450 lines
66 KiB
Plaintext
450 lines
66 KiB
Plaintext
%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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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_EditorClassIdentifier:
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m_functionInfo: "// Made with Amplify Shader Editor v1.9.2.2\n// Available at the
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Unity Asset Store - http://u3d.as/y3X \n/*ASEBEGIN\nVersion=19202\nNode;AmplifyShaderEditor.CommentaryNode;217;-3040,-2688;Inherit;False;2020;771;Shadow
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Pos;2;3;184;;0,0,0,1;0;0\nNode;AmplifyShaderEditor.CommentaryNode;110;-896,480;Inherit;False;1379.357;1685.087;Specular;20;170;169;165;164;163;162;161;160;159;158;157;156;155;154;131;16;15;18;14;225;;0.06603771,0.06603771,0.06603771,1;0;0\nNode;AmplifyShaderEditor.CommentaryNode;111;-912,-1792;Inherit;False;1357.817;1106.757;Lambert;15;174;173;142;141;140;139;137;136;130;129;128;127;126;125;119;;0,0,0,1;0;0\nNode;AmplifyShaderEditor.CommentaryNode;112;-896,-672;Inherit;False;1357.128;1128.497;HalfLambert;15;172;171;168;167;166;153;152;151;150;149;148;147;146;145;144;;0,0,0,1;0;0\nNode;AmplifyShaderEditor.CommentaryNode;113;-896,-2720;Inherit;False;2874.185;906.6464;Flat;28;0;19;21;218;6;23;190;188;186;24;176;123;118;117;138;124;114;116;115;180;179;178;177;175;122;121;120;220;;0,0,0,1;0;0\nNode;AmplifyShaderEditor.StickyNoteNode;109;-880,-3360;Inherit;False;668.7867;596.4324;Notes
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Additional Directives ;;0,0,0,1;Unlit URP 10x$#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX
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_ADDITIONAL_LIGHTS$#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS$$Unlit
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URP 12x$#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS$#pragma
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multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS$$Unlit URP 14x$#pragma multi_compile
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_ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS$#pragma multi_compile_fragment
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_ _ADDITIONAL_LIGHT_SHADOWS$#pragma multi_compile _ _FORWARD_PLUS$$Unlit URP
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15x$#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS$#pragma
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multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS$#pragma multi_compile _ _FORWARD_PLUS$$Unlit
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URP 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$$Unlit
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URP 17x$#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS$#pragma
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multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS$#pragma multi_compile _ _FORWARD_PLUS$;0;0\nNode;AmplifyShaderEditor.SwitchBySRPVersionNode;125;-80,-1728;Inherit;False;9;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;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;126;-384,-1632;Inherit;False;float3
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Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tuint lightCount = GetAdditionalLightsCount()@$\tLIGHT_LOOP_BEGIN(
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lightCount )$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition)@$\t\thalf3
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AttLightColor = light.color *(light.distanceAttenuation * light.shadowAttenuation)@$\t\tColor
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+=LightingLambert(AttLightColor, light.direction, WorldNormal)@$\tLIGHT_LOOP_END$#endif$return
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Color@;3;Create;2;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;AdditionalLightsLambert12x;False;False;0;;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;127;-384,-1728;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\tLight light
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= GetAdditionalLight(lightIndex, WorldPosition)@$\t\thalf3 AttLightColor = light.color
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*(light.distanceAttenuation * light.shadowAttenuation)@$\t\tColor +=LightingLambert(AttLightColor,
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light.direction, WorldNormal)@$\t}$#endif$return Color@;3;Create;2;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;AdditionalLightsLambert10x;False;False;0;;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;128;-384,-1536;Inherit;False;float3
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Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\t#define SUM_LIGHTLAMBERT(Light)\\$\t\thalf3
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AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation
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)@\\$\t\tColor += LightingLambert( AttLightColor, Light.direction, WorldNormal
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)@$$\tInputData inputData = (InputData)0@$\tinputData.normalizedScreenSpaceUV
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= ScreenUV@$\tinputData.positionWS = WorldPosition@$$\tuint meshRenderingLayers
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= GetMeshRenderingLayer()@$\tuint pixelLightCount = GetAdditionalLightsCount()@$$\t#if
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USE_FORWARD_PLUS$\tfor (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT,
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MAX_VISIBLE_LIGHTS)@ lightIndex++)$\t{$\t\tFORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$\t\tLight
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light = GetAdditionalLight(lightIndex, WorldPosition)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif
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(IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTLAMBERT(
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light )@$\t\t}$\t}$\t#endif$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight
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light = GetAdditionalLight(lightIndex, WorldPosition)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif
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(IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTLAMBERT(
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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;WorldNormal;FLOAT3;0,0,0;In;;Float;False;AdditionalLightsLambert14x;False;False;0;;False;3;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;129;-384,-1280;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\thalf3 AttLightColor
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= light.color *(light.distanceAttenuation * light.shadowAttenuation)@$\t\tColor
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+=LightingLambert(AttLightColor, light.direction, WorldNormal)@$\t}$#endif$return
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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.CustomExpressionNode;130;-384,-1152;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$\t\thalf3 AttLightColor = light.color *(light.distanceAttenuation
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* light.shadowAttenuation)@$\t\tColor +=LightingLambert(AttLightColor, light.direction,
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WorldNormal)@$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;3;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsLambertMask12x;False;False;0;;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;136;-384,-1024;Inherit;False;float3
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Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\t#define SUM_LIGHTLAMBERT(Light)\\$\t\thalf3
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AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation
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)@\\$\t\tColor += LightingLambert( AttLightColor, Light.direction, WorldNormal
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)@$$\tInputData inputData = (InputData)0@$\tinputData.normalizedScreenSpaceUV
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= ScreenUV@$\tinputData.positionWS = WorldPosition@$$\tuint meshRenderingLayers
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= GetMeshRenderingLayer()@$\tuint pixelLightCount = GetAdditionalLightsCount()@\t$$\t#if
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USE_FORWARD_PLUS$\tfor (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT,
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MAX_VISIBLE_LIGHTS)@ lightIndex++)$\t{$\t\tFORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$\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{$\t\t\tSUM_LIGHTLAMBERT(
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light )@$\t\t}$\t}$\t#endif$\t$\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_LIGHTLAMBERT(
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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;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.SwitchBySRPVersionNode;137;-80,-1280;Inherit;False;9;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;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;147;-400,-576;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{$\t\tLight light
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= GetAdditionalLight(lightIndex, WorldPosition)@$\t\thalf3 AttLightColor = light.color
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*(light.distanceAttenuation * light.shadowAttenuation)@$\t\tColor +=(dot(light.direction,
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WorldNormal)*0.5+0.5 )* AttLightColor@$\t}$#endif$return Color@;3;Create;2;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;AdditionalLightsHalfLambert10x;False;False;0;;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;148;-400,-496;Inherit;False;float3
