.0).xxx;
float3 ifLocalVar106 = 0;
if( ( _DetailMultiplyChannel.x + _DetailMultiplyChannel.y + _DetailMultiplyChannel.z + _DetailMultiplyChannel.w ) <= 0.0 )
ifLocalVar106 = temp_cast_6;
else
ifLocalVar106 = desaturateVar362;
float3 MultiplyNoise92 = ifLocalVar106;
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;
float3 PreRamp210 = desaturateVar166;
float3 temp_cast_10 = (_MiddlePointPos).xxx;
float3 clampResult218 = clamp( ( PreRamp210 - temp_cast_10 ) , float3( 0,0,0 ) , float3( 1,1,1 ) );
float temp_output_215_0 = ( 1.0 - _MiddlePointPos );
float3 temp_cast_11 = (temp_output_215_0).xxx;
float3 temp_output_219_0 = (float3( 0,0,0 ) + (clampResult218 - float3( 0,0,0 )) * (float3( 1,1,1 ) - float3( 0,0,0 )) / (temp_cast_11 - float3( 0,0,0 )));
float3 temp_cast_12 = (_MiddlePointPos1).xxx;
float3 temp_cast_13 = (temp_output_215_0).xxx;
float4 lerpResult220 = lerp( _LastColor , _MidColor , float4( (float3( 0,0,0 ) + (( PreRamp210 * ( temp_output_219_0 - temp_cast_12 ) ) - float3( 0,0,0 )) * (float3( 1,1,1 ) - float3( 0,0,0 )) / (temp_cast_13 - float3( 0,0,0 ))) , 0.0 ));
float3 temp_cast_15 = (temp_output_215_0).xxx;
float4 lerpResult225 = lerp( _MidColor , _WhiteColor , float4( temp_output_219_0 , 0.0 ));
float4 lerpResult226 = lerp( lerpResult220 , lerpResult225 , float4( PreRamp210 , 0.0 ));
float4 break230 = lerpResult226;
float4 appendResult231 = (float4(break230.r , break230.g , break230.b , PreRamp210.x));
float4 PostRamp232 = appendResult231;
#ifdef _USERAMP_ON
float4 staticSwitch236 = PostRamp232;
#else
float4 staticSwitch236 = float4( ( ( desaturateVar166 * MultiplyNoise92 ) + AdditiveNoise91 ) , 0.0 );
#endif
float4 texCoord71 = packedInput.ase_texcoord1;
texCoord71.xy = packedInput.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
float4 temp_output_39_0 = ( packedInput.ase_color * staticSwitch236 * ( texCoord71.z + 1.0 ) );
float4 texCoord258 = packedInput.ase_texcoord1;
texCoord258.xy = packedInput.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
float2 _Vector0 = float2(-0.25,1);
float temp_output_414_0 = (_Vector0.x + (( texCoord258.w + -1.0 ) - 0.0) * (_Vector0.y - _Vector0.x) / (1.0 - 0.0));
float4 break17_g211 = tex2DNode79;
float4 appendResult18_g211 = (float4(break17_g211.x , break17_g211.y , break17_g211.z , break17_g211.w));
float4 clampResult19_g211 = clamp( ( appendResult18_g211 * _DetailDisolveChannel ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
float4 break2_g211 = clampResult19_g211;
float clampResult20_g211 = clamp( ( break2_g211.x + break2_g211.y + break2_g211.z + break2_g211.w ) , 0.0 , 1.0 );
float DisolveNoise275 = clampResult20_g211;
float smoothstepResult416 = smoothstep( temp_output_414_0 , ( temp_output_414_0 + 0.25 ) , DisolveNoise275);
#ifdef _DISABLEEROSION_ON
float staticSwitch417 = 1.0;
#else
float staticSwitch417 = saturate( smoothstepResult416 );
#endif
float2 uv_AlphaOverride = packedInput.ase_texcoord1.xy * _AlphaOverride_ST.xy + _AlphaOverride_ST.zw;
float2 panner44 = ( 1.0 * _Time.y * _AlphaOverridePanning + uv_AlphaOverride);
float4 break2_g205 = ( tex2D( _AlphaOverride, panner44 ) * _AlphaOverrideChannel );
float AlphaOverride49 = saturate( ( break2_g205.x + break2_g205.y + break2_g205.z + break2_g205.w ) );
#ifdef _USEALPHAOVERRIDE_ON
float staticSwitch313 = AlphaOverride49;
#else
float staticSwitch313 = 1.0;
#endif
float2 panner33 = ( 1.0 * _Time.y * _MainTexturePanning + ( UVModifiers204 + staticSwitch456 ));
float4 break2_g210 = ( tex2D( _MainTex, panner33 ) * _MainAlphaChannel );
float MainAlpha30 = saturate( ( break2_g210.x + break2_g210.y + break2_g210.z + break2_g210.w ) );
float temp_output_55_0 = ( staticSwitch313 * MainAlpha30 );
float4 screenPos = packedInput.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;
float screenDepth199 = LinearEyeDepth(SampleCameraDepth( ase_screenPosNorm.xy ),_ZBufferParams);
float distanceDepth199 = abs( ( screenDepth199 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _SoftFadeFactor ) );
#ifdef _USESOFTALPHA_ON
float staticSwitch198 = ( temp_output_55_0 * saturate( distanceDepth199 ) );
#else
float staticSwitch198 = temp_output_55_0;
#endif
float temp_output_396_0 = ( ( staticSwitch417 * staticSwitch198 ) * packedInput.ase_color.a );
float3 ase_worldNormal = packedInput.ase_texcoord4.xyz;
float fresnelNdotV406 = dot( ase_worldNormal, V );
float fresnelNode406 = ( 0.0 + _FresnelScale * pow( max( 1.0 - fresnelNdotV406 , 0.0001 ), _FresnelPower ) );
float4 lerpResult410 = lerp( temp_output_39_0 , _FresnelColor , fresnelNode406);
#ifdef _FRESNEL_ON
float4 staticSwitch403 = ( temp_output_396_0 * lerpResult410 );
#else
float4 staticSwitch403 = temp_output_39_0;
#endif
surfaceDescription.Color = staticSwitch403.rgb;
surfaceDescription.Emission = staticSwitch403.rgb;
surfaceDescription.Alpha = temp_output_396_0;
surfaceDescription.AlphaClipThreshold = _AlphaClip;
surfaceDescription.ShadowTint = float4( 0, 0 ,0 ,1 );
float2 Distortion = float2 ( 0, 0 );
float DistortionBlur = 0;
surfaceDescription.VTPackedFeedback = float4(1.0f,1.0f,1.0f,1.0f);
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData( input.positionSS.xy, surfaceData );
#if defined(_ENABLE_SHADOW_MATTE)
bsdfData.color *= GetScreenSpaceAmbientOcclusion(input.positionSS.xy);
#endif
#ifdef DEBUG_DISPLAY
if (_DebugLightingMode >= DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING && _DebugLightingMode <= DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING)
{
if (_DebugLightingMode != DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING)
{
builtinData.emissiveColor = 0.0;
}
else
{
bsdfData.color = 0.0;
}
}
#endif
float4 outResult = ApplyBlendMode(bsdfData.color * GetDeExposureMultiplier() + builtinData.emissiveColor * GetCurrentExposureMultiplier(), builtinData.opacity);
outResult = EvaluateAtmosphericScattering(posInput, V, outResult);
#ifdef DEBUG_DISPLAY
int bufferSize = int(_DebugViewMaterialArray[0].x);
for (int index = 1; index <= bufferSize; index++)
{
int indexMaterialProperty = int(_DebugViewMaterialArray[index].x);
if (indexMaterialProperty != 0)
{
float3 result = float3(1.0, 0.0, 1.0);
bool needLinearToSRGB = false;
GetPropertiesDataDebug(indexMaterialProperty, result, needLinearToSRGB);
GetVaryingsDataDebug(indexMaterialProperty, input, result, needLinearToSRGB);
GetBuiltinDataDebug(indexMaterialProperty, builtinData, posInput, result, needLinearToSRGB);
GetSurfaceDataDebug(indexMaterialProperty, surfaceData, result, needLinearToSRGB);
GetBSDFDataDebug(indexMaterialProperty, bsdfData, result, needLinearToSRGB);
if (!needLinearToSRGB)
result = SRGBToLinear(max(0, result));
outResult = float4(result, 1.0);
}
}
if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW)
{
float4 result = _DebugTransparencyOverdrawWeight * float4(TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_A);
outResult = result;
}
#endif
outColor = outResult;
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
#ifdef UNITY_VIRTUAL_TEXTURING
outVTFeedback = builtinData.vtPackedFeedback;
#endif
}
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags { "LightMode"="ShadowCaster" }
Cull [_CullMode]
ZWrite On
ZClip [_ZClip]
ColorMask 0
HLSLPROGRAM
#define shader_feature_local _DISABLE_DECALS
#define HAVE_MESH_MODIFICATION 1
#define ASE_SRP_VERSION 120112
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ALPHATEST_ON
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex Vert
#pragma fragment Frag
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
#define SHADERPASS SHADERPASS_SHADOWS
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
#define ASE_NEEDS_VERT_NORMAL
#pragma shader_feature_local _DISABLEEROSION_ON
#pragma shader_feature_local _USESOFTALPHA_ON
#pragma shader_feature_local _USEALPHAOVERRIDE_ON
#pragma shader_feature_local _USEUVOFFSET_ON
#pragma shader_feature_local _USEPIXELATION_ON
struct VertexInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_Position;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START( UnityPerMaterial )
float4 _DetailAdditiveChannel;
float4 _AlphaOverride_ST;
float4 _MidColor;
float4 _LastColor;
float4 _AlphaOverrideChannel;
float4 _MainAlphaChannel;
float4 _DetailMultiplyChannel;
float4 _WhiteColor;
float4 _FresnelColor;
float4 _MainTextureChannel;
float4 _MainTex_ST;
float4 _DetailVertexOffsetChannel;
float4 _DetailNoise_ST;
float4 _DetailDistortionChannel;
float4 _DetailDisolveChannel;
float2 _Resolution;
float2 _MainTexturePanning;
float2 _DetailNoisePanning;
float2 _AlphaOverridePanning;
float _SoftFadeFactor;
float _FresnelScale;
float _SourceBlendRGB;
float _MiddlePointPos;
float _FresnelPower;
float _MultiplyNoiseDesaturation;
float _Desaturate;
float _DistortionIntensity;
float _Culling;
float _MiddlePointPos1;
float _AlphaClip;
