3123 lines
115 KiB
GLSL
3123 lines
115 KiB
GLSL
// Made with Amplify Shader Editor v1.9.2.2
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "UI_Render_On_Top"
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{
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Properties
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{
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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_BaseMap("BaseMap", 2D) = "white" {}
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] _RenderQueueType("Render Queue Type", Float) = 5
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[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
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//[HideInInspector] _ShadowMatteFilter("Shadow Matte Filter", Float) = 2.006836
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[HideInInspector] _StencilRef("Stencil Ref", Int) = 0 // StencilUsage.Clear
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[HideInInspector] _StencilWriteMask("Stencil Write Mask", Int) = 3 // StencilUsage.RequiresDeferredLighting | StencilUsage.SubsurfaceScattering
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[HideInInspector] _StencilRefDepth("Stencil Ref Depth", Int) = 0 // Nothing
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[HideInInspector] _StencilWriteMaskDepth("Stencil Write Mask Depth", Int) = 8 // StencilUsage.TraceReflectionRay
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[HideInInspector] _StencilRefMV("Stencil Ref MV", Int) = 32 // StencilUsage.ObjectMotionVector
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[HideInInspector] _StencilWriteMaskMV("Stencil Write Mask MV", Int) = 32 // StencilUsage.ObjectMotionVector
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[HideInInspector] _StencilRefDistortionVec("Stencil Ref Distortion Vec", Int) = 2 // StencilUsage.DistortionVectors
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[HideInInspector] _StencilWriteMaskDistortionVec("Stencil Write Mask Distortion Vec", Int) = 2 // StencilUsage.DistortionVectors
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[HideInInspector] _StencilWriteMaskGBuffer("Stencil Write Mask GBuffer", Int) = 3 // StencilUsage.RequiresDeferredLighting | StencilUsage.SubsurfaceScattering
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[HideInInspector] _StencilRefGBuffer("Stencil Ref GBuffer", Int) = 2 // StencilUsage.RequiresDeferredLighting
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[HideInInspector] _ZTestGBuffer("ZTest GBuffer", Int) = 4
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[HideInInspector][ToggleUI] _RequireSplitLighting("Require Split Lighting", Float) = 0
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[HideInInspector][ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1
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[HideInInspector] _SurfaceType("Surface Type", Float) = 1
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[HideInInspector] _BlendMode("Blend Mode", Float) = 0
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[HideInInspector] _SrcBlend("Src Blend", Float) = 1
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[HideInInspector] _DstBlend("Dst Blend", Float) = 0
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[HideInInspector] _AlphaSrcBlend("Alpha Src Blend", Float) = 1
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[HideInInspector] _AlphaDstBlend("Alpha Dst Blend", Float) = 0
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[HideInInspector][ToggleUI] _ZWrite("ZWrite", Float) = 1
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[HideInInspector][ToggleUI] _TransparentZWrite("Transparent ZWrite", Float) = 0
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[HideInInspector] _CullMode("Cull Mode", Float) = 2
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[HideInInspector] _TransparentSortPriority("Transparent Sort Priority", Float) = 0
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[HideInInspector][ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 1
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[HideInInspector] _CullModeForward("Cull Mode Forward", Float) = 2 // This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent
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[HideInInspector][Enum(UnityEditor.Rendering.HighDefinition.TransparentCullMode)] _TransparentCullMode("Transparent Cull Mode", Int) = 2// Back culling by default
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[HideInInspector] _ZTestDepthEqualForOpaque("ZTest Depth Equal For Opaque", Int) = 4 // Less equal
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[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent("ZTest Transparent", Int) = 4// Less equal
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[HideInInspector][ToggleUI] _TransparentBackfaceEnable("Transparent Backface Enable", Float) = 0
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[HideInInspector][ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 1
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[HideInInspector][ToggleUI] _UseShadowThreshold("Use Shadow Threshold", Float) = 0
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[HideInInspector][ToggleUI] _DoubleSidedEnable("Double Sided Enable", Float) = 0
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[HideInInspector][Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double Sided Normal Mode", Float) = 2
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[HideInInspector] _DoubleSidedConstants("DoubleSidedConstants", Vector) = (1,1,-1,0)
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[HideInInspector] _DistortionEnable("_DistortionEnable",Float) = 0
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[HideInInspector] _DistortionOnly("_DistortionOnly",Float) = 0
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//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
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//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
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//_TessMin( "Tess Min Distance", Float ) = 10
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//_TessMax( "Tess Max Distance", Float ) = 25
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//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
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//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
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[HideInInspector][ToggleUI] _TransparentWritingMotionVec("Transparent Writing MotionVec", Float) = 0
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[HideInInspector][Enum(UnityEditor.Rendering.HighDefinition.OpaqueCullMode)] _OpaqueCullMode("Opaque Cull Mode", Int) = 2 // Back culling by default
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[HideInInspector][ToggleUI] _SupportDecals("Support Decals", Float) = 1
