Files
HauntedBloodlines/Assets/AmplifyShaders/HDRPLitDistortionDimensionalFracture.shader
2025-05-29 22:31:40 +03:00

3675 lines
147 KiB
GLSL

// Made with Amplify Shader Editor v1.9.8.1
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "HDRPLitDistortionDimensionalFracture"
{
Properties
{
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
_DistortionSpeed1("DistortionSpeed", Float) = 0.5
_Normals("Normals", 2D) = "white" {}
_CloudTiling("Cloud Tiling", Vector) = (1,1,0,0)
_DistortionTile("DistortionTile", Vector) = (1,1,0,0)
_TextureSample1("Texture Sample 1", 2D) = "white" {}
_TextureSample4("Texture Sample 1", 2D) = "white" {}
_CloudDirection("Cloud Direction", Float) = 1
_CloudColor("Cloud Color", Color) = (0,1,0.7772009,0)
_CloudBrightness("Cloud Brightness", Float) = 3.62
_DistortValue("DistortValue", Float) = 1
_EmissionPower("Emission Power", Float) = 11.31
_GrayScalePower("Gray Scale Power", Float) = 0
_Bias("Bias", Float) = -0.78
_Scale("Scale", Float) = 2
_VignetteMask("VignetteMask", 2D) = "white" {}
_Power("Power", Float) = 2.42
_CausticsSpeed("CausticsSpeed", Float) = 2
_CausticsScale("CausticsScale", Float) = 5
_CausticsStrength("CausticsStrength", Float) = 1
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] _RenderQueueType("Render Queue Type", Float) = 5
[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
//[HideInInspector] _ShadowMatteFilter("Shadow Matte Filter", Float) = 2.006836
[HideInInspector] _StencilRef("Stencil Ref", Int) = 0 // StencilUsage.Clear
[HideInInspector] _StencilWriteMask("Stencil Write Mask", Int) = 3 // StencilUsage.RequiresDeferredLighting | StencilUsage.SubsurfaceScattering
[HideInInspector] _StencilRefDepth("Stencil Ref Depth", Int) = 0 // Nothing
[HideInInspector] _StencilWriteMaskDepth("Stencil Write Mask Depth", Int) = 8 // StencilUsage.TraceReflectionRay
[HideInInspector] _StencilRefMV("Stencil Ref MV", Int) = 32 // StencilUsage.ObjectMotionVector
[HideInInspector] _StencilWriteMaskMV("Stencil Write Mask MV", Int) = 32 // StencilUsage.ObjectMotionVector
[HideInInspector] _StencilRefDistortionVec("Stencil Ref Distortion Vec", Int) = 2 // StencilUsage.DistortionVectors
[HideInInspector] _StencilWriteMaskDistortionVec("Stencil Write Mask Distortion Vec", Int) = 2 // StencilUsage.DistortionVectors
[HideInInspector] _StencilWriteMaskGBuffer("Stencil Write Mask GBuffer", Int) = 3 // StencilUsage.RequiresDeferredLighting | StencilUsage.SubsurfaceScattering
[HideInInspector] _StencilRefGBuffer("Stencil Ref GBuffer", Int) = 2 // StencilUsage.RequiresDeferredLighting
[HideInInspector] _ZTestGBuffer("ZTest GBuffer", Int) = 4
[HideInInspector][ToggleUI] _RequireSplitLighting("Require Split Lighting", Float) = 0
[HideInInspector][ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1
[HideInInspector] _SurfaceType("Surface Type", Float) = 0
[HideInInspector] _BlendMode("Blend Mode", Float) = 0
[HideInInspector] _SrcBlend("Src Blend", Float) = 1
[HideInInspector] _DstBlend("Dst Blend", Float) = 0
[HideInInspector] _AlphaSrcBlend("Alpha Src Blend", Float) = 1
[HideInInspector] _AlphaDstBlend("Alpha Dst Blend", Float) = 0
[HideInInspector][ToggleUI] _ZWrite("ZWrite", Float) = 1
[HideInInspector][ToggleUI] _TransparentZWrite("Transparent ZWrite", Float) = 0
[HideInInspector] _CullMode("Cull Mode", Float) = 2
[HideInInspector] _TransparentSortPriority("Transparent Sort Priority", Float) = 0
[HideInInspector][ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 1
[HideInInspector] _CullModeForward("Cull Mode Forward", Float) = 2 // This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent
[HideInInspector][Enum(UnityEngine.Rendering.HighDefinition.TransparentCullMode)] _TransparentCullMode("_TransparentCullMode", Int) = 2 // Back culling by default
[HideInInspector] _ZTestDepthEqualForOpaque("ZTest Depth Equal For Opaque", Int) = 4 // Less equal
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent("ZTest Transparent", Int) = 4 // Less equal
[HideInInspector][ToggleUI] _TransparentBackfaceEnable("Transparent Backface Enable", Float) = 0
[HideInInspector][ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 1
[HideInInspector][ToggleUI] _UseShadowThreshold("Use Shadow Threshold", Float) = 0
[HideInInspector][ToggleUI] _DoubleSidedEnable("Double Sided Enable", Float) = 1
[HideInInspector][Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double Sided Normal Mode", Float) = 2
[HideInInspector] _DoubleSidedConstants("DoubleSidedConstants", Vector) = (1,1,-1,0)
[HideInInspector] _DistortionEnable("_DistortionEnable",Float) = 0
[HideInInspector] _DistortionOnly("_DistortionOnly",Float) = 0
//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
//_TessMin( "Tess Min Distance", Float ) = 10
//_TessMax( "Tess Max Distance", Float ) = 25
//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
[HideInInspector][ToggleUI] _TransparentWritingMotionVec("Transparent Writing MotionVec", Float) = 0
[HideInInspector][Enum(UnityEngine.Rendering.HighDefinition.OpaqueCullMode)] _OpaqueCullMode("_OpaqueCullMode", Int) = 2 // Back culling by default
[HideInInspector][ToggleUI] _SupportDecals("Support Decals", Float) = 1
[HideInInspector][ToggleUI] _ReceivesSSRTransparent("Receives SSR Transparent", Float) = 0
[HideInInspector] _EmissionColor("Color", Color) = (1, 1, 1)
[HideInInspector] _UnlitColorMap_MipInfo("_UnlitColorMap_MipInfo", Vector) = (0, 0, 0, 0)
[HideInInspector][Enum(Auto, 0, On, 1, Off, 2)] _DoubleSidedGIMode("Double sided GI mode", Float) = 0 //DoubleSidedGIMode added in api 12x and higher
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="HDRenderPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
HLSLINCLUDE
#pragma target 4.5
#pragma exclude_renderers glcore gles gles3 ps4 ps5
#define SUPPORT_GLOBAL_MIP_BIAS 1
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#ifndef ASE_TESS_FUNCS
#define ASE_TESS_FUNCS
float4 FixedTess( float tessValue )
{
return tessValue;
}
float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
{
float3 wpos = mul(o2w,vertex).xyz;
float dist = distance (wpos, cameraPos);
float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
return f;
}
float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
{
float4 tess;
tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
return tess;
}
float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
{
float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
float len = distance(wpos0, wpos1);
float f = max(len * scParams.y / (edgeLen * dist), 1.0);
return f;
}
float DistanceFromPlaneASE (float3 pos, float4 plane)
{
return dot (float4(pos,1.0f), plane);
}
bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
{
float4 planeTest;
planeTest.x = (( DistanceFromPlaneASE(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
planeTest.y = (( DistanceFromPlaneASE(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
planeTest.z = (( DistanceFromPlaneASE(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
planeTest.w = (( DistanceFromPlaneASE(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
return !all (planeTest);
}
float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
{
float3 f;
f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
return CalcTriEdgeTessFactors (f);
}
float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
return tess;
}
float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
{
tess = 0.0f;
}
else
{
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
}
return tess;
}
#endif //ASE_TESS_FUNCS
ENDHLSL
Pass
{
Name "Forward Unlit"
Tags { "LightMode"="ForwardOnly" }
Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend]
Blend 1 One OneMinusSrcAlpha
Blend 2 One [_DstBlend2]
Blend 3 One [_DstBlend2]
Blend 4 One OneMinusSrcAlpha
Cull [_CullModeForward]
ZTest [_ZTestDepthEqualForOpaque]
ZWrite [_ZWrite]
ColorMask [_ColorMaskTransparentVel] 1
Stencil
{
Ref [_StencilRef]
WriteMask [_StencilWriteMask]
Comp Always
Pass Replace
}
HLSLPROGRAM
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#define ASE_VERSION 19801
#define ASE_SRP_VERSION -1
#define REQUIRE_OPAQUE_TEXTURE 1
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ALPHATEST_ON
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex Vert
#pragma fragment Frag
#if (defined(_TRANSPARENT_WRITES_MOTION_VEC) || defined(_TRANSPARENT_REFRACTIVE_SORT)) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
#define SHADERPASS SHADERPASS_FORWARD_UNLIT
#define SUPPORT_GLOBAL_MIP_BIAS 1
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
#if defined(_ENABLE_SHADOW_MATTE) && SHADERPASS == SHADERPASS_FORWARD_UNLIT
#define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
#define HAS_LIGHTLOOP
#define SHADOW_OPTIMIZE_REGISTER_USAGE 1
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowContext.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadow.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/PunctualLightCommon.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadowLoop.hlsl"
#endif
CBUFFER_START( UnityPerMaterial )
float4 _VignetteMask_ST;
float4 _CloudColor;
float2 _DistortionTile;
float2 _CloudTiling;
float _CausticsScale;
float _CausticsSpeed;
float _CausticsStrength;
float _DistortValue;
float _DistortionSpeed1;
float _GrayScalePower;
float _Bias;
float _Scale;
float _Power;
float _CloudDirection;
float _CloudBrightness;
float _EmissionPower;
float4 _EmissionColor;
float _RenderQueueType;
#ifdef _ADD_PRECOMPUTED_VELOCITY
float _AddPrecomputedVelocity;
#endif
#ifdef _ENABLE_SHADOW_MATTE
float _ShadowMatteFilter;
#endif
float _StencilRef;
float _StencilWriteMask;
float _StencilRefDepth;
float _StencilWriteMaskDepth;
float _StencilRefMV;
float _StencilWriteMaskMV;
float _StencilRefDistortionVec;
float _StencilWriteMaskDistortionVec;
float _StencilWriteMaskGBuffer;
float _StencilRefGBuffer;
float _ZTestGBuffer;
float _RequireSplitLighting;
float _ReceivesSSR;
float _SurfaceType;
float _BlendMode;
float _SrcBlend;
float _DstBlend;
float _DstBlend2;
float _AlphaSrcBlend;
float _AlphaDstBlend;
float _ZWrite;
float _TransparentZWrite;
float _CullMode;
float _TransparentSortPriority;
float _EnableFogOnTransparent;
float _CullModeForward;
float _TransparentCullMode;
float _ZTestDepthEqualForOpaque;
float _ZTestTransparent;
float _TransparentBackfaceEnable;
float _AlphaCutoffEnable;
float _AlphaCutoff;
float _UseShadowThreshold;
float _DoubleSidedEnable;
float _DoubleSidedNormalMode;
float4 _DoubleSidedConstants;
float _EnableBlendModePreserveSpecularLighting;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _Normals;
sampler2D _VignetteMask;
sampler2D _TextureSample4;
sampler2D _TextureSample1;
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
#define ASE_NEEDS_FRAG_SCREEN_POSITION
#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
#define ASE_NEEDS_VERT_NORMAL
struct VertexInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_Position;
float4 clipPosV : TEXCOORD0;
float3 positionRWS : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
float2 voronoihash79( float2 p )
{