float4 _EmissionColor;
float _RenderQueueType;
#ifdef _ADD_PRECOMPUTED_VELOCITY
float _AddPrecomputedVelocity;
#endif
#ifdef _ENABLE_SHADOW_MATTE
float _ShadowMatteFilter;
#endif
float _StencilRef;
float _StencilWriteMask;
float _StencilRefDepth;
float _StencilWriteMaskDepth;
float _StencilRefMV;
float _StencilWriteMaskMV;
float _StencilRefDistortionVec;
float _StencilWriteMaskDistortionVec;
float _StencilWriteMaskGBuffer;
float _StencilRefGBuffer;
float _ZTestGBuffer;
float _RequireSplitLighting;
float _ReceivesSSR;
float _SurfaceType;
float _BlendMode;
float _SrcBlend;
float _DstBlend;
float _AlphaSrcBlend;
float _AlphaDstBlend;
float _ZWrite;
float _TransparentZWrite;
float _CullMode;
float _TransparentSortPriority;
float _EnableFogOnTransparent;
float _CullModeForward;
float _TransparentCullMode;
float _ZTestDepthEqualForOpaque;
float _ZTestTransparent;
float _TransparentBackfaceEnable;
float _AlphaCutoffEnable;
float _AlphaCutoff;
float _UseShadowThreshold;
float _DoubleSidedEnable;
float _DoubleSidedNormalMode;
float4 _DoubleSidedConstants;
float _EnableBlendModePreserveSpecularLighting;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _DetailNoise;
sampler2D _AlphaOverride;
sampler2D _MainTex;
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
#ifdef WRITE_NORMAL_BUFFER
surfaceData.normalWS = fragInputs.tangentToWorld[2];
#endif
}
void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#if _ALPHATEST_ON
DoAlphaTest(surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold);
#endif
#if _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
#endif
BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);
ZERO_INITIALIZE (BuiltinData, builtinData);
builtinData.opacity = surfaceDescription.Alpha;
#if defined(DEBUG_DISPLAY)
builtinData.renderingLayers = GetMeshRenderingLightLayer();
#endif
#ifdef _ALPHATEST_ON
builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold;
#endif
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
ApplyDebugToBuiltinData(builtinData);
}
VertexOutput VertexFunction( VertexInput inputMesh )
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
float4 texCoord429 = inputMesh.ase_texcoord1;
texCoord429.xy = inputMesh.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
float2 uv_DetailNoise = inputMesh.ase_texcoord * _DetailNoise_ST.xy + _DetailNoise_ST.zw;
float2 panner80 = ( 1.0 * _Time.y * _DetailNoisePanning + uv_DetailNoise);
float4 tex2DNode79 = tex2Dlod( _DetailNoise, float4( panner80, 0, 0.0) );
float4 break17_g214 = tex2DNode79;
float4 appendResult18_g214 = (float4(break17_g214.x , break17_g214.y , break17_g214.z , break17_g214.w));
float4 clampResult19_g214 = clamp( ( appendResult18_g214 * _DetailVertexOffsetChannel ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
float4 break2_g214 = clampResult19_g214;
float clampResult20_g214 = clamp( ( break2_g214.x + break2_g214.y + break2_g214.z + break2_g214.w ) , 0.0 , 1.0 );
float VertexOffset434 = clampResult20_g214;
float3 temp_output_436_0 = ( ( texCoord429.z * VertexOffset434 ) * inputMesh.normalOS );
float4 ase_clipPos = TransformWorldToHClip( TransformObjectToWorld(inputMesh.positionOS));
float4 screenPos = ComputeScreenPos( ase_clipPos , _ProjectionParams.x );
o.ase_texcoord2 = screenPos;
o.ase_texcoord = inputMesh.ase_texcoord;
o.ase_texcoord1 = inputMesh.ase_texcoord1;
o.ase_color = inputMesh.ase_color;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = temp_output_436_0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS ;
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
o.positionCS = TransformWorldToHClip(positionRWS);
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
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.positionOS = v.positionOS;
o.normalOS = v.normalOS;
o.ase_texcoord1 = v.ase_texcoord1;
o.ase_texcoord = v.ase_texcoord;
o.ase_color = v.ase_color;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
float3 cameraPos = 0;
#else
float3 cameraPos = _WorldSpaceCameraPos;
#endif
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.ase_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;
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput Vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
void Frag( VertexOutput packedInput
#ifdef WRITE_MSAA_DEPTH
, out float4 depthColor : SV_Target0
#ifdef WRITE_NORMAL_BUFFER
, out float4 outNormalBuffer : SV_Target1
#endif
#else
#ifdef WRITE_NORMAL_BUFFER
, out float4 outNormalBuffer : SV_Target0
#endif
#endif
#if defined(_DEPTHOFFSET_ON)
, out float outputDepth : DEPTH_OFFSET_SEMANTIC
#endif
)
{
UNITY_SETUP_INSTANCE_ID( packedInput );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
FragInputs input;
ZERO_INITIALIZE(FragInputs, input);
input.tangentToWorld = k_identity3x3;
input.positionSS = packedInput.positionCS;
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = float3( 1.0, 1.0, 1.0 );
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float4 texCoord258 = packedInput.ase_texcoord;
texCoord258.xy = packedInput.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 _Vector0 = float2(-0.25,1);
float temp_output_414_0 = (_Vector0.x + (( texCoord258.w + -1.0 ) - 0.0) * (_Vector0.y - _Vector0.x) / (1.0 - 0.0));
float2 uv_DetailNoise = packedInput.ase_texcoord.xy * _DetailNoise_ST.xy + _DetailNoise_ST.zw;
float2 panner80 = ( 1.0 * _Time.y * _DetailNoisePanning + uv_DetailNoise);
float4 tex2DNode79 = tex2D( _DetailNoise, panner80 );
float4 break17_g211 = tex2DNode79;
float4 appendResult18_g211 = (float4(break17_g211.x , break17_g211.y , break17_g211.z , break17_g211.w));
float4 clampResult19_g211 = clamp( ( appendResult18_g211 * _DetailDisolveChannel ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
float4 break2_g211 = clampResult19_g211;
float clampResult20_g211 = clamp( ( break2_g211.x + break2_g211.y + break2_g211.z + break2_g211.w ) , 0.0 , 1.0 );
float DisolveNoise275 = clampResult20_g211;
float smoothstepResult416 = smoothstep( temp_output_414_0 , ( temp_output_414_0 + 0.25 ) , DisolveNoise275);
#ifdef _DISABLEEROSION_ON
float staticSwitch417 = 1.0;
#else
float staticSwitch417 = saturate( smoothstepResult416 );
#endif
float2 uv_AlphaOverride = packedInput.ase_texcoord.xy * _AlphaOverride_ST.xy + _AlphaOverride_ST.zw;
float2 panner44 = ( 1.0 * _Time.y * _AlphaOverridePanning + uv_AlphaOverride);
float4 break2_g205 = ( tex2D( _AlphaOverride, panner44 ) * _AlphaOverrideChannel );
float AlphaOverride49 = saturate( ( break2_g205.x + break2_g205.y + break2_g205.z + break2_g205.w ) );
#ifdef _USEALPHAOVERRIDE_ON
float staticSwitch313 = AlphaOverride49;
#else
float staticSwitch313 = 1.0;
#endif
float4 break17_g202 = tex2DNode79;
float4 appendResult18_g202 = (float4(break17_g202.x , break17_g202.y , break17_g202.z , break17_g202.w));
float4 clampResult19_g202 = clamp( ( appendResult18_g202 * _DetailDistortionChannel ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
float4 break2_g202 = clampResult19_g202;
float clampResult20_g202 = clamp( ( break2_g202.x + break2_g202.y + break2_g202.z + break2_g202.w ) , 0.0 , 1.0 );
float DistortionNoise90 = clampResult20_g202;
float temp_output_284_0 = ( DistortionNoise90 * _DistortionIntensity );
float2 temp_cast_3 = (temp_output_284_0).xx;
float4 texCoord397 = packedInput.ase_texcoord1;
texCoord397.xy = packedInput.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
float2 appendResult400 = (float2(texCoord397.x , texCoord397.y));
#ifdef _USEUVOFFSET_ON
float2 staticSwitch402 = ( temp_output_284_0 + appendResult400 );
#else
float2 staticSwitch402 = temp_cast_3;
#endif
float2 UVModifiers204 = staticSwitch402;
float2 uv_MainTex = packedInput.ase_texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float2 break446 = uv_MainTex;
float2 appendResult455 = (float2(( break446.x - ( fmod( break446.x , ( 1.0 / _Resolution ).x ) - ( ( 1.0 / _Resolution ).x * 0.5 ) ) ) , ( break446.y - ( fmod( break446.y , 0.0 ) - ( 0.0 * 0.5 ) ) )));
#ifdef _USEPIXELATION_ON
float2 staticSwitch456 = appendResult455;
#else
float2 staticSwitch456 = uv_MainTex;
#endif
float2 panner33 = ( 1.0 * _Time.y * _MainTexturePanning + ( UVModifiers204 + staticSwitch456 ));
float4 break2_g210 = ( tex2D( _MainTex, panner33 ) * _MainAlphaChannel );
float MainAlpha30 = saturate( ( break2_g210.x + break2_g210.y + break2_g210.z + break2_g210.w ) );
float temp_output_55_0 = ( staticSwitch313 * MainAlpha30 );
float4 screenPos = packedInput.ase_texcoord2;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float screenDepth199 = LinearEyeDepth(SampleCameraDepth( ase_screenPosNorm.xy ),_ZBufferParams);
float distanceDepth199 = abs( ( screenDepth199 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _SoftFadeFactor ) );
#ifdef _USESOFTALPHA_ON
float staticSwitch198 = ( temp_output_55_0 * saturate( distanceDepth199 ) );
