493 lines
63 KiB
Plaintext
493 lines
63 KiB
Plaintext
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m_Script: {fileID: 11500000, guid: 78b2425a2284af743826c689403a4924, type: 3}
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m_Name: SRP Additional Light
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m_functionInfo: "// Made with Amplify Shader Editor v1.9.9.2\n// Available at the
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AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;267;-2675.996,-1438.197;Inherit;False;638.6674;705.1916;Notes
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(Unlit) Additional Directives ;;0,0,0,1;Unlit URP 10x$#pragma multi_compile _
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_ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS$#pragma multi_compile_fragment _
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_ADDITIONAL_LIGHT_SHADOWS$$Unlit URP 12x$#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX
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_ADDITIONAL_LIGHTS$#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS$$Unlit
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URP 14x$#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS$#pragma
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multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS$#pragma multi_compile _ _FORWARD_PLUS$#pragma
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multi_compile _ _LIGHT_LAYERS$$Unlit URP 15x$#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX
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_ADDITIONAL_LIGHTS$#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS$#pragma
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multi_compile _ _FORWARD_PLUS$#pragma multi_compile _ _LIGHT_LAYERS$$Unlit URP
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16x$#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS$#pragma
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multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS$#pragma multi_compile _ _FORWARD_PLUS$#pragma
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multi_compile _ _LIGHT_LAYERS$$Unlit URP 17.0x$#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX
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_ADDITIONAL_LIGHTS$#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS$#pragma
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multi_compile _ _FORWARD_PLUS$#pragma multi_compile _ _LIGHT_LAYERS$$Unlit URP
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17.1x$#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS$#pragma
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multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS$#pragma multi_compile _ _CLUSTER_LIGHT_LOOP$#pragma
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multi_compile _ _LIGHT_LAYERS$$;0;0\nNode;AmplifyShaderEditor.StickyNoteNode,
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AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;268;-1891.996,-2702.197;Inherit;False;317.7705;166.8521;Sample
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Shadow Mask Node;;0,0,0,1;Returns Shadow Mask based on input Lightmap UV coordinates.
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$$Default Lightmap UVs are Static. $$Applies only to SRP 10 or greater.;0;0\nNode;AmplifyShaderEditor.SwitchBySRPVersionNode,
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AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;278;-1283.996,-2510.197;Inherit;False;360;ShadowMask;1;0;OBJECT;;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.WorldNormalVector,
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AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;281;-1731.996,-2350.197;Inherit;False;WorldNormal;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.Vector3Node,
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AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;282;-2627.996,-2350.197;Inherit;False;Constant;_Vector3;Vector
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0;0;0;Create;True;0;0;0;False;0;False;0,0,1;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.WorldNormalVector,
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AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;283;-2451.996,-2190.197;Inherit;False;True;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.SwizzleNode,
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AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;284;-2403.996,-1950.197;Inherit;False;FLOAT2;0;1;2;3;1;0;FLOAT4;0,0,0,0;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.ScreenPosInputsNode,
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AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;285;-2627.996,-1950.197;Inherit;False;0;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4\nNode;AmplifyShaderEditor.RegisterLocalVarNode,
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AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;286;-2243.996,-1950.197;Inherit;False;ScreenUV;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.WorldPosInputsNode,
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AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;287;-2627.996,-1662.197;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.RegisterLocalVarNode,
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AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;288;-2419.996,-1662.197;Inherit;False;WorldPosition;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode,
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AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;289;-787.9961,-2798.197;Inherit;False;float3
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Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tuint lightCount = GetAdditionalLightsCount()@$\tfor
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(uint lightIndex = 0u@ lightIndex < lightCount@ ++lightIndex)$\t{$\t\t#if ASE_SRP_VERSION
