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244
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244
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8
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243
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||||
blendShapeNormalImportMode: 1
|
||||
normalSmoothingSource: 0
|
||||
referencedClips: []
|
||||
importAnimation: 1
|
||||
humanDescription:
|
||||
serializedVersion: 3
|
||||
human: []
|
||||
skeleton: []
|
||||
armTwist: 0.5
|
||||
foreArmTwist: 0.5
|
||||
upperLegTwist: 0.5
|
||||
legTwist: 0.5
|
||||
armStretch: 0.05
|
||||
legStretch: 0.05
|
||||
feetSpacing: 0
|
||||
globalScale: 0.5
|
||||
rootMotionBoneName:
|
||||
hasTranslationDoF: 0
|
||||
hasExtraRoot: 0
|
||||
skeletonHasParents: 1
|
||||
lastHumanDescriptionAvatarSource: {instanceID: 0}
|
||||
autoGenerateAvatarMappingIfUnspecified: 1
|
||||
animationType: 2
|
||||
humanoidOversampling: 1
|
||||
avatarSetup: 0
|
||||
addHumanoidExtraRootOnlyWhenUsingAvatar: 1
|
||||
importBlendShapeDeformPercent: 1
|
||||
remapMaterialsIfMaterialImportModeIsNone: 0
|
||||
additionalBone: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -14,7 +14,7 @@ Shader "Soullies/hold"
|
||||
_line_density("line_density", Float) = 0.5
|
||||
_line_width("line_width", Range( 0 , 1)) = 0
|
||||
[HDR]_LINE("LINE", Color) = (1,1,1,1)
|
||||
_alpha("alpha", Float) = 0
|
||||
_MainAlpha("MainAlpha", Float) = 0
|
||||
_roll_speed("roll_speed", Float) = 0
|
||||
|
||||
|
||||
@@ -175,9 +175,6 @@ Shader "Soullies/hold"
|
||||
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
|
||||
|
||||
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options renderinglayer
|
||||
@@ -185,16 +182,12 @@ Shader "Soullies/hold"
|
||||
#pragma multi_compile_fog
|
||||
#define ASE_FOG 1
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ASE_SRP_VERSION 140009
|
||||
#define ASE_SRP_VERSION 140011
|
||||
|
||||
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||||
|
||||
|
||||
|
||||
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
|
||||
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
||||
|
||||
|
||||
|
||||
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||||
#pragma multi_compile _ LIGHTMAP_ON
|
||||
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
||||
@@ -205,31 +198,12 @@ Shader "Soullies/hold"
|
||||
|
||||
#define SHADERPASS SHADERPASS_UNLIT
|
||||
|
||||
|
||||
#if ASE_SRP_VERSION >=140007
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
#if ASE_SRP_VERSION >=140007
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
||||
#endif
|
||||
|
||||
|
||||
#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"
|
||||
|
||||
|
||||
#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"
|
||||
@@ -237,10 +211,6 @@ Shader "Soullies/hold"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
|
||||
|
||||
#if defined(LOD_FADE_CROSSFADE)
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
||||
#endif
|
||||
|
||||
#define ASE_NEEDS_VERT_NORMAL
|
||||
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
||||
|
||||
@@ -284,7 +254,7 @@ Shader "Soullies/hold"
|
||||
float _line_angle;
|
||||
float _line_density;
|
||||
float _line_width;
|
||||
float _alpha;
|
||||
float _MainAlpha;
|
||||
#ifdef ASE_TESSELLATION
|
||||
float _TessPhongStrength;
|
||||
float _TessValue;
|
||||
@@ -433,11 +403,7 @@ Shader "Soullies/hold"
|
||||
}
|
||||
#endif
|
||||
|
||||
half4 frag ( VertexOutput IN
|
||||
#ifdef _WRITE_RENDERING_LAYERS
|
||||
, out float4 outRenderingLayers : SV_Target1
|
||||
#endif
|
||||
) : SV_Target
|
||||
half4 frag ( VertexOutput IN ) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( IN );
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
||||
@@ -476,7 +442,7 @@ Shader "Soullies/hold"
|
||||
float3 BakedAlbedo = 0;
|
||||
float3 BakedEmission = 0;
|
||||
float3 Color = ( lerpResult219 * IN.ase_color ).rgb;
|
||||
float Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
|
||||
float Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
|
||||
float AlphaClipThreshold = 0.5;
|
||||
float AlphaClipThresholdShadow = 0.5;
|
||||
|
||||
@@ -489,18 +455,13 @@ Shader "Soullies/hold"
|
||||
#endif
|
||||
|
||||
#ifdef LOD_FADE_CROSSFADE
|
||||
LODFadeCrossFade( IN.positionCS );
|
||||
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
|
||||
#endif
|
||||
|
||||
#ifdef ASE_FOG
|
||||
Color = MixFog( Color, IN.fogFactor );
|
||||
#endif
|
||||
|