#else
float staticSwitch198 = temp_output_55_0;
#endif
float temp_output_396_0 = ( ( staticSwitch417 * staticSwitch198 ) * packedInput.ase_color.a );
surfaceDescription.Alpha = temp_output_396_0;
surfaceDescription.AlphaClipThreshold = _AlphaClip;
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(surfaceDescription,input, V, posInput, surfaceData, builtinData);
#if defined(_DEPTHOFFSET_ON)
outputDepth = posInput.deviceDepth;
float bias = max(abs(ddx(posInput.deviceDepth)), abs(ddy(posInput.deviceDepth))) * _SlopeScaleDepthBias;
outputDepth += bias;
#endif
#ifdef WRITE_MSAA_DEPTH
depthColor = packedInput.vmesh.positionCS.z;
#ifdef _ALPHATOMASK_ON
depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold);
#endif
#endif
#if defined(WRITE_NORMAL_BUFFER)
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer);
#endif
#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
DecalPrepassData decalPrepassData;
decalPrepassData.geomNormalWS = surfaceData.geomNormalWS;
decalPrepassData.decalLayerMask = GetMeshRenderingDecalLayer();
EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer);
#endif
}
ENDHLSL
}
Pass
{
Name "META"
Tags { "LightMode"="Meta" }
Cull Off
HLSLPROGRAM
#define shader_feature_local _DISABLE_DECALS
#define HAVE_MESH_MODIFICATION 1
#define ASE_SRP_VERSION 120112
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ALPHATEST_ON
#pragma shader_feature EDITOR_VISUALIZATION
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex Vert
#pragma fragment Frag
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
CBUFFER_START( UnityPerMaterial )
float4 _DetailAdditiveChannel;
float4 _AlphaOverride_ST;
float4 _MidColor;
float4 _LastColor;
float4 _AlphaOverrideChannel;
float4 _MainAlphaChannel;
float4 _DetailMultiplyChannel;
float4 _WhiteColor;
float4 _FresnelColor;
float4 _MainTextureChannel;
float4 _MainTex_ST;
float4 _DetailVertexOffsetChannel;
float4 _DetailNoise_ST;
float4 _DetailDistortionChannel;
float4 _DetailDisolveChannel;
float2 _Resolution;
float2 _MainTexturePanning;
float2 _DetailNoisePanning;
float2 _AlphaOverridePanning;
float _SoftFadeFactor;
float _FresnelScale;
float _SourceBlendRGB;
float _MiddlePointPos;
float _FresnelPower;
float _MultiplyNoiseDesaturation;
float _Desaturate;
float _DistortionIntensity;
float _Culling;
float _MiddlePointPos1;
float _AlphaClip;
float4 _EmissionColor;
float _RenderQueueType;
#ifdef _ADD_PRECOMPUTED_VELOCITY
float _AddPrecomputedVelocity;
#endif
#ifdef _ENABLE_SHADOW_MATTE
float _ShadowMatteFilter;
#endif
float _StencilRef;
float _StencilWriteMask;
float _StencilRefDepth;
float _StencilWriteMaskDepth;
float _StencilRefMV;
float _StencilWriteMaskMV;
float _StencilRefDistortionVec;
float _StencilWriteMaskDistortionVec;
float _StencilWriteMaskGBuffer;
float _StencilRefGBuffer;
float _ZTestGBuffer;
float _RequireSplitLighting;
float _ReceivesSSR;
float _SurfaceType;
float _BlendMode;
float _SrcBlend;
float _DstBlend;
float _AlphaSrcBlend;
float _AlphaDstBlend;
float _ZWrite;
float _TransparentZWrite;
float _CullMode;
float _TransparentSortPriority;
float _EnableFogOnTransparent;
float _CullModeForward;
float _TransparentCullMode;
float _ZTestDepthEqualForOpaque;
float _ZTestTransparent;
float _TransparentBackfaceEnable;
float _AlphaCutoffEnable;
float _AlphaCutoff;
float _UseShadowThreshold;
float _DoubleSidedEnable;
float _DoubleSidedNormalMode;
float4 _DoubleSidedConstants;
float _EnableBlendModePreserveSpecularLighting;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _DetailNoise;
sampler2D _MainTex;
sampler2D _AlphaOverride;
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
#define ASE_NEEDS_VERT_NORMAL
#define ASE_NEEDS_FRAG_COLOR
#pragma shader_feature_local _FRESNEL_ON
#pragma shader_feature_local _USERAMP_ON
#pragma shader_feature_local _USEPIXELATION_ON
#pragma shader_feature_local _USEUVOFFSET_ON
#pragma shader_feature_local _DISABLEEROSION_ON
#pragma shader_feature_local _USESOFTALPHA_ON
#pragma shader_feature_local _USEALPHAOVERRIDE_ON
struct VertexInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
float4 uv3 : TEXCOORD3;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_Position;
#ifdef EDITOR_VISUALIZATION
float2 VizUV : TEXCOORD0;
float4 LightCoord : TEXCOORD1;
#endif
float4 ase_color : COLOR;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
float4 ase_texcoord5 : TEXCOORD5;
float4 ase_texcoord6 : TEXCOORD6;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct SurfaceDescription
{
float3 Color;
float3 Emission;
float Alpha;
float AlphaClipThreshold;
};
void BuildSurfaceData( FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData )
{
ZERO_INITIALIZE( SurfaceData, surfaceData );
surfaceData.color = surfaceDescription.Color;
#ifdef WRITE_NORMAL_BUFFER
surfaceData.normalWS = fragInputs.tangentToWorld[2];
#endif
}
void GetSurfaceAndBuiltinData( SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData )
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#if _ALPHATEST_ON
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
#if _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
#endif
BuildSurfaceData( fragInputs, surfaceDescription, V, surfaceData );
ZERO_INITIALIZE( BuiltinData, builtinData );
builtinData.opacity = surfaceDescription.Alpha;
#if defined(DEBUG_DISPLAY)
builtinData.renderingLayers = GetMeshRenderingLightLayer();
#endif
#ifdef _ALPHATEST_ON
builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold;
#endif
builtinData.emissiveColor = surfaceDescription.Emission;
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
ApplyDebugToBuiltinData(builtinData);
}
#define SCENEPICKINGPASS
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/MetaPass.hlsl"
VertexOutput VertexFunction( VertexInput inputMesh )
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID( inputMesh );
UNITY_TRANSFER_INSTANCE_ID( inputMesh, o );
float4 texCoord429 = inputMesh.uv1;
texCoord429.xy = inputMesh.uv1.xy * float2( 1,1 ) + float2( 0,0 );
float2 uv_DetailNoise = inputMesh.uv0.xy * _DetailNoise_ST.xy + _DetailNoise_ST.zw;
float2 panner80 = ( 1.0 * _Time.y * _DetailNoisePanning + uv_DetailNoise);
float4 tex2DNode79 = tex2Dlod( _DetailNoise, float4( panner80, 0, 0.0) );
float4 break17_g214 = tex2DNode79;
float4 appendResult18_g214 = (float4(break17_g214.x , break17_g214.y , break17_g214.z , break17_g214.w));
float4 clampResult19_g214 = clamp( ( appendResult18_g214 * _DetailVertexOffsetChannel ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
float4 break2_g214 = clampResult19_g214;
float clampResult20_g214 = clamp( ( break2_g214.x + break2_g214.y + break2_g214.z + break2_g214.w ) , 0.0 , 1.0 );
float VertexOffset434 = clampResult20_g214;
float3 temp_output_436_0 = ( ( texCoord429.z * VertexOffset434 ) * inputMesh.normalOS );
float4 ase_clipPos = TransformWorldToHClip( TransformObjectToWorld(inputMesh.positionOS));
float4 screenPos = ComputeScreenPos( ase_clipPos , _ProjectionParams.x );
o.ase_texcoord4 = screenPos;
float3 ase_worldPos = GetAbsolutePositionWS( TransformObjectToWorld( (inputMesh.positionOS).xyz ) );
o.ase_texcoord5.xyz = ase_worldPos;
float3 ase_worldNormal = TransformObjectToWorldNormal(inputMesh.normalOS);
o.ase_texcoord6.xyz = ase_worldNormal;
o.ase_color = inputMesh.ase_color;
o.ase_texcoord2 = inputMesh.uv0;
o.ase_texcoord3 = inputMesh.uv1;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord5.w = 0;
o.ase_texcoord6.w = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = temp_output_436_0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS ;
#ifdef EDITOR_VISUALIZATION
float2 vizUV = 0;
float4 lightCoord = 0;
UnityEditorVizData(inputMesh.positionOS.xyz, inputMesh.uv0.xy, inputMesh.uv1.xy, inputMesh.uv2.xy, vizUV, lightCoord);
#endif
float2 uv = float2( 0.0, 0.0 );
if( unity_MetaVertexControl.x )
{
uv = inputMesh.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
}
else if( unity_MetaVertexControl.y )
{
uv = inputMesh.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
}
#ifdef EDITOR_VISUALIZATION
o.VizUV.xy = vizUV;
o.LightCoord = lightCoord;
#endif
o.positionCS = float4( uv * 2.0 - 1.0, inputMesh.positionOS.z > 0 ? 1.0e-4 : 0.0, 1.0 );
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
float4 uv3 : TEXCOORD3;
float4 ase_color : COLOR;
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.positionOS = v.positionOS;
o.normalOS = v.normalOS;
o.uv0 = v.uv0;
o.uv1 = v.uv1;
o.uv2 = v.uv2;
o.uv3 = v.uv3;
o.ase_color = v.ase_color;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
float3 cameraPos = 0;
#else
float3 cameraPos = _WorldSpaceCameraPos;
#endif
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.uv0 = patch[0].uv0 * bary.x + patch[1].uv0 * bary.y + patch[2].uv0 * bary.z;
o.uv1 = patch[0].uv1 * bary.x + patch[1].uv1 * bary.y + patch[2].uv1 * bary.z;