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[HideInInspector][ToggleUI] _ReceivesSSRTransparent("Receives SSR Transparent", Float) = 0
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[HideInInspector] _EmissionColor("Color", Color) = (1, 1, 1)
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[HideInInspector] _UnlitColorMap_MipInfo("_UnlitColorMap_MipInfo", Vector) = (0, 0, 0, 0)
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[HideInInspector][Enum(Auto, 0, On, 1, Off, 2)] _DoubleSidedGIMode("Double sided GI mode", Float) = 0 //DoubleSidedGIMode added in api 12x and higher
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}
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SubShader
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{
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LOD 0
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Tags { "RenderPipeline"="HDRenderPipeline" "RenderType"="Opaque" "Queue"="Transparent" }
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HLSLINCLUDE
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#pragma target 4.5
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#pragma exclude_renderers glcore gles gles3 ps4 ps5
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
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#ifndef ASE_TESS_FUNCS
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#define ASE_TESS_FUNCS
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float4 FixedTess( float tessValue )
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{
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return tessValue;
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}
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float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
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{
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float3 wpos = mul(o2w,vertex).xyz;
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float dist = distance (wpos, cameraPos);
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float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
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return f;
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}
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float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
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{
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float4 tess;
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tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
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tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
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tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
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tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
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return tess;
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}
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float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
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{
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float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
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float len = distance(wpos0, wpos1);
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float f = max(len * scParams.y / (edgeLen * dist), 1.0);
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return f;
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}
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float DistanceFromPlaneASE (float3 pos, float4 plane)
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{
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return dot (float4(pos,1.0f), plane);
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}
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bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
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{
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float4 planeTest;
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planeTest.x = (( DistanceFromPlaneASE(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.y = (( DistanceFromPlaneASE(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.z = (( DistanceFromPlaneASE(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.w = (( DistanceFromPlaneASE(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
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return !all (planeTest);
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}
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float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
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{
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float3 f;
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f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
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f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
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f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
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return CalcTriEdgeTessFactors (f);
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}
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float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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return tess;
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}
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float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
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{
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tess = 0.0f;
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}
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else
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{
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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}
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return tess;
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}
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#endif //ASE_TESS_FUNCS
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ENDHLSL
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Pass
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{
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Name "Forward Unlit"
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Tags { "LightMode"="ForwardOnly" }
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Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend]
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Cull [_CullModeForward]
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ZTest [_ZTestDepthEqualForOpaque]
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ZWrite [_ZWrite]