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Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tuint lightCount = GetAdditionalLightsCount()@$\tLIGHT_LOOP_BEGIN(
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lightCount )$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition)@$\t\thalf3
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AttLightColor = light.color *(light.distanceAttenuation * light.shadowAttenuation)@$\t\tColor
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+=(dot(light.direction, WorldNormal)*0.5+0.5 )* AttLightColor@$\tLIGHT_LOOP_END$#endif$return
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Color@;3;Create;2;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;AdditionalLightsHalfLambert12x;False;False;0;;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;149;-400,-400;Inherit;False;float3
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Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\t#define SUM_LIGHTHALFLAMBERT(Light)\\$\t\thalf3
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AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation
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)@\\$\t\tColor += ( dot( Light.direction, WorldNormal ) * 0.5 + 0.5 )* AttLightColor@$$\tInputData
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inputData = (InputData)0@$\tinputData.normalizedScreenSpaceUV = ScreenUV@$\tinputData.positionWS
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= WorldPosition@$$\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)@$\t\t#ifdef _LIGHT_LAYERS$\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)@$\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}$\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;WorldNormal;FLOAT3;0,0,0;In;;Float;False;AdditionalLightsHalfLambert14x;False;False;0;;False;3;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;150;-400,-144;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\thalf3 AttLightColor
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= light.color *(light.distanceAttenuation * light.shadowAttenuation)@$\t\tColor
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+=(dot(light.direction, WorldNormal)*0.5+0.5 )* AttLightColor@$\t}$#endif$return
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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;151;-400,-16;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\thalf3 AttLightColor = light.color *(light.distanceAttenuation
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* light.shadowAttenuation)@$\t\tColor +=(dot(light.direction, WorldNormal)*0.5+0.5
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)* 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.CustomExpressionNode;152;-400,112;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
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)@\\$\t\tColor += ( dot( Light.direction, WorldNormal ) * 0.5 + 0.5 )* AttLightColor@$$\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$$\t\tLight light =
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GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif
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(IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTHALFLAMBERT(
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light )@$\t\t}$\t}$\t#endif$$\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;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;153;-688,-96;Inherit;False;182;shadowMaskValue;1;0;OBJECT;;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.SwitchBySRPVersionNode;155;-64,544;Inherit;False;9;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;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;156;-384,544;Inherit;False;float3
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Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tSmoothness = exp2(10 * Smoothness + 1)@$\tuint
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lightCount = GetAdditionalLightsCount()@$\tfor (uint lightIndex = 0u@ lightIndex
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< lightCount@ ++lightIndex)$\t{$\t\tLight light = GetAdditionalLight(lightIndex,
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WorldPosition)@$\t\thalf3 AttLightColor = light.color *(light.distanceAttenuation
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* light.shadowAttenuation)@$\t\tColor += LightingSpecular(AttLightColor, light.direction,
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WorldNormal, WorldView, half4(SpecColor, 0), Smoothness)@\t$\t}$#endif$return
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Color@;3;Create;5;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;WorldView;FLOAT3;0,0,0;In;;Float;False;True;SpecColor;FLOAT3;0,0,0;In;;Float;False;True;Smoothness;FLOAT;0.5;In;;Float;False;AdditionalLightsSpecular10x12x;False;False;0;;False;5;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT;0.5;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;157;-384,720;Inherit;False;float3
