1016 lines
47 KiB
Plaintext
1016 lines
47 KiB
Plaintext
// 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, 0 )
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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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[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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}
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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"="Lit" "ShaderGraphShader"="true" }
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Cull Off
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HLSLINCLUDE
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#pragma target 3.0
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#pragma prefer_hlslcc gles
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// ensure rendering platforms toggle list is visible
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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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ENDHLSL
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Pass
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{
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Name "Sprite Lit"
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Tags { "LightMode"="Universal2D" }
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Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
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ZTest LEqual
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ZWrite Off
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Offset 0 , 0
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ColorMask RGBA
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HLSLPROGRAM
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#define ASE_VERSION 19904
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#define ASE_SRP_VERSION -1
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#pragma multi_compile_instancing
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fragment _ DEBUG_DISPLAY
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#pragma multi_compile_vertex _ SKINNED_SPRITE
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#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_0
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#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_1
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#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_2
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#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_3
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define ATTRIBUTES_NEED_NORMAL
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#define ATTRIBUTES_NEED_TANGENT
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#define ATTRIBUTES_NEED_TEXCOORD0
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#define ATTRIBUTES_NEED_COLOR
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#define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT
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#define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT
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#define VARYINGS_NEED_POSITION_WS
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#define VARYINGS_NEED_TEXCOORD0
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#define VARYINGS_NEED_COLOR
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#define VARYINGS_NEED_SCREENPOSITION
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#define FEATURES_GRAPH_VERTEX
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#define SHADERPASS SHADERPASS_SPRITELIT
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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/Shaders/2D/Include/Core2D.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 "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.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/DebugMipmapStreamingMacros.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/Shaders/2D/Include/LightingUtility.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/Shaders/2D/Include/SurfaceData2D.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
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#if USE_SHAPE_LIGHT_TYPE_0
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SHAPE_LIGHT(0)
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#endif
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#if USE_SHAPE_LIGHT_TYPE_1
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SHAPE_LIGHT(1)
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#endif
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#if USE_SHAPE_LIGHT_TYPE_2
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SHAPE_LIGHT(2)
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#endif
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#if USE_SHAPE_LIGHT_TYPE_3
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SHAPE_LIGHT(3)
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#endif
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
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#define ASE_NEEDS_TEXTURE_COORDINATES0
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#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
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CBUFFER_START( UnityPerMaterial )
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float4 _ImageColor;
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float _cube_width;
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float _cube_softness;
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float _cube_radius;
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float _ring_width;
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float _ring_softness;
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float _ring_radius;
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float _gapsize;