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
return frac( sin( p ) *43758.5453);
}
float voronoi79( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
{
float2 n = floor( v );
float2 f = frac( v );
float F1 = 8.0;
float F2 = 8.0; float2 mg = 0;
for ( int j = -2; j <= 2; j++ )
{
for ( int i = -2; i <= 2; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash79( n + g );
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
float d = 0.5 * dot( r, r );
if( d<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return (F2 + F1) * 0.5;
}
inline float4 ASE_ComputeGrabScreenPos( float4 pos )
{
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
float4 o = pos;
o.y = pos.w * 0.5f;
o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
return o;
}
float4 ASEHDSampleSceneColor(float2 uv, float lod, float exposureMultiplier)
{
#if defined(REQUIRE_OPAQUE_TEXTURE) && defined(_SURFACE_TYPE_TRANSPARENT) && defined(SHADERPASS) && (SHADERPASS != SHADERPASS_LIGHT_TRANSPORT)
return float4( SampleCameraColor(uv, lod) * exposureMultiplier, 1.0 );
#endif
return float4(0.0, 0.0, 0.0, 1.0);
}
struct SurfaceDescription
{
float3 Color;
float3 Emission;
float4 ShadowTint;
float Alpha;
float AlphaClipThreshold;
float4 VTPackedFeedback;
};
void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
surfaceData.color = surfaceDescription.Color;
}
void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription , FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#if _ALPHATEST_ON
DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
#if _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
#endif
BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);
#ifdef WRITE_NORMAL_BUFFER
surfaceData.normalWS = fragInputs.tangentToWorld[2];
#endif
#if defined(_ENABLE_SHADOW_MATTE) && SHADERPASS == SHADERPASS_FORWARD_UNLIT
HDShadowContext shadowContext = InitShadowContext();
float shadow;
float3 shadow3;
posInput = GetPositionInput(fragInputs.positionSS.xy, _ScreenSize.zw, fragInputs.positionSS.z, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
float3 normalWS = normalize(fragInputs.tangentToWorld[1]);
uint renderingLayers = GetMeshRenderingLayerMask();
ShadowLoopMin(shadowContext, posInput, normalWS, asuint(_ShadowMatteFilter), renderingLayers, shadow3);
shadow = dot(shadow3, float3(1.0f/3.0f, 1.0f/3.0f, 1.0f/3.0f));
float4 shadowColor = (1 - shadow)*surfaceDescription.ShadowTint.rgba;
float localAlpha = saturate(shadowColor.a + surfaceDescription.Alpha);
#ifdef _SURFACE_TYPE_TRANSPARENT
surfaceData.color = lerp(shadowColor.rgb*surfaceData.color, lerp(lerp(shadowColor.rgb, surfaceData.color, 1 - surfaceDescription.ShadowTint.a), surfaceData.color, shadow), surfaceDescription.Alpha);
#else
surfaceData.color = lerp(lerp(shadowColor.rgb, surfaceData.color, 1 - surfaceDescription.ShadowTint.a), surfaceData.color, shadow);
#endif
localAlpha = ApplyBlendMode(surfaceData.color, localAlpha).a;
surfaceDescription.Alpha = localAlpha;
#endif
ZERO_INITIALIZE(BuiltinData, builtinData);
builtinData.opacity = surfaceDescription.Alpha;
#if defined(DEBUG_DISPLAY)
builtinData.renderingLayers = GetMeshRenderingLayerMask();
#endif
#ifdef _ALPHATEST_ON
builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold;
#endif
builtinData.emissiveColor = surfaceDescription.Emission;
#ifdef UNITY_VIRTUAL_TEXTURING
builtinData.vtPackedFeedback = surfaceDescription.VTPackedFeedback;
#endif
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
ApplyDebugToBuiltinData(builtinData);
}
float GetDeExposureMultiplier()
{
#if defined(DISABLE_UNLIT_DEEXPOSURE)
return 1.0;
#else
return _DeExposureMultiplier;
#endif
}
VertexOutput VertexFunction( VertexInput inputMesh )
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
float3 ase_normalWS = TransformObjectToWorldNormal( inputMesh.normalOS );
o.ase_texcoord3.xyz = ase_normalWS;
o.ase_texcoord2.xy = inputMesh.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord2.zw = 0;
o.ase_texcoord3.w = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS;
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
o.positionCS = TransformWorldToHClip(positionRWS);
o.clipPosV = o.positionCS;
o.positionRWS = positionRWS;
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl Vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.positionOS = v.positionOS;
o.normalOS = v.normalOS;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
float3 cameraPos = 0;
#else
float3 cameraPos = _WorldSpaceCameraPos;
#endif
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput Vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
#ifdef UNITY_VIRTUAL_TEXTURING
#define VT_BUFFER_TARGET SV_Target1
#define EXTRA_BUFFER_TARGET SV_Target2
#else
#define EXTRA_BUFFER_TARGET SV_Target1
#endif
void Frag( VertexOutput packedInput,
out float4 outColor : SV_Target0
#ifdef UNITY_VIRTUAL_TEXTURING
,out float4 outVTFeedback : VT_BUFFER_TARGET
#endif
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : DEPTH_OFFSET_SEMANTIC
#endif
)
{
UNITY_SETUP_INSTANCE_ID( packedInput );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
float3 PositionRWS = packedInput.positionRWS;
float3 V = GetWorldSpaceNormalizeViewDir( packedInput.positionRWS );
float4 ClipPos = packedInput.clipPosV;
float4 ScreenPos = ComputeScreenPos( packedInput.clipPosV, _ProjectionParams.x );
FragInputs input;
ZERO_INITIALIZE(FragInputs, input);
input.tangentToWorld = k_identity3x3;
input.positionSS = packedInput.positionCS;
input.positionRWS = PositionRWS;
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float time79 = ( _CausticsSpeed * _TimeParameters.x );
float2 voronoiSmoothId79 = 0;
float2 coords79 = packedInput.ase_texcoord2.xy * _CausticsScale;
float2 id79 = 0;
float2 uv79 = 0;
float voroi79 = voronoi79( coords79, time79, id79, uv79, 0, voronoiSmoothId79 );
float temp_output_86_0 = ( voroi79 * _CausticsStrength );
float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( ScreenPos );
float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w;
float DistortValue31 = _DistortValue;
float2 temp_cast_0 = (( _TimeParameters.x * _DistortionSpeed1 )).xx;
float2 texCoord28 = packedInput.ase_texcoord2.xy * _DistortionTile + temp_cast_0;
float3 Normals32 = UnpackNormalScale( tex2D( _Normals, texCoord28 ), 1.0f );
float4 fetchOpaqueVal46 = ASEHDSampleSceneColor(( (ase_grabScreenPosNorm).xyzw + float4( ( DistortValue31 * Normals32 ) , 0.0 ) ).xy.xy, 0.0, 1.0);
float4 temp_output_52_0 = saturate( ( fetchOpaqueVal46 / float4( 1,1,1,0 ) ) );
float grayscale55 = dot(temp_output_52_0.rgb, float3(0.299,0.587,0.114));
float4 temp_cast_4 = (grayscale55).xxxx;
float4 lerpResult58 = lerp( temp_output_52_0 , temp_cast_4 , _GrayScalePower);
float3 ase_normalWS = packedInput.ase_texcoord3.xyz;
float fresnelNdotV23 = dot( ase_normalWS, V );
float fresnelNode23 = ( _Bias + _Scale * pow( 1.0 - fresnelNdotV23, _Power ) );
float temp_output_70_0 = ( 1.0 - fresnelNode23 );
float2 uv_VignetteMask = packedInput.ase_texcoord2.xy * _VignetteMask_ST.xy + _VignetteMask_ST.zw;
float2 texCoord101 = packedInput.ase_texcoord2.xy * float2( 0.17,0.14 ) + float2( 0,0 );
float4 temp_output_94_0 = ( ( temp_output_70_0 * tex2D( _VignetteMask, uv_VignetteMask ) ) * tex2D( _TextureSample4, texCoord101 ) );
float4 temp_output_102_0 = ( temp_output_94_0 * 0.29 );
float2 temp_cast_5 = (( _CloudDirection * _TimeParameters.x )).xx;
float2 texCoord42 = packedInput.ase_texcoord2.xy * _CloudTiling + temp_cast_5;
float4 tex2DNode45 = tex2D( _TextureSample1, texCoord42 );
float4 clampResult51 = clamp( ( temp_output_102_0 * tex2DNode45 ) , float4( 0,0,0,0 ) , float4( 0.2150944,0.2150944,0.2150944,0 ) );
float4 temp_output_71_0 = ( ( lerpResult58 + ( ( clampResult51 * _CloudBrightness ) * _CloudColor ) ) * _EmissionPower );
float4 temp_output_75_0 = ( temp_output_71_0 * temp_output_70_0 );
surfaceDescription.Color = ( temp_output_86_0 * temp_output_71_0 ).rgb;
surfaceDescription.Emission = temp_output_75_0.rgb;
surfaceDescription.Alpha = temp_output_102_0.r;
surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
surfaceDescription.ShadowTint = float4( 0, 0 ,0 ,1 );
float2 Distortion = float2 ( 0, 0 );
float DistortionBlur = 0;
surfaceDescription.VTPackedFeedback = float4(1.0f,1.0f,1.0f,1.0f);
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData( input.positionSS.xy, surfaceData );
#if defined(_ENABLE_SHADOW_MATTE)
bsdfData.color *= GetScreenSpaceAmbientOcclusion(input.positionSS.xy);
#endif
#ifdef DEBUG_DISPLAY
if (_DebugLightingMode >= DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING && _DebugLightingMode <= DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING)
{
if (_DebugLightingMode != DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING)
{
builtinData.emissiveColor = 0.0;
}
else
{
bsdfData.color = 0.0;
}
}
#endif
float4 outResult = ApplyBlendMode(bsdfData.color * GetDeExposureMultiplier() + builtinData.emissiveColor * GetCurrentExposureMultiplier(), builtinData.opacity);
outResult = EvaluateAtmosphericScattering(posInput, V, outResult);
#ifdef DEBUG_DISPLAY
int bufferSize = int(_DebugViewMaterialArray[0].x);
for (int index = 1; index <= bufferSize; index++)
{
int indexMaterialProperty = int(_DebugViewMaterialArray[index].x);
if (indexMaterialProperty != 0)
{
float3 result = float3(1.0, 0.0, 1.0);
bool needLinearToSRGB = false;
GetPropertiesDataDebug(indexMaterialProperty, result, needLinearToSRGB);
GetVaryingsDataDebug(indexMaterialProperty, input, result, needLinearToSRGB);
GetBuiltinDataDebug(indexMaterialProperty, builtinData, posInput, result, needLinearToSRGB);
GetSurfaceDataDebug(indexMaterialProperty, surfaceData, result, needLinearToSRGB);
GetBSDFDataDebug(indexMaterialProperty, bsdfData, result, needLinearToSRGB);
if (!needLinearToSRGB)
result = SRGBToLinear(max(0, result));
outResult = float4(result, 1.0);
}
}
if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW)
{
float4 result = _DebugTransparencyOverdrawWeight * float4(TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_A);
outResult = result;
}
#endif
outColor = outResult;
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
#ifdef UNITY_VIRTUAL_TEXTURING
outVTFeedback = builtinData.vtPackedFeedback;
#endif
}
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags { "LightMode"="ShadowCaster" }
Cull [_CullMode]
ZWrite On
ZClip [_ZClip]
ColorMask 0
HLSLPROGRAM
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#define ASE_VERSION 19801
#define ASE_SRP_VERSION -1
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ALPHATEST_ON
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex Vert
#pragma fragment Frag
#if (defined(_TRANSPARENT_WRITES_MOTION_VEC) || defined(_TRANSPARENT_REFRACTIVE_SORT)) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
#define SHADERPASS SHADERPASS_SHADOWS
#define SUPPORT_GLOBAL_MIP_BIAS 1
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
#define ASE_NEEDS_VERT_NORMAL
struct VertexInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_Position;
float4 clipPosV : TEXCOORD0;
float3 positionRWS : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START( UnityPerMaterial )