|
|
Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tSmoothness = exp2(10 * Smoothness + 1)@$\tuint
|
|
lightCount = GetAdditionalLightsCount()@$\tLIGHT_LOOP_BEGIN( lightCount )$\t\tLight
|
|
light = GetAdditionalLight(lightIndex, WorldPosition)@$\t\thalf3 AttLightColor
|
|
= light.color *(light.distanceAttenuation * light.shadowAttenuation)@$\t\tColor
|
|
+= LightingSpecular(AttLightColor, light.direction, WorldNormal, WorldView, half4(SpecColor,
|
|
0), Smoothness)@\t$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;5;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;WorldView;FLOAT3;0,0,0;In;;Float;False;True;SpecColor;FLOAT3;0,0,0;In;;Float;False;True;Smoothness;FLOAT;0.5;In;;Float;False;AdditionalLightsSpecular10x12x;False;False;0;;False;5;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT;0.5;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;158;-384,896;Inherit;False;float3
|
|
Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\tSmoothness = exp2(10 * Smoothness
|
|
+ 1)@$\t$\t#define SUM_LIGHTSPECULAR(Light)\\$\t\thalf3 AttLightColor = light.color
|
|
* ( light.distanceAttenuation * light.shadowAttenuation )@\\$\t\tColor += LightingSpecular(
|
|
AttLightColor, light.direction, WorldNormal, WorldView, half4( SpecColor, 0 ),
|
|
Smoothness )@\t$$\tInputData inputData = (InputData)0@$\tinputData.normalizedScreenSpaceUV
|
|
= ScreenUV@$\tinputData.positionWS = WorldPosition@$$\tuint meshRenderingLayers
|
|
= GetMeshRenderingLayer()@\t\t$\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)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif
|
|
(IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTSPECULAR(
|
|
light )@$\t\t}$\t}$\t#endif$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight
|
|
light = GetAdditionalLight(lightIndex, WorldPosition)@$\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;6;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;AdditionalLightsSpecular14x;False;False;0;;False;6;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;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;160;-384,1296;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.SwitchBySRPVersionNode;161;-64,1296;Inherit;False;9;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;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;162;-384,1488;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.CustomExpressionNode;164;-384,1680;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$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight light =
|
|
GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif
|
|
(IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTSPECULAR(
|
|
light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;7;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;WorldView;FLOAT3;0,0,0;In;;Float;False;True;SpecColor;FLOAT3;0,0,0;In;;Float;False;True;Smoothness;FLOAT;0.5;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsSpecularMask14x;False;False;0;;False;7;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT;0.5;False;6;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;165;-384,1088;Inherit;False;float3
|
|
Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\tSmoothness = exp2(10 * Smoothness
|
|
+ 1)@$\t$\t#define SUM_LIGHTSPECULAR(Light)\\$\t\thalf3 AttLightColor = light.color
|
|
* ( light.distanceAttenuation * light.shadowAttenuation )@\\$\t\tColor += LightingSpecular(
|
|
AttLightColor, light.direction, WorldNormal, WorldView, half4( SpecColor, 0 ),
|
|
Smoothness )@\t$$\tInputData inputData = (InputData)0@$\tinputData.normalizedScreenSpaceUV
|
|
= ScreenUV@$\tinputData.positionWS = WorldPosition@$$\tuint meshRenderingLayers
|
|
= GetMeshRenderingLayer()@\t\t$\tuint pixelLightCount = GetAdditionalLightsCount()@\t$$\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$$\t\tLight
|
|
light = GetAdditionalLight(lightIndex, WorldPosition)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif
|
|
(IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTSPECULAR(
|
|
light )@$\t\t}$\t}$\t#endif$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight
|
|
light = GetAdditionalLight(lightIndex, WorldPosition)@$\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;6;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;AdditionalLightsSpecular17x;False;False;0;;False;6;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;1;FLOAT3;0\nNode;AmplifyShaderEditor.SwitchBySRPVersionNode;166;-80,-576;Inherit;False;9;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;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;170;-384,1904;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;AdditionalLightsSpecularMask17x;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.CustomExpressionNode;171;-400,256;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$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight
|
|
light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef
|
|
_LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTHALFLAMBERT(
|
|