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ColorMask [_ColorMaskTransparentVel] 1
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Stencil
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{
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Ref [_StencilRef]
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WriteMask [_StencilWriteMask]
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Comp Always
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Pass Replace
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}
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HLSLPROGRAM
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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#pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT
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#define ASE_SRP_VERSION 120111
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#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
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#pragma shader_feature_local _ALPHATEST_ON
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#pragma multi_compile _ DEBUG_DISPLAY
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#pragma vertex Vert
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#pragma fragment Frag
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#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
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#define _WRITE_TRANSPARENT_MOTION_VECTOR
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#endif
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#define SHADERPASS SHADERPASS_FORWARD_UNLIT
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
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#if defined(_ENABLE_SHADOW_MATTE) && SHADERPASS == SHADERPASS_FORWARD_UNLIT
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#define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
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#define HAS_LIGHTLOOP
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#define SHADOW_OPTIMIZE_REGISTER_USAGE 1
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowContext.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadow.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/PunctualLightCommon.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadowLoop.hlsl"
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#endif
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struct VertexInput
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{
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float3 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float4 ase_texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 positionCS : SV_Position;
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float3 positionRWS : TEXCOORD0;
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float4 ase_texcoord1 : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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CBUFFER_START( UnityPerMaterial )
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float4 _BaseMap_ST;
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float4 _EmissionColor;
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float _RenderQueueType;
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#ifdef _ADD_PRECOMPUTED_VELOCITY
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float _AddPrecomputedVelocity;
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#endif
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#ifdef _ENABLE_SHADOW_MATTE
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float _ShadowMatteFilter;
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#endif
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float _StencilRef;
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float _StencilWriteMask;
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float _StencilRefDepth;
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float _StencilWriteMaskDepth;
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float _StencilRefMV;
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float _StencilWriteMaskMV;
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float _StencilRefDistortionVec;
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float _StencilWriteMaskDistortionVec;
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float _StencilWriteMaskGBuffer;
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float _StencilRefGBuffer;
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float _ZTestGBuffer;
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float _RequireSplitLighting;
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float _ReceivesSSR;
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float _SurfaceType;
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float _BlendMode;
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float _SrcBlend;
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float _DstBlend;
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float _AlphaSrcBlend;
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float _AlphaDstBlend;
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float _ZWrite;
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float _TransparentZWrite;
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float _CullMode;
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float _TransparentSortPriority;
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float _EnableFogOnTransparent;
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float _CullModeForward;
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float _TransparentCullMode;
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float _ZTestDepthEqualForOpaque;
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float _ZTestTransparent;
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float _TransparentBackfaceEnable;
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float _AlphaCutoffEnable;
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float _AlphaCutoff;
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float _UseShadowThreshold;
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float _DoubleSidedEnable;
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float _DoubleSidedNormalMode;
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float4 _DoubleSidedConstants;
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float _EnableBlendModePreserveSpecularLighting;
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#ifdef ASE_TESSELLATION
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float _TessPhongStrength;
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float _TessValue;
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float _TessMin;
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float _TessMax;
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float _TessEdgeLength;
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float _TessMaxDisp;