float4 _VignetteMask_ST;
float4 _CloudColor;
float2 _DistortionTile;
float2 _CloudTiling;
float _CausticsScale;
float _CausticsSpeed;
float _CausticsStrength;
float _DistortValue;
float _DistortionSpeed1;
float _GrayScalePower;
float _Bias;
float _Scale;
float _Power;
float _CloudDirection;
float _CloudBrightness;
float _EmissionPower;
float4 _EmissionColor;
float _RenderQueueType;
#ifdef _ADD_PRECOMPUTED_VELOCITY
float _AddPrecomputedVelocity;
#endif
#ifdef _ENABLE_SHADOW_MATTE
float _ShadowMatteFilter;
#endif
float _StencilRef;
float _StencilWriteMask;
float _StencilRefDepth;
float _StencilWriteMaskDepth;
float _StencilRefMV;
float _StencilWriteMaskMV;
float _StencilRefDistortionVec;
float _StencilWriteMaskDistortionVec;
float _StencilWriteMaskGBuffer;
float _StencilRefGBuffer;
float _ZTestGBuffer;
float _RequireSplitLighting;
float _ReceivesSSR;
float _SurfaceType;
float _BlendMode;
float _SrcBlend;
float _DstBlend;
float _DstBlend2;
float _AlphaSrcBlend;
float _AlphaDstBlend;
float _ZWrite;
float _TransparentZWrite;
float _CullMode;
float _TransparentSortPriority;
float _EnableFogOnTransparent;
float _CullModeForward;
float _TransparentCullMode;
float _ZTestDepthEqualForOpaque;
float _ZTestTransparent;
float _TransparentBackfaceEnable;
float _AlphaCutoffEnable;
float _AlphaCutoff;
float _UseShadowThreshold;
float _DoubleSidedEnable;
float _DoubleSidedNormalMode;
float4 _DoubleSidedConstants;
float _EnableBlendModePreserveSpecularLighting;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _VignetteMask;
sampler2D _TextureSample4;
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
#ifdef WRITE_NORMAL_BUFFER
surfaceData.normalWS = fragInputs.tangentToWorld[2];
#endif
}
void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#if _ALPHATEST_ON
DoAlphaTest(surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold);
#endif
#if _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
#endif
BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);
ZERO_INITIALIZE (BuiltinData, builtinData);
builtinData.opacity = surfaceDescription.Alpha;
#if defined(DEBUG_DISPLAY)
builtinData.renderingLayers = GetMeshRenderingLayerMask();
#endif
#ifdef _ALPHATEST_ON
builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold;
#endif
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
ApplyDebugToBuiltinData(builtinData);
}
VertexOutput VertexFunction( VertexInput inputMesh )
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
float3 ase_normalWS = TransformObjectToWorldNormal( inputMesh.normalOS );
o.ase_texcoord2.xyz = ase_normalWS;
o.ase_texcoord3.xy = inputMesh.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord2.w = 0;
o.ase_texcoord3.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = defaultVertexValue ;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS ;
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
o.positionCS = TransformWorldToHClip(positionRWS);
o.clipPosV = o.positionCS;
o.positionRWS = positionRWS;
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl Vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.positionOS = v.positionOS;
o.normalOS = v.normalOS;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
float3 cameraPos = 0;
#else
float3 cameraPos = _WorldSpaceCameraPos;
#endif
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput Vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
void Frag( VertexOutput packedInput
#ifdef WRITE_MSAA_DEPTH
, out float4 depthColor : SV_Target0
#ifdef WRITE_NORMAL_BUFFER
, out float4 outNormalBuffer : SV_Target1
#endif
#else
#ifdef WRITE_NORMAL_BUFFER
, out float4 outNormalBuffer : SV_Target0
#endif
#endif
#if defined(_DEPTHOFFSET_ON)
, out float outputDepth : DEPTH_OFFSET_SEMANTIC
#endif
)
{
UNITY_SETUP_INSTANCE_ID( packedInput );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
float3 PositionRWS = packedInput.positionRWS;
float3 V = GetWorldSpaceNormalizeViewDir( packedInput.positionRWS );
float4 ClipPos = packedInput.clipPosV;
float4 ScreenPos = ComputeScreenPos( packedInput.clipPosV, _ProjectionParams.x );
FragInputs input;
ZERO_INITIALIZE(FragInputs, input);
input.tangentToWorld = k_identity3x3;
input.positionSS = packedInput.positionCS;
input.positionRWS = PositionRWS;
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float3 ase_normalWS = packedInput.ase_texcoord2.xyz;
float fresnelNdotV23 = dot( ase_normalWS, V );
float fresnelNode23 = ( _Bias + _Scale * pow( 1.0 - fresnelNdotV23, _Power ) );
float temp_output_70_0 = ( 1.0 - fresnelNode23 );
float2 uv_VignetteMask = packedInput.ase_texcoord3.xy * _VignetteMask_ST.xy + _VignetteMask_ST.zw;
float2 texCoord101 = packedInput.ase_texcoord3.xy * float2( 0.17,0.14 ) + float2( 0,0 );
float4 temp_output_94_0 = ( ( temp_output_70_0 * tex2D( _VignetteMask, uv_VignetteMask ) ) * tex2D( _TextureSample4, texCoord101 ) );
float4 temp_output_102_0 = ( temp_output_94_0 * 0.29 );
surfaceDescription.Alpha = temp_output_102_0.r;
surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(surfaceDescription,input, V, posInput, surfaceData, builtinData);
#if defined(_DEPTHOFFSET_ON)
outputDepth = posInput.deviceDepth;
float bias = max(abs(ddx(posInput.deviceDepth)), abs(ddy(posInput.deviceDepth))) * _SlopeScaleDepthBias;
outputDepth += bias;
#endif
#ifdef WRITE_MSAA_DEPTH
depthColor = packedInput.vmesh.positionCS.z;
depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold);
#endif
#if defined(WRITE_NORMAL_BUFFER)
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer);
#endif
#if (defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)) || defined(WRITE_RENDERING_LAYER)
DecalPrepassData decalPrepassData;
#ifdef _DISABLE_DECALS
ZERO_INITIALIZE(DecalPrepassData, decalPrepassData);
#else
decalPrepassData.geomNormalWS = surfaceData.geomNormalWS;
#endif
decalPrepassData.renderingLayerMask = GetMeshRenderingLayerMask();
EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer);
#endif
}
ENDHLSL
}
Pass
{
Name "META"
Tags { "LightMode"="Meta" }
Cull Off
HLSLPROGRAM
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#define ASE_VERSION 19801
#define ASE_SRP_VERSION -1
#define REQUIRE_OPAQUE_TEXTURE 1
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ALPHATEST_ON
#pragma shader_feature EDITOR_VISUALIZATION
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex Vert
#pragma fragment Frag
#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
#define SCENEPICKINGPASS
#define SUPPORT_GLOBAL_MIP_BIAS 1
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
CBUFFER_START( UnityPerMaterial )
float4 _VignetteMask_ST;
float4 _CloudColor;
float2 _DistortionTile;
float2 _CloudTiling;
float _CausticsScale;
float _CausticsSpeed;
float _CausticsStrength;
float _DistortValue;
float _DistortionSpeed1;
float _GrayScalePower;
float _Bias;
float _Scale;
float _Power;
float _CloudDirection;
float _CloudBrightness;
float _EmissionPower;
float4 _EmissionColor;
float _RenderQueueType;
#ifdef _ADD_PRECOMPUTED_VELOCITY
float _AddPrecomputedVelocity;
#endif
#ifdef _ENABLE_SHADOW_MATTE
float _ShadowMatteFilter;
#endif
float _StencilRef;
float _StencilWriteMask;
float _StencilRefDepth;
float _StencilWriteMaskDepth;
float _StencilRefMV;
float _StencilWriteMaskMV;
float _StencilRefDistortionVec;
float _StencilWriteMaskDistortionVec;
float _StencilWriteMaskGBuffer;
float _StencilRefGBuffer;
float _ZTestGBuffer;
float _RequireSplitLighting;
float _ReceivesSSR;
float _SurfaceType;
float _BlendMode;
float _SrcBlend;
float _DstBlend;
float _DstBlend2;
float _AlphaSrcBlend;
float _AlphaDstBlend;
float _ZWrite;
float _TransparentZWrite;
float _CullMode;
float _TransparentSortPriority;
float _EnableFogOnTransparent;
float _CullModeForward;
float _TransparentCullMode;
float _ZTestDepthEqualForOpaque;
float _ZTestTransparent;
float _TransparentBackfaceEnable;
float _AlphaCutoffEnable;
float _AlphaCutoff;
float _UseShadowThreshold;
float _DoubleSidedEnable;
float _DoubleSidedNormalMode;
float4 _DoubleSidedConstants;
float _EnableBlendModePreserveSpecularLighting;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _Normals;
sampler2D _VignetteMask;
sampler2D _TextureSample4;
sampler2D _TextureSample1;
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
#define ASE_NEEDS_VERT_NORMAL
struct VertexInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
float4 uv3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_Position;
#ifdef EDITOR_VISUALIZATION
float2 VizUV : TEXCOORD0;
float4 LightCoord : TEXCOORD1;
#endif
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
float4 ase_texcoord5 : TEXCOORD5;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
float2 voronoihash79( float2 p )
{
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
return frac( sin( p ) *43758.5453);
}
float voronoi79( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
{
float2 n = floor( v );
float2 f = frac( v );
float F1 = 8.0;
float F2 = 8.0; float2 mg = 0;
for ( int j = -2; j <= 2; j++ )
{
for ( int i = -2; i <= 2; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash79( n + g );
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
float d = 0.5 * dot( r, r );
if( d<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return (F2 + F1) * 0.5;
}
inline float4 ASE_ComputeGrabScreenPos( float4 pos )
{
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
float4 o = pos;
o.y = pos.w * 0.5f;
o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
return o;
}
float4 ASEHDSampleSceneColor(float2 uv, float lod, float exposureMultiplier)
{
#if defined(REQUIRE_OPAQUE_TEXTURE) && defined(_SURFACE_TYPE_TRANSPARENT) && defined(SHADERPASS) && (SHADERPASS != SHADERPASS_LIGHT_TRANSPORT)
return float4( SampleCameraColor(uv, lod) * exposureMultiplier, 1.0 );
#endif
return float4(0.0, 0.0, 0.0, 1.0);
}
struct SurfaceDescription
{
float3 Color;
float3 Emission;
float Alpha;
float AlphaClipThreshold;
};
void BuildSurfaceData( FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData )
{
ZERO_INITIALIZE( SurfaceData, surfaceData );
surfaceData.color = surfaceDescription.Color;
#ifdef WRITE_NORMAL_BUFFER
surfaceData.normalWS = fragInputs.tangentToWorld[2];
#endif
}
void GetSurfaceAndBuiltinData( SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData )
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#if _ALPHATEST_ON
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
#if _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
#endif
BuildSurfaceData( fragInputs, surfaceDescription, V, surfaceData );
ZERO_INITIALIZE( BuiltinData, builtinData );
builtinData.opacity = surfaceDescription.Alpha;
#if defined(DEBUG_DISPLAY)
builtinData.renderingLayers = GetMeshRenderingLayerMask();
#endif
#ifdef _ALPHATEST_ON
builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold;
#endif
builtinData.emissiveColor = surfaceDescription.Emission;
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
ApplyDebugToBuiltinData(builtinData);
}
#define SCENEPICKINGPASS
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/MetaPass.hlsl"
