Shader "Ciconia Studio/CS_Glass/URP/Glass" { Properties { [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [Space(15)][Header(Global Properties )][Space(10)]_TilingX("Tiling X", Float) = 0 _TilingY("Tiling Y", Float) = 0 [Space(10)]_OffsetX("Offset X", Float) = 0 _OffsetY("Offset Y", Float) = 0 [Space(15)] [Enum(UnityEngine.Rendering.CullMode)] _Cull("Cull Mode", Float) = 2 //"Back" [Enum(Off,0,On,1)] _ZWrite("ZWrite", Float) = 1.0 //"On" [Space(10)][Header(Main Properties)][Space(15)]_Color("Color", Color) = (0,0,0,0) [Space(10)]_MainTex("Albedo -->(Mask A)", 2D) = "white" {} _Saturation("Saturation", Float) = 0 _Brightness("Brightness", Range( 1 , 8)) = 1 [Space(35)]_MetallicGlossMap("Metallic(RoughA)", 2D) = "white" {} _Metallic("Metallic", Range( 0 , 2)) = 0.2 _Glossiness("Smoothness", Range( 0 , 1)) = 0.5 [Space(35)]_BumpMap("Normal Map", 2D) = "bump" {} _BumpScale("Scale", Float) = 0.3 _Refraction("Refraction", Range( 0 , 2)) = 1.1 [Space(35)]_OcclusionMap("Ambient Occlusion Map", 2D) = "white" {} _AoIntensity("Ao Intensity", Range( 0 , 2)) = 0 [Space(45)][Header(Self Illumination)][Space(15)]_Intensity("Intensity", Range( 1 , 10)) = 1 [Space(45)][Header(Reflection Properties) ][Space(15)]_ColorCubemap("Color ", Color) = (1,1,1,1) [HDR]_CubeMap("Cube Map", CUBE) = "black" {} _ReflectionIntensity("Reflection Intensity", Float) = 1 _BlurReflection("Blur", Range( 0 , 8)) = 0 [Space(15)]_ColorFresnel1("Color Fresnel", Color) = (1,1,1,0) [ToggleOff(_USECUBEMAP_OFF)] _UseCubemap("Use Cubemap", Float) = 1 _FresnelStrength("Fresnel Strength", Range( 0 , 8)) = 0 _PowerFresnel("Power", Float) = 1 [Space(45)][Header(Transparency Properties)][Space(15)]_Opacity("Opacity", Range( 0 , 1)) = 1 [Space(10)][Toggle]_UseAlbedoA1("Use AlbedoA", Float) = 0 [Toggle]_InvertAlbedoA1("Invert", Float) = 0 [Space(10)][Toggle]_UseSmoothness("Use Smoothness", Float) = 0 [Space(10)][Toggle]_FalloffOpacity("Falloff Opacity", Float) = 0 [Toggle]_Invert("Invert", Float) = 0 [Space(10)]_FalloffOpacityIntensity("Falloff Intensity", Range( 0 , 1)) = 1 _PowerFalloffOpacity("Power", Float) = 1 [Space(45)][Header(Fade Properties)][Space(15)]_Fade("Fade", Range( 0 , 1)) = 0.2 [Space(10)][Toggle]_FalloffFade1("Exclude Decal", Float) = 0 [Space(10)][Toggle]_FalloffFade("Falloff", Float) = 0 [Toggle]_InvertFresnelFade("Invert", Float) = 0 [Space(10)]_GradientFade("Falloff Intensity", Range( 0 , 1)) = 1 _PowerFalloffFade("Power", Float) = 1 [Space(45)][Header(Decal Properties)][Space(15)]_ColorDecal("Color -->(Transparency A)", Color) = (1,1,1,1) [Space(10)]_DetailAlbedoMap("Decal Map -->(Mask A)", 2D) = "black" {} _SaturationDecal("Saturation", Float) = 0 [Space(20)]_MetallicDecal("Metallic", Range( 0 , 2)) = 0.2 _GlossinessDecal("Smoothness", Range( 0 , 1)) = 0.5 _ReflectionDecal("Reflection", Range( 0 , 1)) = 0 [Space(35)]_DetailNormalMap("Normal Map", 2D) = "bump" {} _BumpScaleDecal("Scale", Range( 0 , 5)) = 0.1 _BumpScaleDecal1("NormalBlend", Range( 0 , 1)) = 0 [Space(25)]_Rotation("Rotation", Float) = 0 [HDR][Space(35)]_EmissionColor("Emission Color", Color) = (0,0,0,0) _EmissiveIntensity("Emissive Intensity", Range( 0 , 2)) = 1 [HideInInspector]_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 [HideInInspector]_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1 [HideInInspector]_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5 [HideInInspector]_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2 [HideInInspector]_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9 [HideInInspector]_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1 [HideInInspector]_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5 [HideInInspector]_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 [HideInInspector]_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 [HideInInspector]_TessMin( "Tess Min Distance", Float ) = 10 [HideInInspector]_TessMax( "Tess Max Distance", Float ) = 25 [HideInInspector]_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 [HideInInspector]_TessMaxDisp( "Tess Max Displacement", Float ) = 25 } SubShader { LOD 0 Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" } ZWrite[_ZWrite] Cull[_Cull] HLSLINCLUDE #pragma target 2.0 float4 FixedTess( float tessValue ) { return tessValue; } float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) { float3 wpos = mul(o2w,vertex).xyz; float dist = distance (wpos, cameraPos); float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; return f; } float4 CalcTriEdgeTessFactors (float3 triVertexFactors) { float4 tess; tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; return tess; } float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) { float dist = distance (0.5 * (wpos0+wpos1), cameraPos); float len = distance(wpos0, wpos1); float f = max(len * scParams.y / (edgeLen * dist), 1.0); return f; } float DistanceFromPlane (float3 