light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;4;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsHalfLambertMask17x;False;False;0;;False;4;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;172;-400,-272;Inherit;False;float3
|
|
Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\t#define SUM_LIGHTHALFLAMBERT(Light)\\$\t\thalf3
|
|
AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation
|
|
)@\\$\t\tColor += ( dot( Light.direction, WorldNormal ) * 0.5 + 0.5 )* AttLightColor@$$\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$$\t\tLight light =
|
|
GetAdditionalLight(lightIndex, WorldPosition)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif
|
|
(IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTHALFLAMBERT(
|
|
light )@$\t\t}$\t}$\t#endif$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight
|
|
light = GetAdditionalLight(lightIndex, WorldPosition)@$\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;3;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;AdditionalLightsHalfLambert17x;False;False;0;;False;3;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;174;-384,-1408;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()@$$\t#if
|
|
USE_FORWARD_PLUS$\t[loop] for (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT,
|
|
MAX_VISIBLE_LIGHTS)@ lightIndex++)$\t{$\t\tFORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$\t\tLight
|
|
light = GetAdditionalLight(lightIndex, WorldPosition)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif
|
|
(IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTLAMBERT(
|
|
light )@$\t\t}$\t}$\t#endif$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight
|
|
light = GetAdditionalLight(lightIndex, WorldPosition)@$\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;3;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;AdditionalLightsLambert17x;False;False;0;;False;3;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSubtitle;177;624,-2400;Inherit;False;Lighting
|
|
Mode Specular;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSubtitle;178;624,-2496;Inherit;False;Lighting
|
|
Mode Lambert Half;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSubtitle;179;624,-2576;Inherit;False;Lighting
|
|
Mode Lambert;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSubtitle;180;624,-2656;Inherit;False;Lighting
|
|
Mode Flat;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;115;-640,-2496;Inherit;False;183;ScreenUV;1;0;OBJECT;;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.GetLocalVarNode;114;-672,-2656;Inherit;False;184;worldPosValue;1;0;OBJECT;;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.SwitchBySRPVersionNode;124;-80,-2656;Inherit;False;9;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;1;FLOAT3;0\nNode;AmplifyShaderEditor.SwitchBySRPVersionNode;138;-80,-2320;Inherit;False;9;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;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSwitch;24;224,-2656;Inherit;False;Use
|
|
Shadow Mask;True;0;2;3;In 0;In 1;Object;-1;10;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;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;186;528,-2512;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;187;528,-1744;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;188;560,-2448;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;189;560,-608;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;190;592,-2352;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;191;576,528;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSwitch;23;960,-2576;Inherit;False;Half
|
|
Lambert;True;0;2;2;In 0;In 1;Object;-1;10;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;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSwitch;6;1248,-2656;Inherit;False;Lighting
|
|
Mode;False;0;3;0;Flat;Lambert;Specular;Object;-1;10;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;1;FLOAT3;0\nNode;AmplifyShaderEditor.Vector3Node;21;1280,-2512;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;19;1536,-2656;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.CustomExpressionNode;118;-400,-2576;Inherit;False;float3
|
|
Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tuint lightCount = GetAdditionalLightsCount()@$\tLIGHT_LOOP_BEGIN(
|
|
lightCount )$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition)@$\t\tColor
|
|
+= light.color *(light.distanceAttenuation * light.shadowAttenuation)@\t$\tLIGHT_LOOP_END$#endif$return
|
|
Color@;3;Create;1;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;AdditionalLightsFlat12x;False;False;0;;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;117;-400,-2656;Inherit;False;float3
|
|
Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tuint lightCount = GetAdditionalLightsCount()@$\tfor
|
|
(uint lightIndex = 0u@ lightIndex < lightCount@ ++lightIndex)$\t{$\t\tLight light
|
|
= GetAdditionalLight(lightIndex, WorldPosition)@$\t\tColor += light.color *(light.distanceAttenuation
|
|