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>= 100000$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#else$\t\tLight
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light = GetAdditionalLight(lightIndex, WorldPosition)@$\t\t#endif$\t\tColor +=
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light.color *(light.distanceAttenuation * light.shadowAttenuation)@$\t}$#endif$return
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Color@;3;Create;2;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsFlatMask10x;False;False;0;;False;2;0;FLOAT3;0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode,
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AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;290;-787.9961,-2702.197;Inherit;False;float3
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Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tuint lightCount = GetAdditionalLightsCount()@$\tLIGHT_LOOP_BEGIN(
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lightCount )$\t\t#if ASE_SRP_VERSION >= 100000$\t\tLight light = GetAdditionalLight(lightIndex,
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WorldPosition, ShadowMask)@$\t\t#else$\t\tLight light = GetAdditionalLight(lightIndex,
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WorldPosition)@$\t\t#endif$\t\tColor += light.color *(light.distanceAttenuation
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* light.shadowAttenuation)@$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;2;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsFlatMask12x;False;False;0;;False;2;0;FLOAT3;0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode,
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AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;291;-787.9961,-2606.197;Inherit;False;float3
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Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\t#define SUM_LIGHTFLAT(Light)\\$\t\tColor
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+= Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation )@$$\tInputData
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inputData = (InputData)0@$\tinputData.normalizedScreenSpaceUV = ScreenUV@$\tinputData.positionWS
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|
= WorldPosition@$$\tuint meshRenderingLayers = GetMeshRenderingLayer()@$\tuint
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|
pixelLightCount = GetAdditionalLightsCount()@\t$$\t#if USE_FORWARD_PLUS$\tfor
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(uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS)@
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lightIndex++)$\t{$\t\tFORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$\t\tLight light =
|
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GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif
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(IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTFLAT(
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light )@$\t\t}$\t}$\t#endif$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight
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light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef
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_LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTFLAT(
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light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@$;3;Create;3;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsFlatMask14x;False;False;0;;False;3;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode,
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|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;292;-787.9961,-2478.197;Inherit;False;float3
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|
Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\t#define SUM_LIGHTFLAT(Light)\\$\t\tColor
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+= Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation )@$$\tInputData
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inputData = (InputData)0@$\tinputData.normalizedScreenSpaceUV = ScreenUV@$\tinputData.positionWS
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= WorldPosition@$$\tuint meshRenderingLayers = GetMeshRenderingLayer()@$\tuint
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pixelLightCount = GetAdditionalLightsCount()@\t$$\t#if USE_FORWARD_PLUS$\t[loop]
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for (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS)@
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lightIndex++)$\t{$\t\tFORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$\t\tLight light =
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GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif
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(IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTFLAT(
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light )@$\t\t}$\t}$\t#endif$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight
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light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef
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_LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTFLAT(
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light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@$;3;Create;3;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsFlatMask17.0x;False;False;0;;False;3;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode,
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|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;293;-787.9961,-1950.197;Inherit;False;float3
|
|
Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tuint lightCount = GetAdditionalLightsCount()@$\tLIGHT_LOOP_BEGIN(
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lightCount )$\t\t#if ASE_SRP_VERSION >= 100000$\t\tLight light = GetAdditionalLight(lightIndex,
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WorldPosition, ShadowMask)@$\t\t#else$\t\tLight light = GetAdditionalLight(lightIndex,
