2055 lines
95 KiB
GLSL
2055 lines
95 KiB
GLSL
// Made with Amplify Shader Editor v1.9.9.4
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Soullies/hit_point"
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{
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Properties
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{
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
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[HDR] _ImageColor( "ImageColor", Color ) = ( 1, 1, 1, 1 )
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_Opacity( "Opacity", Float ) = 1
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[Header(cube)] _cube_radius( "cube_radius", Range( 0, 0.5 ) ) = 0.05854658
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_cube_width( "cube_width", Range( 0, 0.5 ) ) = 0.01032564
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_cube_softness( "cube_softness", Range( 0, 1 ) ) = 0
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[Header(ring)] _ring_radius( "ring_radius", Range( 0, 1 ) ) = 0.5802088
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_ring_width( "ring_width", Range( 0, 0.5 ) ) = 0.05130975
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_ring_softness( "ring_softness", Range( 0, 1 ) ) = 0
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_gapsize( "gap size", Range( 0, 1 ) ) = 0.8467217
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_gap_softness( "gap_softness", Range( 0, 1 ) ) = 0
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_count( "count", Float ) = 8
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_ring_rotation( "ring_rotation", Float ) = 0
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_ring_rotation_angle( "ring_rotation_angle", Float ) = 0
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//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
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//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
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//_TessMin( "Tess Min Distance", Float ) = 10
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//_TessMax( "Tess Max Distance", Float ) = 25
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//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
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//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
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[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
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[HideInInspector] _QueueControl("_QueueControl", Float) = -1
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[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
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[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
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[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 0
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[HideInInspector] _XRMotionVectorsPass("_XRMotionVectorsPass", Float) = 1
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}
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SubShader
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{
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LOD 0
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Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Unlit" }
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Cull Back
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AlphaToMask Off
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HLSLINCLUDE
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#pragma target 4.5
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#pragma prefer_hlslcc gles
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// ensure rendering platforms toggle list is visible
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#if ( SHADER_TARGET > 35 ) && defined( SHADER_API_GLES3 )
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#error For WebGL2/GLES3, please set your shader target to 3.5 via SubShader options. URP shaders in ASE use target 4.5 by default.
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#endif
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
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#ifndef ASE_TESS_FUNCS
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#define ASE_TESS_FUNCS
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float4 FixedTess( float tessValue )
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{
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return tessValue;
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}
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float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
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{
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float3 wpos = mul(o2w,vertex).xyz;
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float dist = distance (wpos, cameraPos);
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float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
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return f;
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}
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float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
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{
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float4 tess;
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tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
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tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
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tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
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tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
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return tess;
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}
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float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
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{
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float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
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float len = distance(wpos0, wpos1);
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float f = max(len * scParams.y / (edgeLen * dist), 1.0);
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return f;
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}
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float DistanceFromPlane (float3 pos, float4 plane)
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{
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float d = dot (float4(pos,1.0f), plane);
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return d;
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}
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bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
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{
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float4 planeTest;
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planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
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return !all (planeTest);
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}
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float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
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{
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float3 f;
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f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
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f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
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f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
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return CalcTriEdgeTessFactors (f);
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}
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float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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return tess;
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}
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float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
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{
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tess = 0.0f;
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}
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else
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{
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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}
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return tess;
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}
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#endif //ASE_TESS_FUNCS
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ENDHLSL
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Pass
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{
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Name "Forward"
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Tags { "LightMode"="UniversalForwardOnly" }