* light.shadowAttenuation)@\t$\t}$#endif$return Color@;3;Create;1;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;AdditionalLightsFlat10x;False;False;0;;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;122;-400,-2112;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_FORWARD_PLUS$\tfor
|
|
(uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS)@
|
|
lightIndex++)$\t{$\t\tFORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$\t\tLight light =
|
|
GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif
|
|
(IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTFLAT(
|
|
light )@$\t\t}$\t}$\t#endif$$\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@$;3;Create;3;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsFlatMask14x;False;False;0;;False;3;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;120;-400,-2208;Inherit;False;float3
|
|
Color = 0@$#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\tColor += light.color *(light.distanceAttenuation
|
|
* light.shadowAttenuation)@$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;2;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsFlatMask12x;False;False;0;;False;2;0;FLOAT3;0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;121;-400,-2304;Inherit;False;float3
|
|
Color = 0@$#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$\t\tColor +=
|
|
light.color *(light.distanceAttenuation * light.shadowAttenuation)@$\t}$#endif$return
|
|
Color@;3;Create;2;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;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;176;-400,-2400;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()@\t$\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)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif
|
|
(IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTFLAT(
|
|
light )@$\t\t}$\t}$\t#endif$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight
|
|
light = GetAdditionalLight(lightIndex, WorldPosition)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif
|
|
(IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTFLAT(
|
|
light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@$;3;Create;2;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;AdditionalLightsFlat17x;False;False;0;;False;2;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;123;-400,-2496;Inherit;False;float3
|
|
Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\t#define SUM_LIGHTFLAT(Light)\\$\t\tColor
|
|
+= Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation )@$$\tInputData
|
|
inputData = (InputData)0@$\tinputData.normalizedScreenSpaceUV = ScreenUV@$\tinputData.positionWS
|
|
= WorldPosition@$$\tuint meshRenderingLayers = GetMeshRenderingLayer()@\t$\tuint
|
|
pixelLightCount = GetAdditionalLightsCount()@\t$$\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$$\t\tLight light =
|
|
GetAdditionalLight(lightIndex, WorldPosition)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif
|
|
(IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTFLAT(
|
|
light )@$\t\t}$\t}$\t#endif$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight
|
|
light = GetAdditionalLight(lightIndex, WorldPosition)@$\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@$;3;Create;2;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;AdditionalLightsFlat14x;False;False;0;;False;2;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;175;-400,-1984;Inherit;False;float3
|
|
Color = 0@$#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$$\t#if USE_FORWARD_PLUS$\t[loop]
|
|
for (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS)@
|
|
lightIndex++)$\t{$\t\tFORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$\t\tLight light =
|
|
GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif
|
|
(IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTFLAT(
|
|
light )@$\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;AdditionalLightsFlatMask17x;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.GetLocalVarNode;116;-672,-2288;Inherit;False;182;shadowMaskValue;1;0;OBJECT;;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.WireNode;219;187.9525,-2583.76;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;220;192,-2320;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSwitch;142;224,-1728;Inherit;False;Option;False;0;2;3;In
|
|
0;In 1;Instance;24;10;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;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;221;179.8682,-1629.842;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;222;176,-1280;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSwitch;168;224,-576;Inherit;False;Option;False;0;2;3;In
|
|
0;In 1;Instance;24;10;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;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;223;182.2681,-477.1467;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;224;192,-144;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSwitch;154;256,544;Inherit;False;Option;False;0;2;3;In
|
|
0;In 1;Instance;24;10;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;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;225;208,640;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;226;208,1280;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.Vector3Node;10;-2144,-1840;Inherit;False;Constant;_Vector0;Vector