o.uv2 = patch[0].uv2 * bary.x + patch[1].uv2 * bary.y + patch[2].uv2 * bary.z;
o.uv3 = patch[0].uv3 * bary.x + patch[1].uv3 * bary.y + patch[2].uv3 * bary.z;
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput Vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
float4 Frag( VertexOutput packedInput ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( packedInput );
FragInputs input;
ZERO_INITIALIZE( FragInputs, input );
input.tangentToWorld = k_identity3x3;
input.positionSS = packedInput.positionCS;
PositionInputs posInput = GetPositionInput( input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS );
float3 V = float3( 1.0, 1.0, 1.0 );
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float2 uv_MainTex = packedInput.ase_texcoord2.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float2 break446 = uv_MainTex;
float2 appendResult455 = (float2(( break446.x - ( fmod( break446.x , ( 1.0 / _Resolution ).x ) - ( ( 1.0 / _Resolution ).x * 0.5 ) ) ) , ( break446.y - ( fmod( break446.y , 0.0 ) - ( 0.0 * 0.5 ) ) )));
#ifdef _USEPIXELATION_ON
float2 staticSwitch456 = appendResult455;
#else
float2 staticSwitch456 = uv_MainTex;
#endif
float2 uv_DetailNoise = packedInput.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_g202 = tex2DNode79;
float4 appendResult18_g202 = (float4(break17_g202.x , break17_g202.y , break17_g202.z , break17_g202.w));
float4 clampResult19_g202 = clamp( ( appendResult18_g202 * _DetailDistortionChannel ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
float4 break2_g202 = clampResult19_g202;
float clampResult20_g202 = clamp( ( break2_g202.x + break2_g202.y + break2_g202.z + break2_g202.w ) , 0.0 , 1.0 );
float DistortionNoise90 = clampResult20_g202;
float temp_output_284_0 = ( DistortionNoise90 * _DistortionIntensity );
float2 temp_cast_1 = (temp_output_284_0).xx;
float4 texCoord397 = packedInput.ase_texcoord3;
texCoord397.xy = packedInput.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
float2 appendResult400 = (float2(texCoord397.x , texCoord397.y));
#ifdef _USEUVOFFSET_ON
float2 staticSwitch402 = ( temp_output_284_0 + appendResult400 );
#else
float2 staticSwitch402 = temp_cast_1;
#endif
float2 UVModifiers204 = staticSwitch402;
float2 panner22 = ( 1.0 * _Time.y * _MainTexturePanning + ( staticSwitch456 + UVModifiers204 ));
float4 tex2DNode6 = tex2D( _MainTex, panner22 );
float4 break376 = tex2DNode6;
float4 break379 = _MainTextureChannel;
float4 appendResult375 = (float4(( break376.r * break379.x ) , ( break376.g * break379.y ) , ( break376.b * break379.z ) , ( break376.a * break379.w )));
float4 MainTexInfo25 = appendResult375;
float3 desaturateInitialColor166 = MainTexInfo25.xyz;
float desaturateDot166 = dot( desaturateInitialColor166, float3( 0.299, 0.587, 0.114 ));
float3 desaturateVar166 = lerp( desaturateInitialColor166, desaturateDot166.xxx, _Desaturate );
float4 break364 = ( _DetailMultiplyChannel * tex2DNode79 );
float4 appendResult365 = (float4(break364.x , break364.y , break364.z , break364.w));
float3 desaturateInitialColor362 = appendResult365.xyz;
float desaturateDot362 = dot( desaturateInitialColor362, float3( 0.299, 0.587, 0.114 ));
float3 desaturateVar362 = lerp( desaturateInitialColor362, desaturateDot362.xxx, _MultiplyNoiseDesaturation );
float3 temp_cast_5 = (1.0).xxx;
float3 temp_cast_6 = (1.0).xxx;
float3 ifLocalVar106 = 0;
if( ( _DetailMultiplyChannel.x + _DetailMultiplyChannel.y + _DetailMultiplyChannel.z + _DetailMultiplyChannel.w ) <= 0.0 )
ifLocalVar106 = temp_cast_6;
else
ifLocalVar106 = desaturateVar362;
float3 MultiplyNoise92 = ifLocalVar106;
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;
float3 PreRamp210 = desaturateVar166;
float3 temp_cast_10 = (_MiddlePointPos).xxx;
float3 clampResult218 = clamp( ( PreRamp210 - temp_cast_10 ) , float3( 0,0,0 ) , float3( 1,1,1 ) );
float temp_output_215_0 = ( 1.0 - _MiddlePointPos );
float3 temp_cast_11 = (temp_output_215_0).xxx;
float3 temp_output_219_0 = (float3( 0,0,0 ) + (clampResult218 - float3( 0,0,0 )) * (float3( 1,1,1 ) - float3( 0,0,0 )) / (temp_cast_11 - float3( 0,0,0 )));
float3 temp_cast_12 = (_MiddlePointPos1).xxx;
float3 temp_cast_13 = (temp_output_215_0).xxx;
float4 lerpResult220 = lerp( _LastColor , _MidColor , float4( (float3( 0,0,0 ) + (( PreRamp210 * ( temp_output_219_0 - temp_cast_12 ) ) - float3( 0,0,0 )) * (float3( 1,1,1 ) - float3( 0,0,0 )) / (temp_cast_13 - float3( 0,0,0 ))) , 0.0 ));
float3 temp_cast_15 = (temp_output_215_0).xxx;
float4 lerpResult225 = lerp( _MidColor , _WhiteColor , float4( temp_output_219_0 , 0.0 ));
float4 lerpResult226 = lerp( lerpResult220 , lerpResult225 , float4( PreRamp210 , 0.0 ));
float4 break230 = lerpResult226;
float4 appendResult231 = (float4(break230.r , break230.g , break230.b , PreRamp210.x));
float4 PostRamp232 = appendResult231;
#ifdef _USERAMP_ON
float4 staticSwitch236 = PostRamp232;
#else
float4 staticSwitch236 = float4( ( ( desaturateVar166 * MultiplyNoise92 ) + AdditiveNoise91 ) , 0.0 );
#endif
float4 texCoord71 = packedInput.ase_texcoord2;
texCoord71.xy = packedInput.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
float4 temp_output_39_0 = ( packedInput.ase_color * staticSwitch236 * ( texCoord71.z + 1.0 ) );
float4 texCoord258 = packedInput.ase_texcoord2;
texCoord258.xy = packedInput.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
float2 _Vector0 = float2(-0.25,1);
float temp_output_414_0 = (_Vector0.x + (( texCoord258.w + -1.0 ) - 0.0) * (_Vector0.y - _Vector0.x) / (1.0 - 0.0));
float4 break17_g211 = tex2DNode79;
float4 appendResult18_g211 = (float4(break17_g211.x , break17_g211.y , break17_g211.z , break17_g211.w));
float4 clampResult19_g211 = clamp( ( appendResult18_g211 * _DetailDisolveChannel ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
float4 break2_g211 = clampResult19_g211;
float clampResult20_g211 = clamp( ( break2_g211.x + break2_g211.y + break2_g211.z + break2_g211.w ) , 0.0 , 1.0 );
float DisolveNoise275 = clampResult20_g211;
float smoothstepResult416 = smoothstep( temp_output_414_0 , ( temp_output_414_0 + 0.25 ) , DisolveNoise275);
#ifdef _DISABLEEROSION_ON
float staticSwitch417 = 1.0;
#else
float staticSwitch417 = saturate( smoothstepResult416 );
#endif
float2 uv_AlphaOverride = packedInput.ase_texcoord2.xy * _AlphaOverride_ST.xy + _AlphaOverride_ST.zw;
float2 panner44 = ( 1.0 * _Time.y * _AlphaOverridePanning + uv_AlphaOverride);
float4 break2_g205 = ( tex2D( _AlphaOverride, panner44 ) * _AlphaOverrideChannel );
float AlphaOverride49 = saturate( ( break2_g205.x + break2_g205.y + break2_g205.z + break2_g205.w ) );
#ifdef _USEALPHAOVERRIDE_ON
float staticSwitch313 = AlphaOverride49;
#else
float staticSwitch313 = 1.0;
#endif
float2 panner33 = ( 1.0 * _Time.y * _MainTexturePanning + ( UVModifiers204 + staticSwitch456 ));
float4 break2_g210 = ( tex2D( _MainTex, panner33 ) * _MainAlphaChannel );
float MainAlpha30 = saturate( ( break2_g210.x + break2_g210.y + break2_g210.z + break2_g210.w ) );
float temp_output_55_0 = ( staticSwitch313 * MainAlpha30 );
float4 screenPos = packedInput.ase_texcoord4;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float screenDepth199 = LinearEyeDepth(SampleCameraDepth( ase_screenPosNorm.xy ),_ZBufferParams);
float distanceDepth199 = abs( ( screenDepth199 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _SoftFadeFactor ) );
#ifdef _USESOFTALPHA_ON
float staticSwitch198 = ( temp_output_55_0 * saturate( distanceDepth199 ) );
#else
float staticSwitch198 = temp_output_55_0;
#endif
float temp_output_396_0 = ( ( staticSwitch417 * staticSwitch198 ) * packedInput.ase_color.a );
float3 ase_worldPos = packedInput.ase_texcoord5.xyz;
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - ase_worldPos );
ase_worldViewDir = normalize(ase_worldViewDir);
float3 ase_worldNormal = packedInput.ase_texcoord6.xyz;
float fresnelNdotV406 = dot( ase_worldNormal, ase_worldViewDir );
float fresnelNode406 = ( 0.0 + _FresnelScale * pow( max( 1.0 - fresnelNdotV406 , 0.0001 ), _FresnelPower ) );
float4 lerpResult410 = lerp( temp_output_39_0 , _FresnelColor , fresnelNode406);
#ifdef _FRESNEL_ON
float4 staticSwitch403 = ( temp_output_396_0 * lerpResult410 );
#else
float4 staticSwitch403 = temp_output_39_0;
#endif
surfaceDescription.Color = staticSwitch403.rgb;
surfaceDescription.Emission = staticSwitch403.rgb;
surfaceDescription.Alpha = temp_output_396_0;
surfaceDescription.AlphaClipThreshold = _AlphaClip;
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData( surfaceDescription,input, V, posInput, surfaceData, builtinData );
BSDFData bsdfData = ConvertSurfaceDataToBSDFData( input.positionSS.xy, surfaceData );
LightTransportData lightTransportData = GetLightTransportData( surfaceData, builtinData, bsdfData );