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#endif
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CBUFFER_END
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sampler2D _BaseMap;
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
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struct SurfaceDescription
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{
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float3 Color;
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float3 Emission;
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float4 ShadowTint;
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float Alpha;
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float AlphaClipThreshold;
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float4 VTPackedFeedback;
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};
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void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData)
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{
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ZERO_INITIALIZE(SurfaceData, surfaceData);
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surfaceData.color = surfaceDescription.Color;
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}
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void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription , FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
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{
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#ifdef LOD_FADE_CROSSFADE
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LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
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#endif
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#if _ALPHATEST_ON
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DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
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#endif
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#if _DEPTHOFFSET_ON
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ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
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#endif
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BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);
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#ifdef WRITE_NORMAL_BUFFER
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surfaceData.normalWS = fragInputs.tangentToWorld[2];
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#endif
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#if defined(_ENABLE_SHADOW_MATTE) && SHADERPASS == SHADERPASS_FORWARD_UNLIT
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HDShadowContext shadowContext = InitShadowContext();
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float shadow;
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float3 shadow3;
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posInput = GetPositionInput(fragInputs.positionSS.xy, _ScreenSize.zw, fragInputs.positionSS.z, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
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float3 normalWS = normalize(fragInputs.tangentToWorld[1]);
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uint renderingLayers = _EnableLightLayers ? asuint(unity_RenderingLayer.x) : DEFAULT_LIGHT_LAYERS;
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ShadowLoopMin(shadowContext, posInput, normalWS, asuint(_ShadowMatteFilter), renderingLayers, shadow3);
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shadow = dot(shadow3, float3(1.0f/3.0f, 1.0f/3.0f, 1.0f/3.0f));
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float4 shadowColor = (1 - shadow)*surfaceDescription.ShadowTint.rgba;
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float localAlpha = saturate(shadowColor.a + surfaceDescription.Alpha);
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#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 = GetMeshRenderingLightLayer();
|
|
#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 );
|
|
|
|
o.ase_texcoord1.xy = inputMesh.ase_texcoord.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord1.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.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 );
|
|
FragInputs input;
|
|
ZERO_INITIALIZE(FragInputs, input);
|
|
input.tangentToWorld = k_identity3x3;
|
|
float3 positionRWS = packedInput.positionRWS;
|
|
|
|
input.positionSS = packedInput.positionCS;
|
|
input.positionRWS = positionRWS;
|
|
|
|
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;
|
|
float2 uv_BaseMap = packedInput.ase_texcoord1.xy * _BaseMap_ST.xy + _BaseMap_ST.zw;
|
|
|
|
surfaceDescription.Color = tex2D( _BaseMap, uv_BaseMap ).rgb;
|
|
surfaceDescription.Emission = 0;
|
|
surfaceDescription.Alpha = 1;
|
|
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
|
|
#pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT
|
|
#define ASE_SRP_VERSION 120111
|
|
|
|
|
|
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
|
#pragma shader_feature_local _ALPHATEST_ON
|
|
|
|
#pragma vertex Vert
|
|
#pragma fragment Frag
|
|
|
|
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
|
|
#define _WRITE_TRANSPARENT_MOTION_VECTOR
|
|
#endif
|
|
|
|
#define SHADERPASS SHADERPASS_SHADOWS
|
|
#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"
|
|
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float3 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 positionCS : SV_Position;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START( UnityPerMaterial )
|
|
float4 _BaseMap_ST;
|
|
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 _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
|
|
|
|
|
|
|
|
#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 = GetMeshRenderingLightLayer();
|
|
#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 );
|
|
|
|
|
|
#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;
|
|
|
|
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;
|
|
|
|
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;
|
|
|
|
#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 );
|
|
|
|
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;
|
|
|
|
surfaceDescription.Alpha = 1;
|
|
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;
|
|
|
|
#ifdef _ALPHATOMASK_ON
|
|
depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold);
|
|
#endif
|
|
#endif
|
|
|
|
#if defined(WRITE_NORMAL_BUFFER)
|
|
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer);
|
|
#endif
|
|
|
|
#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
|
|
DecalPrepassData decalPrepassData;
|
|
decalPrepassData.geomNormalWS = surfaceData.geomNormalWS;
|
|
decalPrepassData.decalLayerMask = GetMeshRenderingDecalLayer();
|
|
EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer);
|
|
#endif
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "META"
|
|