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float _gap_softness;
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float _ring_rotation;
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float _count;
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float _Opacity;
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CBUFFER_END
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struct VertexInput
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{
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float3 positionOS : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 uv0 : TEXCOORD0;
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float4 color : COLOR;
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UNITY_SKINNED_VERTEX_INPUTS
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 positionCS : SV_POSITION;
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float4 texCoord0 : TEXCOORD0;
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float4 color : TEXCOORD1;
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float4 screenPosition : TEXCOORD2;
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float3 positionWS : TEXCOORD3;
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float4 ase_color : COLOR;
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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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#if ETC1_EXTERNAL_ALPHA
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TEXTURE2D(_AlphaTex); SAMPLER(sampler_AlphaTex);
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float _EnableAlphaTexture;
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#endif
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VertexOutput vert( VertexInput v )
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{
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VertexOutput o = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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UNITY_SKINNED_VERTEX_COMPUTE(v);
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v.positionOS = UnityFlipSprite( v.positionOS, unity_SpriteProps.xy );
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o.ase_color = v.color;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = v.positionOS;
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#else
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float3 defaultVertexValue = float3(0, 0, 0);
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#endif
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float3 vertexValue = defaultVertexValue;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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v.positionOS = vertexValue;
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#else
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v.positionOS += vertexValue;
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#endif
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v.normal = v.normal;
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v.tangent.xyz = v.tangent.xyz;
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VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS);
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o.positionCS = vertexInput.positionCS;
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o.positionWS = vertexInput.positionWS;
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o.texCoord0 = v.uv0;
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o.color = v.color;
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o.screenPosition = vertexInput.positionNDC;
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return o;
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}
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half4 frag( VertexOutput IN ) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(IN);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
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float4 positionCS = IN.positionCS;
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float3 positionWS = IN.positionWS;
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float2 break104 = ( IN.texCoord0.xy - float2( 0.5,0.5 ) );
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float smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) ));
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float2 temp_output_34_0_g1 = ( IN.texCoord0.xy - float2( 0.5,0.5 ) );
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float2 break39_g1 = temp_output_34_0_g1;
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float2 appendResult50_g1 = (float2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 )));
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float2 break53_g1 = appendResult50_g1;
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float smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) ));
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float smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + ( _TimeParameters.x * ( _ring_rotation / 10.0 ) ) ) * _count ) ));
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float4 break89 = _ImageColor;
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float4 appendResult90 = (float4(break89.r , break89.g , break89.b , _Opacity));
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float4 Color = ( ( ( 1.0 - smoothstepResult130 ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) * IN.ase_color * appendResult90 );
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float4 Mask = float4(1,1,1,1);
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float3 Normal = float3( 0, 0, 1 );
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#if ETC1_EXTERNAL_ALPHA
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float4 alpha = SAMPLE_TEXTURE2D(_AlphaTex, sampler_AlphaTex, IN.texCoord0.xy);
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Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture);
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#endif