float4 res = float4( 0.0, 0.0, 0.0, 1.0 );
UnityMetaInput metaInput;
metaInput.Albedo = lightTransportData.diffuseColor.rgb;
metaInput.Emission = lightTransportData.emissiveColor;
#ifdef EDITOR_VISUALIZATION
metaInput.VizUV = packedInput.VizUV;
metaInput.LightCoord = packedInput.LightCoord;
#endif
res = UnityMetaFragment(metaInput);
return res;
}
ENDHLSL
}
Pass
{
Name "SceneSelectionPass"
Tags { "LightMode"="SceneSelectionPass" }
Cull [_CullMode]
HLSLPROGRAM
#define shader_feature_local _DISABLE_DECALS
#define HAVE_MESH_MODIFICATION 1
#define ASE_SRP_VERSION 120112
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ALPHATEST_ON
#pragma editor_sync_compilation
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex Vert
#pragma fragment Frag
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define SCENESELECTIONPASS 1
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
int _ObjectId;
int _PassValue;
CBUFFER_START( UnityPerMaterial )
float4 _DetailAdditiveChannel;
float4 _AlphaOverride_ST;
float4 _MidColor;
float4 _LastColor;
float4 _AlphaOverrideChannel;
float4 _MainAlphaChannel;
float4 _DetailMultiplyChannel;
float4 _WhiteColor;
float4 _FresnelColor;
float4 _MainTextureChannel;
float4 _MainTex_ST;
float4 _DetailVertexOffsetChannel;
float4 _DetailNoise_ST;
float4 _DetailDistortionChannel;
float4 _DetailDisolveChannel;
float2 _Resolution;
float2 _MainTexturePanning;
float2 _DetailNoisePanning;
float2 _AlphaOverridePanning;
float _SoftFadeFactor;
float _FresnelScale;
float _SourceBlendRGB;
float _MiddlePointPos;
float _FresnelPower;
float _MultiplyNoiseDesaturation;
float _Desaturate;
float _DistortionIntensity;
float _Culling;
float _MiddlePointPos1;
float _AlphaClip;
float4 _EmissionColor;
float _RenderQueueType;
#ifdef _ADD_PRECOMPUTED_VELOCITY
float _AddPrecomputedVelocity;
#endif
#ifdef _ENABLE_SHADOW_MATTE
float _ShadowMatteFilter;
#endif
float _StencilRef;
float _StencilWriteMask;
float _StencilRefDepth;
float _StencilWriteMaskDepth;
float _StencilRefMV;
float _StencilWriteMaskMV;
float _StencilRefDistortionVec;
float _StencilWriteMaskDistortionVec;
float _StencilWriteMaskGBuffer;
float _StencilRefGBuffer;
float _ZTestGBuffer;
float _RequireSplitLighting;
float _ReceivesSSR;
float _SurfaceType;
float _BlendMode;
float _SrcBlend;
float _DstBlend;
float _AlphaSrcBlend;
float _AlphaDstBlend;
float _ZWrite;
float _TransparentZWrite;
float _CullMode;
float _TransparentSortPriority;
float _EnableFogOnTransparent;
float _CullModeForward;
float _TransparentCullMode;
float _ZTestDepthEqualForOpaque;
float _ZTestTransparent;
float _TransparentBackfaceEnable;
float _AlphaCutoffEnable;
float _AlphaCutoff;
float _UseShadowThreshold;
float _DoubleSidedEnable;
float _DoubleSidedNormalMode;
float4 _DoubleSidedConstants;
float _EnableBlendModePreserveSpecularLighting;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _DetailNoise;
sampler2D _AlphaOverride;
sampler2D _MainTex;
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
#define ASE_NEEDS_VERT_NORMAL
#pragma shader_feature_local _DISABLEEROSION_ON
#pragma shader_feature_local _USESOFTALPHA_ON
#pragma shader_feature_local _USEALPHAOVERRIDE_ON
#pragma shader_feature_local _USEUVOFFSET_ON
#pragma shader_feature_local _USEPIXELATION_ON
struct VertexInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_Position;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
#ifdef WRITE_NORMAL_BUFFER
surfaceData.normalWS = fragInputs.tangentToWorld[2];
#endif
}
void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#if _ALPHATEST_ON
DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);
ZERO_INITIALIZE(BuiltinData, builtinData);
builtinData.opacity = surfaceDescription.Alpha;
#ifdef _ALPHATEST_ON
builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold;
#endif
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
ApplyDebugToBuiltinData(builtinData);
}
VertexOutput VertexFunction( VertexInput inputMesh )
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
float4 texCoord429 = inputMesh.ase_texcoord1;
texCoord429.xy = inputMesh.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
float2 uv_DetailNoise = inputMesh.ase_texcoord * _DetailNoise_ST.xy + _DetailNoise_ST.zw;
float2 panner80 = ( 1.0 * _Time.y * _DetailNoisePanning + uv_DetailNoise);
float4 tex2DNode79 = tex2Dlod( _DetailNoise, float4( panner80, 0, 0.0) );
float4 break17_g214 = tex2DNode79;
float4 appendResult18_g214 = (float4(break17_g214.x , break17_g214.y , break17_g214.z , break17_g214.w));
float4 clampResult19_g214 = clamp( ( appendResult18_g214 * _DetailVertexOffsetChannel ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
float4 break2_g214 = clampResult19_g214;
float clampResult20_g214 = clamp( ( break2_g214.x + break2_g214.y + break2_g214.z + break2_g214.w ) , 0.0 , 1.0 );
float VertexOffset434 = clampResult20_g214;
float3 temp_output_436_0 = ( ( texCoord429.z * VertexOffset434 ) * inputMesh.normalOS );
float4 ase_clipPos = TransformWorldToHClip( TransformObjectToWorld(inputMesh.positionOS));
float4 screenPos = ComputeScreenPos( ase_clipPos , _ProjectionParams.x );
o.ase_texcoord2 = screenPos;
o.ase_texcoord = inputMesh.ase_texcoord;
o.ase_texcoord1 = inputMesh.ase_texcoord1;
o.ase_color = inputMesh.ase_color;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = temp_output_436_0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS ;
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
o.positionCS = TransformWorldToHClip(positionRWS);
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
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.positionOS = v.positionOS;
o.normalOS = v.normalOS;
o.ase_texcoord1 = v.ase_texcoord1;
o.ase_texcoord = v.ase_texcoord;
o.ase_color = v.ase_color;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
float3 cameraPos = 0;
#else
float3 cameraPos = _WorldSpaceCameraPos;
#endif
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.ase_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;
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput Vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
void Frag( VertexOutput packedInput
, out float4 outColor : SV_Target0
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth
#endif
)
{
UNITY_SETUP_INSTANCE_ID( packedInput );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
FragInputs input;
ZERO_INITIALIZE(FragInputs, input);
input.tangentToWorld = k_identity3x3;
input.positionSS = packedInput.positionCS;
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = float3( 1.0, 1.0, 1.0 );
SurfaceData surfaceData;
BuiltinData builtinData;
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float4 texCoord258 = packedInput.ase_texcoord;
texCoord258.xy = packedInput.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 _Vector0 = float2(-0.25,1);
float temp_output_414_0 = (_Vector0.x + (( texCoord258.w + -1.0 ) - 0.0) * (_Vector0.y - _Vector0.x) / (1.0 - 0.0));
float2 uv_DetailNoise = packedInput.ase_texcoord.xy * _DetailNoise_ST.xy + _DetailNoise_ST.zw;
float2 panner80 = ( 1.0 * _Time.y * _DetailNoisePanning + uv_DetailNoise);
float4 tex2DNode79 = tex2D( _DetailNoise, panner80 );
float4 break17_g211 = tex2DNode79;
float4 appendResult18_g211 = (float4(break17_g211.x , break17_g211.y , break17_g211.z , break17_g211.w));
float4 clampResult19_g211 = clamp( ( appendResult18_g211 * _DetailDisolveChannel ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
float4 break2_g211 = clampResult19_g211;
float clampResult20_g211 = clamp( ( break2_g211.x + break2_g211.y + break2_g211.z + break2_g211.w ) , 0.0 , 1.0 );
float DisolveNoise275 = clampResult20_g211;
float smoothstepResult416 = smoothstep( temp_output_414_0 , ( temp_output_414_0 + 0.25 ) , DisolveNoise275);
#ifdef _DISABLEEROSION_ON
float staticSwitch417 = 1.0;
#else
float staticSwitch417 = saturate( smoothstepResult416 );
#endif
float2 uv_AlphaOverride = packedInput.ase_texcoord.xy * _AlphaOverride_ST.xy + _AlphaOverride_ST.zw;
float2 panner44 = ( 1.0 * _Time.y * _AlphaOverridePanning + uv_AlphaOverride);
float4 break2_g205 = ( tex2D( _AlphaOverride, panner44 ) * _AlphaOverrideChannel );
float AlphaOverride49 = saturate( ( break2_g205.x + break2_g205.y + break2_g205.z + break2_g205.w ) );
#ifdef _USEALPHAOVERRIDE_ON
float staticSwitch313 = AlphaOverride49;
#else
float staticSwitch313 = 1.0;
#endif
float4 break17_g202 = tex2DNode79;
float4 appendResult18_g202 = (float4(break17_g202.x , break17_g202.y , break17_g202.z , break17_g202.w));
float4 clampResult19_g202 = clamp( ( appendResult18_g202 * _DetailDistortionChannel ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
float4 break2_g202 = clampResult19_g202;
float clampResult20_g202 = clamp( ( break2_g202.x + break2_g202.y + break2_g202.z + break2_g202.w ) , 0.0 , 1.0 );
float DistortionNoise90 = clampResult20_g202;