|
|
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.FunctionInput;11;-1792,-1680;Inherit;False;World
|
|
Normal;3;1;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.RegisterLocalVarNode;183;-1296,-1360;Inherit;False;ScreenUV;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.SwizzleNode;76;-1456,-1360;Inherit;False;FLOAT2;0;1;2;3;1;0;FLOAT4;0,0,0,0;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.FunctionSwitch;9;-1584,-1840;Inherit;False;Normal
|
|
Space;False;0;2;1;Tangent Space;World Space;Object;-1;10;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;1;FLOAT3;0\nNode;AmplifyShaderEditor.WorldNormalVector;4;-2000,-1680;Inherit;False;True;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.WorldNormalVector;12;-1792,-1840;Inherit;False;True;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.WorldPosInputsNode;3;-1680,-1088;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.SwitchBySRPVersionNode;214;-1744,-2224;Inherit;False;9;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;1;FLOAT4;0\nNode;AmplifyShaderEditor.FunctionSwitch;212;-2224,-2224;Inherit;False;Shadow
|
|
Mask;False;0;2;-1;Static;Dynamic;Object;-1;10;0;FLOAT2;0,0;False;1;FLOAT2;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;1;FLOAT2;0\nNode;AmplifyShaderEditor.ScaleAndOffsetNode;209;-2480,-2192;Inherit;False;3;0;FLOAT2;0,0;False;1;FLOAT2;1,0;False;2;FLOAT2;0,0;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.ScaleAndOffsetNode;206;-2480,-2480;Inherit;False;3;0;FLOAT2;0,0;False;1;FLOAT2;1,0;False;2;FLOAT2;0,0;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.TexCoordVertexDataNode;211;-2736,-2320;Inherit;False;2;2;0;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4\nNode;AmplifyShaderEditor.SwizzleNode;207;-2672,-2192;Inherit;False;FLOAT2;0;1;2;3;1;0;FLOAT4;0,0,0,0;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.SwizzleNode;208;-2672,-2112;Inherit;False;FLOAT2;2;3;2;3;1;0;FLOAT4;0,0,0,0;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.Vector4Node;213;-2992,-2192;Float;False;Global;unity_DynamicLightmapST;unity_DynamicLightmapST;2;0;Fetch;True;0;0;0;False;0;False;0,0,0,0;1,1,0,0;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4\nNode;AmplifyShaderEditor.SwizzleNode;204;-2656,-2432;Inherit;False;FLOAT2;2;3;2;3;1;0;FLOAT4;0,0,0,0;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.SwizzleNode;203;-2656,-2512;Inherit;False;FLOAT2;0;1;2;3;1;0;FLOAT4;0,0,0,0;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.TexCoordVertexDataNode;205;-2720,-2640;Inherit;False;1;2;0;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4\nNode;AmplifyShaderEditor.Vector4Node;210;-2928,-2512;Float;False;Global;unity_LightmapST;unity_LightmapST;2;0;Fetch;True;0;0;0;False;0;False;0,0,0,0;1,1,0,0;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4\nNode;AmplifyShaderEditor.RegisterLocalVarNode;182;-1264,-2224;Inherit;False;shadowMaskValue;-1;True;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.FunctionInput;32;-1488,-2224;Inherit;False;Shadow
|
|
Mask;4;5;False;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.CustomExpressionNode;215;-1984,-2224;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.RegisterLocalVarNode;184;-1456,-1088;Inherit;False;worldPosValue;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.ScreenPosInputsNode;73;-1680,-1360;Inherit;False;0;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4\nNode;AmplifyShaderEditor.FunctionInput;2;-1952,-1840;Inherit;False;Normal;3;0;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.SwitchBySRPVersionNode;167;-80,-144;Inherit;False;9;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;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;159;-672,528;Inherit;False;184;worldPosValue;1;0;OBJECT;;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;163;-640,1136;Inherit;False;183;ScreenUV;1;0;OBJECT;;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.GetLocalVarNode;169;-672,1408;Inherit;False;182;shadowMaskValue;1;0;OBJECT;;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.FunctionInput;18;-704,1040;Inherit;False;Specular
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Smoothness;1;4;False;1;0;FLOAT;0.5;False;1;FLOAT;0\nNode;AmplifyShaderEditor.FunctionInput;14;-640,944;Inherit;False;Specular
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Color;3;3;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.RegisterLocalVarNode;185;-1264,-1840;Inherit;False;worldNormalValue;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;141;-672,-1232;Inherit;False;182;shadowMaskValue;1;0;OBJECT;;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.GetLocalVarNode;139;-640,-1520;Inherit;False;183;ScreenUV;1;0;OBJECT;;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.GetLocalVarNode;119;-672,-1712;Inherit;False;184;worldPosValue;1;0;OBJECT;;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;140;-672,-1632;Inherit;False;185;worldNormalValue;1;0;OBJECT;;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;145;-672,-480;Inherit;False;185;worldNormalValue;1;0;OBJECT;;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;144;-672,-576;Inherit;False;184;worldPosValue;1;0;OBJECT;;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;146;-640,-384;Inherit;False;183;ScreenUV;1;0;OBJECT;;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.GetLocalVarNode;131;-672,624;Inherit;False;185;worldNormalValue;1;0;OBJECT;;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionInput;15;-608,784;Inherit;False;View