VertexOutput VertexFunction( VertexInput inputMesh )
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID( inputMesh );
UNITY_TRANSFER_INSTANCE_ID( inputMesh, o );
float4 ase_positionCS = TransformWorldToHClip( TransformObjectToWorld( ( inputMesh.positionOS ).xyz ) );
float4 screenPos = ComputeScreenPos( ase_positionCS, _ProjectionParams.x );
o.ase_texcoord3 = screenPos;
float3 ase_positionWS = GetAbsolutePositionWS( TransformObjectToWorld( ( inputMesh.positionOS ).xyz ) );
o.ase_texcoord4.xyz = ase_positionWS;
float3 ase_normalWS = TransformObjectToWorldNormal( inputMesh.normalOS );
o.ase_texcoord5.xyz = ase_normalWS;
o.ase_texcoord2.xy = inputMesh.uv0.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord2.zw = 0;
o.ase_texcoord4.w = 0;
o.ase_texcoord5.w = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = defaultVertexValue ;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS ;
#ifdef EDITOR_VISUALIZATION
float2 vizUV = 0;
float4 lightCoord = 0;
UnityEditorVizData(inputMesh.positionOS.xyz, inputMesh.uv0.xy, inputMesh.uv1.xy, inputMesh.uv2.xy, vizUV, lightCoord);
#endif
float2 uv = float2( 0.0, 0.0 );
if( unity_MetaVertexControl.x )
{
uv = inputMesh.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
}
else if( unity_MetaVertexControl.y )
{
uv = inputMesh.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
}
#ifdef EDITOR_VISUALIZATION
o.VizUV.xy = vizUV;
o.LightCoord = lightCoord;
#endif
o.positionCS = float4( uv * 2.0 - 1.0, inputMesh.positionOS.z > 0 ? 1.0e-4 : 0.0, 1.0 );
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
float4 uv3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl Vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.positionOS = v.positionOS;
o.normalOS = v.normalOS;
o.uv0 = v.uv0;
o.uv1 = v.uv1;
o.uv2 = v.uv2;
o.uv3 = v.uv3;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
float3 cameraPos = 0;
#else
float3 cameraPos = _WorldSpaceCameraPos;
#endif
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.uv0 = patch[0].uv0 * bary.x + patch[1].uv0 * bary.y + patch[2].uv0 * bary.z;
o.uv1 = patch[0].uv1 * bary.x + patch[1].uv1 * bary.y + patch[2].uv1 * bary.z;
o.uv2 = patch[0].uv2 * bary.x + patch[1].uv2 * bary.y + patch[2].uv2 * bary.z;
o.uv3 = patch[0].uv3 * bary.x + patch[1].uv3 * bary.y + patch[2].uv3 * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput Vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
float4 Frag( VertexOutput packedInput ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( packedInput );
FragInputs input;
ZERO_INITIALIZE( FragInputs, input );
input.tangentToWorld = k_identity3x3;
input.positionSS = packedInput.positionCS;
PositionInputs posInput = GetPositionInput( input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS );
float3 V = float3( 1.0, 1.0, 1.0 );
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float time79 = ( _CausticsSpeed * _TimeParameters.x );
float2 voronoiSmoothId79 = 0;
float2 coords79 = packedInput.ase_texcoord2.xy * _CausticsScale;
float2 id79 = 0;
float2 uv79 = 0;
float voroi79 = voronoi79( coords79, time79, id79, uv79, 0, voronoiSmoothId79 );
float temp_output_86_0 = ( voroi79 * _CausticsStrength );
float4 screenPos = packedInput.ase_texcoord3;
float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( screenPos );
float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w;
float DistortValue31 = _DistortValue;
float2 temp_cast_0 = (( _TimeParameters.x * _DistortionSpeed1 )).xx;
float2 texCoord28 = packedInput.ase_texcoord2.xy * _DistortionTile + temp_cast_0;
float3 Normals32 = UnpackNormalScale( tex2D( _Normals, texCoord28 ), 1.0f );
float4 fetchOpaqueVal46 = ASEHDSampleSceneColor(( (ase_grabScreenPosNorm).xyzw + float4( ( DistortValue31 * Normals32 ) , 0.0 ) ).xy.xy, 0.0, 1.0);
float4 temp_output_52_0 = saturate( ( fetchOpaqueVal46 / float4( 1,1,1,0 ) ) );
float grayscale55 = dot(temp_output_52_0.rgb, float3(0.299,0.587,0.114));
float4 temp_cast_4 = (grayscale55).xxxx;
float4 lerpResult58 = lerp( temp_output_52_0 , temp_cast_4 , _GrayScalePower);
float3 ase_positionWS = packedInput.ase_texcoord4.xyz;
float3 ase_viewVectorWS = ( _WorldSpaceCameraPos.xyz - ase_positionWS );
float3 ase_viewDirWS = normalize( ase_viewVectorWS );
float3 ase_normalWS = packedInput.ase_texcoord5.xyz;
float fresnelNdotV23 = dot( ase_normalWS, ase_viewDirWS );
float fresnelNode23 = ( _Bias + _Scale * pow( 1.0 - fresnelNdotV23, _Power ) );
float temp_output_70_0 = ( 1.0 - fresnelNode23 );
float2 uv_VignetteMask = packedInput.ase_texcoord2.xy * _VignetteMask_ST.xy + _VignetteMask_ST.zw;
float2 texCoord101 = packedInput.ase_texcoord2.xy * float2( 0.17,0.14 ) + float2( 0,0 );
float4 temp_output_94_0 = ( ( temp_output_70_0 * tex2D( _VignetteMask, uv_VignetteMask ) ) * tex2D( _TextureSample4, texCoord101 ) );
float4 temp_output_102_0 = ( temp_output_94_0 * 0.29 );
float2 temp_cast_5 = (( _CloudDirection * _TimeParameters.x )).xx;
float2 texCoord42 = packedInput.ase_texcoord2.xy * _CloudTiling + temp_cast_5;
float4 tex2DNode45 = tex2D( _TextureSample1, texCoord42 );
float4 clampResult51 = clamp( ( temp_output_102_0 * tex2DNode45 ) , float4( 0,0,0,0 ) , float4( 0.2150944,0.2150944,0.2150944,0 ) );
float4 temp_output_71_0 = ( ( lerpResult58 + ( ( clampResult51 * _CloudBrightness ) * _CloudColor ) ) * _EmissionPower );
float4 temp_output_75_0 = ( temp_output_71_0 * temp_output_70_0 );
surfaceDescription.Color = ( temp_output_86_0 * temp_output_71_0 ).rgb;
surfaceDescription.Emission = temp_output_75_0.rgb;
surfaceDescription.Alpha = temp_output_102_0.r;
surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData( surfaceDescription,input, V, posInput, surfaceData, builtinData );
BSDFData bsdfData = ConvertSurfaceDataToBSDFData( input.positionSS.xy, surfaceData );
LightTransportData lightTransportData = GetLightTransportData( surfaceData, builtinData, bsdfData );
float4 res = float4( 0.0, 0.0, 0.0, 1.0 );
UnityMetaInput metaInput;
metaInput.Albedo = lightTransportData.diffuseColor.rgb;
metaInput.Emission = lightTransportData.emissiveColor;
#ifdef EDITOR_VISUALIZATION
metaInput.VizUV = packedInput.VizUV;
metaInput.LightCoord = packedInput.LightCoord;
#endif
res = UnityMetaFragment(metaInput);
return res;
}
ENDHLSL
}
Pass
{
Name "SceneSelectionPass"
Tags { "LightMode"="SceneSelectionPass" }
Cull Off
HLSLPROGRAM
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#define ASE_VERSION 19801
#define ASE_SRP_VERSION -1
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ALPHATEST_ON
#pragma editor_sync_compilation
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex Vert
#pragma fragment Frag
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define SCENESELECTIONPASS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
int _ObjectId;
int _PassValue;
CBUFFER_START( UnityPerMaterial )
float4 _VignetteMask_ST;
float4 _CloudColor;
float2 _DistortionTile;
float2 _CloudTiling;
float _CausticsScale;
float _CausticsSpeed;
float _CausticsStrength;
float _DistortValue;
float _DistortionSpeed1;
float _GrayScalePower;
float _Bias;
float _Scale;
float _Power;
float _CloudDirection;
float _CloudBrightness;
float _EmissionPower;
float4 _EmissionColor;
float _RenderQueueType;
#ifdef _ADD_PRECOMPUTED_VELOCITY
float _AddPrecomputedVelocity;
#endif
#ifdef _ENABLE_SHADOW_MATTE
float _ShadowMatteFilter;
#endif
float _StencilRef;
float _StencilWriteMask;
float _StencilRefDepth;
float _StencilWriteMaskDepth;
float _StencilRefMV;
float _StencilWriteMaskMV;
float _StencilRefDistortionVec;
float _StencilWriteMaskDistortionVec;
float _StencilWriteMaskGBuffer;
float _StencilRefGBuffer;
float _ZTestGBuffer;
float _RequireSplitLighting;
float _ReceivesSSR;
float _SurfaceType;
float _BlendMode;
float _SrcBlend;
float _DstBlend;
float _DstBlend2;
float _AlphaSrcBlend;
float _AlphaDstBlend;
float _ZWrite;
float _TransparentZWrite;
float _CullMode;
float _TransparentSortPriority;
float _EnableFogOnTransparent;
float _CullModeForward;
float _TransparentCullMode;
float _ZTestDepthEqualForOpaque;
float _ZTestTransparent;
float _TransparentBackfaceEnable;
float _AlphaCutoffEnable;
float _AlphaCutoff;
float _UseShadowThreshold;
float _DoubleSidedEnable;
float _DoubleSidedNormalMode;
float4 _DoubleSidedConstants;
float _EnableBlendModePreserveSpecularLighting;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _VignetteMask;
sampler2D _TextureSample4;
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
#define ASE_NEEDS_VERT_NORMAL
struct VertexInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_Position;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
#ifdef WRITE_NORMAL_BUFFER
surfaceData.normalWS = fragInputs.tangentToWorld[2];
#endif
}
void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#if _ALPHATEST_ON
DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);
ZERO_INITIALIZE(BuiltinData, builtinData);
builtinData.opacity = surfaceDescription.Alpha;
#ifdef _ALPHATEST_ON
builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold;
#endif
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
ApplyDebugToBuiltinData(builtinData);
}
VertexOutput VertexFunction( VertexInput inputMesh )
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
float3 ase_positionWS = GetAbsolutePositionWS( TransformObjectToWorld( ( inputMesh.positionOS ).xyz ) );
o.ase_texcoord.xyz = ase_positionWS;
float3 ase_normalWS = TransformObjectToWorldNormal( inputMesh.normalOS );
o.ase_texcoord1.xyz = ase_normalWS;
o.ase_texcoord2.xy = inputMesh.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord.w = 0;
o.ase_texcoord1.w = 0;
o.ase_texcoord2.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = defaultVertexValue ;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS ;
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
o.positionCS = TransformWorldToHClip(positionRWS);
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl Vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.positionOS = v.positionOS;
o.normalOS = v.normalOS;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
float3 cameraPos = 0;
#else
float3 cameraPos = _WorldSpaceCameraPos;
#endif
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput Vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
void Frag( VertexOutput packedInput
, out float4 outColor : SV_Target0
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth
#endif
)
{
UNITY_SETUP_INSTANCE_ID( packedInput );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
FragInputs input;
ZERO_INITIALIZE(FragInputs, input);
input.tangentToWorld = k_identity3x3;
input.positionSS = packedInput.positionCS;
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = float3( 1.0, 1.0, 1.0 );
SurfaceData surfaceData;
BuiltinData builtinData;
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float3 ase_positionWS = packedInput.ase_texcoord.xyz;
float3 ase_viewVectorWS = ( _WorldSpaceCameraPos.xyz - ase_positionWS );
float3 ase_viewDirWS = normalize( ase_viewVectorWS );
float3 ase_normalWS = packedInput.ase_texcoord1.xyz;
float fresnelNdotV23 = dot( ase_normalWS, ase_viewDirWS );