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Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
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ZWrite Off
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ZTest LEqual
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Offset 0 , 0
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ColorMask RGBA
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HLSLPROGRAM
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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#define _SURFACE_TYPE_TRANSPARENT 1
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#pragma multi_compile_local _RECEIVE_SHADOWS_OFF
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#define ASE_VERSION 19904
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#define ASE_SRP_VERSION -1
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile_fragment _ DEBUG_DISPLAY
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#pragma vertex vert
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#pragma fragment frag
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#define SHADERPASS SHADERPASS_UNLIT
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
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#if defined(LOD_FADE_CROSSFADE)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
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#endif
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#define ASE_NEEDS_TEXTURE_COORDINATES0
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#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
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#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
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#define ASE_SV_DEPTH SV_DepthLessEqual
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#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
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#else
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#define ASE_SV_DEPTH SV_Depth
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#define ASE_SV_POSITION_QUALIFIERS
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#endif
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struct Attributes
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{
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float4 positionOS : POSITION;
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half3 normalOS : NORMAL;
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half4 ase_color : COLOR;
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float4 ase_texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct PackedVaryings
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{
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ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
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float4 positionWSAndFogFactor : TEXCOORD0;
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half3 normalWS : TEXCOORD1;
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float4 ase_color : COLOR;
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float4 ase_texcoord2 : TEXCOORD2;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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CBUFFER_START(UnityPerMaterial)
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half4 _ImageColor;
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half _cube_width;
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half _cube_softness;
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half _cube_radius;
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half _ring_width;
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half _ring_softness;
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half _ring_radius;
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half _gapsize;
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half _gap_softness;
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half _ring_rotation;
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half _ring_rotation_angle;
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half _count;
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half _Opacity;
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#ifdef ASE_TESSELLATION
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float _TessPhongStrength;
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float _TessValue;
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float _TessMin;
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float _TessMax;
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float _TessEdgeLength;
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float _TessMaxDisp;
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#endif
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CBUFFER_END
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PackedVaryings VertexFunction( Attributes input )
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{
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PackedVaryings output = (PackedVaryings)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.ase_color = input.ase_color;
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output.ase_texcoord2.xy = input.ase_texcoord.xy;
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//setting value to unused interpolator channels and avoid initialization warnings
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output.ase_texcoord2.zw = 0;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = input.positionOS.xyz;
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#else
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float3 defaultVertexValue = float3(0, 0, 0);
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#endif
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float3 vertexValue = defaultVertexValue;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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input.positionOS.xyz = vertexValue;
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#else
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input.positionOS.xyz += vertexValue;
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#endif
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input.normalOS = input.normalOS;
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VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
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VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS );
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float fogFactor = 0;
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#if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
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fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
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#endif
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output.positionCS = vertexInput.positionCS;
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output.positionWSAndFogFactor = float4( vertexInput.positionWS, fogFactor );
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output.normalWS = normalInput.normalWS;
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return output;
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}
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#if defined(ASE_TESSELLATION)
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struct VertexControl
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{
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float4 positionOS : INTERNALTESSPOS;
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half3 normalOS : NORMAL;
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half4 ase_color : COLOR;
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float4 ase_texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct TessellationFactors
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{
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float edge[3] : SV_TessFactor;
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float inside : SV_InsideTessFactor;
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};
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VertexControl vert ( Attributes input )
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{
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VertexControl output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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output.positionOS = input.positionOS;
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output.normalOS = input.normalOS;
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output.ase_color = input.ase_color;
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output.ase_texcoord = input.ase_texcoord;
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return output;
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}
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TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
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{
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TessellationFactors output;
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float4 tf = 1;