pos, float4 plane) { float d = dot (float4(pos,1.0f), plane); return d; } bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) { float4 planeTest; planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); return !all (planeTest); } float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) { float3 f; f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); return CalcTriEdgeTessFactors (f); } float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; return tess; } float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) { tess = 0.0f; } else { tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; } return tess; } ENDHLSL Pass { Name "Forward" Tags { "LightMode"="UniversalForward" } Blend SrcAlpha OneMinusSrcAlpha , One OneMinusSrcAlpha ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_SRP_VERSION 999999 #define REQUIRE_OPAQUE_TEXTURE 1 #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma multi_compile _ _MAIN_LIGHT_SHADOWS #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile _ _SHADOWS_SOFT #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma vertex vert #pragma fragment frag #define SHADERPASS_FORWARD #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #if ASE_SRP_VERSION <= 70108 #define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR #endif #define ASE_NEEDS_FRAG_WORLD_VIEW_DIR #define ASE_NEEDS_FRAG_WORLD_NORMAL #define ASE_NEEDS_FRAG_WORLD_TANGENT #define ASE_NEEDS_FRAG_WORLD_BITANGENT #define ASE_NEEDS_FRAG_SCREEN_POSITION #pragma shader_feature_local _USECUBEMAP_OFF struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_tangent : TANGENT; float4 texcoord1 : TEXCOORD1; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 lightmapUVOrVertexSH : TEXCOORD0; half4 fogFactorAndVertexLight : TEXCOORD1; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD2; #endif float4 tSpace0 : TEXCOORD3; float4 tSpace1 : TEXCOORD4; float4 tSpace2 : TEXCOORD5; #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) float4 screenPos : TEXCOORD6; #endif float4 ase_texcoord7 : TEXCOORD7; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _EmissionColor; float4 _ColorCubemap; float4 _ColorFresnel1; float4 _MetallicGlossMap_ST; float4 _DetailNormalMap_ST; float4 _OcclusionMap_ST; float4 _DetailAlbedoMap_ST; float4 _ColorDecal; float4 _BumpMap_ST; float4 _Color; float4 _MainTex_ST; float _FalloffFade1; float _Intensity; float _Opacity; float _Invert; float _FalloffOpacityIntensity; float _PowerFalloffOpacity; float _AoIntensity; float _InvertAlbedoA1; float _Metallic; float _Fade; float _MetallicDecal; float _FalloffOpacity; float _Glossiness; float _GlossinessDecal; float _FalloffFade; float _InvertFresnelFade; float _UseAlbedoA1; float _Brightness; float _Refraction; float _TilingX; float _TilingY; float _OffsetX; float _OffsetY; float _Saturation; float _Rotation; float _SaturationDecal; float _BumpScale; float _BumpScaleDecal; float _BumpScaleDecal1; float _FresnelStrength; float _PowerFresnel; float _BlurReflection; float _ReflectionIntensity; float _ReflectionDecal; float _GradientFade; float _EmissiveIntensity; float _UseSmoothness; float _PowerFalloffFade; #ifdef _TRANSMISSION_ASE float _TransmissionShadow; #endif #ifdef _TRANSLUCENCY_ASE float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _MainTex; sampler2D _DetailAlbedoMap; sampler2D _BumpMap; sampler2D _DetailNormalMap; samplerCUBE _CubeMap; sampler2D _MetallicGlossMap; sampler2D _OcclusionMap; float4 CalculateContrast( float contrastValue, float4 colorTarget ) { float t = 0.5 * ( 1.0 - contrastValue ); return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget ); } inline float4 ASE_ComputeGrabScreenPos( float4 pos ) { #if UNITY_UV_STARTS_AT_TOP float scale = -1.0; #else float scale = 1.0; #endif float4 o = pos; o.y = pos.w * 0.5f; o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y; return o; } VertexOutput VertexFunction( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.ase_texcoord7.xyz = v.ase_texcoord.xyz; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord7.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float3 positionVS = TransformWorldToView( positionWS ); float4 positionCS = TransformWorldToHClip( positionWS ); VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent ); o.tSpace0 = float4( normalInput.normalWS, positionWS.x); o.tSpace1 = float4( normalInput.tangentWS, positionWS.y); o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z); OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy ); OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz ); half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS ); #ifdef ASE_FOG half fogFactor = ComputeFogFactor( positionCS.z ); #else half fogFactor = 0; #endif o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = positionCS; o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.clipPos = positionCS; #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) o.screenPos = ComputeScreenPos(positionCS); #endif return o; } #if defined(TESSELLATION_ON) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 ase_tangent : TANGENT; float4 texcoord1 : TEXCOORD1; 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.vertex = v.vertex; o.ase_normal = v.ase_normal; o.ase_tangent = v.ase_tangent; o.texcoord1 = v.texcoord1; o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z; o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * 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.