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SurfaceData2D surfaceData;
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InitializeSurfaceData(Color.rgb, Color.a, Mask, surfaceData);
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InputData2D inputData;
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InitializeInputData(IN.texCoord0.xy, half2(IN.screenPosition.xy / IN.screenPosition.w), inputData);
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SETUP_DEBUG_DATA_2D(inputData, positionWS, positionCS);
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return CombinedShapeLightShared(surfaceData, inputData);
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Color *= IN.color;
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}
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ENDHLSL
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}
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Pass
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{
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Name "Sprite Normal"
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Tags { "LightMode"="NormalsRendering" }
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Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
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ZTest LEqual
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ZWrite Off
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Offset 0 , 0
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ColorMask RGBA
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HLSLPROGRAM
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#define ASE_VERSION 19904
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#define ASE_SRP_VERSION -1
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#pragma multi_compile_instancing
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile _ SKINNED_SPRITE
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define ATTRIBUTES_NEED_NORMAL
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#define ATTRIBUTES_NEED_TANGENT
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#define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT
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#define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT
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#define VARYINGS_NEED_NORMAL_WS
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#define VARYINGS_NEED_TANGENT_WS
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#define FEATURES_GRAPH_VERTEX
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#define SHADERPASS SHADERPASS_SPRITENORMAL
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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/Shaders/2D/Include/Core2D.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 "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.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/DebugMipmapStreamingMacros.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/Shaders/2D/Include/NormalsRenderingShared.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#define ASE_NEEDS_TEXTURE_COORDINATES0
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#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
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#define ASE_NEEDS_FRAG_COLOR
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CBUFFER_START( UnityPerMaterial )
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float4 _ImageColor;
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float _cube_width;
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float _cube_softness;
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float _cube_radius;
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float _ring_width;
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float _ring_softness;
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float _ring_radius;
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float _gapsize;
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float _gap_softness;
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float _ring_rotation;
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float _count;
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float _Opacity;
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CBUFFER_END
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struct VertexInput
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{
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float3 positionOS : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 uv0 : TEXCOORD0;
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float4 color : COLOR;
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UNITY_SKINNED_VERTEX_INPUTS
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 positionCS : SV_POSITION;
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float4 texCoord0 : TEXCOORD0;
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float4 color : TEXCOORD1;
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float3 normalWS : TEXCOORD2;
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float4 tangentWS : TEXCOORD3;
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float3 bitangentWS : TEXCOORD4;
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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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VertexOutput vert( VertexInput v )
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{
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VertexOutput o = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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UNITY_SKINNED_VERTEX_COMPUTE(v);
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v.positionOS = UnityFlipSprite( v.positionOS, unity_SpriteProps.xy );
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = v.positionOS;
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#else