|
|
WorldPosition)@$\t\t#endif$\t\thalf3 AttLightColor = light.color *(light.distanceAttenuation
|
|
* light.shadowAttenuation)@$\t\tColor +=LightingLambert(AttLightColor, light.direction,
|
|
WorldNormal)@$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;3;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsLambertMask12x;False;False;0;;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;294;-787.9961,-2078.197;Inherit;False;float3
|
|
Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tuint lightCount = GetAdditionalLightsCount()@$\tfor
|
|
(uint lightIndex = 0u@ lightIndex < lightCount@ ++lightIndex)$\t{$\t\t#if ASE_SRP_VERSION
|
|
>= 100000$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#else$\t\tLight
|
|
light = GetAdditionalLight(lightIndex, WorldPosition)@$\t\t#endif$\t\thalf3 AttLightColor
|
|
= light.color *(light.distanceAttenuation * light.shadowAttenuation)@$\t\tColor
|
|
+=LightingLambert(AttLightColor, light.direction, WorldNormal)@$\t}$#endif$return
|
|
Color@;3;Create;3;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsLambertMask10x;False;False;0;;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.RelayNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;295;-963.9961,-1790.197;Inherit;False;1;0;FLOAT2;0,0;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.RelayNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;296;-963.9961,-1646.197;Inherit;False;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.RelayNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;297;-963.9961,-2078.197;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.RelayNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;298;-963.9961,-1934.197;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;299;-787.9961,-1822.197;Inherit;False;float3
|
|
Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\t#define SUM_LIGHTLAMBERT(Light)\\$\t\thalf3
|
|
AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation
|
|
)@\\$\t\tColor += LightingLambert( AttLightColor, Light.direction, WorldNormal
|
|
)@$$\tInputData inputData = (InputData)0@$\tinputData.normalizedScreenSpaceUV
|
|
= ScreenUV@$\tinputData.positionWS = WorldPosition@$$\tuint meshRenderingLayers
|
|
= GetMeshRenderingLayer()@$\tuint pixelLightCount = GetAdditionalLightsCount()@\t$$\t#if
|
|
USE_FORWARD_PLUS$\tfor (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT,
|
|
MAX_VISIBLE_LIGHTS)@ lightIndex++)$\t{$\t\tFORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$\t\tLight
|
|
light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef
|
|
_LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTLAMBERT(
|
|
light )@$\t\t}$\t}$\t#endif$\t$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight
|
|
light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef
|
|
_LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTLAMBERT(
|
|
light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;4;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsLambertMask14x;False;False;0;;False;4;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;300;-1283.996,-2078.197;Inherit;False;288;WorldPosition;1;0;OBJECT;;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;301;-1251.996,-1790.197;Inherit;False;286;ScreenUV;1;0;OBJECT;;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.GetLocalVarNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;302;-1283.996,-1646.197;Inherit;False;360;ShadowMask;1;0;OBJECT;;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.GetLocalVarNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;303;-1251.996,-1934.197;Inherit;False;281;WorldNormal;1;0;OBJECT;;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.SwitchBySRPVersionNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;304;-467.9961,-2078.197;Inherit;False;11;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT3;0,0,0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT3;0,0,0;False;9;FLOAT3;0,0,0;False;10;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;305;-787.9961,-1678.197;Inherit;False;float3
|
|
Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\t#define SUM_LIGHTLAMBERT(Light)\\$\t\thalf3
|
|
AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation
|
|
)@\\$\t\tColor += LightingLambert( AttLightColor, Light.direction, WorldNormal
|
|
)@$$\tInputData inputData = (InputData)0@$\tinputData.normalizedScreenSpaceUV
|
|
= ScreenUV@$\tinputData.positionWS = WorldPosition@$$\tuint meshRenderingLayers
|
|
= GetMeshRenderingLayer()@$\tuint pixelLightCount = GetAdditionalLightsCount()@\t$$\t#if
|
|
USE_FORWARD_PLUS$\t[loop] for (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT,
|
|
MAX_VISIBLE_LIGHTS)@ lightIndex++)$\t{$\t\tFORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$\t\tLight
|
|
light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef
|
|
_LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTLAMBERT(
|
|
light )@$\t\t}$\t}$\t#endif$\t$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight
|
|
light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef
|
|
_LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTLAMBERT(
|
|
light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;4;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsLambertMask17.0x;False;False;0;;False;4;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;306;-771.9961,-1230.197;Inherit;False;float3
|
|
Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tuint lightCount = GetAdditionalLightsCount()@$\tfor
|
|
(uint lightIndex = 0u@ lightIndex < lightCount@ ++lightIndex)$\t{$\t\t#if ASE_SRP_VERSION
|
|
>= 100000$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#else$\t\tLight
|
|
light = GetAdditionalLight(lightIndex, WorldPosition)@$\t\t#endif$\t\thalf3 AttLightColor
|
|
= light.color *(light.distanceAttenuation * light.shadowAttenuation)@$\t\tColor
|
|
+=(dot(light.direction, WorldNormal)*0.5+0.5 )* AttLightColor@$\t}$#endif$return
|
|
Color@;3;Create;3;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsHalfLambertMask10x;False;False;0;;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;307;-771.9961,-1102.197;Inherit;False;float3