||||
#ifdef _WRITE_RENDERING_LAYERS
|
||||
uint renderingLayers = GetMeshRenderingLayer();
|
||||
outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
|
||||
#endif
|
||||
|
||||
return half4( Color, Alpha );
|
||||
}
|
||||
ENDHLSL
|
||||
@@ -519,17 +480,13 @@ Shader "Soullies/hold"
|
||||
ColorMask 0
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
|
||||
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#define ASE_FOG 1
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ASE_SRP_VERSION 140009
|
||||
|
||||
|
||||
#define ASE_SRP_VERSION 140011
|
||||
|
||||
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||||
|
||||
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
||||
|
||||
@@ -538,21 +495,11 @@ Shader "Soullies/hold"
|
||||
|
||||
#define SHADERPASS SHADERPASS_SHADOWCASTER
|
||||
|
||||
|
||||
#if ASE_SRP_VERSION >=140007
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
#endif
|
||||
|
||||
|
||||
#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_VERT_NORMAL
|
||||
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
||||
|
||||
@@ -589,7 +536,7 @@ Shader "Soullies/hold"
|
||||
float _line_angle;
|
||||
float _line_density;
|
||||
float _line_width;
|
||||
float _alpha;
|
||||
float _MainAlpha;
|
||||
#ifdef ASE_TESSELLATION
|
||||
float _TessPhongStrength;
|
||||
float _TessValue;
|
||||
@@ -666,7 +613,6 @@ Shader "Soullies/hold"
|
||||
#endif
|
||||
|
||||
o.positionCS = positionCS;
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
@@ -781,7 +727,7 @@ Shader "Soullies/hold"
|
||||
float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) ));
|
||||
|
||||
|
||||
float Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
|
||||
float Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
|
||||
float AlphaClipThreshold = 0.5;
|
||||
float AlphaClipThresholdShadow = 0.5;
|
||||
|
||||
@@ -794,7 +740,7 @@ Shader "Soullies/hold"
|
||||
#endif
|
||||
|
||||
#ifdef LOD_FADE_CROSSFADE
|
||||
LODFadeCrossFade( IN.positionCS );
|
||||
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
|
||||
#endif
|
||||
|
||||
return 0;
|
||||
@@ -814,36 +760,22 @@ Shader "Soullies/hold"
|
||||
AlphaToMask Off
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
|
||||
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#define ASE_FOG 1
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ASE_SRP_VERSION 140009
|
||||
|
||||
|
||||
#define ASE_SRP_VERSION 140011
|
||||
|
||||
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
|
||||
#if ASE_SRP_VERSION >=140007
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
#endif
|
||||
|
||||
|
||||
#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_VERT_NORMAL
|
||||
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
||||
|
||||
@@ -881,7 +813,7 @@ Shader "Soullies/hold"
|
||||
float _line_angle;
|
||||
float _line_density;
|
||||
float _line_width;
|
||||
float _alpha;
|
||||
float _MainAlpha;
|
||||
#ifdef ASE_TESSELLATION
|
||||
float _TessPhongStrength;
|
||||
float _TessValue;
|
||||
@@ -1054,7 +986,7 @@ Shader "Soullies/hold"
|
||||
float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) ));
|
||||
|
||||
|
||||
float Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
|
||||
float Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
|
||||
float AlphaClipThreshold = 0.5;
|
||||
|
||||
#ifdef _ALPHATEST_ON
|
||||
@@ -1062,7 +994,7 @@ Shader "Soullies/hold"
|
||||
#endif
|
||||
|
||||
#ifdef LOD_FADE_CROSSFADE
|
||||
LODFadeCrossFade( IN.positionCS );
|
||||
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
|
||||
#endif
|
||||
return 0;
|
||||
}
|
||||
@@ -1080,15 +1012,11 @@ Shader "Soullies/hold"
|
||||
AlphaToMask Off
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
|
||||
|
||||
#define ASE_FOG 1
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ASE_SRP_VERSION 140009
|
||||
|
||||
|
||||
#define ASE_SRP_VERSION 140011
|
||||
|
||||
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
@@ -1097,30 +1025,11 @@ Shader "Soullies/hold"
|
||||
#define ATTRIBUTES_NEED_TANGENT
|
||||
#define SHADERPASS SHADERPASS_DEPTHONLY
|
||||
|
||||
|
||||
#if ASE_SRP_VERSION >=140007
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
#if ASE_SRP_VERSION >=140007
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
||||
#endif
|
||||
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||||
|
||||
|
||||
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.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"