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float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
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float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
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#if defined(ASE_FIXED_TESSELLATION)
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tf = FixedTess( tessValue );
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#elif defined(ASE_DISTANCE_TESSELLATION)
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tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
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#elif defined(ASE_LENGTH_TESSELLATION)
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tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
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#elif defined(ASE_LENGTH_CULL_TESSELLATION)
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tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
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#endif
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output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
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return output;
|
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}
|
||
|
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[domain("tri")]
|
||
[partitioning("fractional_odd")]
|
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[outputtopology("triangle_cw")]
|
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[patchconstantfunc("TessellationFunction")]
|
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[outputcontrolpoints(3)]
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VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
{
|
||
return patch[id];
|
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}
|
||
|
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[domain("tri")]
|
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PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
{
|
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Attributes output = (Attributes) 0;
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output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
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output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
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output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
|
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output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
||
#if defined(ASE_PHONG_TESSELLATION)
|
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float3 pp[3];
|
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for (int i = 0; i < 3; ++i)
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pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
float phongStrength = _TessPhongStrength;
|
||
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
||
#endif
|
||
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
||
return VertexFunction(output);
|
||
}
|
||
#else
|
||
PackedVaryings vert ( Attributes input )
|
||
{
|
||
return VertexFunction( input );
|
||
}
|
||
#endif
|
||
|
||
half4 frag ( PackedVaryings input
|
||
#if defined( ASE_DEPTH_WRITE_ON )
|
||
,out float outputDepth : ASE_SV_DEPTH
|
||
#endif
|
||
#ifdef _WRITE_RENDERING_LAYERS
|
||
, out uint outRenderingLayers : SV_Target1
|
||
#endif
|
||
) : SV_Target
|
||
{
|
||
UNITY_SETUP_INSTANCE_ID(input);
|
||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||
|
||
#if defined( _SURFACE_TYPE_TRANSPARENT )
|
||
const bool isTransparent = true;
|
||
#else
|
||
const bool isTransparent = false;
|
||
#endif
|
||
|
||
#if defined(LOD_FADE_CROSSFADE)
|
||
LODFadeCrossFade( input.positionCS );
|
||
#endif
|
||
|
||
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||
float4 shadowCoord = TransformWorldToShadowCoord( input.positionWSAndFogFactor.xyz );
|
||
#else
|
||
float4 shadowCoord = float4(0, 0, 0, 0);
|
||
#endif
|
||
|
||
float3 PositionWS = input.positionWSAndFogFactor.xyz;
|
||
float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
|
||
half3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS );
|
||
float4 ShadowCoord = shadowCoord;
|
||
float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
|
||
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
|
||
float4 ScreenPos = ComputeScreenPos( ClipPos );
|
||
half3 NormalWS = normalize( input.normalWS );
|
||
|
||
half4 temp_output_2_0_g2 = ( input.ase_color * _ImageColor );
|
||
|
||
half2 break104 = ( input.ase_texcoord2.xy - half2( 0.5,0.5 ) );
|
||
half smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) ));
|
||
half2 temp_output_34_0_g1 = ( input.ase_texcoord2.xy - float2( 0.5,0.5 ) );
|
||
half2 break39_g1 = temp_output_34_0_g1;
|
||
half2 appendResult50_g1 = (half2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 )));
|
||
half2 break53_g1 = appendResult50_g1;
|
||
half smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) ));
|
||
half smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + frac( ( ( _TimeParameters.x * ( _ring_rotation * 0.1 ) ) + ( _ring_rotation_angle * 0.002777778 ) ) ) ) * _count ) ));
|
||
|
||
float3 BakedAlbedo = 0;
|
||
float3 BakedEmission = 0;
|
||
float3 Color = (temp_output_2_0_g2).rgb;
|
||
float Alpha = ( (temp_output_2_0_g2).a * ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) ) * _Opacity ) );
|
||
float AlphaClipThreshold = 0.5;
|
||
float AlphaClipThresholdShadow = 0.5;
|
||
|
||
#if defined( ASE_DEPTH_WRITE_ON )
|
||
float DeviceDepth = input.positionCS.z;
|
||
#endif
|
||
|
||
#if defined( _ALPHATEST_ON )
|
||
AlphaDiscard( Alpha, AlphaClipThreshold );
|
||
#endif
|
||
|
||
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS)
|
||
ShadowCoord = TransformWorldToShadowCoord( PositionWS );
|
||
#endif
|
||
|
||
InputData inputData = (InputData)0;
|
||
inputData.positionWS = PositionWS;
|
||
inputData.positionCS = float4( input.positionCS.xy, ClipPos.zw / ClipPos.w );
|
||
inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy;
|
||
inputData.normalWS = NormalWS;
|
||
inputData.viewDirectionWS = ViewDirWS;
|
||
|
||
#if defined(_SCREEN_SPACE_OCCLUSION) && !defined(_SURFACE_TYPE_TRANSPARENT)
|
||
float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
|
||
AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(normalizedScreenSpaceUV);
|
||
Color.rgb *= aoFactor.directAmbientOcclusion;
|
||
#endif
|
||
|
||
#ifdef ASE_FOG
|
||
inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.positionWSAndFogFactor.w);
|
||
#endif
|
||
|
||
#if defined(_DBUFFER)
|
||
ApplyDecalToBaseColor(input.positionCS, Color);
|
||
#endif
|
||
|
||
#ifdef ASE_FOG
|
||
#ifdef TERRAIN_SPLAT_ADDPASS
|
||
Color.rgb = MixFogColor(Color.rgb, half3(0,0,0), inputData.fogCoord);
|
||
#else
|
||
Color.rgb = MixFog(Color.rgb, inputData.fogCoord);
|
||
#endif
|
||
#endif
|
||
|
||
#if defined( ASE_DEPTH_WRITE_ON )
|
||
outputDepth = DeviceDepth;
|
||
#endif
|
||
|
||
#ifdef _WRITE_RENDERING_LAYERS
|
||
outRenderingLayers = EncodeMeshRenderingLayer();
|
||
#endif
|
||
|
||
#if defined( ASE_OPAQUE_KEEP_ALPHA )
|
||
return half4( Color, Alpha );
|
||
#else
|
||
return half4( Color, OutputAlpha( Alpha, isTransparent ) );
|
||
#endif
|
||
}
|
||
ENDHLSL
|
||
}
|
||
|
||
|
||
Pass
|
||
{
|
||
|
||
Name "DepthOnly"
|
||
Tags { "LightMode"="DepthOnly" }
|
||
|
||
ZWrite On
|
||
ColorMask 0
|
||
AlphaToMask Off
|
||
|
||
HLSLPROGRAM
|
||
|
||
#pragma multi_compile_instancing
|
||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||
#define ASE_VERSION 19904
|
||
#define ASE_SRP_VERSION -1
|
||
|
||
|
||
#pragma vertex vert
|
||
#pragma fragment frag
|
||
|
||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
||
#if defined(LOD_FADE_CROSSFADE)
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
||
#endif
|
||
|
||
#define ASE_NEEDS_TEXTURE_COORDINATES0
|
||
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
|
||
|
||
|
||
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
||
#define ASE_SV_DEPTH SV_DepthLessEqual
|
||
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
||
#else
|
||
#define ASE_SV_DEPTH SV_Depth
|
||
#define ASE_SV_POSITION_QUALIFIERS
|
||
#endif
|
||
|
||
struct Attributes
|
||
{
|
||
float4 positionOS : POSITION;
|
||
half3 normalOS : NORMAL;
|
||
half4 ase_color : COLOR;
|
||
float4 ase_texcoord : TEXCOORD0;
|
||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
};
|
||
|
||
struct PackedVaryings
|
||
{
|
||
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
||
float4 ase_color : COLOR;
|
||
float4 ase_texcoord : TEXCOORD0;
|
||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
UNITY_VERTEX_OUTPUT_STEREO
|
||
};
|
||
|
||
CBUFFER_START(UnityPerMaterial)
|
||
half4 _ImageColor;
|
||
half _cube_width;
|
||
half _cube_softness;
|
||
half _cube_radius;
|
||
half _ring_width;
|
||
half _ring_softness;
|
||
half _ring_radius;
|
||
half _gapsize;
|
||
half _gap_softness;
|
||
half _ring_rotation;
|
||
half _ring_rotation_angle;
|
||
half _count;
|
||
half _Opacity;
|
||
#ifdef ASE_TESSELLATION
|
||
float _TessPhongStrength;
|
||
float _TessValue;
|
||
float _TessMin;
|
||
float _TessMax;
|
||
float _TessEdgeLength;
|
||
float _TessMaxDisp;
|
||
#endif
|
||
CBUFFER_END
|
||
|
||
|
||
|
||
|
||
PackedVaryings VertexFunction( Attributes input )
|
||
{
|
||
PackedVaryings output = (PackedVaryings)0;
|
||
UNITY_SETUP_INSTANCE_ID(input);