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag ( VertexOutput IN ) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif float3 WorldNormal = normalize( IN.tSpace0.xyz ); float3 WorldTangent = IN.tSpace1.xyz; float3 WorldBiTangent = IN.tSpace2.xyz; float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition; float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) float4 ScreenPos = IN.screenPos; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #if SHADER_HINT_NICE_QUALITY WorldViewDirection = SafeNormalize( WorldViewDirection ); #endif float2 uv0_MainTex = IN.ase_texcoord7.xyz * _MainTex_ST.xy + _MainTex_ST.zw; float temp_output_2_0_g10 = uv0_MainTex.x; float GlobalTilingX281 = _TilingX; float temp_output_21_0_g10 = uv0_MainTex.y; float GlobalTilingY282 = _TilingY; float2 appendResult14_g10 = (float2(( temp_output_2_0_g10 * GlobalTilingX281 ) , ( temp_output_21_0_g10 * GlobalTilingY282 ))); float GlobalOffsetX541 = _OffsetX; float GlobalOffsetY540 = _OffsetY; float2 appendResult13_g10 = (float2(( temp_output_2_0_g10 + GlobalOffsetX541 ) , ( temp_output_21_0_g10 + GlobalOffsetY540 ))); float4 tex2DNode76 = tex2D( _MainTex, ( appendResult14_g10 + appendResult13_g10 ) ); float4 temp_output_297_0 = ( _Color * tex2DNode76 ); float clampResult239 = clamp( _Saturation , -1.0 , 100.0 ); float3 desaturateInitialColor211 = temp_output_297_0.rgb; float desaturateDot211 = dot( desaturateInitialColor211, float3( 0.299, 0.587, 0.114 )); float3 desaturateVar211 = lerp( desaturateInitialColor211, desaturateDot211.xxx, -clampResult239 ); float4 temp_output_303_0 = CalculateContrast(_Brightness,float4( desaturateVar211 , 0.0 )); float2 uv0_DetailAlbedoMap = IN.ase_texcoord7.xyz.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; float cos400 = cos( radians( _Rotation ) ); float sin400 = sin( radians( _Rotation ) ); float2 rotator400 = mul( uv0_DetailAlbedoMap - float2( 0.5,0.5 ) , float2x2( cos400 , -sin400 , sin400 , cos400 )) + float2( 0.5,0.5 ); float4 tex2DNode181 = tex2D( _DetailAlbedoMap, rotator400 ); float clampResult235 = clamp( _SaturationDecal , -1.0 , 100.0 ); float3 desaturateInitialColor203 = tex2DNode181.rgb; float desaturateDot203 = dot( desaturateInitialColor203, float3( 0.299, 0.587, 0.114 )); float3 desaturateVar203 = lerp( desaturateInitialColor203, desaturateDot203.xxx, -clampResult235 ); float4 Decal248 = ( _ColorDecal * float4( desaturateVar203 , 0.0 ) ); float DecalOpacity251 = _ColorDecal.a; float DecalMask182 = ( tex2DNode181.a * DecalOpacity251 ); float4 lerpResult183 = lerp( temp_output_303_0 , Decal248 , DecalMask182); float4 AlbedoAmbient117 = lerpResult183; float2 uv0_BumpMap = IN.ase_texcoord7.xyz.xy * _BumpMap_ST.xy + _BumpMap_ST.zw; float temp_output_2_0_g11 = uv0_BumpMap.x; float temp_output_21_0_g11 = uv0_BumpMap.y; float2 appendResult14_g11 = (float2(( temp_output_2_0_g11 * GlobalTilingX281 ) , ( temp_output_21_0_g11 * GlobalTilingY282 ))); float2 appendResult13_g11 = (float2(( temp_output_2_0_g11 + GlobalOffsetX541 ) , ( temp_output_21_0_g11 + GlobalOffsetY540 ))); float3 tex2DNode2 = UnpackNormalScale( tex2D( _BumpMap, ( appendResult14_g11 + appendResult13_g11 ) ), _BumpScale ); float2 uv0_DetailNormalMap = IN.ase_texcoord7.xyz.xy * _DetailNormalMap_ST.xy + _DetailNormalMap_ST.zw; float Rotator_Detailsmaps411 = _Rotation; float cos409 = cos( radians( Rotator_Detailsmaps411 ) ); float sin409 = sin( radians( Rotator_Detailsmaps411 ) ); float2 rotator409 = mul( uv0_DetailNormalMap - float2( 0.5,0.5 ) , float2x2( cos409 , -sin409 , sin409 , cos409 )) + float2( 0.5,0.5 ); float3 tex2DNode194 = UnpackNormalScale( tex2D( _DetailNormalMap, rotator409 ), _BumpScaleDecal ); float3 lerpResult308 = lerp( tex2DNode194 , BlendNormal( tex2DNode2 , tex2DNode194 ) , _BumpScaleDecal1); float3 lerpResult192 = lerp( tex2DNode2 , lerpResult308 , DecalMask182); float3 Normal101 = lerpResult192; float fresnelNdotV163 = dot( WorldNormal, WorldViewDirection ); float fresnelNode163 = ( -0.05 + 1.0 * pow( 1.0 - fresnelNdotV163, _PowerFresnel ) ); float4 clampResult468 = clamp( ( _ColorFresnel1 * fresnelNode163 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); float4 ifLocalVar470 = 0; if( 0.0 > _FresnelStrength ) ifLocalVar470 = float4( ( float3(1,1,1) * fresnelNode163 ) , 0.0 ); else if( 0.0 < _FresnelStrength ) ifLocalVar470 = clampResult468; float clampResult463 = clamp( _FresnelStrength , -1.0 , 75.0 ); float3 NormalmapXYZ170 = tex2DNode2; float3 tanToWorld0 = float3( WorldTangent.x, WorldBiTangent.x, WorldNormal.x ); float3 tanToWorld1 = float3( WorldTangent.y, WorldBiTangent.y, WorldNormal.y ); float3 tanToWorld2 = float3( WorldTangent.z, WorldBiTangent.z, WorldNormal.z ); float3 worldRefl3 = reflect( -WorldViewDirection, float3( dot( tanToWorld0, NormalmapXYZ170 ), dot( tanToWorld1, NormalmapXYZ170 ), dot( tanToWorld2, NormalmapXYZ170 ) ) ); float4 texCUBENode6 = texCUBElod( _CubeMap, float4( worldRefl3, _BlurReflection) ); float4 temp_cast_6 = (1.0).xxxx; #ifdef _USECUBEMAP_OFF float4 staticSwitch461 = temp_cast_6; #else float4 staticSwitch461 = texCUBENode6; #endif float4 temp_output_169_0 = ( ( ( ifLocalVar470 * clampResult463 ) * staticSwitch461 ) + ( texCUBENode6 * ( texCUBENode6.a * _ReflectionIntensity ) * _ColorCubemap ) ); float4 lerpResult292 = lerp( temp_output_169_0 , ( temp_output_169_0 * _ReflectionDecal ) , DecalMask182); float4 Cubmap179 = lerpResult292; float4 AlbedoDecal_RGB232 = tex2DNode181; float4 Emission220 = ( ( _EmissionColor * AlbedoDecal_RGB232 * _EmissiveIntensity ) * DecalMask182 ); float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( ScreenPos ); float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w; float3 normalizedWorldNormal = normalize( WorldNormal ); float4 fetchOpaqueVal381 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ( (ase_grabScreenPosNorm).xyzw + float4( (( ( Normal101 + mul( float4( normalizedWorldNormal , 0.0 ), UNITY_MATRIX_V ).xyz ) * (-1.0 + (_Refraction - 0.0) * (1.0 - -1.0) / (2.0 - 0.0)) )).xyz , 0.0 ) ).xy ), 1.0 ); float4 GrabSreenRefraction385 = fetchOpaqueVal381; float lerpResult483 = lerp( 0.0 , _Intensity , _Opacity); float lerpResult68 = lerp( -3.0 , 0.0 , _FalloffOpacityIntensity); float fresnelNdotV25 = dot( WorldNormal, WorldViewDirection ); float fresnelNode25 = ( lerpResult68 + _PowerFalloffOpacity * pow( 1.0 - fresnelNdotV25, (( 1.0 + -lerpResult483 ) + (1.0 - 0.0) * (lerpResult483 - ( 1.0 + -lerpResult483 )) / (1.0 - 0.0)) ) ); float clampResult45 = clamp( (( _Invert )?( ( 1.0 - fresnelNode25 ) ):( fresnelNode25 )) , 0.0 , 1.0 ); float AlbedoA250 = tex2DNode76.a; float2 uv0_MetallicGlossMap = IN.ase_texcoord7.xyz.xy * _MetallicGlossMap_ST.xy + _MetallicGlossMap_ST.zw; float temp_output_2_0_g12 = uv0_MetallicGlossMap.x; float temp_output_21_0_g12 = uv0_MetallicGlossMap.y; float2 appendResult14_g12 = (float2(( temp_output_2_0_g12 * GlobalTilingX281 ) , ( temp_output_21_0_g12 * GlobalTilingY282 ))); float2 appendResult13_g12 = (float2(( temp_output_2_0_g12 + GlobalOffsetX541 ) , ( temp_output_21_0_g12 + GlobalOffsetY540 ))); float4 tex2DNode123 = tex2D( _MetallicGlossMap, ( appendResult14_g12 + appendResult13_g12 ) ); float RougnessA370 = tex2DNode123.a; float lerpResult189 = lerp( (( _UseSmoothness )?( ( (( _UseAlbedoA1 )?( ( (( _FalloffOpacity )?( clampResult45 ):( ( 1.0 - lerpResult483 ) )) * (( _InvertAlbedoA1 )?( ( 1.0 - AlbedoA250 ) ):( AlbedoA250 )) ) ):( (( _FalloffOpacity )?( clampResult45 ):( ( 1.0 - lerpResult483 ) )) )) * RougnessA370 ) ):( (( _UseAlbedoA1 )?( ( (( _FalloffOpacity )?( clampResult45 ):( ( 1.0 - lerpResult483 ) )) * (( _InvertAlbedoA1 )?( ( 1.0 - AlbedoA250 ) ):( AlbedoA250 )) ) ):( (( _FalloffOpacity )?( clampResult45 ):( ( 1.0 - lerpResult483 ) )) )) )) , 1.0 , DecalMask182); float Opacity87 = lerpResult189; float4 lerpResult396 = lerp( ( Cubmap179 + Emission220 + ( GrabSreenRefraction385 * ( 1.0 - Opacity87 ) ) ) , ( Cubmap179 + Emission220 ) , DecalMask182); float lerpResult264 = lerp( ( _Metallic * tex2DNode123.r ) , _MetallicDecal , DecalMask182); float Metallic110 = lerpResult264; float lerpResult185 = lerp( ( tex2DNode123.a * _Glossiness ) , ( tex2DNode123.a * _GlossinessDecal ) , DecalMask182); float Roughness111 = lerpResult185; float2 uv0_OcclusionMap = IN.ase_texcoord7.xyz.xy * _OcclusionMap_ST.xy + _OcclusionMap_ST.zw; float temp_output_2_0_g13 = uv0_OcclusionMap.x; float temp_output_21_0_g13 = uv0_OcclusionMap.y; float2 appendResult14_g13 = (float2(( temp_output_2_0_g13 * GlobalTilingX281 ) , ( temp_output_21_0_g13 * GlobalTilingY282 ))); float2 appendResult13_g13 = (float2(( temp_output_2_0_g13 + GlobalOffsetX541 ) , ( temp_output_21_0_g13 + GlobalOffsetY540 ))); float blendOpSrc136 = tex2D( _OcclusionMap, ( appendResult14_g13 + appendResult13_g13 ) ).r; float blendOpDest136 = ( 1.0 - _AoIntensity ); float Occlusion140 = ( saturate( ( 1.0 - ( 1.0 - blendOpSrc136 ) * ( 1.0 - blendOpDest136 ) ) )); float lerpResult513 = lerp( -3.0 , 0.0 , _GradientFade); float fresnelNdotV515 = dot( WorldNormal, WorldViewDirection ); float fresnelNode515 = ( lerpResult513 + _PowerFalloffFade * pow( 1.0 - fresnelNdotV515, (( 1.0 + -( 1.0 - _Fade ) ) + (1.0 - 0.0) * (( 1.0 - _Fade ) - ( 1.0 + -( 1.0 - _Fade ) )) / (1.0 - 0.0)) ) ); float clampResult518 = clamp( (( _InvertFresnelFade )?