|
|
Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tuint lightCount = GetAdditionalLightsCount()@$\tLIGHT_LOOP_BEGIN(
|
|
lightCount )$\t\t#if ASE_SRP_VERSION >= 100000$\t\tLight light = GetAdditionalLight(lightIndex,
|
|
WorldPosition, ShadowMask)@$\t\t#else$\t\tLight light = GetAdditionalLight(lightIndex,
|
|
WorldPosition)@$\t\t#endif$\t\thalf3 AttLightColor = light.color *(light.distanceAttenuation
|
|
* light.shadowAttenuation)@$\t\tColor +=(dot(light.direction, WorldNormal)*0.5+0.5
|
|
)* AttLightColor@$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;3;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsHalfLambertMask12x;False;False;0;;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.RelayNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;308;-963.9961,-798.1968;Inherit;False;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.RelayNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;309;-963.9961,-942.1968;Inherit;False;1;0;FLOAT2;0,0;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.RelayNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;310;-963.9961,-1230.197;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.RelayNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;311;-963.9961,-1086.197;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;312;-771.9961,-974.1968;Inherit;False;float3
|
|
Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\t#define SUM_LIGHTHALFLAMBERT(Light)\\$\t\thalf3
|
|
AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation
|
|
)@\\$\t\tColor += ( dot( Light.direction, WorldNormal ) * 0.5 + 0.5 )* AttLightColor@$$\tInputData
|
|
inputData = (InputData)0@$\tinputData.normalizedScreenSpaceUV = ScreenUV@$\tinputData.positionWS
|
|
= WorldPosition@$$\tuint meshRenderingLayers = GetMeshRenderingLayer()@$\tuint
|
|
pixelLightCount = GetAdditionalLightsCount()@\t$$\t#if USE_FORWARD_PLUS$\tfor
|
|
(uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS)@
|
|
lightIndex++)$\t{$\t\tFORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$\t\tLight light =
|
|
GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif
|
|
(IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTHALFLAMBERT(
|
|
light )@$\t\t}$\t}$\t#endif$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight
|
|
light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef
|
|
_LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTHALFLAMBERT(
|
|
light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;4;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsHalfLambertMask14x;False;False;0;;False;4;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;313;-1283.996,-1230.197;Inherit;False;288;WorldPosition;1;0;OBJECT;;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;314;-1251.996,-942.1968;Inherit;False;286;ScreenUV;1;0;OBJECT;;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.GetLocalVarNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;315;-1283.996,-798.1968;Inherit;False;360;ShadowMask;1;0;OBJECT;;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.GetLocalVarNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;316;-1251.996,-1086.197;Inherit;False;281;WorldNormal;1;0;OBJECT;;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;317;-771.9961,-830.1968;Inherit;False;float3
|
|
Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\t#define SUM_LIGHTHALFLAMBERT(Light)\\$\t\thalf3
|
|
AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation
|
|
)@\\$\t\tColor += ( dot( Light.direction, WorldNormal ) * 0.5 + 0.5 )* AttLightColor@$$\tInputData
|
|
inputData = (InputData)0@$\tinputData.normalizedScreenSpaceUV = ScreenUV@$\tinputData.positionWS
|
|
= WorldPosition@$$\tuint meshRenderingLayers = GetMeshRenderingLayer()@$\tuint
|
|
pixelLightCount = GetAdditionalLightsCount()@\t$$\t#if USE_FORWARD_PLUS$\t[loop]
|
|
for (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS)@
|
|
lightIndex++)$\t{$\t\tFORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$\t\tLight light =
|
|
GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif
|
|
(IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTHALFLAMBERT(
|
|
light )@$\t\t}$\t}$\t#endif$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight
|
|
light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef
|
|
_LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTHALFLAMBERT(
|
|
light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;4;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsHalfLambertMask17.0x;False;False;0;;False;4;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;318;-771.9961,-414.1968;Inherit;False;float3
|
|
Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tSmoothness = exp2(10 * Smoothness + 1)@$\tuint
|
|
lightCount = GetAdditionalLightsCount()@$\tfor (uint lightIndex = 0u@ lightIndex
|
|
< lightCount@ ++lightIndex)$\t{$\t\t#if ASE_SRP_VERSION >= 100000$\t\tLight light
|
|
= GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#else$\t\tLight
|
|
light = GetAdditionalLight(lightIndex, WorldPosition)@$\t\t#endif$\t\thalf3 AttLightColor
|
|
= light.color *(light.distanceAttenuation * light.shadowAttenuation)@$\t\tColor
|
|
+= LightingSpecular(AttLightColor, light.direction, WorldNormal, WorldView, half4(SpecColor,
|
|
0), Smoothness)@\t$\t}$#endif$return Color@;3;Create;6;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;WorldView;FLOAT3;0,0,0;In;;Float;False;True;SpecColor;FLOAT3;0,0,0;In;;Float;False;True;Smoothness;FLOAT;0.5;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsSpecularMask10x;False;False;0;;False;6;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT;0.5;False;5;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;319;-771.9961,-222.1968;Inherit;False;float3
|
|
Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tSmoothness = exp2(10 * Smoothness + 1)@$\tuint
|
|
lightCount = GetAdditionalLightsCount()@$\tLIGHT_LOOP_BEGIN( lightCount )$\t\t#if
|
|
ASE_SRP_VERSION >= 100000$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition,
|
|