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float3 defaultVertexValue = float3(0, 0, 0);
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#endif
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float3 vertexValue = defaultVertexValue;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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v.positionOS = vertexValue;
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#else
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v.positionOS += vertexValue;
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#endif
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v.normal = v.normal;
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v.tangent.xyz = v.tangent.xyz;
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VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS);
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o.texCoord0 = v.uv0;
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o.color = v.color;
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o.positionCS = vertexInput.positionCS;
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float3 normalWS = TransformObjectToWorldNormal(v.normal);
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o.normalWS = -GetViewForwardDir();
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float4 tangentWS = float4( TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w);
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o.tangentWS = normalize(tangentWS);
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half crossSign = (tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
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o.bitangentWS = crossSign * cross(normalWS, tangentWS.xyz) * tangentWS.w;
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return o;
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}
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half4 frag( VertexOutput IN ) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(IN);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
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float2 break104 = ( IN.texCoord0.xy - float2( 0.5,0.5 ) );
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float smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) ));
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float2 temp_output_34_0_g1 = ( IN.texCoord0.xy - float2( 0.5,0.5 ) );
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float2 break39_g1 = temp_output_34_0_g1;
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float2 appendResult50_g1 = (float2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 )));
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float2 break53_g1 = appendResult50_g1;
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float smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) ));
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float smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + ( _TimeParameters.x * ( _ring_rotation / 10.0 ) ) ) * _count ) ));
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float4 break89 = _ImageColor;
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float4 appendResult90 = (float4(break89.r , break89.g , break89.b , _Opacity));
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float4 Color = ( ( ( 1.0 - smoothstepResult130 ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) * IN.color * appendResult90 );
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float3 Normal = float3( 0, 0, 1 );
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Color *= IN.color;
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return NormalsRenderingShared(Color, Normal, IN.tangentWS.xyz, IN.bitangentWS, IN.normalWS);
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}
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ENDHLSL
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}
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Pass
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{
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Name "Sprite Forward"
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Tags { "LightMode"="UniversalForward" }
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Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
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ZTest LEqual
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ZWrite Off
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Offset 0 , 0
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ColorMask RGBA
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HLSLPROGRAM
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#define ASE_VERSION 19904
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#define ASE_SRP_VERSION -1
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#pragma multi_compile_instancing
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
|
#pragma multi_compile_vertex _ SKINNED_SPRITE
|
|
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define ATTRIBUTES_NEED_TEXCOORD0
|
|
#define ATTRIBUTES_NEED_COLOR
|
|
#define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT
|
|
#define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT
|
|
#define VARYINGS_NEED_POSITION_WS
|
|
#define VARYINGS_NEED_TEXCOORD0
|
|
#define VARYINGS_NEED_COLOR
|
|
#define FEATURES_GRAPH_VERTEX
|
|
|
|
#define SHADERPASS SHADERPASS_SPRITEFORWARD
|
|
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
|
|
|
|
#define ASE_NEEDS_TEXTURE_COORDINATES0
|
|
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
|
|
#define ASE_NEEDS_FRAG_COLOR
|
|
|
|
|
|
CBUFFER_START( UnityPerMaterial )
|
|
float4 _ImageColor;
|
|
float _cube_width;
|
|
float _cube_softness;
|
|
float _cube_radius;
|
|
float _ring_width;
|
|
float _ring_softness;
|
|
float _ring_radius;
|
|
float _gapsize;
|
|
float _gap_softness;
|
|
float _ring_rotation;
|
|
float _count;
|
|
float _Opacity;
|
|
CBUFFER_END
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float3 positionOS : POSITION;
|
|