float fresnelNode23 = ( _Bias + _Scale * pow( 1.0 - fresnelNdotV23, _Power ) );
float temp_output_70_0 = ( 1.0 - fresnelNode23 );
float2 uv_VignetteMask = packedInput.ase_texcoord2.xy * _VignetteMask_ST.xy + _VignetteMask_ST.zw;
float2 texCoord101 = packedInput.ase_texcoord2.xy * float2( 0.17,0.14 ) + float2( 0,0 );
float4 temp_output_94_0 = ( ( temp_output_70_0 * tex2D( _VignetteMask, uv_VignetteMask ) ) * tex2D( _TextureSample4, texCoord101 ) );
float4 temp_output_102_0 = ( temp_output_94_0 * 0.29 );
surfaceDescription.Alpha = temp_output_102_0.r;
surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 );
}
ENDHLSL
}
Pass
{
Name "DepthForwardOnly"
Tags { "LightMode"="DepthForwardOnly" }
Cull [_CullMode]
ZWrite On
Stencil
{
Ref [_StencilRefDepth]
WriteMask [_StencilWriteMaskDepth]
Comp Always
Pass Replace
}
ColorMask 0 0
HLSLPROGRAM
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#define ASE_VERSION 19801
#define ASE_SRP_VERSION -1
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ALPHATEST_ON
#pragma multi_compile _ WRITE_MSAA_DEPTH
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex Vert
#pragma fragment Frag
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define SUPPORT_GLOBAL_MIP_BIAS 1
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
CBUFFER_START( UnityPerMaterial )
float4 _VignetteMask_ST;
float4 _CloudColor;
float2 _DistortionTile;
float2 _CloudTiling;
float _CausticsScale;
float _CausticsSpeed;
float _CausticsStrength;
float _DistortValue;
float _DistortionSpeed1;
float _GrayScalePower;
float _Bias;
float _Scale;
float _Power;
float _CloudDirection;
float _CloudBrightness;
float _EmissionPower;
float4 _EmissionColor;
float _RenderQueueType;
#ifdef _ADD_PRECOMPUTED_VELOCITY
float _AddPrecomputedVelocity;
#endif
#ifdef _ENABLE_SHADOW_MATTE
float _ShadowMatteFilter;
#endif
float _StencilRef;
float _StencilWriteMask;
float _StencilRefDepth;
float _StencilWriteMaskDepth;
float _StencilRefMV;
float _StencilWriteMaskMV;
float _StencilRefDistortionVec;
float _StencilWriteMaskDistortionVec;
float _StencilWriteMaskGBuffer;
float _StencilRefGBuffer;
float _ZTestGBuffer;
float _RequireSplitLighting;
float _ReceivesSSR;
float _SurfaceType;
float _BlendMode;
float _SrcBlend;
float _DstBlend;
float _DstBlend2;
float _AlphaSrcBlend;
float _AlphaDstBlend;
float _ZWrite;
float _TransparentZWrite;
float _CullMode;
float _TransparentSortPriority;
float _EnableFogOnTransparent;
float _CullModeForward;
float _TransparentCullMode;
float _ZTestDepthEqualForOpaque;
float _ZTestTransparent;
float _TransparentBackfaceEnable;
float _AlphaCutoffEnable;
float _AlphaCutoff;
float _UseShadowThreshold;
float _DoubleSidedEnable;
float _DoubleSidedNormalMode;
float4 _DoubleSidedConstants;
float _EnableBlendModePreserveSpecularLighting;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _VignetteMask;
sampler2D _TextureSample4;
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
#define ASE_NEEDS_VERT_NORMAL
struct VertexInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_Position;
float4 clipPosV : TEXCOORD0;
float3 positionRWS : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
#ifdef WRITE_NORMAL_BUFFER
surfaceData.normalWS = fragInputs.tangentToWorld[2];
#endif
}
void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#if _ALPHATEST_ON
DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
#if _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
#endif
BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);
ZERO_INITIALIZE(BuiltinData, builtinData);
builtinData.opacity = surfaceDescription.Alpha;
#if defined(DEBUG_DISPLAY)
builtinData.renderingLayers = GetMeshRenderingLayerMask();
#endif
#ifdef _ALPHATEST_ON
builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold;
#endif
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
ApplyDebugToBuiltinData(builtinData);
}
VertexOutput VertexFunction( VertexInput inputMesh )
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
float3 ase_normalWS = TransformObjectToWorldNormal( inputMesh.normalOS );
o.ase_texcoord2.xyz = ase_normalWS;
o.ase_texcoord3.xy = inputMesh.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord2.w = 0;
o.ase_texcoord3.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = defaultVertexValue ;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS ;
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
o.positionCS = TransformWorldToHClip(positionRWS);
o.clipPosV = o.positionCS;
o.positionRWS = positionRWS;
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl Vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.positionOS = v.positionOS;
o.normalOS = v.normalOS;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
float3 cameraPos = 0;
#else
float3 cameraPos = _WorldSpaceCameraPos;
#endif
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput Vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
void Frag( VertexOutput packedInput
#ifdef WRITE_MSAA_DEPTH
, out float4 depthColor : SV_Target0
#ifdef WRITE_NORMAL_BUFFER
, out float4 outNormalBuffer : SV_Target1
#endif
#else
#ifdef WRITE_NORMAL_BUFFER
, out float4 outNormalBuffer : SV_Target0
#endif
#endif
#if defined(_DEPTHOFFSET_ON) && !defined(SCENEPICKINGPASS)
, out float outputDepth : DEPTH_OFFSET_SEMANTIC
#endif
)
{
UNITY_SETUP_INSTANCE_ID( packedInput );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
float3 PositionRWS = packedInput.positionRWS;
float3 V = GetWorldSpaceNormalizeViewDir( packedInput.positionRWS );
float4 ClipPos = packedInput.clipPosV;
float4 ScreenPos = ComputeScreenPos( packedInput.clipPosV, _ProjectionParams.x );
FragInputs input;
ZERO_INITIALIZE(FragInputs, input);
input.tangentToWorld = k_identity3x3;
input.positionSS = packedInput.positionCS;
input.positionRWS = PositionRWS;
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float3 ase_normalWS = packedInput.ase_texcoord2.xyz;
float fresnelNdotV23 = dot( ase_normalWS, V );
float fresnelNode23 = ( _Bias + _Scale * pow( 1.0 - fresnelNdotV23, _Power ) );
float temp_output_70_0 = ( 1.0 - fresnelNode23 );
float2 uv_VignetteMask = packedInput.ase_texcoord3.xy * _VignetteMask_ST.xy + _VignetteMask_ST.zw;
float2 texCoord101 = packedInput.ase_texcoord3.xy * float2( 0.17,0.14 ) + float2( 0,0 );
float4 temp_output_94_0 = ( ( temp_output_70_0 * tex2D( _VignetteMask, uv_VignetteMask ) ) * tex2D( _TextureSample4, texCoord101 ) );
float4 temp_output_102_0 = ( temp_output_94_0 * 0.29 );
surfaceDescription.Alpha = temp_output_102_0.r;
surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
#ifdef WRITE_MSAA_DEPTH
depthColor = packedInput.positionCS.z;
#ifdef _ALPHATOMASK_ON
depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold);
#endif
#endif
#if defined(WRITE_NORMAL_BUFFER)
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer);
#endif
}
ENDHLSL
}
Pass
{
Name "MotionVectors"
Tags { "LightMode"="MotionVectors" }
Cull [_CullMode]
ZWrite On
Stencil
{
Ref [_StencilRefMV]
WriteMask [_StencilWriteMaskMV]
Comp Always
Pass Replace
}
HLSLPROGRAM
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#define ASE_VERSION 19801
#define ASE_SRP_VERSION -1
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ALPHATEST_ON
#pragma multi_compile _ WRITE_MSAA_DEPTH
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex Vert
#pragma fragment Frag
#if (defined(_TRANSPARENT_WRITES_MOTION_VEC) || defined(_TRANSPARENT_REFRACTIVE_SORT)) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
#define SHADERPASS SHADERPASS_MOTION_VECTORS
#define SUPPORT_GLOBAL_MIP_BIAS 1
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
CBUFFER_START( UnityPerMaterial )
float4 _VignetteMask_ST;
float4 _CloudColor;
float2 _DistortionTile;
float2 _CloudTiling;
float _CausticsScale;
float _CausticsSpeed;
float _CausticsStrength;
float _DistortValue;
float _DistortionSpeed1;
float _GrayScalePower;
float _Bias;
float _Scale;
float _Power;
float _CloudDirection;
float _CloudBrightness;
float _EmissionPower;
float4 _EmissionColor;
float _RenderQueueType;
#ifdef _ADD_PRECOMPUTED_VELOCITY
float _AddPrecomputedVelocity;
#endif
#ifdef _ENABLE_SHADOW_MATTE
float _ShadowMatteFilter;
#endif
float _StencilRef;
float _StencilWriteMask;
float _StencilRefDepth;
float _StencilWriteMaskDepth;
float _StencilRefMV;
float _StencilWriteMaskMV;
float _StencilRefDistortionVec;
float _StencilWriteMaskDistortionVec;
float _StencilWriteMaskGBuffer;
float _StencilRefGBuffer;
float _ZTestGBuffer;
float _RequireSplitLighting;
float _ReceivesSSR;
float _SurfaceType;
float _BlendMode;
float _SrcBlend;
float _DstBlend;
float _DstBlend2;
float _AlphaSrcBlend;
float _AlphaDstBlend;
float _ZWrite;
float _TransparentZWrite;
float _CullMode;
float _TransparentSortPriority;
float _EnableFogOnTransparent;
float _CullModeForward;
float _TransparentCullMode;
float _ZTestDepthEqualForOpaque;
float _ZTestTransparent;
float _TransparentBackfaceEnable;
float _AlphaCutoffEnable;
float _AlphaCutoff;
float _UseShadowThreshold;
float _DoubleSidedEnable;
float _DoubleSidedNormalMode;
float4 _DoubleSidedConstants;
float _EnableBlendModePreserveSpecularLighting;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _VignetteMask;
sampler2D _TextureSample4;
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
#define ASE_NEEDS_VERT_NORMAL
struct VertexInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float3 previousPositionOS : TEXCOORD4;
float3 precomputedVelocity : TEXCOORD5;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 vmeshPositionCS : SV_Position;
float3 vmeshInterp00 : TEXCOORD0;
float3 vpassInterpolators0 : TEXCOORD1; //interpolators0
float3 vpassInterpolators1 : TEXCOORD2; //interpolators1
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
#ifdef WRITE_NORMAL_BUFFER
surfaceData.normalWS = fragInputs.tangentToWorld[2];
#endif
}
void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#if _ALPHATEST_ON
DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
#if _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
#endif
BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);
ZERO_INITIALIZE(BuiltinData, builtinData);
builtinData.opacity = surfaceDescription.Alpha;
#if defined(DEBUG_DISPLAY)
builtinData.renderingLayers = GetMeshRenderingLayerMask();
#endif
#ifdef _ALPHATEST_ON
builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold;
#endif
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
ApplyDebugToBuiltinData(builtinData);
}
VertexInput ApplyMeshModification(VertexInput inputMesh, float3 timeParameters, inout VertexOutput o )
{
_TimeParameters.xyz = timeParameters;
float3 ase_normalWS = TransformObjectToWorldNormal( inputMesh.normalOS );
o.ase_texcoord3.xyz = ase_normalWS;
o.ase_texcoord4.xy = inputMesh.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord3.w = 0;
o.ase_texcoord4.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = defaultVertexValue ;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS ;
return inputMesh;
}
VertexOutput VertexFunction(VertexInput inputMesh)
{
VertexOutput o = (VertexOutput)0;
VertexInput defaultMesh = inputMesh;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