float temp_output_284_0 = ( DistortionNoise90 * _DistortionIntensity );
float2 temp_cast_3 = (temp_output_284_0).xx;
float4 texCoord397 = packedInput.ase_texcoord1;
texCoord397.xy = packedInput.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
float2 appendResult400 = (float2(texCoord397.x , texCoord397.y));
#ifdef _USEUVOFFSET_ON
float2 staticSwitch402 = ( temp_output_284_0 + appendResult400 );
#else
float2 staticSwitch402 = temp_cast_3;
#endif
float2 UVModifiers204 = staticSwitch402;
float2 uv_MainTex = packedInput.ase_texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float2 break446 = uv_MainTex;
float2 appendResult455 = (float2(( break446.x - ( fmod( break446.x , ( 1.0 / _Resolution ).x ) - ( ( 1.0 / _Resolution ).x * 0.5 ) ) ) , ( break446.y - ( fmod( break446.y , 0.0 ) - ( 0.0 * 0.5 ) ) )));
#ifdef _USEPIXELATION_ON
float2 staticSwitch456 = appendResult455;
#else
float2 staticSwitch456 = uv_MainTex;
#endif
float2 panner33 = ( 1.0 * _Time.y * _MainTexturePanning + ( UVModifiers204 + staticSwitch456 ));
float4 break2_g210 = ( tex2D( _MainTex, panner33 ) * _MainAlphaChannel );
float MainAlpha30 = saturate( ( break2_g210.x + break2_g210.y + break2_g210.z + break2_g210.w ) );
float temp_output_55_0 = ( staticSwitch313 * MainAlpha30 );
float4 screenPos = packedInput.ase_texcoord2;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float screenDepth199 = LinearEyeDepth(SampleCameraDepth( ase_screenPosNorm.xy ),_ZBufferParams);
float distanceDepth199 = abs( ( screenDepth199 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _SoftFadeFactor ) );
#ifdef _USESOFTALPHA_ON
float staticSwitch198 = ( temp_output_55_0 * saturate( distanceDepth199 ) );
#else
float staticSwitch198 = temp_output_55_0;
#endif
float temp_output_396_0 = ( ( staticSwitch417 * staticSwitch198 ) * packedInput.ase_color.a );
surfaceDescription.Alpha = temp_output_396_0;
surfaceDescription.AlphaClipThreshold = _AlphaClip;
GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 );
}
ENDHLSL
}
Pass
{
Name "DepthForwardOnly"
Tags { "LightMode"="DepthForwardOnly" }
Cull [_CullMode]
ZWrite On
Stencil
{
Ref [_StencilRefDepth]
WriteMask [_StencilWriteMaskDepth]
Comp Always
Pass Replace
Fail Keep
ZFail Keep
}
ColorMask 0 0
HLSLPROGRAM
#define shader_feature_local _DISABLE_DECALS
#define HAVE_MESH_MODIFICATION 1
#define ASE_SRP_VERSION 120112
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ALPHATEST_ON
#pragma multi_compile _ WRITE_MSAA_DEPTH
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex Vert
#pragma fragment Frag
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
CBUFFER_START( UnityPerMaterial )
float4 _DetailAdditiveChannel;
float4 _AlphaOverride_ST;
float4 _MidColor;
float4 _LastColor;
float4 _AlphaOverrideChannel;
float4 _MainAlphaChannel;
float4 _DetailMultiplyChannel;
float4 _WhiteColor;
float4 _FresnelColor;
float4 _MainTextureChannel;
float4 _MainTex_ST;
float4 _DetailVertexOffsetChannel;
float4 _DetailNoise_ST;
float4 _DetailDistortionChannel;
float4 _DetailDisolveChannel;
float2 _Resolution;
float2 _MainTexturePanning;
float2 _DetailNoisePanning;
float2 _AlphaOverridePanning;
float _SoftFadeFactor;
float _FresnelScale;
float _SourceBlendRGB;
float _MiddlePointPos;
float _FresnelPower;
float _MultiplyNoiseDesaturation;
float _Desaturate;
float _DistortionIntensity;
float _Culling;
float _MiddlePointPos1;
float _AlphaClip;
float4 _EmissionColor;
float _RenderQueueType;
#ifdef _ADD_PRECOMPUTED_VELOCITY
float _AddPrecomputedVelocity;
#endif
#ifdef _ENABLE_SHADOW_MATTE
float _ShadowMatteFilter;
#endif
float _StencilRef;
float _StencilWriteMask;
float _StencilRefDepth;
float _StencilWriteMaskDepth;
float _StencilRefMV;
float _StencilWriteMaskMV;
float _StencilRefDistortionVec;
float _StencilWriteMaskDistortionVec;
float _StencilWriteMaskGBuffer;
float _StencilRefGBuffer;
float _ZTestGBuffer;
float _RequireSplitLighting;
float _ReceivesSSR;
float _SurfaceType;
float _BlendMode;
float _SrcBlend;
float _DstBlend;
float _AlphaSrcBlend;
float _AlphaDstBlend;
float _ZWrite;
float _TransparentZWrite;
float _CullMode;
float _TransparentSortPriority;
float _EnableFogOnTransparent;
float _CullModeForward;
float _TransparentCullMode;
float _ZTestDepthEqualForOpaque;
float _ZTestTransparent;
float _TransparentBackfaceEnable;
float _AlphaCutoffEnable;
float _AlphaCutoff;
float _UseShadowThreshold;
float _DoubleSidedEnable;
float _DoubleSidedNormalMode;
float4 _DoubleSidedConstants;
float _EnableBlendModePreserveSpecularLighting;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _DetailNoise;
sampler2D _AlphaOverride;
sampler2D _MainTex;
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
#define ASE_NEEDS_VERT_NORMAL
#pragma shader_feature_local _DISABLEEROSION_ON
#pragma shader_feature_local _USESOFTALPHA_ON
#pragma shader_feature_local _USEALPHAOVERRIDE_ON
#pragma shader_feature_local _USEUVOFFSET_ON
#pragma shader_feature_local _USEPIXELATION_ON
struct VertexInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_Position;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
#ifdef WRITE_NORMAL_BUFFER
surfaceData.normalWS = fragInputs.tangentToWorld[2];
#endif
}
void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#if _ALPHATEST_ON
DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
#if _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
#endif
BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);
ZERO_INITIALIZE(BuiltinData, builtinData);
builtinData.opacity = surfaceDescription.Alpha;
#if defined(DEBUG_DISPLAY)
builtinData.renderingLayers = GetMeshRenderingLightLayer();
#endif
#ifdef _ALPHATEST_ON
builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold;
#endif
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
ApplyDebugToBuiltinData(builtinData);
}
VertexOutput VertexFunction( VertexInput inputMesh )
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
float4 texCoord429 = inputMesh.ase_texcoord1;
texCoord429.xy = inputMesh.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
float2 uv_DetailNoise = inputMesh.ase_texcoord * _DetailNoise_ST.xy + _DetailNoise_ST.zw;
float2 panner80 = ( 1.0 * _Time.y * _DetailNoisePanning + uv_DetailNoise);
float4 tex2DNode79 = tex2Dlod( _DetailNoise, float4( panner80, 0, 0.0) );
float4 break17_g214 = tex2DNode79;
float4 appendResult18_g214 = (float4(break17_g214.x , break17_g214.y , break17_g214.z , break17_g214.w));
float4 clampResult19_g214 = clamp( ( appendResult18_g214 * _DetailVertexOffsetChannel ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
float4 break2_g214 = clampResult19_g214;
float clampResult20_g214 = clamp( ( break2_g214.x + break2_g214.y + break2_g214.z + break2_g214.w ) , 0.0 , 1.0 );
float VertexOffset434 = clampResult20_g214;
float3 temp_output_436_0 = ( ( texCoord429.z * VertexOffset434 ) * inputMesh.normalOS );
float4 ase_clipPos = TransformWorldToHClip( TransformObjectToWorld(inputMesh.positionOS));
float4 screenPos = ComputeScreenPos( ase_clipPos , _ProjectionParams.x );
o.ase_texcoord2 = screenPos;
o.ase_texcoord = inputMesh.ase_texcoord;
o.ase_texcoord1 = inputMesh.ase_texcoord1;
o.ase_color = inputMesh.ase_color;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = temp_output_436_0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS ;
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
o.positionCS = TransformWorldToHClip(positionRWS);
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
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.positionOS = v.positionOS;
o.normalOS = v.normalOS;
o.ase_texcoord1 = v.ase_texcoord1;
o.ase_texcoord = v.ase_texcoord;
o.ase_color = v.ase_color;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
float3 cameraPos = 0;
#else
float3 cameraPos = _WorldSpaceCameraPos;
#endif
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.ase_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;
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput Vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
void Frag( VertexOutput packedInput
#ifdef WRITE_MSAA_DEPTH
, out float4 depthColor : SV_Target0
#ifdef WRITE_NORMAL_BUFFER
, out float4 outNormalBuffer : SV_Target1
#endif
#else
#ifdef WRITE_NORMAL_BUFFER
, out float4 outNormalBuffer : SV_Target0
#endif
#endif
#if defined(_DEPTHOFFSET_ON) && !defined(SCENEPICKINGPASS)
, out float outputDepth : DEPTH_OFFSET_SEMANTIC
#endif
)
{
UNITY_SETUP_INSTANCE_ID( packedInput );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
FragInputs input;
ZERO_INITIALIZE(FragInputs, input);
input.tangentToWorld = k_identity3x3;
input.positionSS = packedInput.positionCS;
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = float3( 1.0, 1.0, 1.0 );
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float4 texCoord258 = packedInput.ase_texcoord;