float3 normal : NORMAL;
|
|
float4 tangent : TANGENT;
|
|
float4 uv0 : TEXCOORD0;
|
|
float4 color : COLOR;
|
|
|
|
UNITY_SKINNED_VERTEX_INPUTS
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float4 texCoord0 : TEXCOORD0;
|
|
float4 color : TEXCOORD1;
|
|
float3 positionWS : TEXCOORD2;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
#if ETC1_EXTERNAL_ALPHA
|
|
TEXTURE2D( _AlphaTex ); SAMPLER( sampler_AlphaTex );
|
|
float _EnableAlphaTexture;
|
|
#endif
|
|
|
|
|
|
VertexOutput vert( VertexInput v )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
UNITY_SKINNED_VERTEX_COMPUTE( v );
|
|
|
|
v.positionOS = UnityFlipSprite( v.positionOS, unity_SpriteProps.xy );
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.positionOS;
|
|
#else
|
|
float3 defaultVertexValue = float3( 0, 0, 0 );
|
|
#endif
|
|
float3 vertexValue = defaultVertexValue;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.positionOS = vertexValue;
|
|
#else
|
|
v.positionOS += vertexValue;
|
|
#endif
|
|
v.normal = v.normal;
|
|
v.tangent.xyz = v.tangent.xyz;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS);
|
|
|
|
o.positionCS = vertexInput.positionCS;
|
|
o.positionWS = vertexInput.positionWS;
|
|
o.texCoord0 = v.uv0;
|
|
o.color = v.color;
|
|
|
|
return o;
|
|
}
|
|
|
|
half4 frag( VertexOutput IN ) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
|
|
|
|
float4 positionCS = IN.positionCS;
|
|
float3 positionWS = IN.positionWS;
|
|
|
|
float2 break104 = ( IN.texCoord0.xy - float2( 0.5,0.5 ) );
|
|
float smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) ));
|
|
float2 temp_output_34_0_g1 = ( IN.texCoord0.xy - float2( 0.5,0.5 ) );
|
|
float2 break39_g1 = temp_output_34_0_g1;
|
|
float2 appendResult50_g1 = (float2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 )));
|
|
float2 break53_g1 = appendResult50_g1;
|
|
float smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) ));
|
|
float smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + ( _TimeParameters.x * ( _ring_rotation / 10.0 ) ) ) * _count ) ));
|
|
float4 break89 = _ImageColor;
|
|
float4 appendResult90 = (float4(break89.r , break89.g , break89.b , _Opacity));
|
|
|
|
float4 Color = ( ( ( 1.0 - smoothstepResult130 ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) * IN.color * appendResult90 );
|
|
|
|
#if defined(DEBUG_DISPLAY)
|
|
SurfaceData2D surfaceData;
|
|
InitializeSurfaceData(Color.rgb, Color.a, surfaceData);
|
|
InputData2D inputData;
|
|
InitializeInputData(positionWS.xy, half2(IN.texCoord0.xy), inputData);
|
|
half4 debugColor = 0;
|
|
|
|
SETUP_DEBUG_DATA_2D(inputData, positionWS, positionCS);
|
|
|
|
if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
|
|
{
|
|
return debugColor;
|
|
}
|
|
#endif
|
|
|
|
#if ETC1_EXTERNAL_ALPHA
|
|
float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy );
|
|
Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture );
|
|
#endif
|
|
|
|
Color *= IN.color;
|
|
return Color;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "SceneSelectionPass"
|
|
Tags { "LightMode"="SceneSelectionPass" }
|
|
|
|
Cull Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define ASE_VERSION 19904
|
|
#define ASE_SRP_VERSION -1
|
|
|
|
|
|
#pragma multi_compile_instancing
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#pragma multi_compile _ DEBUG_DISPLAY SKINNED_SPRITE
|
|
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT
|
|
#define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT
|
|
#define FEATURES_GRAPH_VERTEX
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
#define SCENESELECTIONPASS 1
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#define ASE_NEEDS_TEXTURE_COORDINATES0
|
|
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
|
|
|
|
|
|
CBUFFER_START( UnityPerMaterial )
|
|
float4 _ImageColor;
|
|
float _cube_width;
|
|
float _cube_softness;
|
|
float _cube_radius;
|
|
float _ring_width;
|
|
float _ring_softness;
|
|
float _ring_radius;
|
|
float _gapsize;
|
|
float _gap_softness;
|
|
float _ring_rotation;
|
|
float _count;
|
|
float _Opacity;
|
|
CBUFFER_END
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float3 positionOS : POSITION;
|
|
float3 normal : NORMAL;
|
|
float4 tangent : TANGENT;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_color : COLOR;
|
|
UNITY_SKINNED_VERTEX_INPUTS
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_color : COLOR;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
|
|
|
|
VertexOutput vert(VertexInput v )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
UNITY_SKINNED_VERTEX_COMPUTE(v);
|
|
|
|
v.positionOS = UnityFlipSprite( v.positionOS, unity_SpriteProps.xy );
|
|
|
|
o.ase_texcoord.xy = v.ase_texcoord.xy;
|
|
o.ase_color = v.ase_color;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord.zw = 0;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.positionOS;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
float3 vertexValue = defaultVertexValue;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.positionOS = vertexValue;
|
|
#else
|
|
v.positionOS += vertexValue;
|
|
#endif
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS);
|
|
float3 positionWS = TransformObjectToWorld(v.positionOS);
|
|
o.positionCS = TransformWorldToHClip(positionWS);
|
|
|
|
return o;
|
|
}
|
|
|
|
half4 frag(VertexOutput IN) : SV_TARGET
|
|
{
|
|
float2 break104 = ( IN.ase_texcoord.xy - float2( 0.5,0.5 ) );
|
|
float smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) ));
|
|
float2 temp_output_34_0_g1 = ( IN.ase_texcoord.xy - float2( 0.5,0.5 ) );
|
|
float2 break39_g1 = temp_output_34_0_g1;
|
|
float2 appendResult50_g1 = (float2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 )));
|
|
float2 break53_g1 = appendResult50_g1;
|
|
float smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) ));
|
|
float smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + ( _TimeParameters.x * ( _ring_rotation / 10.0 ) ) ) * _count ) ));
|
|
float4 break89 = _ImageColor;
|
|
float4 appendResult90 = (float4(break89.r , break89.g , break89.b , _Opacity));
|
|
|
|