inputMesh = ApplyMeshModification( inputMesh, _TimeParameters.xyz, o);
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
float3 VMESHpositionRWS = positionRWS;
float4 VMESHpositionCS = TransformWorldToHClip(positionRWS);
//#if defined(UNITY_REVERSED_Z)
// VMESHpositionCS.z -= unity_MotionVectorsParams.z * VMESHpositionCS.w;
//#else
// VMESHpositionCS.z += unity_MotionVectorsParams.z * VMESHpositionCS.w;
//#endif
float4 VPASSpreviousPositionCS;
float4 VPASSpositionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(VMESHpositionRWS, 1.0));
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
if (forceNoMotion)
{
VPASSpreviousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
}
else
{
bool hasDeformation = unity_MotionVectorsParams.x > 0.0;
float3 effectivePositionOS = (hasDeformation ? inputMesh.previousPositionOS : defaultMesh.positionOS);
#if defined(_ADD_PRECOMPUTED_VELOCITY)
effectivePositionOS -= inputMesh.precomputedVelocity;
#endif
#if defined(HAVE_MESH_MODIFICATION)
VertexInput previousMesh = defaultMesh;
previousMesh.positionOS = effectivePositionOS ;
VertexOutput test = (VertexOutput)0;
float3 curTime = _TimeParameters.xyz;
previousMesh = ApplyMeshModification(previousMesh, _LastTimeParameters.xyz, test);
_TimeParameters.xyz = curTime;
float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.positionOS);
#else
float3 previousPositionRWS = TransformPreviousObjectToWorld(effectivePositionOS);
#endif
#ifdef ATTRIBUTES_NEED_NORMAL
float3 normalWS = TransformPreviousObjectToWorldNormal(defaultMesh.normalOS);
#else
float3 normalWS = float3(0.0, 0.0, 0.0);
#endif
#if defined(HAVE_VERTEX_MODIFICATION)
ApplyVertexModification(inputMesh, normalWS, previousPositionRWS, _LastTimeParameters.xyz);
#endif
VPASSpreviousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0));
}
o.vmeshPositionCS = VMESHpositionCS;
o.vmeshInterp00.xyz = VMESHpositionRWS;
o.vpassInterpolators0 = float3(VPASSpositionCS.xyw);
o.vpassInterpolators1 = float3(VPASSpreviousPositionCS.xyw);
return o;
}
#if ( 0 ) // TEMPORARY: defined(ASE_TESSELLATION)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float3 previousPositionOS : TEXCOORD4;
float3 precomputedVelocity : TEXCOORD5;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl Vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.positionOS = v.positionOS;
o.normalOS = v.normalOS;
o.previousPositionOS = v.previousPositionOS;
#if defined (_ADD_PRECOMPUTED_VELOCITY)
o.precomputedVelocity = v.precomputedVelocity;
#endif
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
float3 cameraPos = 0;
#else
float3 cameraPos = _WorldSpaceCameraPos;
#endif
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.previousPositionOS = patch[0].previousPositionOS * bary.x + patch[1].previousPositionOS * bary.y + patch[2].previousPositionOS * bary.z;
#if defined (_ADD_PRECOMPUTED_VELOCITY)
o.precomputedVelocity = patch[0].precomputedVelocity * bary.x + patch[1].precomputedVelocity * bary.y + patch[2].precomputedVelocity * bary.z;
#endif
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput Vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
#if defined(WRITE_DECAL_BUFFER) && defined(WRITE_MSAA_DEPTH)
#define SV_TARGET_NORMAL SV_Target3
#elif defined(WRITE_DECAL_BUFFER) || defined(WRITE_MSAA_DEPTH)
#define SV_TARGET_NORMAL SV_Target2
#else
#define SV_TARGET_NORMAL SV_Target1
#endif
void Frag( VertexOutput packedInput
#ifdef WRITE_MSAA_DEPTH
, out float4 depthColor : SV_Target0
, out float4 outMotionVector : SV_Target1
#ifdef WRITE_DECAL_BUFFER
, out float4 outDecalBuffer : SV_Target2
#endif
#else
, out float4 outMotionVector : SV_Target0
#ifdef WRITE_DECAL_BUFFER
, out float4 outDecalBuffer : SV_Target1
#endif
#endif
#ifdef WRITE_NORMAL_BUFFER
, out float4 outNormalBuffer : SV_TARGET_NORMAL
#endif
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : DEPTH_OFFSET_SEMANTIC
#endif
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
UNITY_SETUP_INSTANCE_ID( packedInput );
FragInputs input;
ZERO_INITIALIZE(FragInputs, input);
input.tangentToWorld = k_identity3x3;
input.positionSS = packedInput.vmeshPositionCS;
input.positionRWS = packedInput.vmeshInterp00.xyz;
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float3 ase_normalWS = packedInput.ase_texcoord3.xyz;
float fresnelNdotV23 = dot( ase_normalWS, V );
float fresnelNode23 = ( _Bias + _Scale * pow( 1.0 - fresnelNdotV23, _Power ) );
float temp_output_70_0 = ( 1.0 - fresnelNode23 );
float2 uv_VignetteMask = packedInput.ase_texcoord4.xy * _VignetteMask_ST.xy + _VignetteMask_ST.zw;
float2 texCoord101 = packedInput.ase_texcoord4.xy * float2( 0.17,0.14 ) + float2( 0,0 );
float4 temp_output_94_0 = ( ( temp_output_70_0 * tex2D( _VignetteMask, uv_VignetteMask ) ) * tex2D( _TextureSample4, texCoord101 ) );
float4 temp_output_102_0 = ( temp_output_94_0 * 0.29 );
surfaceDescription.Alpha = temp_output_102_0.r;
surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
float4 VPASSpositionCS = float4(packedInput.vpassInterpolators0.xy, 0.0, packedInput.vpassInterpolators0.z);
float4 VPASSpreviousPositionCS = float4(packedInput.vpassInterpolators1.xy, 0.0, packedInput.vpassInterpolators1.z);
#ifdef _DEPTHOFFSET_ON
VPASSpositionCS.w += builtinData.depthOffset;
VPASSpreviousPositionCS.w += builtinData.depthOffset;
#endif
float2 motionVector = CalculateMotionVector( VPASSpositionCS, VPASSpreviousPositionCS );
EncodeMotionVector( motionVector * 0.5, outMotionVector );
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
if( forceNoMotion )
outMotionVector = float4( 2.0, 0.0, 0.0, 0.0 );
#ifdef WRITE_MSAA_DEPTH
depthColor = packedInput.vmeshPositionCS.z;
depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold);
#endif
#ifdef WRITE_NORMAL_BUFFER
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer);
#endif
#if defined(WRITE_DECAL_BUFFER)
DecalPrepassData decalPrepassData;
#ifdef _DISABLE_DECALS
ZERO_INITIALIZE(DecalPrepassData, decalPrepassData);
#else
decalPrepassData.geomNormalWS = surfaceData.geomNormalWS;
#endif
decalPrepassData.renderingLayerMask = GetMeshRenderingLayerMask();
EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer);
#endif
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
}
ENDHLSL
}
Pass
{
Name "ScenePickingPass"
Tags { "LightMode"="Picking" }
Cull [_CullMode]
HLSLPROGRAM
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#define ASE_VERSION 19801
#define ASE_SRP_VERSION -1
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT
#pragma editor_sync_compilation
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex Vert
#pragma fragment Frag
#if (defined(_TRANSPARENT_WRITES_MOTION_VEC) || defined(_TRANSPARENT_REFRACTIVE_SORT)) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define SCENEPICKINGPASS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define VARYINGS_NEED_TANGENT_TO_WORLD
#define SHADER_UNLIT
float4 _SelectionID;
CBUFFER_START( UnityPerMaterial )
float4 _VignetteMask_ST;
float4 _CloudColor;
float2 _DistortionTile;
float2 _CloudTiling;
float _CausticsScale;
float _CausticsSpeed;
float _CausticsStrength;
float _DistortValue;
float _DistortionSpeed1;
float _GrayScalePower;
float _Bias;
float _Scale;
float _Power;
float _CloudDirection;
float _CloudBrightness;
float _EmissionPower;
float4 _EmissionColor;
float _RenderQueueType;
#ifdef _ADD_PRECOMPUTED_VELOCITY
float _AddPrecomputedVelocity;
#endif
#ifdef _ENABLE_SHADOW_MATTE
float _ShadowMatteFilter;
#endif
float _StencilRef;
float _StencilWriteMask;
float _StencilRefDepth;
float _StencilWriteMaskDepth;
float _StencilRefMV;
float _StencilWriteMaskMV;
float _StencilRefDistortionVec;
float _StencilWriteMaskDistortionVec;
float _StencilWriteMaskGBuffer;
float _StencilRefGBuffer;
float _ZTestGBuffer;
float _RequireSplitLighting;
float _ReceivesSSR;
float _SurfaceType;
float _BlendMode;
float _SrcBlend;
float _DstBlend;
float _DstBlend2;
float _AlphaSrcBlend;
float _AlphaDstBlend;
float _ZWrite;
float _TransparentZWrite;
float _CullMode;
float _TransparentSortPriority;
float _EnableFogOnTransparent;
float _CullModeForward;
float _TransparentCullMode;
float _ZTestDepthEqualForOpaque;
float _ZTestTransparent;
float _TransparentBackfaceEnable;
float _AlphaCutoffEnable;
float _AlphaCutoff;
float _UseShadowThreshold;
float _DoubleSidedEnable;
float _DoubleSidedNormalMode;
float4 _DoubleSidedConstants;
float _EnableBlendModePreserveSpecularLighting;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _VignetteMask;
sampler2D _TextureSample4;
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
struct VertexInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float3 normalWS : TEXCOORD0;
float4 tangentWS : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS)
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#ifdef _ALPHATEST_ON
float alphaCutoff = surfaceDescription.AlphaClipThreshold;
GENERIC_ALPHA_TEST(surfaceDescription.Alpha, alphaCutoff);
#endif
#if !defined(SHADER_STAGE_RAY_TRACING) && _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
#endif
ZERO_INITIALIZE(SurfaceData, surfaceData);
ZERO_BUILTIN_INITIALIZE(builtinData);
builtinData.opacity = surfaceDescription.Alpha;
#if defined(DEBUG_DISPLAY)
builtinData.renderingLayers = GetMeshRenderingLayerMask();
#endif
#ifdef _ALPHATEST_ON
builtinData.alphaClipTreshold = alphaCutoff;
#endif
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
ApplyDebugToBuiltinData(builtinData);
}
VertexOutput VertexFunction(VertexInput inputMesh )
{
VertexOutput o;
ZERO_INITIALIZE(VertexOutput, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, o );
float3 ase_positionWS = GetAbsolutePositionWS( TransformObjectToWorld( ( inputMesh.positionOS ).xyz ) );
o.ase_texcoord2.xyz = ase_positionWS;
o.ase_texcoord3.xy = inputMesh.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord2.w = 0;
o.ase_texcoord3.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = defaultVertexValue ;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS ;
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);
o.positionCS = TransformWorldToHClip(positionRWS);
o.normalWS.xyz = normalWS;
o.tangentWS.xyzw = tangentWS;
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl Vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.positionOS = v.positionOS;
o.normalOS = v.normalOS;
o.tangentOS = v.tangentOS;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
float3 cameraPos = 0;
#else
float3 cameraPos = _WorldSpaceCameraPos;
#endif
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput Vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
void Frag( VertexOutput packedInput
, out float4 outColor : SV_Target0
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
UNITY_SETUP_INSTANCE_ID(packedInput);
FragInputs input;
ZERO_INITIALIZE(FragInputs, input);
input.tangentToWorld = k_identity3x3;
input.positionSS = packedInput.positionCS;
input.tangentToWorld = BuildTangentToWorld(packedInput.tangentWS.xyzw, packedInput.normalWS.xyz);
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float3 ase_positionWS = packedInput.ase_texcoord2.xyz;