|
||
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||
|
||
output.ase_color = input.ase_color;
|
||
output.ase_texcoord.xy = input.ase_texcoord.xy;
|
||
|
||
//setting value to unused interpolator channels and avoid initialization warnings
|
||
output.ase_texcoord.zw = 0;
|
||
|
||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
float3 defaultVertexValue = input.positionOS.xyz;
|
||
#else
|
||
float3 defaultVertexValue = float3(0, 0, 0);
|
||
#endif
|
||
|
||
float3 vertexValue = defaultVertexValue;
|
||
|
||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
input.positionOS.xyz = vertexValue;
|
||
#else
|
||
input.positionOS.xyz += vertexValue;
|
||
#endif
|
||
|
||
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
||
|
||
output.positionCS = vertexInput.positionCS;
|
||
return output;
|
||
}
|
||
|
||
#if defined(ASE_TESSELLATION)
|
||
struct VertexControl
|
||
{
|
||
float4 positionOS : INTERNALTESSPOS;
|
||
half3 normalOS : NORMAL;
|
||
half4 ase_color : COLOR;
|
||
float4 ase_texcoord : TEXCOORD0;
|
||
|
||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
};
|
||
|
||
struct TessellationFactors
|
||
{
|
||
float edge[3] : SV_TessFactor;
|
||
float inside : SV_InsideTessFactor;
|
||
};
|
||
|
||
VertexControl vert ( Attributes input )
|
||
{
|
||
VertexControl output;
|
||
UNITY_SETUP_INSTANCE_ID(input);
|
||
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
output.positionOS = input.positionOS;
|
||
output.normalOS = input.normalOS;
|
||
output.ase_color = input.ase_color;
|
||
output.ase_texcoord = input.ase_texcoord;
|
||
return output;
|
||
}
|
||
|
||
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
||
{
|
||
TessellationFactors output;
|
||
float4 tf = 1;
|
||
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||
#if defined(ASE_FIXED_TESSELLATION)
|
||
tf = FixedTess( tessValue );
|
||
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
#endif
|
||
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
||
return output;
|
||
}
|
||
|
||
[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")]
|
||
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
{
|
||
Attributes output = (Attributes) 0;
|
||
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
|
||
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
||
#if defined(ASE_PHONG_TESSELLATION)
|
||
float3 pp[3];
|
||
for (int i = 0; i < 3; ++i)
|
||
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
float phongStrength = _TessPhongStrength;
|
||
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
||
#endif
|
||
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
||
return VertexFunction(output);
|
||
}
|
||
#else
|
||
PackedVaryings vert ( Attributes input )
|
||
{
|
||
return VertexFunction( input );
|
||
}
|
||
#endif
|
||
|
||
half4 frag(PackedVaryings input
|
||
#if defined( ASE_DEPTH_WRITE_ON )
|
||
,out float outputDepth : ASE_SV_DEPTH
|
||
#endif
|
||
) : SV_Target
|
||
{
|
||
UNITY_SETUP_INSTANCE_ID(input);
|
||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
|
||
|
||
float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
|
||
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
|
||
float4 ScreenPos = ComputeScreenPos( ClipPos );
|
||
|
||
half4 temp_output_2_0_g2 = ( input.ase_color * _ImageColor );
|
||
half2 break104 = ( input.ase_texcoord.xy - half2( 0.5,0.5 ) );
|
||
half smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) ));
|
||
half2 temp_output_34_0_g1 = ( input.ase_texcoord.xy - float2( 0.5,0.5 ) );
|
||
half2 break39_g1 = temp_output_34_0_g1;
|
||
half2 appendResult50_g1 = (half2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 )));
|
||
half2 break53_g1 = appendResult50_g1;
|
||
half smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) ));
|
||
half smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + frac( ( ( _TimeParameters.x * ( _ring_rotation * 0.1 ) ) + ( _ring_rotation_angle * 0.002777778 ) ) ) ) * _count ) ));
|
||
|
||
|
||
float Alpha = ( (temp_output_2_0_g2).a * ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) ) * _Opacity ) );
|
||
float AlphaClipThreshold = 0.5;
|
||
|
||
#if defined( ASE_DEPTH_WRITE_ON )
|
||
float DeviceDepth = input.positionCS.z;
|
||
#endif
|
||
|
||
#if defined( _ALPHATEST_ON )
|
||
AlphaDiscard( Alpha, AlphaClipThreshold );
|
||
#endif
|
||
|
||
#if defined(LOD_FADE_CROSSFADE)
|
||
LODFadeCrossFade( input.positionCS );
|
||
#endif
|
||
|
||
#if defined( ASE_DEPTH_WRITE_ON )
|
||
outputDepth = DeviceDepth;
|
||
#endif
|
||
|
||
return 0;
|
||
}
|
||
ENDHLSL
|
||
}
|
||
|
||
|
||
Pass
|
||
{
|
||
|
||
Name "SceneSelectionPass"
|
||
Tags { "LightMode"="SceneSelectionPass" }
|
||
|
||
Cull Off
|
||
AlphaToMask Off
|
||
|
||
HLSLPROGRAM
|
||
|
||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||
#define ASE_VERSION 19904
|
||
#define ASE_SRP_VERSION -1
|
||
|
||
|
||
#pragma vertex vert
|
||
#pragma fragment frag
|
||
|
||
#define ATTRIBUTES_NEED_NORMAL
|
||
#define ATTRIBUTES_NEED_TANGENT
|
||
#define SHADERPASS SHADERPASS_DEPTHONLY
|
||
|
||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.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/ShaderLibrary/Lighting.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||
|
||
#define ASE_NEEDS_TEXTURE_COORDINATES0
|
||
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
|
||
|
||
|
||
struct Attributes
|
||
{
|
||
float4 positionOS : POSITION;
|
||
half3 normalOS : NORMAL;
|
||
half4 ase_color : COLOR;
|
||
float4 ase_texcoord : TEXCOORD0;
|
||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
};
|
||
|
||
struct PackedVaryings
|
||
{
|
||
float4 positionCS : SV_POSITION;
|
||
float4 ase_color : COLOR;
|
||
float4 ase_texcoord : TEXCOORD0;
|
||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
UNITY_VERTEX_OUTPUT_STEREO
|
||
};
|
||
|
||
CBUFFER_START(UnityPerMaterial)
|
||
half4 _ImageColor;
|
||
half _cube_width;
|
||
half _cube_softness;
|
||
half _cube_radius;
|
||
half _ring_width;
|
||
half _ring_softness;
|
||
half _ring_radius;
|
||
half _gapsize;
|
||
half _gap_softness;
|
||
half _ring_rotation;
|
||
half _ring_rotation_angle;
|
||
half _count;
|
||
half _Opacity;
|
||
#ifdef ASE_TESSELLATION
|
||
float _TessPhongStrength;
|
||
float _TessValue;
|
||
float _TessMin;
|
||
float _TessMax;
|
||
float _TessEdgeLength;
|
||
float _TessMaxDisp;
|
||
#endif
|
||
CBUFFER_END
|
||
|
||
|
||
|
||
|
||
int _ObjectId;
|
||
int _PassValue;
|
||
|
||
struct SurfaceDescription
|
||
{
|
||
float Alpha;
|
||
float AlphaClipThreshold;
|
||
};
|
||
|
||
PackedVaryings VertexFunction(Attributes input )
|
||
{
|
||
PackedVaryings output;
|
||
ZERO_INITIALIZE(PackedVaryings, output);
|
||
|
||
UNITY_SETUP_INSTANCE_ID(input);
|
||
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||
|
||
output.ase_color = input.ase_color;
|
||
output.ase_texcoord.xy = input.ase_texcoord.xy;
|
||
|
||
//setting value to unused interpolator channels and avoid initialization warnings
|
||
output.ase_texcoord.zw = 0;
|
||
|
||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
float3 defaultVertexValue = input.positionOS.xyz;
|
||
#else
|
||
float3 defaultVertexValue = float3(0, 0, 0);
|
||
#endif
|
||
|
||
float3 vertexValue = defaultVertexValue;
|
||
|
||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
input.positionOS.xyz = vertexValue;
|
||
#else
|
||
input.positionOS.xyz += vertexValue;
|
||
#endif
|
||
|
||
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
||
|
||
output.positionCS = vertexInput.positionCS;
|
||
return output;
|
||
}
|
||
|
||
#if defined(ASE_TESSELLATION)
|
||
struct VertexControl
|
||
{
|
||
float4 positionOS : INTERNALTESSPOS;
|
||
half3 normalOS : NORMAL;
|
||
half4 ase_color : COLOR;
|
||
float4 ase_texcoord : TEXCOORD0;
|
||
|
||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
};
|
||
|
||
struct TessellationFactors
|
||
{
|
||
float edge[3] : SV_TessFactor;
|
||
float inside : SV_InsideTessFactor;
|
||
};
|
||
|
||
VertexControl vert ( Attributes input )
|
||
{
|
||
VertexControl output;
|
||
UNITY_SETUP_INSTANCE_ID(input);
|
||
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
output.positionOS = input.positionOS;
|
||
output.normalOS = input.normalOS;
|
||
output.ase_color = input.ase_color;
|
||
output.ase_texcoord = input.ase_texcoord;
|
||
return output;
|
||
}
|
||
|
||
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
||
{
|
||
TessellationFactors output;
|
||
float4 tf = 1;
|
||
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||
#if defined(ASE_FIXED_TESSELLATION)
|
||
tf = FixedTess( tessValue );
|
||
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
#endif
|
||
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
||
return output;
|
||
}
|
||
|
||
[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")]
|
||
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
{
|
||
Attributes output = (Attributes) 0;
|
||
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
|
||
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
||
#if defined(ASE_PHONG_TESSELLATION)
|
||
float3 pp[3];
|
||
for (int i = 0; i < 3; ++i)
|
||
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
float phongStrength = _TessPhongStrength;
|
||
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
||
#endif
|
||
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
||
return VertexFunction(output);
|
||
}
|
||
#else
|
||
PackedVaryings vert ( Attributes input )
|
||
{
|
||
return VertexFunction( input );