|
||||
|
||||
@@ -1154,7 +1063,7 @@ Shader "Soullies/hold"
|
||||
float _line_angle;
|
||||
float _line_density;
|
||||
float _line_width;
|
||||
float _alpha;
|
||||
float _MainAlpha;
|
||||
#ifdef ASE_TESSELLATION
|
||||
float _TessPhongStrength;
|
||||
float _TessValue;
|
||||
@@ -1316,7 +1225,7 @@ Shader "Soullies/hold"
|
||||
float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) ));
|
||||
|
||||
|
||||
surfaceDescription.Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
|
||||
surfaceDescription.Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
|
||||
surfaceDescription.AlphaClipThreshold = 0.5;
|
||||
|
||||
#if _ALPHATEST_ON
|
||||
@@ -1343,15 +1252,11 @@ Shader "Soullies/hold"
|
||||
AlphaToMask Off
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
|
||||
|
||||
#define ASE_FOG 1
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ASE_SRP_VERSION 140009
|
||||
|
||||
|
||||
#define ASE_SRP_VERSION 140011
|
||||
|
||||
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
@@ -1361,37 +1266,14 @@ Shader "Soullies/hold"
|
||||
|
||||
#define SHADERPASS SHADERPASS_DEPTHONLY
|
||||
|
||||
|
||||
#if ASE_SRP_VERSION >=140007
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
#if ASE_SRP_VERSION >=140007
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
||||
#endif
|
||||
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||||
|
||||
|
||||
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.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_VERT_NORMAL
|
||||
|
||||
|
||||
@@ -1422,7 +1304,7 @@ Shader "Soullies/hold"
|
||||
float _line_angle;
|
||||
float _line_density;
|
||||
float _line_width;
|
||||
float _alpha;
|
||||
float _MainAlpha;
|
||||
#ifdef ASE_TESSELLATION
|
||||
float _TessPhongStrength;
|
||||
float _TessValue;
|
||||
@@ -1581,7 +1463,7 @@ Shader "Soullies/hold"
|
||||
float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) ));
|
||||
|
||||
|
||||
surfaceDescription.Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
|
||||
surfaceDescription.Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
|
||||
surfaceDescription.AlphaClipThreshold = 0.5;
|
||||
|
||||
#if _ALPHATEST_ON
|
||||
@@ -1612,21 +1494,13 @@ Shader "Soullies/hold"
|
||||
ZWrite On
|
||||
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||||
HLSLPROGRAM
|
||||
|
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#pragma multi_compile_instancing
|
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#pragma multi_compile _ LOD_FADE_CROSSFADE
|
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#define ASE_FOG 1
|
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#define _SURFACE_TYPE_TRANSPARENT 1
|
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#define ASE_SRP_VERSION 140009
|
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#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
|
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#define ASE_SRP_VERSION 140011
|
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#pragma multi_compile _ DOTS_INSTANCING_ON
|
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#pragma vertex vert
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#pragma fragment frag
|
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@@ -1637,37 +1511,14 @@ Shader "Soullies/hold"
|
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#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
|
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#if ASE_SRP_VERSION >=140007
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#endif
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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.core/ShaderLibrary/TextureStack.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/Editor/ShaderGraph/Includes/ShaderPass.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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struct VertexInput
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@@ -1698,7 +1549,7 @@ Shader "Soullies/hold"
|
||||
float _line_angle;
|
||||
float _line_density;
|
||||
float _line_width;
|
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float _alpha;
|
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float _MainAlpha;
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#ifdef ASE_TESSELLATION
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float _TessPhongStrength;
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float _TessValue;