float3 ase_viewVectorWS = ( _WorldSpaceCameraPos.xyz - ase_positionWS );
float3 ase_viewDirWS = normalize( ase_viewVectorWS );
float fresnelNdotV23 = dot( packedInput.normalWS, ase_viewDirWS );
float fresnelNode23 = ( _Bias + _Scale * pow( 1.0 - fresnelNdotV23, _Power ) );
float temp_output_70_0 = ( 1.0 - fresnelNode23 );
float2 uv_VignetteMask = packedInput.ase_texcoord3.xy * _VignetteMask_ST.xy + _VignetteMask_ST.zw;
float2 texCoord101 = packedInput.ase_texcoord3.xy * float2( 0.17,0.14 ) + float2( 0,0 );
float4 temp_output_94_0 = ( ( temp_output_70_0 * tex2D( _VignetteMask, uv_VignetteMask ) ) * tex2D( _TextureSample4, texCoord101 ) );
float4 temp_output_102_0 = ( temp_output_94_0 * 0.29 );
surfaceDescription.Alpha = temp_output_102_0.r;
surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
float3 V = float3(1.0, 1.0, 1.0);
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
outColor = _SelectionID;
}
ENDHLSL
}
Pass
{
Name "FullScreenDebug"
Tags
{
"LightMode" = "FullScreenDebug"
}
Cull [_CullMode]
ZTest LEqual
ZWrite Off
HLSLPROGRAM
/*ase_pragma_before*/
#pragma vertex Vert
#pragma fragment Frag
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#define SHADERPASS SHADERPASS_FULL_SCREEN_DEBUG
#define SUPPORT_GLOBAL_MIP_BIAS 1
struct AttributesMesh
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct VaryingsMeshToPS
{
SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
};
struct PackedVaryingsMeshToPS
{
SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
};
VaryingsMeshToPS UnpackVaryingsMeshToPS (PackedVaryingsMeshToPS input)
{
VaryingsMeshToPS output;
output.positionCS = input.positionCS;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
return output;
}
PackedVaryingsMeshToPS PackVaryingsMeshToPS (VaryingsMeshToPS input)
{
PackedVaryingsMeshToPS output;
ZERO_INITIALIZE(PackedVaryingsMeshToPS, output);
output.positionCS = input.positionCS;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
return output;
}
FragInputs BuildFragInputs(VaryingsMeshToPS input)
{
FragInputs output;
ZERO_INITIALIZE(FragInputs, output);
output.tangentToWorld = k_identity3x3;
output.positionSS = input.positionCS;
return output;
}
FragInputs UnpackVaryingsMeshToFragInputs(PackedVaryingsMeshToPS input)
{
UNITY_SETUP_INSTANCE_ID(input);
VaryingsMeshToPS unpacked = UnpackVaryingsMeshToPS(input);
return BuildFragInputs(unpacked);
}
#define DEBUG_DISPLAY
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/FullScreenDebug.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl"
PackedVaryingsType Vert(AttributesMesh inputMesh)
{
VaryingsType varyingsType;
varyingsType.vmesh = VertMesh(inputMesh);
return PackVaryingsType(varyingsType);
}
#if !defined(_DEPTHOFFSET_ON)
[earlydepthstencil] // quad overshading debug mode writes to UAV
#endif
void Frag(PackedVaryingsToPS packedInput)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
FragInputs input = UnpackVaryingsToFragInputs(packedInput);
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz);
#ifdef PLATFORM_SUPPORTS_PRIMITIVE_ID_IN_PIXEL_SHADER
if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_QUAD_OVERDRAW)
{
IncrementQuadOverdrawCounter(posInput.positionSS.xy, input.primitiveID);
}
#endif
}
ENDHLSL
}
}
CustomEditor "Rendering.HighDefinition.HDUnlitGUI"
Fallback "Hidden/InternalErrorShader"
}
/*ASEBEGIN
Version=19801
Node;AmplifyShaderEditor.RangedFloatNode;21;-1696,624;Inherit;False;Property;_Scale;Scale;19;0;Create;True;0;0;0;False;0;False;2;2;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;22;-1664,720;Inherit;False;Property;_Power;Power;21;0;Create;True;0;0;0;False;0;False;2.42;2.42;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;20;-1680,528;Inherit;False;Property;_Bias;Bias;18;0;Create;True;0;0;0;False;0;False;-0.78;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.FresnelNode;23;-1488,528;Inherit;True;Standard;WorldNormal;ViewDir;False;False;5;0;FLOAT3;0,0,1;False;4;FLOAT3;0,0,0;False;1;FLOAT;-0.78;False;2;FLOAT;1.75;False;3;FLOAT;2.42;False;1;FLOAT;0
Node;AmplifyShaderEditor.OneMinusNode;70;-1088,608;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.TextureCoordinatesNode;101;-2160,816;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;0.17,0.14;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;72;-1344,752;Inherit;True;Property;_VignetteMask;VignetteMask;20;0;Create;True;0;0;0;False;0;False;-1;95ef4804fe0be4c999ddaa383536cde8;95ef4804fe0be4c999ddaa383536cde8;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;89;-768,608;Inherit;True;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SamplerNode;99;-1856,816;Inherit;True;Property;_TextureSample4;Texture Sample 1;8;0;Create;True;0;0;0;False;0;False;-1;c701d8bbcea7c2c4abbf9c22ee81138a;c701d8bbcea7c2c4abbf9c22ee81138a;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;94;-416,768;Inherit;True;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.RangedFloatNode;103;-403.6068,1020.824;Inherit;False;Constant;_Float2;Float 2;26;0;Create;True;0;0;0;False;0;False;0.29;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleTimeNode;24;-2736,-800;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;25;-2752,-672;Inherit;False;Property;_DistortionSpeed1;DistortionSpeed;1;0;Create;True;0;0;0;False;0;False;0.5;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;26;-2528,-736;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.Vector2Node;27;-2608,-960;Inherit;False;Property;_DistortionTile;DistortionTile;6;0;Create;True;0;0;0;False;0;False;1,1;1,1;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
Node;AmplifyShaderEditor.TextureCoordinatesNode;28;-2256,-848;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode;29;-1840,-1152;Inherit;False;Property;_DistortValue;DistortValue;13;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SamplerNode;30;-2032,-1056;Inherit;True;Property;_Normals;Normals;3;0;Create;True;0;0;0;False;0;False;-1;09e350b54acf68c4ca8b3f46a5a64977;09e350b54acf68c4ca8b3f46a5a64977;True;0;True;white;Auto;True;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.RegisterLocalVarNode;31;-1600,-1136;Inherit;False;DistortValue;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode;32;-1600,-1056;Inherit;False;Normals;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.RangedFloatNode;34;-3568,-192;Inherit;False;Property;_CloudDirection;Cloud Direction;9;0;Create;True;0;0;0;False;0;False;1;9.1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleTimeNode;33;-3552,-64;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode;35;-2080,-320;Inherit;False;31;DistortValue;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode;36;-2080,-224;Inherit;False;32;Normals;1;0;OBJECT;;False;1;FLOAT3;0
Node;AmplifyShaderEditor.GrabScreenPosition;37;-2304,-576;Inherit;False;0;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.Vector2Node;39;-3232,-224;Inherit;False;Property;_CloudTiling;Cloud Tiling;5;0;Create;True;0;0;0;False;0;False;1,1;1,1;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;38;-3312,-96;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;40;-1760,-368;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.ComponentMaskNode;41;-2000,-528;Inherit;False;True;True;True;True;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.SimpleAddOpNode;43;-1760,-512;Inherit;False;2;2;0;FLOAT4;0,0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.RangedFloatNode;44;-3072,352;Inherit;False;Property;_CloudPower;Cloud Power;10;0;Create;True;0;0;0;False;0;False;2.34;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.ScreenColorNode;46;-1632,-560;Inherit;False;Global;_GrabScreen1;Grab Screen 1;9;0;Create;True;0;0;0;False;0;False;Object;-1;False;False;True;False;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;48;-2480,160;Inherit;True;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleDivideOpNode;49;-1344,-416;Inherit;True;2;0;COLOR;0,0,0,0;False;1;COLOR;1,1,1,0;False;1;COLOR;0
Node;AmplifyShaderEditor.RangedFloatNode;50;-2160,304;Inherit;False;Property;_CloudBrightness;Cloud Brightness;12;0;Create;True;0;0;0;False;0;False;3.62;3.62;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.ClampOpNode;51;-2144,48;Inherit;True;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0.2150944,0.2150944,0.2150944,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SaturateNode;52;-1264,-656;Inherit;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;53;-1888,160;Inherit;True;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.ColorNode;54;-1888,400;Inherit;False;Property;_CloudColor;Cloud Color;11;0;Create;True;0;0;0;False;0;False;0,1,0.7772009,0;0,1,0.2468553,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.TFHCGrayscale;55;-1088,-768;Inherit;True;1;1;0;FLOAT3;0,0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;56;-992,-528;Inherit;False;Property;_GrayScalePower;Gray Scale Power;16;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;57;-1664,144;Inherit;True;2;2;0;COLOR;0,0,0,0;False;1;COLOR;1,1,1,0;False;1;COLOR;0
Node;AmplifyShaderEditor.LerpOp;58;-656,-576;Inherit;True;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.RangedFloatNode;60;-1440,256;Inherit;False;Property;_EmissionPower;Emission Power;14;0;Create;True;0;0;0;False;0;False;11.31;11.31;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;71;-1216,176;Inherit;True;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;75;-752,240;Inherit;True;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleTimeNode;83;-1536,-112;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;92;-1200,448;Inherit;False;Constant;_Float1;Float 1;25;0;Create;True;0;0;0;False;0;False;0.16;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;9;-3136,-2144;Inherit;True;2;2;0;FLOAT4;0,0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;10;-2752,-2112;Inherit;True;2;2;0;FLOAT4;0,0,0,0;False;1;FLOAT2;0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.Vector2Node;11;-2960,-1888;Inherit;False;Property;_DistortionDirection;DistortionDirection;4;0;Create;True;0;0;0;False;0;False;1,1;0,0;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