|
||
}
|
||
#endif
|
||
|
||
half4 frag(PackedVaryings input ) : SV_Target
|
||
{
|
||
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
||
|
||
half4 temp_output_2_0_g2 = ( input.ase_color * _ImageColor );
|
||
half2 break104 = ( input.ase_texcoord.xy - half2( 0.5,0.5 ) );
|
||
half smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) ));
|
||
half2 temp_output_34_0_g1 = ( input.ase_texcoord.xy - float2( 0.5,0.5 ) );
|
||
half2 break39_g1 = temp_output_34_0_g1;
|
||
half2 appendResult50_g1 = (half2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 )));
|
||
half2 break53_g1 = appendResult50_g1;
|
||
half smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) ));
|
||
half smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + frac( ( ( _TimeParameters.x * ( _ring_rotation * 0.1 ) ) + ( _ring_rotation_angle * 0.002777778 ) ) ) ) * _count ) ));
|
||
|
||
|
||
surfaceDescription.Alpha = ( (temp_output_2_0_g2).a * ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) ) * _Opacity ) );
|
||
surfaceDescription.AlphaClipThreshold = 0.5;
|
||
|
||
#if _ALPHATEST_ON
|
||
float alphaClipThreshold = 0.01f;
|
||
#if ALPHA_CLIP_THRESHOLD
|
||
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
|
||
#endif
|
||
clip(surfaceDescription.Alpha - alphaClipThreshold);
|
||
#endif
|
||
|
||
half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
|
||
return outColor;
|
||
}
|
||
ENDHLSL
|
||
}
|
||
|
||
|
||
Pass
|
||
{
|
||
|
||
Name "ScenePickingPass"
|
||
Tags { "LightMode"="Picking" }
|
||
|
||
AlphaToMask Off
|
||
|
||
HLSLPROGRAM
|
||
|
||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||
#define ASE_VERSION 19904
|
||
#define ASE_SRP_VERSION -1
|
||
|
||
|
||
#pragma vertex vert
|
||
#pragma fragment frag
|
||
|
||
#define ATTRIBUTES_NEED_NORMAL
|
||
#define ATTRIBUTES_NEED_TANGENT
|
||
|
||
#define SHADERPASS SHADERPASS_DEPTHONLY
|
||
|
||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.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/ShaderLibrary/Lighting.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||
|
||
#if defined(LOD_FADE_CROSSFADE)
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
||
#endif
|
||
|
||
#define ASE_NEEDS_TEXTURE_COORDINATES0
|
||
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
|
||
|
||
|
||
struct Attributes
|
||
{
|
||
float4 positionOS : POSITION;
|
||
half3 normalOS : NORMAL;
|
||
half4 ase_color : COLOR;
|
||
float4 ase_texcoord : TEXCOORD0;
|
||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
};
|
||
|
||
struct PackedVaryings
|
||
{
|
||
float4 positionCS : SV_POSITION;
|
||
float4 ase_color : COLOR;
|
||
float4 ase_texcoord : TEXCOORD0;
|
||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
UNITY_VERTEX_OUTPUT_STEREO
|
||
};
|
||
|
||
CBUFFER_START(UnityPerMaterial)
|
||
half4 _ImageColor;
|
||
half _cube_width;
|
||
half _cube_softness;
|
||
half _cube_radius;
|
||
half _ring_width;
|
||
half _ring_softness;
|
||
half _ring_radius;
|
||
half _gapsize;
|
||
half _gap_softness;
|
||
half _ring_rotation;
|
||
half _ring_rotation_angle;
|
||
half _count;
|
||
half _Opacity;
|
||
#ifdef ASE_TESSELLATION
|
||
float _TessPhongStrength;
|
||
float _TessValue;
|
||
float _TessMin;
|
||
float _TessMax;
|
||
float _TessEdgeLength;
|
||
float _TessMaxDisp;
|
||
#endif
|
||
CBUFFER_END
|
||
|
||
|
||
|
||
|
||
float4 _SelectionID;
|
||
|
||
struct SurfaceDescription
|
||
{
|
||
float Alpha;
|
||
float AlphaClipThreshold;
|
||
};
|
||
|
||
PackedVaryings VertexFunction(Attributes input )
|
||
{
|
||
PackedVaryings output;
|
||
ZERO_INITIALIZE(PackedVaryings, output);
|
||
|
||
UNITY_SETUP_INSTANCE_ID(input);
|
||
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||
|
||
output.ase_color = input.ase_color;
|
||
output.ase_texcoord.xy = input.ase_texcoord.xy;
|
||
|
||
//setting value to unused interpolator channels and avoid initialization warnings
|
||
output.ase_texcoord.zw = 0;
|
||
|
||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
float3 defaultVertexValue = input.positionOS.xyz;
|
||
#else
|
||
float3 defaultVertexValue = float3(0, 0, 0);
|
||
#endif
|
||
|
||
float3 vertexValue = defaultVertexValue;
|
||
|
||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
input.positionOS.xyz = vertexValue;
|
||
#else
|
||
input.positionOS.xyz += vertexValue;
|
||
#endif
|
||
|
||
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
||
|
||
output.positionCS = vertexInput.positionCS;
|
||
return output;
|
||
}
|
||
|
||
#if defined(ASE_TESSELLATION)
|
||
struct VertexControl
|
||
{
|
||
float4 positionOS : INTERNALTESSPOS;
|
||
half3 normalOS : NORMAL;
|
||
half4 ase_color : COLOR;
|
||
float4 ase_texcoord : TEXCOORD0;
|
||
|
||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
};
|
||
|
||
struct TessellationFactors
|
||
{
|
||
float edge[3] : SV_TessFactor;
|
||
float inside : SV_InsideTessFactor;
|
||
};
|
||
|
||
VertexControl vert ( Attributes input )
|
||
{
|
||
VertexControl output;
|
||
UNITY_SETUP_INSTANCE_ID(input);
|
||
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
output.positionOS = input.positionOS;
|
||
output.normalOS = input.normalOS;
|
||
output.ase_color = input.ase_color;
|
||
output.ase_texcoord = input.ase_texcoord;
|
||
return output;
|
||
}
|
||
|
||
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
||
{
|
||
TessellationFactors output;
|
||
float4 tf = 1;
|
||
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||
#if defined(ASE_FIXED_TESSELLATION)
|
||
tf = FixedTess( tessValue );
|
||
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
#endif
|
||
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
||
return output;
|
||
}
|
||
|
||
[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")]
|
||
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
{
|
||
Attributes output = (Attributes) 0;
|
||
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
|
||
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
||
#if defined(ASE_PHONG_TESSELLATION)
|
||
float3 pp[3];
|
||
for (int i = 0; i < 3; ++i)
|
||
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
float phongStrength = _TessPhongStrength;
|
||
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
||
#endif
|
||
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
||
return VertexFunction(output);
|
||
}
|
||
#else
|
||
PackedVaryings vert ( Attributes input )
|
||
{
|
||
return VertexFunction( input );
|
||
}
|
||
#endif
|
||
|
||
half4 frag(PackedVaryings input ) : SV_Target
|
||
{
|
||
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
||
|
||
half4 temp_output_2_0_g2 = ( input.ase_color * _ImageColor );
|
||
half2 break104 = ( input.ase_texcoord.xy - half2( 0.5,0.5 ) );
|
||
half smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) ));
|
||
half2 temp_output_34_0_g1 = ( input.ase_texcoord.xy - float2( 0.5,0.5 ) );
|
||
half2 break39_g1 = temp_output_34_0_g1;
|
||
half2 appendResult50_g1 = (half2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 )));
|
||
half2 break53_g1 = appendResult50_g1;
|
||
half smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) ));
|
||
half smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + frac( ( ( _TimeParameters.x * ( _ring_rotation * 0.1 ) ) + ( _ring_rotation_angle * 0.002777778 ) ) ) ) * _count ) ));
|
||
|
||
|
||
surfaceDescription.Alpha = ( (temp_output_2_0_g2).a * ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) ) * _Opacity ) );
|
||
surfaceDescription.AlphaClipThreshold = 0.5;
|
||
|
||
#if _ALPHATEST_ON
|
||
float alphaClipThreshold = 0.01f;
|
||
#if ALPHA_CLIP_THRESHOLD
|
||
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
|
||
#endif
|
||
clip(surfaceDescription.Alpha - alphaClipThreshold);
|
||
#endif
|
||
|
||
half4 outColor = 0;
|
||
outColor = unity_SelectionID;
|
||
|
||
return outColor;
|
||
}
|
||
|
||
ENDHLSL
|
||
}
|
||
|
||
|
||
Pass
|
||
{
|
||
|
||
Name "DepthNormals"
|
||
Tags { "LightMode"="DepthNormalsOnly" }
|
||
|
||
ZTest LEqual
|
||
ZWrite On
|
||
|
||
HLSLPROGRAM
|
||
|
||
#pragma multi_compile_instancing
|
||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||
#define ASE_VERSION 19904
|
||
#define ASE_SRP_VERSION -1
|
||
|
||
|
||
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
|
||
|
||
#pragma vertex vert
|
||
#pragma fragment frag
|
||
|
||
#define ATTRIBUTES_NEED_NORMAL
|
||
#define ATTRIBUTES_NEED_TANGENT
|
||
#define VARYINGS_NEED_NORMAL_WS
|
||
|
||
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
|
||
|
||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.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/ShaderLibrary/Lighting.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||
|
||
#if defined(LOD_FADE_CROSSFADE)
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
||
#endif
|
||
|
||
#define ASE_NEEDS_TEXTURE_COORDINATES0
|
||
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
|
||
|
||
|
||
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
||
#define ASE_SV_DEPTH SV_DepthLessEqual
|
||
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
||
#else
|
||
#define ASE_SV_DEPTH SV_Depth
|
||
#define ASE_SV_POSITION_QUALIFIERS
|
||
#endif
|
||
|
||
struct Attributes
|
||
{
|
||
float4 positionOS : POSITION;
|
||
half3 normalOS : NORMAL;
|
||
half4 ase_color : COLOR;
|
||
float4 ase_texcoord : TEXCOORD0;
|
||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
};
|
||
|
||
struct PackedVaryings
|
||
{
|
||
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
||