( ( 1.0 - fresnelNode515 ) ):( fresnelNode515 )) , 0.0 , 1.0 ); float lerpResult537 = lerp( (( _FalloffFade )?( clampResult518 ):( ( 1.0 - _Fade ) )) , 1.0 , DecalMask182); float Fade450 = (( _FalloffFade1 )?( lerpResult537 ):( (( _FalloffFade )?( clampResult518 ):( ( 1.0 - _Fade ) )) )); float3 Albedo = AlbedoAmbient117.rgb; float3 Normal = Normal101; float3 Emission = lerpResult396.rgb; float3 Specular = 0.5; float Metallic = Metallic110; float Smoothness = Roughness111; float Occlusion = Occlusion140; float Alpha = Fade450; float AlphaClipThreshold = 0.5; float3 BakedGI = 0; float3 RefractionColor = 1; float RefractionIndex = 1; float3 Transmission = 1; float3 Translucency = 1; #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif InputData inputData; inputData.positionWS = WorldPosition; inputData.viewDirectionWS = WorldViewDirection; inputData.shadowCoord = ShadowCoords; #ifdef _NORMALMAP inputData.normalWS = normalize(TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal ))); #else #if !SHADER_HINT_NICE_QUALITY inputData.normalWS = WorldNormal; #else inputData.normalWS = normalize( WorldNormal ); #endif #endif #ifdef ASE_FOG inputData.fogCoord = IN.fogFactorAndVertexLight.x; #endif inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, IN.lightmapUVOrVertexSH.xyz, inputData.normalWS ); #ifdef _ASE_BAKEDGI inputData.bakedGI = BakedGI; #endif half4 color = UniversalFragmentPBR( inputData, Albedo, Metallic, Specular, Smoothness, Occlusion, Emission, Alpha); #ifdef _TRANSMISSION_ASE { float shadow = _TransmissionShadow; Light mainLight = GetMainLight( inputData.shadowCoord ); float3 mainAtten = mainLight.color * mainLight.distanceAttenuation; mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow ); half3 mainTransmission = max(0 , -dot(inputData.normalWS, mainLight.direction)) * mainAtten * Transmission; color.rgb += Albedo * mainTransmission; #ifdef _ADDITIONAL_LIGHTS int transPixelLightCount = GetAdditionalLightsCount(); for (int i = 0; i < transPixelLightCount; ++i) { Light light = GetAdditionalLight(i, inputData.positionWS); float3 atten = light.color * light.distanceAttenuation; atten = lerp( atten, atten * light.shadowAttenuation, shadow ); half3 transmission = max(0 , -dot(inputData.normalWS, light.direction)) * atten * Transmission; color.rgb += Albedo * transmission; } #endif } #endif #ifdef _TRANSLUCENCY_ASE { float shadow = _TransShadow; float normal = _TransNormal; float scattering = _TransScattering; float direct = _TransDirect; float ambient = _TransAmbient; float strength = _TransStrength; Light mainLight = GetMainLight( inputData.shadowCoord ); float3 mainAtten = mainLight.color * mainLight.distanceAttenuation; mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow ); half3 mainLightDir = mainLight.direction + inputData.normalWS * normal; half mainVdotL = pow( saturate( dot( inputData.viewDirectionWS, -mainLightDir ) ), scattering ); half3 mainTranslucency = mainAtten * ( mainVdotL * direct + inputData.bakedGI * ambient ) * Translucency; color.rgb += Albedo * mainTranslucency * strength; #ifdef _ADDITIONAL_LIGHTS int transPixelLightCount = GetAdditionalLightsCount(); for (int i = 0; i < transPixelLightCount; ++i) { Light light = GetAdditionalLight(i, inputData.positionWS); float3 atten = light.color * light.distanceAttenuation; atten = lerp( atten, atten * light.shadowAttenuation, shadow ); half3 lightDir = light.direction + inputData.normalWS * normal; half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering ); half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency; color.rgb += Albedo * translucency * strength; } #endif } #endif #ifdef _REFRACTION_ASE float4 projScreenPos = ScreenPos / ScreenPos.w; float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, WorldNormal ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) ); projScreenPos.xy += refractionOffset.xy; float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos ) * RefractionColor; color.rgb = lerp( refraction, color.rgb, color.a ); color.a = 1; #endif #ifdef ASE_FOG #ifdef TERRAIN_SPLAT_ADDPASS color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x ); #else color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x); #endif #endif return color; } ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } ZWrite On ZTest LEqual HLSLPROGRAM #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_SRP_VERSION 999999 #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag #define SHADERPASS_SHADOWCASTER #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_VERT_NORMAL struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 worldPos : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _EmissionColor; float4 _ColorCubemap; float4 _ColorFresnel1; float4 _MetallicGlossMap_ST; float4 _DetailNormalMap_ST; float4 _OcclusionMap_ST; float4 _DetailAlbedoMap_ST; float4 _ColorDecal; float4 _BumpMap_ST; float4 _Color; float4 _MainTex_ST; float _FalloffFade1; float _Intensity; float _Opacity; float _Invert; float _FalloffOpacityIntensity; float _PowerFalloffOpacity; float _AoIntensity; float _InvertAlbedoA1; float _Metallic; float _Fade; float _MetallicDecal; float _FalloffOpacity; float _Glossiness; float _GlossinessDecal; float _FalloffFade; float _InvertFresnelFade; float _UseAlbedoA1; float _Brightness; float _Refraction; float _TilingX; float _TilingY; float _OffsetX; float _OffsetY; float _Saturation; float _Rotation; float _SaturationDecal; float _BumpScale; float _BumpScaleDecal; float _BumpScaleDecal1; float _FresnelStrength; float _PowerFresnel; float _BlurReflection; float _ReflectionIntensity; float _ReflectionDecal; float _GradientFade; float _EmissiveIntensity; float _UseSmoothness; float _PowerFalloffFade; #ifdef _TRANSMISSION_ASE float _TransmissionShadow; #endif #ifdef _TRANSLUCENCY_ASE float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _DetailAlbedoMap; float3 _LightDirection; VertexOutput VertexFunction( VertexInput v ) { VertexOutput o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal); o.ase_texcoord2.xyz = ase_worldNormal; o.ase_texcoord3.xy = v.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord2.w = 0; o.ase_texcoord3.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif float3 normalWS = TransformObjectToWorldDir(v.ase_normal); float4 clipPos = TransformWorldToHClip( ApplyShadowBias( positionWS, normalWS, _LightDirection ) ); #if UNITY_REVERSED_Z clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); #else clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = clipPos; o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.clipPos = clipPos; return o; } #if defined(TESSELLATION_ON) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : 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.vertex = v.vertex; o.ase_normal = v.ase_normal; o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * 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.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag(VertexOutput IN ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID( IN ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition ); ase_worldViewDir = normalize(ase_worldViewDir); float3 ase_worldNormal = IN.ase_texcoord2.xyz; float lerpResult513 = lerp( -3.0 , 0.0 , _GradientFade); float fresnelNdotV515 = dot( ase_worldNormal, ase_worldViewDir ); float fresnelNode515 = ( lerpResult513 + _PowerFalloffFade * pow( 1.0 - fresnelNdotV515, (( 1.0 + -( 1.0 - _Fade ) ) + (1.0 - 0.0) * (( 1.0 - _Fade ) - ( 1.0 + -( 1.0 - _Fade ) )) / (1.0 - 0.0)) ) ); float clampResult518 = clamp( (( _InvertFresnelFade )?( ( 1.0 - fresnelNode515 ) ):( fresnelNode515 )) , 0.0 , 1.0 ); float2 uv0_DetailAlbedoMap = IN.ase_texcoord3.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; float cos400 = cos( radians( _Rotation ) ); float sin400 = sin( radians( _Rotation ) ); float2 rotator400 = mul( uv0_DetailAlbedoMap - float2( 0.5,0.5 ) , float2x2( cos400 , -sin400 , sin400 , cos400 )) + float2( 0.5,0.5 ); float4 tex2DNode181 = tex2D( _DetailAlbedoMap, rotator400 ); float DecalOpacity251 = _ColorDecal.a; float DecalMask182 = ( tex2DNode181.a * DecalOpacity251 ); float lerpResult537 = lerp( (( _FalloffFade )?( clampResult518 ):( ( 1.0 - _Fade ) )) , 1.0 , DecalMask182); float Fade450 = (( _FalloffFade1 )?( lerpResult537 ):( (( _FalloffFade )?( clampResult518 ):( ( 1.0 - _Fade ) )) )); float Alpha = Fade450; float AlphaClipThreshold = 0.5; #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif return 0; } ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask 0 HLSLPROGRAM #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_SRP_VERSION 999999 #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag #define SHADERPASS_DEPTHONLY #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_VERT_NORMAL struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 worldPos : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _EmissionColor; float4 _ColorCubemap; float4 _ColorFresnel1; float4 _MetallicGlossMap_ST; float4 _DetailNormalMap_ST; float4 _OcclusionMap_ST; float4 _DetailAlbedoMap_ST; float4 _ColorDecal; float4 _BumpMap_ST; float4 _Color; float4 _MainTex_ST; float _FalloffFade1; float _Intensity; float _Opacity; float _Invert; float _FalloffOpacityIntensity; float _PowerFalloffOpacity; float _AoIntensity; float _InvertAlbedoA1; float _Metallic; float _Fade; float _MetallicDecal; float _FalloffOpacity; float _Glossiness; float _GlossinessDecal; float _FalloffFade; float _InvertFresnelFade; float _UseAlbedoA1; float _Brightness; float _Refraction; float _TilingX; float _TilingY; float _OffsetX; float _OffsetY; float _Saturation; float _Rotation; float _SaturationDecal; float _BumpScale; float _BumpScaleDecal; float _BumpScaleDecal1; float _FresnelStrength; float _PowerFresnel; float _BlurReflection; float _ReflectionIntensity; float _ReflectionDecal; float _GradientFade; float _EmissiveIntensity; float _UseSmoothness; float _PowerFalloffFade; #ifdef _TRANSMISSION_ASE float _TransmissionShadow; #endif #ifdef _TRANSLUCENCY_ASE float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _DetailAlbedoMap; VertexOutput VertexFunction( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal); o.ase_texcoord2.xyz = ase_worldNormal; o.ase_texcoord3.xy = v.