ShadowMask)@$\t\t#else$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition)@$\t\t#endif$\t\thalf3
|
|
AttLightColor = light.color *(light.distanceAttenuation * light.shadowAttenuation)@$\t\tColor
|
|
+= LightingSpecular(AttLightColor, light.direction, WorldNormal, WorldView, half4(SpecColor,
|
|
0), Smoothness)@\t$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;6;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;WorldView;FLOAT3;0,0,0;In;;Float;False;True;SpecColor;FLOAT3;0,0,0;In;;Float;False;True;Smoothness;FLOAT;0.5;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsSpecularMask12x;False;False;0;;False;6;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT;0.5;False;5;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.SwitchBySRPVersionNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;320;-451.9961,-414.1968;Inherit;False;11;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT3;0,0,0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT3;0,0,0;False;9;FLOAT3;0,0,0;False;10;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;321;-771.9961,-30.19678;Inherit;False;float3
|
|
Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\tSmoothness = exp2(10 * Smoothness
|
|
+ 1)@$\t$#define SUM_LIGHTSPECULAR(Light)\\$half3 AttLightColor = light.color
|
|
* ( light.distanceAttenuation * light.shadowAttenuation )@\\$Color += LightingSpecular(
|
|
AttLightColor, light.direction, WorldNormal, WorldView, half4( SpecColor, 0 ),
|
|
Smoothness )@\t$$InputData inputData = (InputData)0@$inputData.normalizedScreenSpaceUV
|
|
= ScreenUV@$inputData.positionWS = WorldPosition@$$uint meshRenderingLayers =
|
|
GetMeshRenderingLayer()@\t$uint pixelLightCount = GetAdditionalLightsCount()@\t$$#if
|
|
USE_FORWARD_PLUS$for (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT,
|
|
MAX_VISIBLE_LIGHTS)@ lightIndex++)${$FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$Light
|
|
light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$$#ifdef _LIGHT_LAYERS$if
|
|
(IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$#endif${$SUM_LIGHTSPECULAR(
|
|
light )@$}$}$#endif$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight light =
|
|
GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif
|
|
(IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTSPECULAR(
|
|
light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;7;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;WorldView;FLOAT3;0,0,0;In;;Float;False;True;SpecColor;FLOAT3;0,0,0;In;;Float;False;True;Smoothness;FLOAT;0.5;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsSpecularMask14x;False;False;0;;False;7;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT;0.5;False;6;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;322;-1283.996,-414.1968;Inherit;False;288;WorldPosition;1;0;OBJECT;;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;323;-1251.996,-126.1968;Inherit;False;286;ScreenUV;1;0;OBJECT;;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.GetLocalVarNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;324;-1283.996,17.80322;Inherit;False;360;ShadowMask;1;0;OBJECT;;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.GetLocalVarNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;325;-1251.996,-270.1968;Inherit;False;281;WorldNormal;1;0;OBJECT;;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;327;-771.9961,193.8032;Inherit;False;float3
|
|
Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\tSmoothness = exp2(10 * Smoothness
|
|
+ 1)@$\t$#define SUM_LIGHTSPECULAR(Light)\\$half3 AttLightColor = light.color
|
|
* ( light.distanceAttenuation * light.shadowAttenuation )@\\$Color += LightingSpecular(
|
|
AttLightColor, light.direction, WorldNormal, WorldView, half4( SpecColor, 0 ),
|
|
Smoothness )@\t$$InputData inputData = (InputData)0@$inputData.normalizedScreenSpaceUV
|
|
= ScreenUV@$inputData.positionWS = WorldPosition@$$uint meshRenderingLayers =
|
|
GetMeshRenderingLayer()@\t$uint pixelLightCount = GetAdditionalLightsCount()@\t$$#if
|
|
USE_FORWARD_PLUS$[loop] for (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT,
|
|
MAX_VISIBLE_LIGHTS)@ lightIndex++)${$FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$Light
|
|
light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$$#ifdef _LIGHT_LAYERS$if
|
|
(IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$#endif${$SUM_LIGHTSPECULAR(
|
|
light )@$}$}$#endif$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight light =
|
|
GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif
|
|
(IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTSPECULAR(
|
|
light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;7;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;WorldView;FLOAT3;0,0,0;In;;Float;False;True;SpecColor;FLOAT3;0,0,0;In;;Float;False;True;Smoothness;FLOAT;0.5;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsSpecularMask17.0x;False;False;0;;False;7;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT;0.5;False;6;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;328;-163.9961,-430.1968;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;329;-147.9961,-1294.197;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;330;-147.9961,-2142.197;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSubtitle,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;331;-67.99609,-2798.197;Inherit;False;Lighting
|
|
Mode Flat;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSubtitle,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;332;-67.99609,-2718.197;Inherit;False;Lighting
|
|
Mode Lambert;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSubtitle,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;333;-67.99609,-2638.197;Inherit;False;Lighting
|
|
Mode Lambert Half;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSubtitle,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;334;-67.99609,-2558.197;Inherit;False;Lighting
|
|
Mode Specular;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;336;-2643.996,-2782.197;Inherit;False;Lightmap
|
|