Tags { "LightMode"="Meta" }
|
|
|
|
Cull Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options renderinglayer
|
|
#pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT
|
|
#define ASE_SRP_VERSION 120111
|
|
|
|
|
|
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
|
#pragma shader_feature_local _ALPHATEST_ON
|
|
|
|
#pragma shader_feature EDITOR_VISUALIZATION
|
|
|
|
#pragma vertex Vert
|
|
#pragma fragment Frag
|
|
|
|
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
|
|
#define _WRITE_TRANSPARENT_MOTION_VECTOR
|
|
#endif
|
|
|
|
#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
|
|
#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 _BaseMap_ST;
|
|
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 _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 _BaseMap;
|
|
|
|
|
|
#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 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;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
|
|
|
|
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 = GetMeshRenderingLightLayer();
|
|
#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 );
|
|
|
|
o.ase_texcoord2.xy = inputMesh.uv0.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
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 ;
|
|
|
|
#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;
|
|
float2 uv_BaseMap = packedInput.ase_texcoord2.xy * _BaseMap_ST.xy + _BaseMap_ST.zw;
|
|
|
|
surfaceDescription.Color = tex2D( _BaseMap, uv_BaseMap ).rgb;
|
|
surfaceDescription.Emission = 0;
|
|
surfaceDescription.Alpha = 1;
|
|
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
|
|
#pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT
|
|
#define ASE_SRP_VERSION 120111
|
|
|
|
|
|
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
|
#pragma shader_feature_local _ALPHATEST_ON
|
|
|
|
#pragma editor_sync_compilation
|
|
|
|
#pragma vertex Vert
|
|
#pragma fragment Frag
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTH_ONLY
|
|
#define SCENESELECTIONPASS 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 _BaseMap_ST;
|
|
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 _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
|
|
|
|
|
|
|
|
#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;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 positionCS : SV_Position;
|
|
|
|
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 );
|
|
|
|
|
|
#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;
|
|
|
|
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;
|
|
|
|
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;
|
|
|
|
#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;
|
|
|
|
surfaceDescription.Alpha = 1;
|
|
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
|
|
#pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT
|
|
#define ASE_SRP_VERSION 120111
|
|
|
|
|
|
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
|
#pragma shader_feature_local _ALPHATEST_ON
|
|
|
|
#pragma multi_compile _ WRITE_MSAA_DEPTH
|
|
|
|
#pragma vertex Vert
|
|
#pragma fragment Frag
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTH_ONLY
|
|
#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 _BaseMap_ST;
|
|
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 _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
|
|
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
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struct VertexInput
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{
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float3 positionOS : POSITION;
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float3 normalOS : NORMAL;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 positionCS : SV_Position;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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struct SurfaceDescription
|
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{
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float Alpha;
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float AlphaClipThreshold;
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};
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void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData)
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{
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ZERO_INITIALIZE(SurfaceData, surfaceData);
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#ifdef WRITE_NORMAL_BUFFER
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surfaceData.normalWS = fragInputs.tangentToWorld[2];
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#endif
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}
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void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
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{
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#ifdef LOD_FADE_CROSSFADE
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LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
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#endif
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#if _ALPHATEST_ON
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DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
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#endif
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#if _DEPTHOFFSET_ON
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ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
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#endif
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BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);
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ZERO_INITIALIZE(BuiltinData, builtinData);
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builtinData.opacity = surfaceDescription.Alpha;
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#if defined(DEBUG_DISPLAY)
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builtinData.renderingLayers = GetMeshRenderingLightLayer();
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#endif
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#ifdef _ALPHATEST_ON
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builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold;
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#endif
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#if _DEPTHOFFSET_ON
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builtinData.depthOffset = surfaceDescription.DepthOffset;
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#endif
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ApplyDebugToBuiltinData(builtinData);
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}
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VertexOutput VertexFunction( VertexInput inputMesh )
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{
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VertexOutput o;