|
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@@ -1837,12 +1688,7 @@ Shader "Soullies/hold"
|
||||
}
|
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#endif
|
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void frag( VertexOutput IN
|
||||
, out half4 outNormalWS : SV_Target0
|
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#ifdef _WRITE_RENDERING_LAYERS
|
||||
, out float4 outRenderingLayers : SV_Target1
|
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#endif
|
||||
)
|
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half4 frag(VertexOutput IN ) : SV_TARGET
|
||||
{
|
||||
float4 ClipPos = IN.clipPosV;
|
||||
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
|
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@@ -1860,7 +1706,7 @@ Shader "Soullies/hold"
|
||||
float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) ));
|
||||
|
||||
|
||||
float Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
|
||||
float Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
|
||||
float AlphaClipThreshold = 0.5;
|
||||
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#if _ALPHATEST_ON
|
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@@ -1868,24 +1714,12 @@ Shader "Soullies/hold"
|
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#endif
|
||||
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#ifdef LOD_FADE_CROSSFADE
|
||||
LODFadeCrossFade( IN.positionCS );
|
||||
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
|
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#endif
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||||
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#if defined(_GBUFFER_NORMALS_OCT)
|
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float3 normalWS = normalize(IN.normalWS);
|
||||
float2 octNormalWS = PackNormalOctQuadEncode(normalWS); // values between [-1, +1], must use fp32 on some platforms
|
||||
float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); // values between [ 0, 1]
|
||||
half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); // values between [ 0, 1]
|
||||
outNormalWS = half4(packedNormalWS, 0.0);
|
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#else
|
||||
float3 normalWS = IN.normalWS;
|
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outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
|
||||
#endif
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#ifdef _WRITE_RENDERING_LAYERS
|
||||
uint renderingLayers = GetMeshRenderingLayer();
|
||||
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
|
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#endif
|
||||
return half4(NormalizeNormalPerPixel(normalWS), 0.0);
|
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}
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ENDHLSL
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@@ -1921,8 +1755,9 @@ Node;AmplifyShaderEditor.Compare;203;-640,224;Inherit;False;4;4;0;FLOAT;0;False;
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Node;AmplifyShaderEditor.SimpleAddOpNode;206;-102.1213,328.8957;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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@@ -1975,8 +1810,9 @@ WireConnection;206;1;203;0
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WireConnection;86;0;87;0
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WireConnection;86;1;88;0
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WireConnection;86;2;206;0
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WireConnection;231;0;222;0
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WireConnection;223;0;86;0
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WireConnection;223;1;222;0
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WireConnection;223;1;231;0
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WireConnection;212;0;208;0
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WireConnection;212;1;213;0
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WireConnection;214;0;212;0
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@@ -2001,4 +1837,4 @@ WireConnection;230;1;227;0
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WireConnection;20;2;93;0
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WireConnection;20;3;224;0
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ASEEND*/
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Reference in New Issue
Block a user