half3 normalWS : TEXCOORD0;
|
||
float4 ase_color : COLOR;
|
||
float4 ase_texcoord1 : TEXCOORD1;
|
||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
UNITY_VERTEX_OUTPUT_STEREO
|
||
};
|
||
|
||
CBUFFER_START(UnityPerMaterial)
|
||
half4 _ImageColor;
|
||
half _cube_width;
|
||
half _cube_softness;
|
||
half _cube_radius;
|
||
half _ring_width;
|
||
half _ring_softness;
|
||
half _ring_radius;
|
||
half _gapsize;
|
||
half _gap_softness;
|
||
half _ring_rotation;
|
||
half _ring_rotation_angle;
|
||
half _count;
|
||
half _Opacity;
|
||
#ifdef ASE_TESSELLATION
|
||
float _TessPhongStrength;
|
||
float _TessValue;
|
||
float _TessMin;
|
||
float _TessMax;
|
||
float _TessEdgeLength;
|
||
float _TessMaxDisp;
|
||
#endif
|
||
CBUFFER_END
|
||
|
||
|
||
|
||
|
||
struct SurfaceDescription
|
||
{
|
||
float Alpha;
|
||
float AlphaClipThreshold;
|
||
};
|
||
|
||
PackedVaryings VertexFunction( Attributes input )
|
||
{
|
||
PackedVaryings output;
|
||
ZERO_INITIALIZE(PackedVaryings, output);
|
||
|
||
UNITY_SETUP_INSTANCE_ID(input);
|
||
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||
|
||
output.ase_color = input.ase_color;
|
||
output.ase_texcoord1.xy = input.ase_texcoord.xy;
|
||
|
||
//setting value to unused interpolator channels and avoid initialization warnings
|
||
output.ase_texcoord1.zw = 0;
|
||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
float3 defaultVertexValue = input.positionOS.xyz;
|
||
#else
|
||
float3 defaultVertexValue = float3(0, 0, 0);
|
||
#endif
|
||
|
||
float3 vertexValue = defaultVertexValue;
|
||
|
||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
input.positionOS.xyz = vertexValue;
|
||
#else
|
||
input.positionOS.xyz += vertexValue;
|
||
#endif
|
||
|
||
input.normalOS = input.normalOS;
|
||
|
||
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
||
VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS );
|
||
|
||
output.positionCS = vertexInput.positionCS;
|
||
output.normalWS = normalInput.normalWS;
|
||
return output;
|
||
}
|
||
|
||
#if defined(ASE_TESSELLATION)
|
||
struct VertexControl
|
||
{
|
||
float4 positionOS : INTERNALTESSPOS;
|
||
half3 normalOS : NORMAL;
|
||
half4 ase_color : COLOR;
|
||
float4 ase_texcoord : TEXCOORD0;
|
||
|
||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
};
|
||
|
||
struct TessellationFactors
|
||
{
|
||
float edge[3] : SV_TessFactor;
|
||
float inside : SV_InsideTessFactor;
|
||
};
|
||
|
||
VertexControl vert ( Attributes input )
|
||
{
|
||
VertexControl output;
|
||
UNITY_SETUP_INSTANCE_ID(input);
|
||
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
output.positionOS = input.positionOS;
|
||
output.normalOS = input.normalOS;
|
||
output.ase_color = input.ase_color;
|
||
output.ase_texcoord = input.ase_texcoord;
|
||
return output;
|
||
}
|
||
|
||
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
||
{
|
||
TessellationFactors output;
|
||
float4 tf = 1;
|
||
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||
#if defined(ASE_FIXED_TESSELLATION)
|
||
tf = FixedTess( tessValue );
|
||
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
#endif
|
||
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
||
return output;
|
||
}
|
||
|
||
[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")]
|
||
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
{
|
||
Attributes output = (Attributes) 0;
|
||
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
|
||
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
||
#if defined(ASE_PHONG_TESSELLATION)
|
||
float3 pp[3];
|
||
for (int i = 0; i < 3; ++i)
|
||
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
float phongStrength = _TessPhongStrength;
|
||
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
||
#endif
|
||
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
||
return VertexFunction(output);
|
||
}
|
||
#else
|
||
PackedVaryings vert ( Attributes input )
|
||
{
|
||
return VertexFunction( input );
|
||
}
|
||
#endif
|
||
|
||
void frag(PackedVaryings input
|
||
, out half4 outNormalWS : SV_Target0
|
||
#if defined( ASE_DEPTH_WRITE_ON )
|
||
,out float outputDepth : ASE_SV_DEPTH
|
||
#endif
|
||
#ifdef _WRITE_RENDERING_LAYERS
|
||
, out uint outRenderingLayers : SV_Target1
|
||
#endif
|
||
)
|
||
{
|
||
UNITY_SETUP_INSTANCE_ID(input);
|
||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
|
||
|
||
half3 NormalWS = normalize( input.normalWS );
|
||
float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
|
||
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
|
||
float4 ScreenPos = ComputeScreenPos( ClipPos );
|
||
|
||
half4 temp_output_2_0_g2 = ( input.ase_color * _ImageColor );
|
||
half2 break104 = ( input.ase_texcoord1.xy - half2( 0.5,0.5 ) );
|
||
half smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) ));
|
||
half2 temp_output_34_0_g1 = ( input.ase_texcoord1.xy - float2( 0.5,0.5 ) );
|
||
half2 break39_g1 = temp_output_34_0_g1;
|
||
half2 appendResult50_g1 = (half2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 )));
|
||
half2 break53_g1 = appendResult50_g1;
|
||
half smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) ));
|
||
half smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + frac( ( ( _TimeParameters.x * ( _ring_rotation * 0.1 ) ) + ( _ring_rotation_angle * 0.002777778 ) ) ) ) * _count ) ));
|
||
|
||
|
||
float Alpha = ( (temp_output_2_0_g2).a * ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) ) * _Opacity ) );
|
||
float AlphaClipThreshold = 0.5;
|
||
|
||
#if defined( ASE_DEPTH_WRITE_ON )
|
||
float DeviceDepth = input.positionCS.z;
|
||
#endif
|
||
|
||
#ifdef _ALPHATEST_ON
|
||
clip(Alpha - AlphaClipThreshold);
|
||
#endif
|
||
|
||
#if defined(LOD_FADE_CROSSFADE)
|
||
LODFadeCrossFade( input.positionCS );
|
||
#endif
|
||
|
||
#if defined( ASE_DEPTH_WRITE_ON )
|
||
outputDepth = DeviceDepth;
|
||
#endif
|
||
|
||
#if defined(_GBUFFER_NORMALS_OCT)
|
||
float2 octNormalWS = PackNormalOctQuadEncode(NormalWS);
|
||
float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);
|
||
half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);
|
||
outNormalWS = half4(packedNormalWS, 0.0);
|
||
#else
|
||
outNormalWS = half4(NormalizeNormalPerPixel( NormalWS ), 0.0);
|
||
#endif
|
||
|
||
#ifdef _WRITE_RENDERING_LAYERS
|
||
outRenderingLayers = EncodeMeshRenderingLayer();
|
||
#endif
|
||
}
|
||
ENDHLSL
|
||
}
|
||
|
||
|
||
Pass
|
||
{
|
||
|
||
Name "GBuffer"
|
||
Tags { "LightMode"="UniversalGBuffer" }
|
||
|
||
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
|
||
ZWrite Off
|
||
ZTest LEqual
|
||
Offset 0 , 0
|
||
ColorMask RGBA
|
||
|
||
|
||
|
||
HLSLPROGRAM
|
||
|
||
|
||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||
#define ASE_VERSION 19904
|
||
#define ASE_SRP_VERSION -1
|
||
|
||
|
||
|
||
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||
|
||
|
||
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
||
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
|
||
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
|
||
|
||
|
||
#pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
|
||
|
||
|
||
#pragma vertex vert
|
||
#pragma fragment frag
|
||
|
||
#define SHADERPASS SHADERPASS_GBUFFER
|
||
|
||
|
||
|
||
|
||
|
||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
|
||
|
||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
||
|
||
|
||
|
||
#if ASE_SRP_VERSION >=140009
|
||
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
||
#endif
|
||
|
||
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||
|
||
#if defined(LOD_FADE_CROSSFADE)
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
||
#endif
|
||
|
||
#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
|
||
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
|
||
#endif
|
||
|
||
#define ASE_NEEDS_TEXTURE_COORDINATES0
|
||
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
|
||
|
||
|
||
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
||
#define ASE_SV_DEPTH SV_DepthLessEqual
|
||
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
||
#else
|
||
#define ASE_SV_DEPTH SV_Depth
|
||
#define ASE_SV_POSITION_QUALIFIERS
|
||
#endif
|
||
|
||
struct Attributes
|
||
{
|
||
float4 positionOS : POSITION;
|
||
half3 normalOS : NORMAL;
|
||
half4 ase_color : COLOR;
|
||
float4 ase_texcoord : TEXCOORD0;
|
||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
};
|
||
|
||
struct PackedVaryings
|
||
{
|
||
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
||
float3 positionWS : TEXCOORD0;
|
||
half3 normalWS : TEXCOORD1;
|
||
float4 ase_color : COLOR;
|
||
float4 ase_texcoord2 : TEXCOORD2;
|
||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
UNITY_VERTEX_OUTPUT_STEREO
|
||
};
|
||
|
||
CBUFFER_START(UnityPerMaterial)
|
||
half4 _ImageColor;
|
||
half _cube_width;
|
||
half _cube_softness;
|
||
half _cube_radius;
|
||
half _ring_width;
|
||
half _ring_softness;
|
||
half _ring_radius;
|
||
half _gapsize;
|
||
half _gap_softness;
|
||
half _ring_rotation;
|
||
half _ring_rotation_angle;
|
||
half _count;
|
||
half _Opacity;
|
||
#ifdef ASE_TRANSMISSION
|
||
float _TransmissionShadow;
|
||
#endif
|
||
#ifdef ASE_TRANSLUCENCY
|
||
float _TransStrength;
|
||
float _TransNormal;
|
||
float _TransScattering;
|
||
float _TransDirect;
|
||
float _TransAmbient;
|
||
float _TransShadow;
|
||
#endif
|
||
#ifdef ASE_TESSELLATION
|
||
float _TessPhongStrength;
|
||
float _TessValue;
|
||
float _TessMin;
|
||
float _TessMax;
|
||
float _TessEdgeLength;