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UNITY_SETUP_INSTANCE_ID(inputMesh);
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UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = inputMesh.positionOS.xyz;
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#else
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float3 defaultVertexValue = float3( 0, 0, 0 );
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#endif
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float3 vertexValue = defaultVertexValue ;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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inputMesh.positionOS.xyz = vertexValue;
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#else
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inputMesh.positionOS.xyz += vertexValue;
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#endif
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inputMesh.normalOS = inputMesh.normalOS ;
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float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
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o.positionCS = TransformWorldToHClip(positionRWS);
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return o;
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}
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#if defined(ASE_TESSELLATION)
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struct VertexControl
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{
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float3 positionOS : INTERNALTESSPOS;
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float3 normalOS : NORMAL;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct TessellationFactors
|
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{
|
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float edge[3] : SV_TessFactor;
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float inside : SV_InsideTessFactor;
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};
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VertexControl Vert ( VertexInput v )
|
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{
|
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VertexControl o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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o.positionOS = v.positionOS;
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o.normalOS = v.normalOS;
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return o;
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}
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TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
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{
|
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TessellationFactors o;
|
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float4 tf = 1;
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float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
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float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
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#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
|
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float3 cameraPos = 0;
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#else
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float3 cameraPos = _WorldSpaceCameraPos;
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#endif
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#if defined(ASE_FIXED_TESSELLATION)
|
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tf = FixedTess( tessValue );
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#elif defined(ASE_DISTANCE_TESSELLATION)
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tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
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#elif defined(ASE_LENGTH_TESSELLATION)
|
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tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
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#elif defined(ASE_LENGTH_CULL_TESSELLATION)
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tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
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#endif
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o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
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return o;
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}
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[domain("tri")]
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[partitioning("fractional_odd")]
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[outputtopology("triangle_cw")]
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[patchconstantfunc("TessellationFunction")]
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[outputcontrolpoints(3)]
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VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
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{
|
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return patch[id];
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}
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[domain("tri")]
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VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
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{
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VertexInput o = (VertexInput) 0;
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o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
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o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
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#if defined(ASE_PHONG_TESSELLATION)
|
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float3 pp[3];
|
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for (int i = 0; i < 3; ++i)
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pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
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float phongStrength = _TessPhongStrength;
|
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o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
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#endif
|
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UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
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return VertexFunction(o);
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}
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#else
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VertexOutput Vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
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|
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void Frag( VertexOutput packedInput