UV;-1;;61146;1940f027d0458684eb0ad486f669d7d5;1,1,0;0;1;FLOAT2;0\nNode;AmplifyShaderEditor.CustomExpressionNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;337;-787.9961,-1518.197;Inherit;False;float3
|
|
Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\t#define SUM_LIGHTLAMBERT(Light)\\$\t\thalf3
|
|
AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation
|
|
)@\\$\t\tColor += LightingLambert( AttLightColor, Light.direction, WorldNormal
|
|
)@$$\tInputData inputData = (InputData)0@$\tinputData.normalizedScreenSpaceUV
|
|
= ScreenUV@$\tinputData.positionWS = WorldPosition@$$\tuint meshRenderingLayers
|
|
= GetMeshRenderingLayer()@$\tuint pixelLightCount = GetAdditionalLightsCount()@\t$$\t#if
|
|
USE_CLUSTER_LIGHT_LOOP$\t[loop] for (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT,
|
|
MAX_VISIBLE_LIGHTS)@ lightIndex++)$\t{$\t\tCLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK$$\t\tLight
|
|
light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef
|
|
_LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTLAMBERT(
|
|
light )@$\t\t}$\t}$\t#endif$\t$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight
|
|
light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef
|
|
_LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTLAMBERT(
|
|
light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;4;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsLambertMask17.1x;False;False;0;;False;4;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;339;-787.9961,-2350.197;Inherit;False;float3
|
|
Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\t#define SUM_LIGHTFLAT(Light)\\$\t\tColor
|
|
+= Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation )@$$\tInputData
|
|
inputData = (InputData)0@$\tinputData.normalizedScreenSpaceUV = ScreenUV@$\tinputData.positionWS
|
|
= WorldPosition@$$\tuint meshRenderingLayers = GetMeshRenderingLayer()@$\tuint
|
|
pixelLightCount = GetAdditionalLightsCount()@\t$$\t#if USE_CLUSTER_LIGHT_LOOP$\t[loop]
|
|
for (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS)@
|
|
lightIndex++)$\t{$\t\tCLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK$$\t\tLight light
|
|
= GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif
|
|
(IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTFLAT(
|
|
light )@$\t\t}$\t}$\t#endif$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight
|
|
light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef
|
|
_LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTFLAT(
|
|
light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@$;3;Create;3;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsFlatMask17.1x;False;False;0;;False;3;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;340;-2435.996,-2782.197;Half;False;#if
|
|
defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)$return SAMPLE_SHADOWMASK(
|
|
LightmapUV.xy )@$#elif !defined (LIGHTMAP_ON)$return unity_ProbesOcclusion@$#else$return
|
|
half4( 1, 1, 1, 1 )@$#endif;4;Create;1;True;LightmapUV;FLOAT2;0,0;In;;Inherit;False;Calculate
|
|
Shadow Mask 10x;True;False;0;;False;1;0;FLOAT2;0,0;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.SwitchBySRPVersionNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;341;-2163.996,-2782.197;Inherit;False;11;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;2;FLOAT4;0,0,0,0;False;3;FLOAT4;0,0,0,0;False;4;FLOAT4;0,0,0,0;False;5;FLOAT4;0,0,0,0;False;6;FLOAT4;0,0,0,0;False;7;FLOAT4;0,0,0,0;False;8;FLOAT4;0,0,0,0;False;9;FLOAT4;0,0,0,0;False;10;FLOAT4;0,0,0,0;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.CustomExpressionNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;342;-2435.996,-2702.197;Half;False;#if
|
|
defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)$half4 shadowMask = inputData.shadowMask@$#elif
|
|
!defined (LIGHTMAP_ON)$half4 shadowMask = unity_ProbesOcclusion@$#else$half4
|
|
shadowMask = half4(1, 1, 1, 1)@$#endif$$return shadowMask@$;4;Create;1;True;LightmapUV;FLOAT2;0,0;In;;Inherit;False;Calculate
|
|
Shadow Mask 12x;True;False;0;;False;1;0;FLOAT2;0,0;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.CustomExpressionNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;343;-2435.996,-2622.197;Half;False;#if
|
|
defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)$half4 shadowMask = inputData.shadowMask@$#elif
|
|
!defined (LIGHTMAP_ON)$half4 shadowMask = unity_ProbesOcclusion@$#else$half4
|
|
shadowMask = half4(1, 1, 1, 1)@$#endif$$return shadowMask@$;4;Create;0;Calculate
|
|
Shadow Mask;True;False;0;;False;0;1;FLOAT4;0\nNode;AmplifyShaderEditor.FunctionSwitch,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;351;-2051.996,-2350.197;Inherit;False;Normal
|
|
Space;False;0;2;1;Tangent Space;World Space;Object;-1;20;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;11;FLOAT;0;False;12;FLOAT;0;False;13;FLOAT;0;False;14;FLOAT;0;False;15;FLOAT;0;False;16;FLOAT;0;False;17;FLOAT;0;False;18;FLOAT;0;False;19;FLOAT;0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.RelayNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;352;-947.9961,-414.1968;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.RelayNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;353;-947.9961,-270.1968;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.RelayNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;354;-947.9961,-126.1968;Inherit;False;1;0;FLOAT2;0,0;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.RelayNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;355;-947.9961,17.80322;Inherit;False;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.RelayNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;356;-947.9961,161.8032;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.RelayNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;357;-947.9961,305.8032;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.RelayNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;358;-947.9961,449.8032;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0\nNode;AmplifyShaderEditor.SwitchBySRPVersionNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;359;-435.9961,-1230.197;Inherit;False;11;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT3;0,0,0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT3;0,0,0;False;9;FLOAT3;0,0,0;False;10;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.RegisterLocalVarNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;360;-1683.996,-2782.197;Inherit;False;ShadowMask;-1;True;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.CustomExpressionNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;362;-771.9961,417.8032;Inherit;False;float3