|
||
float _TessMaxDisp;
|
||
#endif
|
||
CBUFFER_END
|
||
|
||
#ifdef SCENEPICKINGPASS
|
||
float4 _SelectionID;
|
||
#endif
|
||
|
||
#ifdef SCENESELECTIONPASS
|
||
int _ObjectId;
|
||
int _PassValue;
|
||
#endif
|
||
|
||
|
||
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl"
|
||
|
||
|
||
PackedVaryings VertexFunction( Attributes input )
|
||
{
|
||
PackedVaryings output = (PackedVaryings)0;
|
||
UNITY_SETUP_INSTANCE_ID(input);
|
||
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||
|
||
output.ase_color = input.ase_color;
|
||
output.ase_texcoord2.xy = input.ase_texcoord.xy;
|
||
|
||
//setting value to unused interpolator channels and avoid initialization warnings
|
||
output.ase_texcoord2.zw = 0;
|
||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
float3 defaultVertexValue = input.positionOS.xyz;
|
||
#else
|
||
float3 defaultVertexValue = float3(0, 0, 0);
|
||
#endif
|
||
|
||
float3 vertexValue = defaultVertexValue;
|
||
|
||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
input.positionOS.xyz = vertexValue;
|
||
#else
|
||
input.positionOS.xyz += vertexValue;
|
||
#endif
|
||
|
||
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
||
VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS );
|
||
|
||
output.positionCS = vertexInput.positionCS;
|
||
output.positionWS = vertexInput.positionWS;
|
||
output.normalWS = normalInput.normalWS;
|
||
return output;
|
||
}
|
||
|
||
#if defined(ASE_TESSELLATION)
|
||
struct VertexControl
|
||
{
|
||
float4 positionOS : INTERNALTESSPOS;
|
||
half3 normalOS : NORMAL;
|
||
half4 ase_color : COLOR;
|
||
float4 ase_texcoord : TEXCOORD0;
|
||
|
||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
};
|
||
|
||
struct TessellationFactors
|
||
{
|
||
float edge[3] : SV_TessFactor;
|
||
float inside : SV_InsideTessFactor;
|
||
};
|
||
|
||
VertexControl vert ( Attributes input )
|
||
{
|
||
VertexControl output;
|
||
UNITY_SETUP_INSTANCE_ID(input);
|
||
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
output.positionOS = input.positionOS;
|
||
output.normalOS = input.normalOS;
|
||
output.ase_color = input.ase_color;
|
||
output.ase_texcoord = input.ase_texcoord;
|
||
return output;
|
||
}
|
||
|
||
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
||
{
|
||
TessellationFactors output;
|
||
float4 tf = 1;
|
||
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||
#if defined(ASE_FIXED_TESSELLATION)
|
||
tf = FixedTess( tessValue );
|
||
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
#endif
|
||
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
||
return output;
|
||
}
|
||
|
||
[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")]
|
||
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
{
|
||
Attributes output = (Attributes) 0;
|
||
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
|
||
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
||
#if defined(ASE_PHONG_TESSELLATION)
|
||
float3 pp[3];
|
||
for (int i = 0; i < 3; ++i)
|
||
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
float phongStrength = _TessPhongStrength;
|
||
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
||
#endif
|
||
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
||
return VertexFunction(output);
|
||
}
|
||
#else
|
||
PackedVaryings vert ( Attributes input )
|
||
{
|
||
return VertexFunction( input );
|
||
}
|
||
#endif
|
||
|
||
GBufferFragOutput frag ( PackedVaryings input
|
||
#if defined( ASE_DEPTH_WRITE_ON )
|
||
,out float outputDepth : ASE_SV_DEPTH
|
||
#endif
|
||
)
|
||
{
|
||
UNITY_SETUP_INSTANCE_ID(input);
|
||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||
|
||
#if defined(LOD_FADE_CROSSFADE)
|
||
LODFadeCrossFade( input.positionCS );
|
||
#endif
|
||
|
||
float3 PositionWS = input.positionWS;
|
||
float3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS );
|
||
float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
|
||
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
|
||
float4 ScreenPos = ComputeScreenPos( ClipPos );
|
||
half3 NormalWS = normalize( input.normalWS );
|
||
|
||
half4 temp_output_2_0_g2 = ( input.ase_color * _ImageColor );
|
||
|
||
half2 break104 = ( input.ase_texcoord2.xy - half2( 0.5,0.5 ) );
|
||
half smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) ));
|
||
half2 temp_output_34_0_g1 = ( input.ase_texcoord2.xy - float2( 0.5,0.5 ) );
|
||
half2 break39_g1 = temp_output_34_0_g1;
|
||
half2 appendResult50_g1 = (half2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 )));
|
||
half2 break53_g1 = appendResult50_g1;
|
||
half smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) ));
|
||
half smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + frac( ( ( _TimeParameters.x * ( _ring_rotation * 0.1 ) ) + ( _ring_rotation_angle * 0.002777778 ) ) ) ) * _count ) ));
|
||
|
||
|
||
float3 Color = (temp_output_2_0_g2).rgb;
|
||
float Alpha = ( (temp_output_2_0_g2).a * ( saturate( ( saturate( ( 1.0 - smoothstepResult130 ) ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) ) * _Opacity ) );
|
||
float AlphaClipThreshold = 0.5;
|
||
float AlphaClipThresholdShadow = 0.5;
|
||
|
||
#if defined( ASE_DEPTH_WRITE_ON )
|
||
float DeviceDepth = input.positionCS.z;
|
||
#endif
|
||
|
||
#ifdef _ALPHATEST_ON
|
||
clip(Alpha - AlphaClipThreshold);
|
||
#endif
|
||
|
||
InputData inputData = (InputData)0;
|
||
inputData.positionWS = PositionWS;
|
||
inputData.positionCS = float4( input.positionCS.xy, ClipPos.zw / ClipPos.w );
|
||
inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy;
|
||
inputData.normalWS = NormalWS;
|
||
inputData.viewDirectionWS = ViewDirWS;
|
||
|
||
#if defined(_DBUFFER)
|
||
ApplyDecalToBaseColor(input.positionCS, Color);
|
||
#endif
|
||
|
||
#if defined( ASE_DEPTH_WRITE_ON )
|
||
outputDepth = DeviceDepth;
|
||
#endif
|
||
|
||
SurfaceData surfaceData = (SurfaceData)0;
|
||
surfaceData.albedo = Color;
|
||
surfaceData.alpha = Alpha;
|
||
|
||
#if defined( _SCREEN_SPACE_OCCLUSION ) // GBuffer never has transparents
|
||
float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV( input.positionCS );
|
||
AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion( normalizedScreenSpaceUV );
|
||
surfaceData.occlusion = aoFactor.directAmbientOcclusion;
|
||
#else
|
||
surfaceData.occlusion = 1;
|
||
#endif
|
||
|
||
return PackGBuffersSurfaceData( surfaceData, inputData, float3( 0, 0, 0 ) );
|
||
}
|
||
|
||
ENDHLSL
|
||
}
|
||
|
||
}
|
||
|
||
CustomEditor "UnityEditor.ShaderGraphUnlitGUI"
|
||
FallBack "Hidden/Shader Graph/FallbackError"
|
||
|
||
Fallback Off
|
||
}
|
||
/*ASEBEGIN
|
||
Version=19904
|
||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;135;-3824,1056;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.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;162;-3824,1152;Inherit;False;Constant;_Float0;Float 0;13;0;Create;True;0;0;0;False;0;False;0.1;0;0;0;0;1;FLOAT;0
|
||
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.SimpleTimeNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;134;-3808,864;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0
|
||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;161;-3536,1056;Inherit;False;2;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;164;-3392,1440;Inherit;False;Constant;_Float1;Float 1;13;0;Create;True;0;0;0;False;0;False;0.002777778;0;0;0;0;1;FLOAT;0
|
||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;157;-3424,1328;Inherit;False;Property;_ring_rotation_angle;ring_rotation_angle;12;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.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;136;-3232,1072;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;163;-3168,1360;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||
Node;AmplifyShaderEditor.BreakToComponentsNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;104;-2768,608;Inherit;True;FLOAT2;1;0;FLOAT2;0,0;False;16;FLOAT;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT;5;FLOAT;6;FLOAT;7;FLOAT;8;FLOAT;9;FLOAT;10;FLOAT;11;FLOAT;12;FLOAT;13;FLOAT;14;FLOAT;15
|
||
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;169;-2944,1376;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;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.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;105;-2960,864;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.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;107;-2896,1152;Inherit;False;Property;_ring_radius;ring_radius;5;1;[Header];Create;True;1;ring;0;0;False;0;False;0.5802088;0.5;0;1;0;1;FLOAT;0
|
||
Node;AmplifyShaderEditor.FractNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;167;-2784,1392;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||
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;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;-2624,1344;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;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, PublicKeyToken=null;133;-2048,672;Inherit;False;Property;_cube_radius;cube_radius;2;1;[Header];Create;True;1;cube;0;0;False;0;False;0.05854658;0.033;0;0.5;0;1;FLOAT;0
|
||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;114;-2800,1568;Inherit;False;Property;_count;count;10;0;Create;True;0;0;0;False;0;False;8;8;0;0;0;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.AbsOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;108;-2240,928;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;117;-2400,1376;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, PublicKeyToken=null;116;-2432,1712;Inherit;False;Property;_gap_softness;gap_softness;9;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
