// Made with Amplify Shader Editor v1.9.9.4 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Soullies/hit_point" { Properties { [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) [HDR] _ImageColor( "ImageColor", Color ) = ( 1, 1, 1, 0 ) _Opacity( "Opacity", Float ) = 1 [Header(cube)] _cube_radius( "cube_radius", Range( 0, 0.5 ) ) = 0.05854658 _cube_width( "cube_width", Range( 0, 0.5 ) ) = 0.01032564 _cube_softness( "cube_softness", Range( 0, 1 ) ) = 0 [Header(ring)] _ring_radius( "ring_radius", Range( 0, 1 ) ) = 0.5802088 _ring_width( "ring_width", Range( 0, 0.5 ) ) = 0.05130975 _ring_softness( "ring_softness", Range( 0, 1 ) ) = 0 _gapsize( "gap size", Range( 0, 1 ) ) = 0.8467217 _gap_softness( "gap_softness", Range( 0, 1 ) ) = 0 _count( "count", Float ) = 8 _ring_rotation( "ring_rotation", Float ) = 0 [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} } SubShader { LOD 0 Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" "ShaderGraphShader"="true" } Cull Off HLSLINCLUDE #pragma target 3.0 #pragma prefer_hlslcc gles // ensure rendering platforms toggle list is visible #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" ENDHLSL Pass { Name "Sprite Lit" Tags { "LightMode"="Universal2D" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZTest LEqual ZWrite Off Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define ASE_VERSION 19904 #define ASE_SRP_VERSION -1 #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag #pragma multi_compile_fragment _ DEBUG_DISPLAY #pragma multi_compile_vertex _ SKINNED_SPRITE #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_0 #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_1 #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_2 #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_3 #define _SURFACE_TYPE_TRANSPARENT 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_COLOR #define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT #define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT #define VARYINGS_NEED_POSITION_WS #define VARYINGS_NEED_TEXCOORD0 #define VARYINGS_NEED_COLOR #define VARYINGS_NEED_SCREENPOSITION #define FEATURES_GRAPH_VERTEX #define SHADERPASS SHADERPASS_SPRITELIT #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl" #if USE_SHAPE_LIGHT_TYPE_0 SHAPE_LIGHT(0) #endif #if USE_SHAPE_LIGHT_TYPE_1 SHAPE_LIGHT(1) #endif #if USE_SHAPE_LIGHT_TYPE_2 SHAPE_LIGHT(2) #endif #if USE_SHAPE_LIGHT_TYPE_3 SHAPE_LIGHT(3) #endif #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl" #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 CBUFFER_START( UnityPerMaterial ) float4 _ImageColor; float _cube_width; float _cube_softness; float _cube_radius; float _ring_width; float _ring_softness; float _ring_radius; float _gapsize; float _gap_softness; float _ring_rotation; float _count; float _Opacity; CBUFFER_END struct VertexInput { float3 positionOS : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 uv0 : TEXCOORD0; float4 color : COLOR; UNITY_SKINNED_VERTEX_INPUTS UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; float4 texCoord0 : TEXCOORD0; float4 color : TEXCOORD1; float4 screenPosition : TEXCOORD2; float3 positionWS : TEXCOORD3; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #if ETC1_EXTERNAL_ALPHA TEXTURE2D(_AlphaTex); SAMPLER(sampler_AlphaTex); float _EnableAlphaTexture; #endif VertexOutput vert( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_SKINNED_VERTEX_COMPUTE(v); v.positionOS = UnityFlipSprite( v.positionOS, unity_SpriteProps.xy ); o.ase_color = v.color; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS = vertexValue; #else v.positionOS += vertexValue; #endif v.normal = v.normal; v.tangent.xyz = v.tangent.xyz; VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS); o.positionCS = vertexInput.positionCS; o.positionWS = vertexInput.positionWS; o.texCoord0 = v.uv0; o.color = v.color; o.screenPosition = vertexInput.positionNDC; return o; } half4 frag( VertexOutput IN ) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); float4 positionCS = IN.positionCS; float3 positionWS = IN.positionWS; float2 break104 = ( IN.texCoord0.xy - float2( 0.5,0.5 ) ); float smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) )); float2 temp_output_34_0_g1 = ( IN.texCoord0.xy - float2( 0.5,0.5 ) ); float2 break39_g1 = temp_output_34_0_g1; float2 appendResult50_g1 = (float2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 ))); float2 break53_g1 = appendResult50_g1; float smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) )); float smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + ( _TimeParameters.x * ( _ring_rotation / 10.0 ) ) ) * _count ) )); float4 break89 = _ImageColor; float4 appendResult90 = (float4(break89.r , break89.g , break89.b , _Opacity)); float4 Color = ( ( ( 1.0 - smoothstepResult130 ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) * IN.ase_color * appendResult90 ); float4 Mask = float4(1,1,1,1); float3 Normal = float3( 0, 0, 1 ); #if ETC1_EXTERNAL_ALPHA float4 alpha = SAMPLE_TEXTURE2D(_AlphaTex, sampler_AlphaTex, IN.texCoord0.xy); Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture); #endif SurfaceData2D surfaceData; InitializeSurfaceData(Color.rgb, Color.a, Mask, surfaceData); InputData2D inputData; InitializeInputData(IN.texCoord0.xy, half2(IN.screenPosition.xy / IN.screenPosition.w), inputData); SETUP_DEBUG_DATA_2D(inputData, positionWS, positionCS); return CombinedShapeLightShared(surfaceData, inputData); Color *= IN.color; } ENDHLSL } Pass { Name "Sprite Normal" Tags { "LightMode"="NormalsRendering" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZTest LEqual ZWrite Off Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define ASE_VERSION 19904 #define ASE_SRP_VERSION -1 #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag #pragma multi_compile _ SKINNED_SPRITE #define _SURFACE_TYPE_TRANSPARENT 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT #define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TANGENT_WS #define FEATURES_GRAPH_VERTEX #define SHADERPASS SHADERPASS_SPRITENORMAL #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_COLOR CBUFFER_START( UnityPerMaterial ) float4 _ImageColor; float _cube_width; float _cube_softness; float _cube_radius; float _ring_width; float _ring_softness; float _ring_radius; float _gapsize; float _gap_softness; float _ring_rotation; float _count; float _Opacity; CBUFFER_END struct VertexInput { float3 positionOS : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 uv0 : TEXCOORD0; float4 color : COLOR; UNITY_SKINNED_VERTEX_INPUTS UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; float4 texCoord0 : TEXCOORD0; float4 color : TEXCOORD1; float3 normalWS : TEXCOORD2; float4 tangentWS : TEXCOORD3; float3 bitangentWS : TEXCOORD4; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; VertexOutput vert( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_SKINNED_VERTEX_COMPUTE(v); v.positionOS = UnityFlipSprite( v.positionOS, unity_SpriteProps.xy ); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS = vertexValue; #else v.positionOS += vertexValue; #endif v.normal = v.normal; v.tangent.xyz = v.tangent.xyz; VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS); o.texCoord0 = v.uv0; o.color = v.color; o.positionCS = vertexInput.positionCS; float3 normalWS = TransformObjectToWorldNormal(v.normal); o.normalWS = -GetViewForwardDir(); float4 tangentWS = float4( TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); o.tangentWS = normalize(tangentWS); half crossSign = (tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale(); o.bitangentWS = crossSign * cross(normalWS, tangentWS.xyz) * tangentWS.w; return o; } half4 frag( VertexOutput IN ) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); float2 break104 = ( IN.texCoord0.xy - float2( 0.5,0.5 ) ); float smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) )); float2 temp_output_34_0_g1 = ( IN.texCoord0.xy - float2( 0.5,0.5 ) ); float2 break39_g1 = temp_output_34_0_g1; float2 appendResult50_g1 = (float2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 ))); float2 break53_g1 = appendResult50_g1; float smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) )); float smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + ( _TimeParameters.x * ( _ring_rotation / 10.0 ) ) ) * _count ) )); float4 break89 = _ImageColor; float4 appendResult90 = (float4(break89.r , break89.g , break89.b , _Opacity)); float4 Color = ( ( ( 1.0 - smoothstepResult130 ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) * IN.color * appendResult90 ); float3 Normal = float3( 0, 0, 1 ); Color *= IN.color; return NormalsRenderingShared(Color, Normal, IN.tangentWS.xyz, IN.bitangentWS, IN.normalWS); } ENDHLSL } Pass { Name "Sprite Forward" Tags { "LightMode"="UniversalForward" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZTest LEqual ZWrite Off Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define ASE_VERSION 19904 #define ASE_SRP_VERSION -1 #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag #pragma multi_compile_fragment _ DEBUG_DISPLAY #pragma multi_compile_vertex _ SKINNED_SPRITE #define _SURFACE_TYPE_TRANSPARENT 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_COLOR #define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT #define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT #define VARYINGS_NEED_POSITION_WS #define VARYINGS_NEED_TEXCOORD0 #define VARYINGS_NEED_COLOR #define FEATURES_GRAPH_VERTEX #define SHADERPASS SHADERPASS_SPRITEFORWARD #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl" #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_COLOR CBUFFER_START( UnityPerMaterial ) float4 _ImageColor; float _cube_width; float _cube_softness; float _cube_radius; float _ring_width; float _ring_softness; float _ring_radius; float _gapsize; float _gap_softness; float _ring_rotation; float _count; float _Opacity; CBUFFER_END struct VertexInput { float3 positionOS : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 uv0 : TEXCOORD0; float4 color : COLOR; UNITY_SKINNED_VERTEX_INPUTS UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; float4 texCoord0 : TEXCOORD0; float4 color : TEXCOORD1; float3 positionWS : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #if ETC1_EXTERNAL_ALPHA TEXTURE2D( _AlphaTex ); SAMPLER( sampler_AlphaTex ); float _EnableAlphaTexture; #endif VertexOutput vert( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_SKINNED_VERTEX_COMPUTE( v ); v.positionOS = UnityFlipSprite( v.positionOS, unity_SpriteProps.xy ); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS = vertexValue; #else v.positionOS += vertexValue; #endif v.normal = v.normal; v.tangent.xyz = v.tangent.xyz; VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS); o.positionCS = vertexInput.positionCS; o.positionWS = vertexInput.positionWS; o.texCoord0 = v.uv0; o.color = v.color; return o; } half4 frag( VertexOutput IN ) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); float4 positionCS = IN.positionCS; float3 positionWS = IN.positionWS; float2 break104 = ( IN.texCoord0.xy - float2( 0.5,0.5 ) ); float smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) )); float2 temp_output_34_0_g1 = ( IN.texCoord0.xy - float2( 0.5,0.5 ) ); float2 break39_g1 = temp_output_34_0_g1; float2 appendResult50_g1 = (float2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 ))); float2 break53_g1 = appendResult50_g1; float smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) )); float smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + ( _TimeParameters.x * ( _ring_rotation / 10.0 ) ) ) * _count ) )); float4 break89 = _ImageColor; float4 appendResult90 = (float4(break89.r , break89.g , break89.b , _Opacity)); float4 Color = ( ( ( 1.0 - smoothstepResult130 ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) * IN.color * appendResult90 ); #if defined(DEBUG_DISPLAY) SurfaceData2D surfaceData; InitializeSurfaceData(Color.rgb, Color.a, surfaceData); InputData2D inputData; InitializeInputData(positionWS.xy, half2(IN.texCoord0.xy), inputData); half4 debugColor = 0; SETUP_DEBUG_DATA_2D(inputData, positionWS, positionCS); if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor)) { return debugColor; } #endif #if ETC1_EXTERNAL_ALPHA float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy ); Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture ); #endif Color *= IN.color; return Color; } ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode"="SceneSelectionPass" } Cull Off HLSLPROGRAM #define ASE_VERSION 19904 #define ASE_SRP_VERSION -1 #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag #pragma multi_compile _ DEBUG_DISPLAY SKINNED_SPRITE #define _SURFACE_TYPE_TRANSPARENT 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT #define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT #define FEATURES_GRAPH_VERTEX #define SHADERPASS SHADERPASS_DEPTHONLY #define SCENESELECTIONPASS 1 #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 CBUFFER_START( UnityPerMaterial ) float4 _ImageColor; float _cube_width; float _cube_softness; float _cube_radius; float _ring_width; float _ring_softness; float _ring_radius; float _gapsize; float _gap_softness; float _ring_rotation; float _count; float _Opacity; CBUFFER_END struct VertexInput { float3 positionOS : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_SKINNED_VERTEX_INPUTS UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; int _ObjectId; int _PassValue; VertexOutput vert(VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_SKINNED_VERTEX_COMPUTE(v); v.positionOS = UnityFlipSprite( v.positionOS, unity_SpriteProps.xy ); o.ase_texcoord.xy = v.ase_texcoord.xy; o.ase_color = v.ase_color; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS = vertexValue; #else v.positionOS += vertexValue; #endif VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS); float3 positionWS = TransformObjectToWorld(v.positionOS); o.positionCS = TransformWorldToHClip(positionWS); return o; } half4 frag(VertexOutput IN) : SV_TARGET { float2 break104 = ( IN.ase_texcoord.xy - float2( 0.5,0.5 ) ); float smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) )); float2 temp_output_34_0_g1 = ( IN.ase_texcoord.xy - float2( 0.5,0.5 ) ); float2 break39_g1 = temp_output_34_0_g1; float2 appendResult50_g1 = (float2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 ))); float2 break53_g1 = appendResult50_g1; float smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) )); float smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + ( _TimeParameters.x * ( _ring_rotation / 10.0 ) ) ) * _count ) )); float4 break89 = _ImageColor; float4 appendResult90 = (float4(break89.r , break89.g , break89.b , _Opacity)); float4 Color = ( ( ( 1.0 - smoothstepResult130 ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) * IN.ase_color * appendResult90 ); half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); return outColor; } ENDHLSL } Pass { Name "ScenePickingPass" Tags { "LightMode"="Picking" } Cull Off HLSLPROGRAM #define ASE_VERSION 19904 #define ASE_SRP_VERSION -1 #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag #pragma multi_compile _ DEBUG_DISPLAY SKINNED_SPRITE #define _SURFACE_TYPE_TRANSPARENT 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT #define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT #define FEATURES_GRAPH_VERTEX #define SHADERPASS SHADERPASS_DEPTHONLY #define SCENEPICKINGPASS 1 #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 CBUFFER_START( UnityPerMaterial ) float4 _ImageColor; float _cube_width; float _cube_softness; float _cube_radius; float _ring_width; float _ring_softness; float _ring_radius; float _gapsize; float _gap_softness; float _ring_rotation; float _count; float _Opacity; CBUFFER_END struct VertexInput { float3 positionOS : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_SKINNED_VERTEX_INPUTS UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; float4 _SelectionID; VertexOutput vert(VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_SKINNED_VERTEX_COMPUTE(v); v.positionOS = UnityFlipSprite( v.positionOS, unity_SpriteProps.xy ); o.ase_texcoord.xy = v.ase_texcoord.xy; o.ase_color = v.ase_color; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS = vertexValue; #else v.positionOS += vertexValue; #endif VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS); float3 positionWS = TransformObjectToWorld(v.positionOS); o.positionCS = TransformWorldToHClip(positionWS); return o; } half4 frag(VertexOutput IN ) : SV_TARGET { float2 break104 = ( IN.ase_texcoord.xy - float2( 0.5,0.5 ) ); float smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) )); float2 temp_output_34_0_g1 = ( IN.ase_texcoord.xy - float2( 0.5,0.5 ) ); float2 break39_g1 = temp_output_34_0_g1; float2 appendResult50_g1 = (float2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 ))); float2 break53_g1 = appendResult50_g1; float smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) )); float smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + ( _TimeParameters.x * ( _ring_rotation / 10.0 ) ) ) * _count ) )); float4 break89 = _ImageColor; float4 appendResult90 = (float4(break89.r , break89.g , break89.b , _Opacity)); float4 Color = ( ( ( 1.0 - smoothstepResult130 ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) * IN.ase_color * appendResult90 ); half4 outColor = unity_SelectionID; return outColor; } ENDHLSL } } CustomEditor "AmplifyShaderEditor.MaterialInspector" FallBack "Hidden/Shader Graph/FallbackError" Fallback "Hidden/InternalErrorShader" } /*ASEBEGIN Version=19904 Node;AmplifyShaderEditor.TexCoordVertexDataNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;52;-3328,464;Inherit;True;0;2;0;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.Vector2Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;50;-3328,688;Inherit;False;Constant;_Vector2;Vector 0;0;0;Create;True;0;0;0;False;0;False;0.5,0.5;0,0;0;3;FLOAT2;0;FLOAT;1;FLOAT;2 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;135;-3744,1136;Inherit;False;Property;_ring_rotation;ring_rotation;11;0;Create;True;0;0;0;False;0;False;0;1;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;51;-3088,576;Inherit;True;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SimpleTimeNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;134;-3728,944;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0 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Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;105;-2864,896;Inherit;True;Polar Coordinates;-1;;1;7dab8e02884cf104ebefaa2e788e4162;0;4;1;FLOAT2;0,0;False;2;FLOAT2;0.5,0.5;False;3;FLOAT;1;False;4;FLOAT;1;False;3;FLOAT2;0;FLOAT;55;FLOAT;56 Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;110;-2480,928;Inherit;True;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;114;-2784,1392;Inherit;False;Property;_count;count;10;0;Create;True;0;0;0;False;0;False;8;16;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.AbsOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;60;-2464,608;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.AbsOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;67;-2464,704;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;112;-2480,1264;Inherit;False;Property;_ring_softness;ring_softness;7;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;137;-2608,1296;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;111;-2112,1200;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;61;-2272,576;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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