float4 Color = ( ( ( 1.0 - smoothstepResult130 ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) * IN.ase_color * appendResult90 );
|
|
|
|
half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
|
|
return outColor;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "ScenePickingPass"
|
|
Tags { "LightMode"="Picking" }
|
|
|
|
Cull Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define ASE_VERSION 19904
|
|
#define ASE_SRP_VERSION -1
|
|
|
|
|
|
#pragma multi_compile_instancing
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#pragma multi_compile _ DEBUG_DISPLAY SKINNED_SPRITE
|
|
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT
|
|
#define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT
|
|
#define FEATURES_GRAPH_VERTEX
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
#define SCENEPICKINGPASS 1
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#define ASE_NEEDS_TEXTURE_COORDINATES0
|
|
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
|
|
|
|
|
|
CBUFFER_START( UnityPerMaterial )
|
|
float4 _ImageColor;
|
|
float _cube_width;
|
|
float _cube_softness;
|
|
float _cube_radius;
|
|
float _ring_width;
|
|
float _ring_softness;
|
|
float _ring_radius;
|
|
float _gapsize;
|
|
float _gap_softness;
|
|
float _ring_rotation;
|
|
float _count;
|
|
float _Opacity;
|
|
CBUFFER_END
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float3 positionOS : POSITION;
|
|
float3 normal : NORMAL;
|
|
float4 tangent : TANGENT;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_color : COLOR;
|
|
UNITY_SKINNED_VERTEX_INPUTS
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_color : COLOR;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
float4 _SelectionID;
|
|
|
|
|
|
VertexOutput vert(VertexInput v )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
UNITY_SKINNED_VERTEX_COMPUTE(v);
|
|
|
|
v.positionOS = UnityFlipSprite( v.positionOS, unity_SpriteProps.xy );
|
|
|
|
o.ase_texcoord.xy = v.ase_texcoord.xy;
|
|
o.ase_color = v.ase_color;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord.zw = 0;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.positionOS;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
float3 vertexValue = defaultVertexValue;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.positionOS = vertexValue;
|
|
#else
|
|
v.positionOS += vertexValue;
|
|
#endif
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS);
|
|
float3 positionWS = TransformObjectToWorld(v.positionOS);
|
|
o.positionCS = TransformWorldToHClip(positionWS);
|
|
|
|
return o;
|
|
}
|
|
|
|
half4 frag(VertexOutput IN ) : SV_TARGET
|
|
{
|
|
float2 break104 = ( IN.ase_texcoord.xy - float2( 0.5,0.5 ) );
|
|
float smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) ));
|
|
float2 temp_output_34_0_g1 = ( IN.ase_texcoord.xy - float2( 0.5,0.5 ) );
|
|
float2 break39_g1 = temp_output_34_0_g1;
|
|
float2 appendResult50_g1 = (float2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 )));
|
|
float2 break53_g1 = appendResult50_g1;
|
|
float smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) ));
|
|
float smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + ( _TimeParameters.x * ( _ring_rotation / 10.0 ) ) ) * _count ) ));
|
|
float4 break89 = _ImageColor;
|
|
float4 appendResult90 = (float4(break89.r , break89.g , break89.b , _Opacity));
|
|
|
|
float4 Color = ( ( ( 1.0 - smoothstepResult130 ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) * IN.ase_color * appendResult90 );
|
|
half4 outColor = unity_SelectionID;
|
|
return outColor;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
}
|
|
CustomEditor "AmplifyShaderEditor.MaterialInspector"
|
|
FallBack "Hidden/Shader Graph/FallbackError"
|
|
|
|
Fallback "Hidden/InternalErrorShader"
|
|
}
|
|
/*ASEBEGIN
|
|
Version=19904
|
|
Node;AmplifyShaderEditor.TexCoordVertexDataNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;52;-3328,464;Inherit;True;0;2;0;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.Vector2Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;50;-3328,688;Inherit;False;Constant;_Vector2;Vector 0;0;0;Create;True;0;0;0;False;0;False;0.5,0.5;0,0;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;135;-3744,1136;Inherit;False;Property;_ring_rotation;ring_rotation;11;0;Create;True;0;0;0;False;0;False;0;1;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;51;-3088,576;Inherit;True;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.SimpleTimeNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;134;-3728,944;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;138;-3424,1152;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;10;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.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;107;-2944,1200;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.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;136;-3248,992;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;105;-2864,896;Inherit;True;Polar Coordinates;-1;;1;7dab8e02884cf104ebefaa2e788e4162;0;4;1;FLOAT2;0,0;False;2;FLOAT2;0.5,0.5;False;3;FLOAT;1;False;4;FLOAT;1;False;3;FLOAT2;0;FLOAT;55;FLOAT;56
|
|
Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;110;-2480,928;Inherit;True;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;114;-2784,1392;Inherit;False;Property;_count;count;10;0;Create;True;0;0;0;False;0;False;8;16;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.AbsOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;60;-2464,608;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.AbsOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;67;-2464,704;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;112;-2480,1264;Inherit;False;Property;_ring_softness;ring_softness;7;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;137;-2608,1296;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;111;-2112,1200;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;61;-2272,576;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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.