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Dir;3;2;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.ViewDirInputsCoordNode;16;-800,784;Inherit;False;World;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.StickyNoteNode;227;-3040,-3312;Inherit;False;517.8945;185.8596;10x
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Lighting.hlsl;;0.0471698,0.0471698,0.0471698,1;#if defined(SHADOWS_SHADOWMASK)
|
|
&& defined(LIGHTMAP_ON)$half4 shadowMask = inputData.shadowMask@$#elif !defined
|
|
(LIGHTMAP_ON)$half4 shadowMask = unity_ProbesOcclusion@$#else$half4 shadowMask
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|
= half4(1, 1, 1, 1)@$#endif;0;0\nNode;AmplifyShaderEditor.StickyNoteNode;228;-3040,-3120;Inherit;False;927.371;141.0991;12x
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GlobalIllumination.hlsl // Renamed -> LIGHTMAP_SHADOW_MIXING ;;0.0471698,0.0471698,0.0471698,1;#if
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|
!defined(_MIXED_LIGHTING_SUBTRACTIVE) && defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK)$#define
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_MIXED_LIGHTING_SUBTRACTIVE$#endif;0;0\nNode;AmplifyShaderEditor.StickyNoteNode;229;-3040,-2960;Inherit;False;937.0656;244.508;12x14x15x16x17x
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|
RealtimeLights.hlsl;;0.0471698,0.0471698,0.0471698,1;half4 CalculateShadowMask(InputData
|
|
inputData)${$ #if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)$
|
|
half4 shadowMask = inputData.shadowMask@$ #elif !defined (LIGHTMAP_ON)$
|
|
half4 shadowMask = unity_ProbesOcclusion@$ #else$ half4 shadowMask = half4(1,
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|
1, 1, 1)@$ #endif$$ return shadowMask@$};0;0\nNode;AmplifyShaderEditor.CustomExpressionNode;216;-1984,-2128;Half;False;#if
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|
defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)$half4 shadowMask = inputData.shadowMask@$#elif
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|
!defined (LIGHTMAP_ON)$half4 shadowMask = unity_ProbesOcclusion@$#else$half4
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shadowMask = half4(1, 1, 1, 1)@$#endif$$return shadowMask@$;4;Create;1;True;LightmapUV;FLOAT2;0,0;In;;Inherit;False;Calculate
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Shadow Mask;True;False;0;;False;1;0;FLOAT2;0,0;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.CustomExpressionNode;173;-384,-880;Inherit;False;float3
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Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\t#define SUM_LIGHTLAMBERT(Light)\\$\t\thalf3
|
|
AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation
|
|
)@\\$\t\tColor += LightingLambert( AttLightColor, Light.direction, WorldNormal
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|
)@$$\tInputData inputData = (InputData)0@$\tinputData.normalizedScreenSpaceUV
|
|
= ScreenUV@$\tinputData.positionWS = WorldPosition@$$\tuint meshRenderingLayers
|
|
= GetMeshRenderingLayer()@$\tuint pixelLightCount = GetAdditionalLightsCount()@\t$$\t#if
|
|
USE_FORWARD_PLUS$\t[loop] for (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT,
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|
MAX_VISIBLE_LIGHTS)@ lightIndex++)$\t{$\t\tFORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$\t\tLight
|
|
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{$\t\t\tSUM_LIGHTLAMBERT(
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|
light )@$\t\t}$\t}$\t#endif$\t$\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_LIGHTLAMBERT(
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light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return 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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.'
|
|
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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m_additionalDirectives:
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- {fileID: 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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- LineType: 2
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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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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_previewPosition: 0
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m_hidden: 0
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m_url:
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