texCoord258.xy = packedInput.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 _Vector0 = float2(-0.25,1);
float temp_output_414_0 = (_Vector0.x + (( texCoord258.w + -1.0 ) - 0.0) * (_Vector0.y - _Vector0.x) / (1.0 - 0.0));
float2 uv_DetailNoise = packedInput.ase_texcoord.xy * _DetailNoise_ST.xy + _DetailNoise_ST.zw;
float2 panner80 = ( 1.0 * _Time.y * _DetailNoisePanning + uv_DetailNoise);
float4 tex2DNode79 = tex2D( _DetailNoise, panner80 );
float4 break17_g211 = tex2DNode79;
float4 appendResult18_g211 = (float4(break17_g211.x , break17_g211.y , break17_g211.z , break17_g211.w));
float4 clampResult19_g211 = clamp( ( appendResult18_g211 * _DetailDisolveChannel ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
float4 break2_g211 = clampResult19_g211;
float clampResult20_g211 = clamp( ( break2_g211.x + break2_g211.y + break2_g211.z + break2_g211.w ) , 0.0 , 1.0 );
float DisolveNoise275 = clampResult20_g211;
float smoothstepResult416 = smoothstep( temp_output_414_0 , ( temp_output_414_0 + 0.25 ) , DisolveNoise275);
#ifdef _DISABLEEROSION_ON
float staticSwitch417 = 1.0;
#else
float staticSwitch417 = saturate( smoothstepResult416 );
#endif
float2 uv_AlphaOverride = packedInput.ase_texcoord.xy * _AlphaOverride_ST.xy + _AlphaOverride_ST.zw;
float2 panner44 = ( 1.0 * _Time.y * _AlphaOverridePanning + uv_AlphaOverride);
float4 break2_g205 = ( tex2D( _AlphaOverride, panner44 ) * _AlphaOverrideChannel );
float AlphaOverride49 = saturate( ( break2_g205.x + break2_g205.y + break2_g205.z + break2_g205.w ) );
#ifdef _USEALPHAOVERRIDE_ON
float staticSwitch313 = AlphaOverride49;
#else
float staticSwitch313 = 1.0;
#endif
float4 break17_g202 = tex2DNode79;
float4 appendResult18_g202 = (float4(break17_g202.x , break17_g202.y , break17_g202.z , break17_g202.w));
float4 clampResult19_g202 = clamp( ( appendResult18_g202 * _DetailDistortionChannel ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
float4 break2_g202 = clampResult19_g202;
float clampResult20_g202 = clamp( ( break2_g202.x + break2_g202.y + break2_g202.z + break2_g202.w ) , 0.0 , 1.0 );
float DistortionNoise90 = clampResult20_g202;
float temp_output_284_0 = ( DistortionNoise90 * _DistortionIntensity );
float2 temp_cast_3 = (temp_output_284_0).xx;
float4 texCoord397 = packedInput.ase_texcoord1;
texCoord397.xy = packedInput.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
float2 appendResult400 = (float2(texCoord397.x , texCoord397.y));
#ifdef _USEUVOFFSET_ON
float2 staticSwitch402 = ( temp_output_284_0 + appendResult400 );
#else
float2 staticSwitch402 = temp_cast_3;
#endif
float2 UVModifiers204 = staticSwitch402;
float2 uv_MainTex = packedInput.ase_texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float2 break446 = uv_MainTex;
float2 appendResult455 = (float2(( break446.x - ( fmod( break446.x , ( 1.0 / _Resolution ).x ) - ( ( 1.0 / _Resolution ).x * 0.5 ) ) ) , ( break446.y - ( fmod( break446.y , 0.0 ) - ( 0.0 * 0.5 ) ) )));
#ifdef _USEPIXELATION_ON
float2 staticSwitch456 = appendResult455;
#else
float2 staticSwitch456 = uv_MainTex;
#endif
float2 panner33 = ( 1.0 * _Time.y * _MainTexturePanning + ( UVModifiers204 + staticSwitch456 ));
float4 break2_g210 = ( tex2D( _MainTex, panner33 ) * _MainAlphaChannel );
float MainAlpha30 = saturate( ( break2_g210.x + break2_g210.y + break2_g210.z + break2_g210.w ) );
float temp_output_55_0 = ( staticSwitch313 * MainAlpha30 );
float4 screenPos = packedInput.ase_texcoord2;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float screenDepth199 = LinearEyeDepth(SampleCameraDepth( ase_screenPosNorm.xy ),_ZBufferParams);
float distanceDepth199 = abs( ( screenDepth199 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _SoftFadeFactor ) );
#ifdef _USESOFTALPHA_ON
float staticSwitch198 = ( temp_output_55_0 * saturate( distanceDepth199 ) );
#else
float staticSwitch198 = temp_output_55_0;
#endif
float temp_output_396_0 = ( ( staticSwitch417 * staticSwitch198 ) * packedInput.ase_color.a );
surfaceDescription.Alpha = temp_output_396_0;
surfaceDescription.AlphaClipThreshold = _AlphaClip;
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
#ifdef WRITE_MSAA_DEPTH
depthColor = packedInput.positionCS.z;
#ifdef _ALPHATOMASK_ON
depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold);
#endif
#endif
#if defined(WRITE_NORMAL_BUFFER)
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer);
#endif
}
ENDHLSL
}
Pass
{
Name "ScenePickingPass"
Tags { "LightMode"="Picking" }
Cull [_CullMode]
HLSLPROGRAM
#define shader_feature_local _DISABLE_DECALS
#define HAVE_MESH_MODIFICATION 1
#define ASE_SRP_VERSION 120112
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _TRANSPARENT_WRITES_MOTION_VEC
#pragma editor_sync_compilation
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex Vert
#pragma fragment Frag
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define VARYINGS_NEED_TANGENT_TO_WORLD
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define SCENEPICKINGPASS 1
#define SHADER_UNLIT
float4 _SelectionID;
CBUFFER_START( UnityPerMaterial )
float4 _DetailAdditiveChannel;
float4 _AlphaOverride_ST;
float4 _MidColor;
float4 _LastColor;
float4 _AlphaOverrideChannel;
float4 _MainAlphaChannel;
float4 _DetailMultiplyChannel;
float4 _WhiteColor;
float4 _FresnelColor;
float4 _MainTextureChannel;
float4 _MainTex_ST;
float4 _DetailVertexOffsetChannel;
float4 _DetailNoise_ST;
float4 _DetailDistortionChannel;
float4 _DetailDisolveChannel;
float2 _Resolution;
float2 _MainTexturePanning;
float2 _DetailNoisePanning;
float2 _AlphaOverridePanning;
float _SoftFadeFactor;
float _FresnelScale;
float _SourceBlendRGB;
float _MiddlePointPos;
float _FresnelPower;
float _MultiplyNoiseDesaturation;
float _Desaturate;
float _DistortionIntensity;
float _Culling;
float _MiddlePointPos1;
float _AlphaClip;
float4 _EmissionColor;
float _RenderQueueType;
#ifdef _ADD_PRECOMPUTED_VELOCITY
float _AddPrecomputedVelocity;
#endif
#ifdef _ENABLE_SHADOW_MATTE
float _ShadowMatteFilter;
#endif
float _StencilRef;
float _StencilWriteMask;
float _StencilRefDepth;
float _StencilWriteMaskDepth;
float _StencilRefMV;
float _StencilWriteMaskMV;
float _StencilRefDistortionVec;
float _StencilWriteMaskDistortionVec;
float _StencilWriteMaskGBuffer;
float _StencilRefGBuffer;
float _ZTestGBuffer;
float _RequireSplitLighting;
float _ReceivesSSR;
float _SurfaceType;
float _BlendMode;
float _SrcBlend;
float _DstBlend;
float _AlphaSrcBlend;
float _AlphaDstBlend;
float _ZWrite;
float _TransparentZWrite;
float _CullMode;
float _TransparentSortPriority;
float _EnableFogOnTransparent;
float _CullModeForward;
float _TransparentCullMode;
float _ZTestDepthEqualForOpaque;
float _ZTestTransparent;
float _TransparentBackfaceEnable;
float _AlphaCutoffEnable;
float _AlphaCutoff;
float _UseShadowThreshold;
float _DoubleSidedEnable;
float _DoubleSidedNormalMode;
float4 _DoubleSidedConstants;
float _EnableBlendModePreserveSpecularLighting;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _DetailNoise;
sampler2D _AlphaOverride;
sampler2D _MainTex;
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
#define ASE_NEEDS_VERT_NORMAL
#pragma shader_feature_local _DISABLEEROSION_ON
#pragma shader_feature_local _USESOFTALPHA_ON
#pragma shader_feature_local _USEALPHAOVERRIDE_ON
#pragma shader_feature_local _USEUVOFFSET_ON
#pragma shader_feature_local _USEPIXELATION_ON
struct VertexInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float3 normalWS : TEXCOORD0;
float4 tangentWS : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS)
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#ifdef _ALPHATEST_ON
float alphaCutoff = surfaceDescription.AlphaClipThreshold;
GENERIC_ALPHA_TEST(surfaceDescription.Alpha, alphaCutoff);
#endif
#if !defined(SHADER_STAGE_RAY_TRACING) && _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
#endif
ZERO_INITIALIZE(SurfaceData, surfaceData);
ZERO_BUILTIN_INITIALIZE(builtinData);
builtinData.opacity = surfaceDescription.Alpha;
#if defined(DEBUG_DISPLAY)
builtinData.renderingLayers = GetMeshRenderingLightLayer();
#endif
#ifdef _ALPHATEST_ON
builtinData.alphaClipTreshold = alphaCutoff;
#endif
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
ApplyDebugToBuiltinData(builtinData);
}
VertexOutput VertexFunction(VertexInput inputMesh )
{
VertexOutput o;
ZERO_INITIALIZE(VertexOutput, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, o );
float4 texCoord429 = inputMesh.ase_texcoord1;
texCoord429.xy = inputMesh.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
float2 uv_DetailNoise = inputMesh.ase_texcoord * _DetailNoise_ST.xy + _DetailNoise_ST.zw;
float2 panner80 = ( 1.0 * _Time.y * _DetailNoisePanning + uv_DetailNoise);
float4 tex2DNode79 = tex2Dlod( _DetailNoise, float4( panner80, 0, 0.0) );