|
|
Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\tSmoothness = exp2(10 * Smoothness
|
|
+ 1)@$\t$#define SUM_LIGHTSPECULAR(Light)\\$half3 AttLightColor = light.color
|
|
* ( light.distanceAttenuation * light.shadowAttenuation )@\\$Color += LightingSpecular(
|
|
AttLightColor, light.direction, WorldNormal, WorldView, half4( SpecColor, 0 ),
|
|
Smoothness )@\t$$InputData inputData = (InputData)0@$inputData.normalizedScreenSpaceUV
|
|
= ScreenUV@$inputData.positionWS = WorldPosition@$$uint meshRenderingLayers =
|
|
GetMeshRenderingLayer()@\t$uint pixelLightCount = GetAdditionalLightsCount()@\t$$#if
|
|
USE_CLUSTER_LIGHT_LOOP$[loop] for (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT,
|
|
MAX_VISIBLE_LIGHTS)@ lightIndex++)${$CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK$$Light
|
|
light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$$#ifdef _LIGHT_LAYERS$if
|
|
(IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$#endif${$SUM_LIGHTSPECULAR(
|
|
light )@$}$}$#endif$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight light =
|
|
GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif
|
|
(IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTSPECULAR(
|
|
light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;7;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;WorldView;FLOAT3;0,0,0;In;;Float;False;True;SpecColor;FLOAT3;0,0,0;In;;Float;False;True;Smoothness;FLOAT;0.5;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsSpecularMask17.1x;False;False;0;;False;7;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT;0.5;False;6;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionInput,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;32;-1888,-2784;Inherit;False;Shadow
|
|
Mask;4;5;False;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.FunctionInput,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;2;-2432,-2352;Inherit;False;Normal;3;0;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionInput,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;11;-2256,-2192;Inherit;False;World
|
|
Normal;3;1;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSwitch,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;6;512,-2800;Inherit;False;Lighting
|
|
Mode;False;0;3;0;Flat;Lambert;Specular;Object;-1;20;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;11;FLOAT;0;False;12;FLOAT;0;False;13;FLOAT;0;False;14;FLOAT;0;False;15;FLOAT;0;False;16;FLOAT;0;False;17;FLOAT;0;False;18;FLOAT;0;False;19;FLOAT;0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSwitch,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;23;224,-2720;Inherit;False;Half
|
|
Lambert;True;0;2;2;In 0;In 1;Object;-1;20;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;11;FLOAT;0;False;12;FLOAT;0;False;13;FLOAT;0;False;14;FLOAT;0;False;15;FLOAT;0;False;16;FLOAT;0;False;17;FLOAT;0;False;18;FLOAT;0;False;19;FLOAT;0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;363;432,-2576;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.Vector3Node,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;21;544,-2656;Inherit;False;Constant;_Vector1;Vector
|
|
1;0;0;Create;True;0;0;0;False;0;False;0,0,0;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.FunctionSwitchByPipeline,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;19;784,-2848;Inherit;False;4;0;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionInput,
|
|
AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;346;-1248,304;Inherit;False;Specular
|
|
Color;3;3;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionInput,
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AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;347;-1312,448;Inherit;False;Specular
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Smoothness;1;4;False;1;0;FLOAT;0.5;False;1;FLOAT;0\nNode;AmplifyShaderEditor.FunctionInput,
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AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;345;-1216,160;Inherit;False;View
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Dir;3;2;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.ViewDirInputsCoordNode,
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AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;326;-1440,160;Inherit;False;World;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.CustomExpressionNode,
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AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;338;-768,-688;Inherit;False;float3
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Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\t#define SUM_LIGHTHALFLAMBERT(Light)\\$\t\thalf3
|
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AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation
|
|
)@\\$\t\tColor += ( dot( Light.direction, WorldNormal ) * 0.5 + 0.5 )* AttLightColor@$$\tInputData
|
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inputData = (InputData)0@$\tinputData.normalizedScreenSpaceUV = ScreenUV@$\tinputData.positionWS
|
|
= WorldPosition@$$\tuint meshRenderingLayers = GetMeshRenderingLayer()@$\tuint
|
|
pixelLightCount = GetAdditionalLightsCount()@\t$$\t#if USE_CLUSTER_LIGHT_LOOP$\t[loop]
|
|
for (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS)@
|
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lightIndex++)$\t{$\t\tCLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK$$\t\tLight light
|
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= GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif
|
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(IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTHALFLAMBERT(