|
||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;109;-2464,1168;Inherit;False;Property;_ring_width;ring_width;6;0;Create;True;0;0;0;False;0;False;0.05130975;0.01;0;0.5;0;1;FLOAT;0
|
||
Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;126;-1872,400;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;131;-1936,848;Inherit;False;Property;_cube_softness;cube_softness;4;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;121;-2080,1632;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||
Node;AmplifyShaderEditor.SmoothstepOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;106;-1968,960;Inherit;True;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
|
||
Node;AmplifyShaderEditor.FractNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;119;-2160,1424;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;115;-2448,1616;Inherit;False;Property;_gapsize;gap size;8;0;Create;True;0;0;0;False;0;False;0.8467217;0.5;0;1;0;1;FLOAT;0
|
||
Node;AmplifyShaderEditor.AbsOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;127;-1632,400;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;128;-1456,752;Inherit;False;2;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;132;-1760,656;Inherit;False;Property;_cube_width;cube_width;3;0;Create;True;0;0;0;False;0;False;0.01032564;0.05;0;0.5;0;1;FLOAT;0
|
||
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;113;-1696,976;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||
Node;AmplifyShaderEditor.SmoothstepOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;130;-1360,432;Inherit;True;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
|
||
Node;AmplifyShaderEditor.SmoothstepOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;120;-1776,1344;Inherit;True;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
|
||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;122;-1408,1136;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;129;-1072,400;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;124;-1104,1168;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;158;-1037.359,675.321;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;125;-848,864;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||
Node;AmplifyShaderEditor.VertexColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;81;-880,1168;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;88;-592,1424;Inherit;False;Property;_Opacity;Opacity;1;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
|
||
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;155;-528,1136;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;86;-976,1376;Inherit;False;Property;_ImageColor;ImageColor;0;1;[HDR];Create;True;0;0;0;False;0;False;1,1,1,1;2,2,2,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;82;-384,896;Inherit;True;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;153;-336,1200;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;160;-160,896;Inherit;False;Alpha Split;-1;;2;07dab7960105b86429ac8eebd729ed6d;0;1;2;COLOR;0,0,0,0;False;2;FLOAT3;0;FLOAT;6
|
||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;159;-32,1088;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;140;48,880;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;0;False;False;0;;0;0;Standard;0;False;0
|
||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;142;48,880;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=ShadowCaster;False;False;0;;0;0;Standard;0;False;0
|
||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;143;48,880;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;True;1;LightMode=DepthOnly;False;False;0;;0;0;Standard;0;False;0
|
||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;144;48,880;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;;0;0;Standard;0;False;0
|
||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;145;48,880;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Universal2D;0;5;Universal2D;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=Universal2D;False;False;0;;0;0;Standard;0;False;0
|
||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;146;48,880;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;SceneSelectionPass;0;6;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;;0;0;Standard;0;False;0
|
||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;147;48,880;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ScenePickingPass;0;7;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;;0;0;Standard;0;False;0
|
||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;148;48,880;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormals;0;8;DepthNormals;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;False;0;;0;0;Standard;0;False;0
|
||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;149;48,880;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormalsOnly;0;9;DepthNormalsOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;True;9;d3d11;metal;vulkan;xboxone;xboxseries;playstation;ps4;ps5;switch;0;;0;0;Standard;0;False;0
|
||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;150;48,880;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;MotionVectors;0;10;MotionVectors;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;False;False;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=MotionVectors;False;False;0;;0;0;Standard;0;False;0
|
||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;151;48,880;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;XRMotionVectors;0;11;XRMotionVectors;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;True;1;False;;255;False;;1;False;;7;False;;3;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;1;LightMode=XRMotionVectors;False;False;0;;0;0;Standard;0;False;0
|
||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;152;48,880;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;GBuffer;0;12;GBuffer;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;True;1;5;False;;10;False;;1;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalGBuffer;False;False;0;;0;0;Standard;0;False;0
|
||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;141;128,896;Half;False;True;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;Soullies/hit_point;2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;9;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;True;1;5;False;;10;False;;1;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForwardOnly;False;False;0;;0;0;Standard;30;Surface;1;639170540006787254; Keep Alpha;0;0; Blend;0;639175245562403086;Two Sided;1;0;Alpha Clipping;0;639175244804271404; Use Shadow Threshold;0;0;Forward Only;0;0;Cast Shadows;0;639175245696260097;Receive Shadows;0;639175245701538948;Receive SSAO;0;639175245706932116;Motion Vectors;0;639175245711255580; Add Precomputed Velocity;0;0; XR Motion Vectors;0;0;GPU Instancing;1;0;LOD CrossFade;0;639175245745573570;Built-in Fog;0;639175245735451513;Meta Pass;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Write Depth;0;0; Early Z;0;0;Vertex Position;1;0;0;13;False;True;False;True;False;False;True;True;True;False;False;False;True;False;;False;0
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||
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;165;-3536,1504;Inherit;False;430;114;这里的值是1/360,使得cpu那边传360是一圈;0;;1,1,1,1;0;0
|
||
WireConnection;161;0;135;0
|
||
WireConnection;161;1;162;0
|
||
WireConnection;51;0;52;0
|
||
WireConnection;51;1;50;0
|
||
WireConnection;136;0;134;0
|
||
WireConnection;136;1;161;0
|
||
WireConnection;163;0;157;0
|
||
WireConnection;163;1;164;0
|
||
WireConnection;104;0;51;0
|
||
WireConnection;169;0;136;0
|
||
WireConnection;169;1;163;0
|
||
WireConnection;60;0;104;0
|
||
WireConnection;67;0;104;1
|
||
WireConnection;167;0;169;0
|
||
WireConnection;110;0;105;55
|
||
WireConnection;110;1;107;0
|
||
WireConnection;137;0;105;56
|
||
WireConnection;137;1;167;0
|
||
WireConnection;61;0;60;0
|
||
WireConnection;61;1;67;0
|
||
WireConnection;111;0;109;0
|
||
WireConnection;111;1;112;0
|
||
WireConnection;108;0;110;0
|
||
WireConnection;117;0;137;0
|
||
WireConnection;117;1;114;0
|
||
WireConnection;126;0;61;0
|
||
WireConnection;126;1;133;0
|
||
WireConnection;121;0;115;0
|
||
WireConnection;121;1;116;0
|
||
WireConnection;106;0;108;0
|
||
WireConnection;106;1;109;0
|
||
WireConnection;106;2;111;0
|
||
WireConnection;119;0;117;0
|
||
WireConnection;127;0;126;0
|
||
WireConnection;128;0;132;0
|
||
WireConnection;128;1;131;0
|
||
WireConnection;113;0;106;0
|
||
WireConnection;130;0;127;0
|
||
WireConnection;130;1;132;0
|
||
WireConnection;130;2;128;0
|
||
WireConnection;120;0;119;0
|
||
WireConnection;120;1;115;0
|
||
WireConnection;120;2;121;0
|
||
WireConnection;122;0;113;0
|
||
WireConnection;122;1;120;0
|
||
WireConnection;129;0;130;0
|
||
WireConnection;124;0;122;0
|
||
WireConnection;158;0;129;0
|
||
WireConnection;125;0;158;0
|
||
WireConnection;125;1;124;0
|
||
WireConnection;155;0;125;0
|
||
WireConnection;82;0;81;0
|
||
WireConnection;82;1;86;0
|
||
WireConnection;153;0;155;0
|
||
WireConnection;153;1;88;0
|
||
WireConnection;160;2;82;0
|
||
WireConnection;159;0;160;6
|
||
WireConnection;159;1;153;0
|
||
WireConnection;141;2;160;0
|
||
WireConnection;141;3;159;0
|
||
ASEEND*/
|
||
//CHKSM=28CA609AED335968D7464B6B289150127DD5CC7C |