Node;AmplifyShaderEditor.ScreenColorNode;12;-2432,-1936;Inherit;False;Global;_GrabScreen0;Grab Screen 0;4;0;Create;True;0;0;0;False;0;False;Object;-1;False;False;False;False;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode;13;-2224,-1872;Inherit;False;Property;_Smoothness;Smoothness;15;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SamplerNode;14;-3664,-2208;Inherit;True;Property;_TextureSample0;Texture Sample 0;2;0;Create;True;0;0;0;False;0;False;-1;09e350b54acf68c4ca8b3f46a5a64977;09e350b54acf68c4ca8b3f46a5a64977;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.ScreenPosInputsNode;15;-3392,-2384;Float;False;1;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.TextureCoordinatesNode;16;-3936,-2160;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleTimeNode;17;-4416,-2112;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;18;-4432,-1984;Inherit;False;Property;_DistortionSpeed;DistortionSpeed;0;0;Create;True;0;0;0;False;0;False;0.5;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;19;-4208,-2048;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.TFHCRemapNode;62;-2400,-272;Inherit;True;5;0;COLOR;0,0,0,0;False;1;COLOR;0.01,0,0,0;False;2;COLOR;-0.22,1,1,1;False;3;COLOR;1,0,0,0;False;4;COLOR;2.39,1,1,1;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;63;-800,-784;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleSubtractOpNode;64;-1360,-944;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.ScreenPosInputsNode;65;-1856,-752;Float;False;1;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ScreenDepthNode;66;-1712,-928;Inherit;False;1;1;0;FLOAT4;0,0,0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SamplerNode;67;-928,800;Inherit;True;Property;_TextureSample2;Texture Sample 2;17;0;Create;True;0;0;0;False;0;False;-1;95ef4804fe0be4c999ddaa383536cde8;95ef4804fe0be4c999ddaa383536cde8;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;68;-1424,-592;Inherit;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.StepOpNode;69;-1536,-800;Inherit;True;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode;77;-672,-80;Inherit;True;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;80;-492,-304;Inherit;True;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;98;336,592;Inherit;True;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleSubtractOpNode;93;-992,368;Inherit;True;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.SamplerNode;45;-2768,-224;Inherit;True;Property;_TextureSample1;Texture Sample 1;7;0;Create;True;0;0;0;False;0;False;-1;c701d8bbcea7c2c4abbf9c22ee81138a;c701d8bbcea7c2c4abbf9c22ee81138a;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.TextureCoordinatesNode;42;-3040,-192;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;84;-1296,-144;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.VoronoiNode;79;-1040,-352;Inherit;True;1;0;1;3;1;False;1;False;False;False;4;0;FLOAT2;0,0;False;1;FLOAT;13.71;False;2;FLOAT;5;False;3;FLOAT;0;False;3;FLOAT;0;FLOAT2;1;FLOAT2;2
Node;AmplifyShaderEditor.RangedFloatNode;85;-1248,-224;Inherit;False;Property;_CausticsScale;CausticsScale;23;0;Create;True;0;0;0;False;0;False;5;5;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;82;-1536,-208;Inherit;False;Property;_CausticsSpeed;CausticsSpeed;22;0;Create;True;0;0;0;False;0;False;2;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;86;-784,-304;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;96;-48,544;Inherit;True;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.FresnelNode;47;-2816,304;Inherit;False;Standard;WorldNormal;ViewDir;False;False;5;0;FLOAT3;0,0,1;False;4;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;5;False;1;FLOAT;0
Node;AmplifyShaderEditor.OneMinusNode;104;-2538.277,466.8671;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;102;-192,944;Inherit;True;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleAddOpNode;59;-1488,0;Inherit;True;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.RangedFloatNode;87;-1056,-80;Inherit;False;Property;_CausticsStrength;CausticsStrength;24;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;2;0,0;Float;False;False;-1;3;Rendering.HighDefinition.HDUnlitGUI;0;13;New Amplify Shader;7f5cb9c3ea6481f469fdd856555439ef;True;ShadowCaster;0;1;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=HDRenderPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;5;True;7;d3d11;metal;vulkan;xboxone;xboxseries;playstation;switch;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;0;True;_CullMode;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;True;1;LightMode=ShadowCaster;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;3;0,0;Float;False;False;-1;3;Rendering.HighDefinition.HDUnlitGUI;0;13;New Amplify Shader;7f5cb9c3ea6481f469fdd856555439ef;True;META;0;2;META;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=HDRenderPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;5;True;7;d3d11;metal;vulkan;xboxone;xboxseries;playstation;switch;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;4;0,0;Float;False;False;-1;3;Rendering.HighDefinition.HDUnlitGUI;0;13;New Amplify Shader;7f5cb9c3ea6481f469fdd856555439ef;True;SceneSelectionPass;0;3;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=HDRenderPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;5;True;7;d3d11;metal;vulkan;xboxone;xboxseries;playstation;switch;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;5;0,0;Float;False;False;-1;3;Rendering.HighDefinition.HDUnlitGUI;0;13;New Amplify Shader;7f5cb9c3ea6481f469fdd856555439ef;True;DepthForwardOnly;0;4;DepthForwardOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=HDRenderPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;5;True;7;d3d11;metal;vulkan;xboxone;xboxseries;playstation;switch;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;0;True;_CullMode;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;True;True;0;True;_StencilRefDepth;255;False;;255;True;_StencilWriteMaskDepth;7;False;;3;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;False;False;True;1;LightMode=DepthForwardOnly;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;6;0,0;Float;False;False;-1;3;Rendering.HighDefinition.HDUnlitGUI;0;13;New Amplify Shader;7f5cb9c3ea6481f469fdd856555439ef;True;MotionVectors;0;5;MotionVectors;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=HDRenderPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;5;True;7;d3d11;metal;vulkan;xboxone;xboxseries;playstation;switch;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;0;True;_CullMode;False;False;False;False;False;False;False;False;False;True;True;0;True;_StencilRefMV;255;False;;255;True;_StencilWriteMaskMV;7;False;;3;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;False;False;True;1;LightMode=MotionVectors;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;7;0,0;Float;False;False;-1;3;Rendering.HighDefinition.HDUnlitGUI;0;13;New Amplify Shader;7f5cb9c3ea6481f469fdd856555439ef;True;DistortionVectors;0;6;DistortionVectors;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=HDRenderPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;5;True;7;d3d11;metal;vulkan;xboxone;xboxseries;playstation;switch;0;False;True;4;1;False;;1;False;;4;1;False;;1;False;;True;1;False;;1;False;;False;False;False;False;False;False;False;False;False;False;False;True;0;True;_CullMode;False;False;False;False;False;False;False;False;False;True;True;0;True;_StencilRefDistortionVec;255;False;;255;True;_StencilWriteMaskDistortionVec;7;False;;3;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;2;False;;True;3;False;;False;True;1;LightMode=DistortionVectors;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;8;0,0;Float;False;False;-1;3;Rendering.HighDefinition.HDUnlitGUI;0;13;New Amplify Shader;7f5cb9c3ea6481f469fdd856555439ef;True;ScenePickingPass;0;7;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=HDRenderPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;5;True;7;d3d11;metal;vulkan;xboxone;xboxseries;playstation;switch;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;0;True;_CullMode;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;True;3;False;;False;True;1;LightMode=Picking;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1;0,0;Float;False;True;-1;3;Rendering.HighDefinition.HDUnlitGUI;0;13;HDRPLitDistortionDimensionalFracture;7f5cb9c3ea6481f469fdd856555439ef;True;Forward Unlit;0;0;Forward Unlit;9;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=HDRenderPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;5;True;7;d3d11;metal;vulkan;xboxone;xboxseries;playstation;switch;0;False;False;False;False;True;3;1;False;;10;False;;0;1;False;;0;False;;False;False;True;1;1;False;;0;True;_DstBlend2;0;1;False;;0;False;;False;False;True;1;1;False;;0;True;_DstBlend2;0;1;False;;0;False;;False;False;False;True;0;True;_CullModeForward;False;False;False;True;True;True;True;True;0;True;_ColorMaskTransparentVel;False;False;False;False;False;True;True;0;True;_StencilRef;255;False;;255;True;_StencilWriteMask;7;False;;3;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;0;True;_ZWrite;True;0;True;_ZTestDepthEqualForOpaque;False;True;1;LightMode=ForwardOnly;False;False;0;Hidden/InternalErrorShader;0;0;Standard;30;Surface Type;0;0; Rendering Pass ;0;0; Rendering Pass;1;0; Blending Mode;0;0; Receive Fog;1;0; Distortion;0;0; Distortion Mode;0;0; Distortion Only;1;0; Depth Write;1;0; Cull Mode;0;0; Depth Test;4;0;Double-Sided;1;638784323879463018;Alpha Clipping;1;638784287730077041;Receive Decals;1;0;Motion Vectors;1;0; Add Precomputed Velocity;0;0;Shadow Matte;0;0;Cast Shadows;1;0;GPU Instancing;1;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Vertex Position,InvertActionOnDeselection;1;0;LOD CrossFade;0;0;0;8;True;True;True;True;True;True;False;True;False;;False;0
WireConnection;23;1;20;0
WireConnection;23;2;21;0
WireConnection;23;3;22;0
WireConnection;70;0;23;0
WireConnection;89;0;70;0
WireConnection;89;1;72;0
WireConnection;99;1;101;0
WireConnection;94;0;89;0
WireConnection;94;1;99;0
WireConnection;26;0;24;0
WireConnection;26;1;25;0
WireConnection;28;0;27;0
WireConnection;28;1;26;0
WireConnection;30;1;28;0
WireConnection;31;0;29;0
WireConnection;32;0;30;0
WireConnection;38;0;34;0
WireConnection;38;1;33;0
WireConnection;40;0;35;0
WireConnection;40;1;36;0
WireConnection;41;0;37;0
WireConnection;43;0;41;0
WireConnection;43;1;40;0
WireConnection;46;0;43;0
WireConnection;48;0;102;0
WireConnection;48;1;45;0
WireConnection;49;0;46;0
WireConnection;51;0;48;0
WireConnection;52;0;49;0
WireConnection;53;0;51;0
WireConnection;53;1;50;0
WireConnection;55;0;52;0
WireConnection;57;0;53;0
WireConnection;57;1;54;0
WireConnection;58;0;52;0
WireConnection;58;1;55;0
WireConnection;58;2;56;0
WireConnection;71;0;59;0
WireConnection;71;1;60;0
WireConnection;75;0;71;0
WireConnection;75;1;70;0
WireConnection;9;0;15;0
WireConnection;9;1;14;0
WireConnection;10;0;9;0
WireConnection;10;1;11;0
WireConnection;12;1;10;0
WireConnection;14;1;16;0
WireConnection;16;1;19;0
WireConnection;19;0;17;0
WireConnection;19;1;18;0
WireConnection;62;0;45;0
WireConnection;63;0;55;0
WireConnection;63;1;56;0
WireConnection;64;0;66;0
WireConnection;64;1;65;3
WireConnection;67;1;23;0
WireConnection;68;0;69;0
WireConnection;68;1;46;0
WireConnection;69;0;64;0
WireConnection;77;0;71;0
WireConnection;80;0;86;0
WireConnection;80;1;71;0
WireConnection;98;0;86;0
WireConnection;98;1;96;0
WireConnection;93;0;45;0
WireConnection;93;1;92;0
WireConnection;45;1;42;0
WireConnection;42;0;39;0
WireConnection;42;1;38;0
WireConnection;84;0;82;0
WireConnection;84;1;83;0
WireConnection;79;1;84;0
WireConnection;79;2;85;0
WireConnection;86;0;79;0
WireConnection;86;1;87;0
WireConnection;96;0;75;0
WireConnection;96;1;94;0
WireConnection;47;3;44;0
WireConnection;104;0;47;0
WireConnection;102;0;94;0
WireConnection;102;1;103;0
WireConnection;59;0;58;0
WireConnection;59;1;57;0
WireConnection;1;0;80;0
WireConnection;1;1;75;0
WireConnection;1;2;102;0
ASEEND*/
//CHKSM=107A29BA3A9E7C633BABF330A4ECC8A8C36F7CA9