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light )@$\t\t}$\t}$\t#endif$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight
|
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light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef
|
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_LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTHALFLAMBERT(
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light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;4;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsHalfLambertMask17.1x;False;False;0;;False;4;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionOutput,
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AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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eConnection;6;1;23;0\nWireConnection;6;2;363;0\nWireConnection;23;0;332;0\nWireConnection;23;1;333;0\nWireConnection;363;0;334;0\nWireConnection;19;0;21;0\nWireConnection;19;3;21;0\nWireConnection;19;1;6;0\nWireConnection;19;2;21;0\nWireConnection;345;0;326;0\nWireConnection;338;0;310;0\nWireConnection;338;1;309;0\nWireConnection;338;2;311;0\nWireConnection;338;3;308;0\nWireConnection;0;0;19;0\nASEEND*/\n//CHKSM=DA94AD082C0EBA46DF7201A46DE6CAB668E1B3CF"
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m_functionName:
|
|
m_description: 'Returns SRP''s additional lights information calculated with the
|
|
selected lighting mode.
|
|
|
|
Shadow mask option only applied on SRP 10 or greater.
|
|
Forward rendering only.'
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m_additionalIncludes:
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m_additionalIncludes: []
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m_outsideIncludes: []
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m_additionalPragmas:
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m_additionalPragmas: []
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m_outsidePragmas: []
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m_additionalDirectives:
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m_validData: 0
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m_isDirty: 1
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m_moduleName: ' Additional Directives'
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m_independentModule: 1
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m_customEdited: 0
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- {fileID: 0}
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- {fileID: 0}
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m_shaderFunctionDirectives: []
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m_nativeDirectives: []
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m_nativeDirectivesIndex: -1
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m_nativeDirectivesFoldout: 0
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m_directivesSaveItems:
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LineValue: multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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GUIDToggle: 0
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GUIDValue:
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ShowConditionals: 1
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VersionMin: 0
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VersionMax: 0
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Passes: Forward
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Origin: 2
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- LineType: 2
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LineValue: multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
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GUIDToggle: 0
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GUIDValue:
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ShowConditionals: 1
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VersionMin: 0
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VersionMax: 0
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Passes: Forward
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Origin: 2
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- LineType: 2
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LineValue: multi_compile _ _FORWARD_PLUS
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GUIDToggle: 0
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GUIDValue:
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VersionMin: 140000
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VersionMax: 170000
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Origin: 2
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- LineType: 2
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LineValue: multi_compile _ _CLUSTER_LIGHT_LOOP
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GUIDToggle: 0
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GUIDValue:
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- LineType: 2
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LineValue: multi_compile _ _LIGHT_LAYERS
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GUIDToggle: 0
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GUIDValue:
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ShowConditionals: 1
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VersionMin: 140000
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VersionMax: 0
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Passes: Forward
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Origin: 2
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m_nodeCategory: 3
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m_headerStyle: 1
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m_headerColor: {r: 1, g: 0.4, b: 0, a: 1}
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m_customNodeCategory:
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m_url:
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