float4 break17_g214 = tex2DNode79;
float4 appendResult18_g214 = (float4(break17_g214.x , break17_g214.y , break17_g214.z , break17_g214.w));
float4 clampResult19_g214 = clamp( ( appendResult18_g214 * _DetailVertexOffsetChannel ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
float4 break2_g214 = clampResult19_g214;
float clampResult20_g214 = clamp( ( break2_g214.x + break2_g214.y + break2_g214.z + break2_g214.w ) , 0.0 , 1.0 );
float VertexOffset434 = clampResult20_g214;
float3 temp_output_436_0 = ( ( texCoord429.z * VertexOffset434 ) * inputMesh.normalOS );
float4 ase_clipPos = TransformWorldToHClip( TransformObjectToWorld(inputMesh.positionOS));
float4 screenPos = ComputeScreenPos( ase_clipPos , _ProjectionParams.x );
o.ase_texcoord4 = screenPos;
o.ase_texcoord2 = inputMesh.ase_texcoord;
o.ase_texcoord3 = inputMesh.ase_texcoord1;
o.ase_color = inputMesh.ase_color;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = temp_output_436_0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS ;
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);
o.positionCS = TransformWorldToHClip(positionRWS);
o.normalWS.xyz = normalWS;
o.tangentWS.xyzw = tangentWS;
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
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.positionOS = v.positionOS;
o.normalOS = v.normalOS;
o.tangentOS = v.tangentOS;
o.ase_texcoord1 = v.ase_texcoord1;
o.ase_texcoord = v.ase_texcoord;
o.ase_color = v.ase_color;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
float3 cameraPos = 0;
#else
float3 cameraPos = _WorldSpaceCameraPos;
#endif
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
o.ase_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;
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput Vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
void Frag( VertexOutput packedInput
, out float4 outColor : SV_Target0
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
UNITY_SETUP_INSTANCE_ID(packedInput);
FragInputs input;
ZERO_INITIALIZE(FragInputs, input);
input.tangentToWorld = k_identity3x3;
input.positionSS = packedInput.positionCS;
input.tangentToWorld = BuildTangentToWorld(packedInput.tangentWS.xyzw, packedInput.normalWS.xyz);
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float4 texCoord258 = packedInput.ase_texcoord2;
texCoord258.xy = packedInput.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
float2 _Vector0 = float2(-0.25,1);
float temp_output_414_0 = (_Vector0.x + (( texCoord258.w + -1.0 ) - 0.0) * (_Vector0.y - _Vector0.x) / (1.0 - 0.0));
float2 uv_DetailNoise = packedInput.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_g211 = tex2DNode79;
float4 appendResult18_g211 = (float4(break17_g211.x , break17_g211.y , break17_g211.z , break17_g211.w));
float4 clampResult19_g211 = clamp( ( appendResult18_g211 * _DetailDisolveChannel ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
float4 break2_g211 = clampResult19_g211;
float clampResult20_g211 = clamp( ( break2_g211.x + break2_g211.y + break2_g211.z + break2_g211.w ) , 0.0 , 1.0 );
float DisolveNoise275 = clampResult20_g211;
float smoothstepResult416 = smoothstep( temp_output_414_0 , ( temp_output_414_0 + 0.25 ) , DisolveNoise275);
#ifdef _DISABLEEROSION_ON
float staticSwitch417 = 1.0;
#else
float staticSwitch417 = saturate( smoothstepResult416 );
#endif
float2 uv_AlphaOverride = packedInput.ase_texcoord2.xy * _AlphaOverride_ST.xy + _AlphaOverride_ST.zw;
float2 panner44 = ( 1.0 * _Time.y * _AlphaOverridePanning + uv_AlphaOverride);
float4 break2_g205 = ( tex2D( _AlphaOverride, panner44 ) * _AlphaOverrideChannel );
float AlphaOverride49 = saturate( ( break2_g205.x + break2_g205.y + break2_g205.z + break2_g205.w ) );
#ifdef _USEALPHAOVERRIDE_ON
float staticSwitch313 = AlphaOverride49;
#else
float staticSwitch313 = 1.0;
#endif
float4 break17_g202 = tex2DNode79;
float4 appendResult18_g202 = (float4(break17_g202.x , break17_g202.y , break17_g202.z , break17_g202.w));
float4 clampResult19_g202 = clamp( ( appendResult18_g202 * _DetailDistortionChannel ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
float4 break2_g202 = clampResult19_g202;
float clampResult20_g202 = clamp( ( break2_g202.x + break2_g202.y + break2_g202.z + break2_g202.w ) , 0.0 , 1.0 );
float DistortionNoise90 = clampResult20_g202;
float temp_output_284_0 = ( DistortionNoise90 * _DistortionIntensity );
float2 temp_cast_3 = (temp_output_284_0).xx;
float4 texCoord397 = packedInput.ase_texcoord3;
texCoord397.xy = packedInput.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
float2 appendResult400 = (float2(texCoord397.x , texCoord397.y));
#ifdef _USEUVOFFSET_ON
float2 staticSwitch402 = ( temp_output_284_0 + appendResult400 );
#else
float2 staticSwitch402 = temp_cast_3;
#endif
float2 UVModifiers204 = staticSwitch402;
float2 uv_MainTex = packedInput.ase_texcoord2.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float2 break446 = uv_MainTex;
float2 appendResult455 = (float2(( break446.x - ( fmod( break446.x , ( 1.0 / _Resolution ).x ) - ( ( 1.0 / _Resolution ).x * 0.5 ) ) ) , ( break446.y - ( fmod( break446.y , 0.0 ) - ( 0.0 * 0.5 ) ) )));
#ifdef _USEPIXELATION_ON
float2 staticSwitch456 = appendResult455;
#else
float2 staticSwitch456 = uv_MainTex;
#endif
float2 panner33 = ( 1.0 * _Time.y * _MainTexturePanning + ( UVModifiers204 + staticSwitch456 ));
float4 break2_g210 = ( tex2D( _MainTex, panner33 ) * _MainAlphaChannel );
float MainAlpha30 = saturate( ( break2_g210.x + break2_g210.y + break2_g210.z + break2_g210.w ) );
float temp_output_55_0 = ( staticSwitch313 * MainAlpha30 );
float4 screenPos = packedInput.ase_texcoord4;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float screenDepth199 = LinearEyeDepth(SampleCameraDepth( ase_screenPosNorm.xy ),_ZBufferParams);
float distanceDepth199 = abs( ( screenDepth199 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _SoftFadeFactor ) );
#ifdef _USESOFTALPHA_ON
float staticSwitch198 = ( temp_output_55_0 * saturate( distanceDepth199 ) );
#else
float staticSwitch198 = temp_output_55_0;
#endif
float temp_output_396_0 = ( ( staticSwitch417 * staticSwitch198 ) * packedInput.ase_color.a );
surfaceDescription.Alpha = temp_output_396_0;
surfaceDescription.AlphaClipThreshold = _AlphaClip;
float3 V = float3(1.0, 1.0, 1.0);
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
outColor = _SelectionID;
}
ENDHLSL
}
Pass
{
Name "FullScreenDebug"
Tags
{
"LightMode" = "FullScreenDebug"
}
Cull [_CullMode]
ZTest LEqual
ZWrite Off
HLSLPROGRAM
/*ase_pragma_before*/
#pragma vertex Vert
#pragma fragment Frag
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#define SHADERPASS SHADERPASS_FULL_SCREEN_DEBUG
struct AttributesMesh
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct VaryingsMeshToPS
{
SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
};
struct PackedVaryingsMeshToPS
{
SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
};
VaryingsMeshToPS UnpackVaryingsMeshToPS (PackedVaryingsMeshToPS input)
{
VaryingsMeshToPS output;
output.positionCS = input.positionCS;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
return output;
}
PackedVaryingsMeshToPS PackVaryingsMeshToPS (VaryingsMeshToPS input)
{
PackedVaryingsMeshToPS output;
ZERO_INITIALIZE(PackedVaryingsMeshToPS, output);
output.positionCS = input.positionCS;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
return output;
}
FragInputs BuildFragInputs(VaryingsMeshToPS input)
{
FragInputs output;
ZERO_INITIALIZE(FragInputs, output);
output.tangentToWorld = k_identity3x3;
output.positionSS = input.positionCS;
return output;
}
FragInputs UnpackVaryingsMeshToFragInputs(PackedVaryingsMeshToPS input)
{
UNITY_SETUP_INSTANCE_ID(input);
VaryingsMeshToPS unpacked = UnpackVaryingsMeshToPS(input);
return BuildFragInputs(unpacked);
}
#define DEBUG_DISPLAY
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/FullScreenDebug.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl"
PackedVaryingsType Vert(AttributesMesh inputMesh)
{
VaryingsType varyingsType;
varyingsType.vmesh = VertMesh(inputMesh);
return PackVaryingsType(varyingsType);
}
#if !defined(_DEPTHOFFSET_ON)
[earlydepthstencil] // quad overshading debug mode writes to UAV
#endif
void Frag(PackedVaryingsToPS packedInput)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
FragInputs input = UnpackVaryingsToFragInputs(packedInput);
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz);
#ifdef PLATFORM_SUPPORTS_PRIMITIVE_ID_IN_PIXEL_SHADER
if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_QUAD_OVERDRAW)
{
IncrementQuadOverdrawCounter(posInput.positionSS.xy, input.primitiveID);
}
#endif
}
ENDHLSL
}
}
CustomEditor "Rendering.HighDefinition.LitShaderGraphGUI"
Fallback "Hidden/InternalErrorShader"
}
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