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.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;0.05;0;0.5;0;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.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.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.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.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.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;0.75;0;1;0;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.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.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.SmoothstepOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;120;-1840,1344;Inherit;True;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;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;0.01;0;0.5;0;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;1,1,1,0;1,1,1,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
|
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.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.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.BreakToComponentsNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;89;-688,1344;Inherit;False;COLOR;1;0;COLOR;0,0,0,0;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.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;88;-896,1584;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.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;129;-1088,448;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;90;-544,1344;Inherit;False;FLOAT4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0
|
|
Node;AmplifyShaderEditor.VertexColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;81;-880,1216;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
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.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;82;-384,912;Inherit;True;3;3;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;2;FLOAT4;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;94;480,640;Float;False;False;-1;2;AmplifyShaderEditor.MaterialInspector;0;1;New Amplify Shader;199187dac283dbe4a8cb1ea611d70c58;True;Sprite Normal;0;1;Sprite Normal;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;5;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;ShaderGraphShader=true;True;0;True;12;all;0;False;True;2;5;False;;10;False;;3;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=NormalsRendering;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;95;480,640;Float;False;False;-1;2;AmplifyShaderEditor.MaterialInspector;0;1;New Amplify Shader;199187dac283dbe4a8cb1ea611d70c58;True;Sprite Forward;0;2;Sprite Forward;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;5;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;ShaderGraphShader=true;True;0;True;12;all;0;False;True;2;5;False;;10;False;;3;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=UniversalForward;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;96;480,640;Float;False;False;-1;2;AmplifyShaderEditor.MaterialInspector;0;1;New Amplify Shader;199187dac283dbe4a8cb1ea611d70c58;True;SceneSelectionPass;0;3;SceneSelectionPass;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;5;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;ShaderGraphShader=true;True;0;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=SceneSelectionPass;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;97;480,640;Float;False;False;-1;2;AmplifyShaderEditor.MaterialInspector;0;1;New Amplify Shader;199187dac283dbe4a8cb1ea611d70c58;True;ScenePickingPass;0;4;ScenePickingPass;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;5;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;ShaderGraphShader=true;True;0;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=Picking;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;93;48,880;Float;False;True;-1;2;AmplifyShaderEditor.MaterialInspector;0;16;Soullies/hit_point;199187dac283dbe4a8cb1ea611d70c58;True;Sprite Lit;0;0;Sprite Lit;6;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;5;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;ShaderGraphShader=true;True;2;True;12;all;0;False;True;2;5;False;;10;False;;3;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=Universal2D;False;False;0;Hidden/InternalErrorShader;0;0;Standard;3;Vertex Position;1;0;Debug Display;0;0;External Alpha;0;0;0;5;True;True;True;True;True;False;;False;0
|
|
WireConnection;51;0;52;0
|
|
WireConnection;51;1;50;0
|
|
WireConnection;138;0;135;0
|
|
WireConnection;104;0;51;0
|
|
WireConnection;136;0;134;0
|
|
WireConnection;136;1;138;0
|
|
WireConnection;110;0;105;55
|
|
WireConnection;110;1;107;0
|
|
WireConnection;60;0;104;0
|
|
WireConnection;67;0;104;1
|
|
WireConnection;137;0;105;56
|
|
WireConnection;137;1;136;0
|
|
WireConnection;111;0;109;0
|
|
WireConnection;111;1;112;0
|
|
WireConnection;61;0;60;0
|
|
WireConnection;61;1;67;0
|
|
WireConnection;108;0;110;0
|
|
WireConnection;117;0;137;0
|
|
WireConnection;117;1;114;0
|
|
WireConnection;121;0;115;0
|
|
WireConnection;121;1;116;0
|
|
WireConnection;126;0;61;0
|
|
WireConnection;126;1;133;0
|
|
WireConnection;106;0;108;0
|
|
WireConnection;106;1;109;0
|
|
WireConnection;106;2;111;0
|
|
WireConnection;119;0;117;0
|
|
WireConnection;113;0;106;0
|
|
WireConnection;127;0;126;0
|
|
WireConnection;128;0;132;0
|
|
WireConnection;128;1;131;0
|
|
WireConnection;120;0;119;0
|
|
WireConnection;120;1;115;0
|
|
WireConnection;120;2;121;0
|
|
WireConnection;130;0;127;0
|
|
WireConnection;130;1;132;0
|
|
WireConnection;130;2;128;0
|
|
WireConnection;122;0;113;0
|
|
WireConnection;122;1;120;0
|
|
WireConnection;124;0;122;0
|
|
WireConnection;89;0;86;0
|
|
WireConnection;129;0;130;0
|
|
WireConnection;90;0;89;0
|
|
WireConnection;90;1;89;1
|
|
WireConnection;90;2;89;2
|
|
WireConnection;90;3;88;0
|
|
WireConnection;125;0;129;0
|
|
WireConnection;125;1;124;0
|
|
WireConnection;82;0;125;0
|
|
WireConnection;82;1;81;0
|
|
WireConnection;82;2;90;0
|
|
WireConnection;93;1;82;0
|
|
ASEEND*/
|
|
//CHKSM=699DC0E0B724C3A08B90C09E42F1CD1C15033B93 |