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#ifdef WRITE_MSAA_DEPTH
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, out float4 depthColor : SV_Target0
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#ifdef WRITE_NORMAL_BUFFER
|
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, out float4 outNormalBuffer : SV_Target1
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#endif
|
|
#else
|
|
#ifdef WRITE_NORMAL_BUFFER
|
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, out float4 outNormalBuffer : SV_Target0
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|
#endif
|
|
#endif
|
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#if defined(_DEPTHOFFSET_ON) && !defined(SCENEPICKINGPASS)
|
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, out float outputDepth : DEPTH_OFFSET_SEMANTIC
|
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#endif
|
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)
|
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{
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UNITY_SETUP_INSTANCE_ID( packedInput );
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
|
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FragInputs input;
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ZERO_INITIALIZE(FragInputs, input);
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input.tangentToWorld = k_identity3x3;
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input.positionSS = packedInput.positionCS;
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PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
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float3 V = float3( 1.0, 1.0, 1.0 );
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SurfaceDescription surfaceDescription = (SurfaceDescription)0;
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surfaceDescription.Alpha = 1;
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surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
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|
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SurfaceData surfaceData;
|
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BuiltinData builtinData;
|
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GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
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|
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#ifdef _DEPTHOFFSET_ON
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outputDepth = posInput.deviceDepth;
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#endif
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#ifdef WRITE_MSAA_DEPTH
|
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depthColor = packedInput.positionCS.z;
|
|
#ifdef _ALPHATOMASK_ON
|
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depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold);
|
|
#endif
|
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#endif
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|
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#if defined(WRITE_NORMAL_BUFFER)
|
|
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer);
|
|
#endif
|
|
}
|
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|
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ENDHLSL
|
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}
|
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|
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|
|
Pass
|
|
{
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|
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Name "MotionVectors"
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Tags { "LightMode"="MotionVectors" }
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Cull [_CullMode]
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ZWrite On
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Stencil
|
|
{
|
|
Ref [_StencilRefMV]
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WriteMask [_StencilWriteMaskMV]
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Comp Always
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Pass Replace
|
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}
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HLSLPROGRAM
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|
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#pragma multi_compile_instancing
|
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#pragma instancing_options renderinglayer
|
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#pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT
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#define ASE_SRP_VERSION 120111
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|
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#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
|
#pragma shader_feature_local _ALPHATEST_ON
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|
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#pragma multi_compile _ WRITE_MSAA_DEPTH
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|
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#pragma vertex Vert
|
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#pragma fragment Frag
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|
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#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
|
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#define _WRITE_TRANSPARENT_MOTION_VECTOR
|
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#endif
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|
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#define SHADERPASS SHADERPASS_MOTION_VECTORS
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
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#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"
|
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#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"
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|
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CBUFFER_START( UnityPerMaterial )
|
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float4 _BaseMap_ST;
|
|
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 _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
|
|
|
|
|
|
|
|
#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;
|
|
float3 previousPositionOS : TEXCOORD4;
|
|
float3 precomputedVelocity : TEXCOORD5;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 vmeshPositionCS : SV_Position;
|
|
float3 vmeshInterp00 : TEXCOORD0;
|
|
float3 vpassInterpolators0 : TEXCOORD1; //interpolators0
|
|
float3 vpassInterpolators1 : TEXCOORD2; //interpolators1
|
|
|
|
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 = GetMeshRenderingLightLayer();
|
|
#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;
|
|
|
|
|
|
#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;
|
|
|
|
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
|
|
|
|
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
|
|
|
|
#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;
|
|
|
|
surfaceDescription.Alpha = 1;
|
|
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 );
|
|
|
|
// Depth and Alpha to coverage
|
|
#ifdef WRITE_MSAA_DEPTH
|
|
// In case we are rendering in MSAA, reading the an MSAA depth buffer is way too expensive. To avoid that, we export the depth to a color buffer
|
|
depthColor = packedInput.vmeshPositionCS.z;
|
|
#ifdef _ALPHATOMASK_ON
|
|
// Alpha channel is used for alpha to coverage
|
|
depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold);
|
|
#endif
|
|
#endif
|
|
|
|
// Normal Buffer Processing
|
|
#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;
|
|
decalPrepassData.decalLayerMask = GetMeshRenderingDecalLayer();
|
|
#endif
|
|
EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer);
|
|
|
|
#if ASE_SRP_VERSION >= 120107
|
|
// make sure we don't overwrite light layers
|
|
outDecalBuffer.w = (GetMeshRenderingLightLayer() & 0x000000FF) / 255.0;
|
|
#endif
|
|
#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
|
|
#pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT
|
|
#define ASE_SRP_VERSION 120111
|
|
|
|
|
|
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
|
#pragma shader_feature_local _TRANSPARENT_WRITES_MOTION_VEC
|
|
|
|
#pragma editor_sync_compilation
|
|
|
|
#pragma vertex Vert
|
|
#pragma fragment Frag
|
|
|
|
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
|
|
#define _WRITE_TRANSPARENT_MOTION_VECTOR
|
|
#endif
|
|
|
|
#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 SHADERPASS SHADERPASS_DEPTH_ONLY
|
|
#define SCENEPICKINGPASS 1
|
|
|
|
#define SHADER_UNLIT
|
|
|
|
float4 _SelectionID;
|
|
|
|
CBUFFER_START( UnityPerMaterial )
|
|
float4 _BaseMap_ST;
|
|
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 _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
|
|
|
|
|
|
|
|
#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;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float3 normalWS : TEXCOORD0;
|
|
float4 tangentWS : TEXCOORD1;
|
|
|
|
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 = GetMeshRenderingLightLayer();
|
|
#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 );
|
|
|
|
|
|
#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;
|
|
|
|
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;
|
|
|
|
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;
|
|
|
|
#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;
|
|
|
|
surfaceDescription.Alpha = 1;
|
|
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 multi_compile_instancing
|
|
#pragma instancing_options renderinglayer
|
|
|
|
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
|
#pragma shader_feature_local _TRANSPARENT_WRITES_MOTION_VEC
|
|
|
|
#pragma vertex Vert
|
|
#pragma fragment Frag
|
|
|
|
#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 SHADERPASS SHADERPASS_FULL_SCREEN_DEBUG
|
|
#define SHADER_UNLIT
|
|
|
|
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
|
|
#define _WRITE_TRANSPARENT_MOTION_VECTOR
|
|
#endif
|
|
|
|
#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.core/ShaderLibrary/NormalSurfaceGradient.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 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 VertexDescriptionInputs
|
|
{
|
|
float3 ObjectSpaceNormal;
|
|
float3 ObjectSpaceTangent;
|
|
float3 ObjectSpacePosition;
|
|
};
|
|
|
|
struct SurfaceDescriptionInputs
|
|
{
|
|
};
|
|
|
|
struct PackedVaryingsMeshToPS
|
|
{
|
|
SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
|
#if UNITY_ANY_INSTANCING_ENABLED
|
|
uint instanceID : CUSTOM_INSTANCE_ID;
|
|
#endif
|
|
};
|
|
|
|
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;
|
|
}
|
|
|
|
VaryingsMeshToPS UnpackVaryingsMeshToPS (PackedVaryingsMeshToPS input)
|
|
{
|
|
VaryingsMeshToPS output;
|
|
output.positionCS = input.positionCS;
|
|
#if UNITY_ANY_INSTANCING_ENABLED
|
|
output.instanceID = input.instanceID;
|
|
#endif
|
|
return output;
|
|
}
|
|
|
|
struct VertexDescription
|
|
{
|
|
float3 Position;
|
|
float3 Normal;
|
|
float3 Tangent;
|
|
};
|
|
|
|
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
|
|
{
|
|
VertexDescription description = (VertexDescription)0;
|
|
description.Position = IN.ObjectSpacePosition;
|
|
description.Normal = IN.ObjectSpaceNormal;
|
|
description.Tangent = IN.ObjectSpaceTangent;
|
|
return description;
|
|
}
|
|
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float3 BaseColor;
|
|
float3 Emission;
|
|
float Alpha;
|
|
};
|
|
|
|
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
|
|
{
|
|
SurfaceDescription surface = (SurfaceDescription)0;
|
|
surface.BaseColor = IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5));
|
|
surface.Emission = float3(0, 0, 0);
|
|
surface.Alpha = 1;
|
|
return surface;
|
|
}
|
|
|
|
|
|
|
|
VertexDescriptionInputs AttributesMeshToVertexDescriptionInputs(AttributesMesh input)
|
|
{
|
|
VertexDescriptionInputs output;
|
|
ZERO_INITIALIZE(VertexDescriptionInputs, output);
|
|
output.ObjectSpaceNormal = input.normalOS;
|
|
output.ObjectSpaceTangent = input.tangentOS.xyz;
|
|
output.ObjectSpacePosition = input.positionOS;
|
|
return output;
|
|
}
|
|
|
|
AttributesMesh ApplyMeshModification(AttributesMesh input, float3 timeParameters )
|
|
{
|
|
VertexDescriptionInputs vertexDescriptionInputs = AttributesMeshToVertexDescriptionInputs(input);
|
|
VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs);
|
|
input.positionOS = vertexDescription.Position;
|
|
input.normalOS = vertexDescription.Normal;
|
|
input.tangentOS.xyz = vertexDescription.Tangent;
|
|
return input;
|
|
}
|
|
|
|
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);
|
|
}
|
|
SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, float3 viewWS)
|
|
{
|
|
SurfaceDescriptionInputs output;
|
|
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
|
|
|
|
|
|
return output;
|
|
}
|
|
|
|
#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]
|
|
#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=19202
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1;0,0;Float;False;False;-1;2;Rendering.HighDefinition.HDUnlitGUI;0;1;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;2;0,0;Float;False;False;-1;2;Rendering.HighDefinition.HDUnlitGUI;0;1;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;3;0,0;Float;False;False;-1;2;Rendering.HighDefinition.HDUnlitGUI;0;1;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;4;0,0;Float;False;False;-1;2;Rendering.HighDefinition.HDUnlitGUI;0;1;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;5;0,0;Float;False;False;-1;2;Rendering.HighDefinition.HDUnlitGUI;0;1;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;6;0,0;Float;False;False;-1;2;Rendering.HighDefinition.HDUnlitGUI;0;1;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;7;0,0;Float;False;False;-1;2;Rendering.HighDefinition.HDUnlitGUI;0;1;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
|
|
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