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord2.w = 0; o.ase_texcoord3.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float4 positionCS = TransformWorldToHClip( positionWS ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = positionCS; o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.clipPos = positionCS; return o; } #if defined(TESSELLATION_ON) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : 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.vertex = v.vertex; o.ase_normal = v.ase_normal; o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * 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.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag(VertexOutput IN ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition ); ase_worldViewDir = normalize(ase_worldViewDir); float3 ase_worldNormal = IN.ase_texcoord2.xyz; float lerpResult513 = lerp( -3.0 , 0.0 , _GradientFade); float fresnelNdotV515 = dot( ase_worldNormal, ase_worldViewDir ); float fresnelNode515 = ( lerpResult513 + _PowerFalloffFade * pow( 1.0 - fresnelNdotV515, (( 1.0 + -( 1.0 - _Fade ) ) + (1.0 - 0.0) * (( 1.0 - _Fade ) - ( 1.0 + -( 1.0 - _Fade ) )) / (1.0 - 0.0)) ) ); float clampResult518 = clamp( (( _InvertFresnelFade )?( ( 1.0 - fresnelNode515 ) ):( fresnelNode515 )) , 0.0 , 1.0 ); float2 uv0_DetailAlbedoMap = IN.ase_texcoord3.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; float cos400 = cos( radians( _Rotation ) ); float sin400 = sin( radians( _Rotation ) ); float2 rotator400 = mul( uv0_DetailAlbedoMap - float2( 0.5,0.5 ) , float2x2( cos400 , -sin400 , sin400 , cos400 )) + float2( 0.5,0.5 ); float4 tex2DNode181 = tex2D( _DetailAlbedoMap, rotator400 ); float DecalOpacity251 = _ColorDecal.a; float DecalMask182 = ( tex2DNode181.a * DecalOpacity251 ); float lerpResult537 = lerp( (( _FalloffFade )?( clampResult518 ):( ( 1.0 - _Fade ) )) , 1.0 , DecalMask182); float Fade450 = (( _FalloffFade1 )?( lerpResult537 ):( (( _FalloffFade )?( clampResult518 ):( ( 1.0 - _Fade ) )) )); float Alpha = Fade450; float AlphaClipThreshold = 0.5; #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif return 0; } ENDHLSL } Pass { Name "Meta" Tags { "LightMode"="Meta" } Cull Off HLSLPROGRAM #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_SRP_VERSION 999999 #define REQUIRE_OPAQUE_TEXTURE 1 #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag #define SHADERPASS_META #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_VERT_NORMAL #pragma shader_feature_local _USECUBEMAP_OFF #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_texcoord : TEXCOORD0; float4 ase_tangent : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 worldPos : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; float4 ase_texcoord6 : TEXCOORD6; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _EmissionColor; float4 _ColorCubemap; float4 _ColorFresnel1; float4 _MetallicGlossMap_ST; float4 _DetailNormalMap_ST; float4 _OcclusionMap_ST; float4 _DetailAlbedoMap_ST; float4 _ColorDecal; float4 _BumpMap_ST; float4 _Color; float4 _MainTex_ST; float _FalloffFade1; float _Intensity; float _Opacity; float _Invert; float _FalloffOpacityIntensity; float _PowerFalloffOpacity; float _AoIntensity; float _InvertAlbedoA1; float _Metallic; float _Fade; float _MetallicDecal; float _FalloffOpacity; float _Glossiness; float _GlossinessDecal; float _FalloffFade; float _InvertFresnelFade; float _UseAlbedoA1; float _Brightness; float _Refraction; float _TilingX; float _TilingY; float _OffsetX; float _OffsetY; float _Saturation; float _Rotation; float _SaturationDecal; float _BumpScale; float _BumpScaleDecal; float _BumpScaleDecal1; float _FresnelStrength; float _PowerFresnel; float _BlurReflection; float _ReflectionIntensity; float _ReflectionDecal; float _GradientFade; float _EmissiveIntensity; float _UseSmoothness; float _PowerFalloffFade; #ifdef _TRANSMISSION_ASE float _TransmissionShadow; #endif #ifdef _TRANSLUCENCY_ASE float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _MainTex; sampler2D _DetailAlbedoMap; samplerCUBE _CubeMap; sampler2D _BumpMap; sampler2D _DetailNormalMap; sampler2D _MetallicGlossMap; float4 CalculateContrast( float contrastValue, float4 colorTarget ) { float t = 0.5 * ( 1.0 - contrastValue ); return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget ); } inline float4 ASE_ComputeGrabScreenPos( float4 pos ) { #if UNITY_UV_STARTS_AT_TOP float scale = -1.0; #else float scale = 1.0; #endif float4 o = pos; o.y = pos.w * 0.5f; o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y; return o; } VertexOutput VertexFunction( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal); o.ase_texcoord3.xyz = ase_worldNormal; float3 ase_worldTangent = TransformObjectToWorldDir(v.ase_tangent.xyz); o.ase_texcoord4.xyz = ase_worldTangent; float ase_vertexTangentSign = v.ase_tangent.w * unity_WorldTransformParams.w; float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign; o.ase_texcoord5.xyz = ase_worldBitangent; float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); o.ase_texcoord6 = screenPos; o.ase_texcoord2.xyz = v.ase_texcoord.xyz; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord2.w = 0; o.ase_texcoord3.w = 0; o.ase_texcoord4.w = 0; o.ase_texcoord5.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif o.clipPos = MetaVertexPosition( v.vertex, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST ); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = o.clipPos; o.shadowCoord = GetShadowCoord( vertexInput ); #endif return o; } #if defined(TESSELLATION_ON) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_texcoord : TEXCOORD0; float4 ase_tangent : 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.vertex = v.vertex; o.ase_normal = v.ase_normal; o.texcoord1 = v.texcoord1; o.texcoord2 = v.texcoord2; o.ase_texcoord = v.ase_texcoord; o.ase_tangent = v.ase_tangent; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag(VertexOutput IN ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float2 uv0_MainTex = IN.ase_texcoord2.xyz * _MainTex_ST.xy + _MainTex_ST.zw; float temp_output_2_0_g10 = uv0_MainTex.x; float GlobalTilingX281 = _TilingX; float temp_output_21_0_g10 = uv0_MainTex.y; float GlobalTilingY282 = _TilingY; float2 appendResult14_g10 = (float2(( temp_output_2_0_g10 * GlobalTilingX281 ) , ( temp_output_21_0_g10 * GlobalTilingY282 ))); float GlobalOffsetX541 = _OffsetX; float GlobalOffsetY540 = _OffsetY; float2 appendResult13_g10 = (float2(( temp_output_2_0_g10 + GlobalOffsetX541 ) , ( temp_output_21_0_g10 + GlobalOffsetY540 ))); float4 tex2DNode76 = tex2D( _MainTex, ( appendResult14_g10 + appendResult13_g10 ) ); float4 temp_output_297_0 = ( _Color * tex2DNode76 ); float clampResult239 = clamp( _Saturation , -1.0 , 100.0 ); float3 desaturateInitialColor211 = temp_output_297_0.rgb; float desaturateDot211 = dot( desaturateInitialColor211, float3( 0.299, 0.587, 0.114 )); float3 desaturateVar211 = lerp( desaturateInitialColor211, desaturateDot211.xxx, -clampResult239 ); float4 temp_output_303_0 = CalculateContrast(_Brightness,float4( desaturateVar211 , 0.0 )); float2 uv0_DetailAlbedoMap = IN.ase_texcoord2.xyz.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; float cos400 = cos( radians( _Rotation ) ); float sin400 = sin( radians( _Rotation ) ); float2 rotator400 = mul( uv0_DetailAlbedoMap - float2( 0.5,0.5 ) , float2x2( cos400 , -sin400 , sin400 , cos400 )) + float2( 0.5,0.5 ); float4 tex2DNode181 = tex2D( _DetailAlbedoMap, rotator400 ); float clampResult235 = clamp( _SaturationDecal , -1.0 , 100.0 ); float3 desaturateInitialColor203 = tex2DNode181.rgb; float desaturateDot203 = dot( desaturateInitialColor203, float3( 0.299, 0.587, 0.114 )); float3 desaturateVar203 = lerp( desaturateInitialColor203, desaturateDot203.xxx, -clampResult235 ); float4 Decal248 = ( _ColorDecal * float4( desaturateVar203 , 0.0 ) ); float DecalOpacity251 = _ColorDecal.a; float DecalMask182 = ( tex2DNode181.a * DecalOpacity251 ); float4 lerpResult183 = lerp( temp_output_303_0 , Decal248 , DecalMask182); float4 AlbedoAmbient117 = lerpResult183; float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition ); ase_worldViewDir = normalize(ase_worldViewDir); float3 ase_worldNormal = IN.ase_texcoord3.xyz; float fresnelNdotV163 = dot( ase_worldNormal, ase_worldViewDir ); float fresnelNode163 = ( -0.05 + 1.0 * pow( 1.0 - fresnelNdotV163, _PowerFresnel ) ); float4 clampResult468 = clamp( ( _ColorFresnel1 * fresnelNode163 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); float4 ifLocalVar470 = 0; if( 0.0 > _FresnelStrength ) ifLocalVar470 = float4( ( float3(1,1,1) * fresnelNode163 ) , 0.0 ); else if( 0.0 < _FresnelStrength ) ifLocalVar470 = clampResult468; float clampResult463 = clamp( _FresnelStrength , -1.0 , 75.0 ); float2 uv0_BumpMap = IN.ase_texcoord2.xyz.xy * _BumpMap_ST.xy + _BumpMap_ST.zw; float temp_output_2_0_g11 = uv0_BumpMap.x; float temp_output_21_0_g11 = uv0_BumpMap.y; float2 appendResult14_g11 = (float2(( temp_output_2_0_g11 * GlobalTilingX281 ) , ( temp_output_21_0_g11 * GlobalTilingY282 ))); float2 appendResult13_g11 = (float2(( temp_output_2_0_g11 + GlobalOffsetX541 ) , ( temp_output_21_0_g11 + GlobalOffsetY540 ))); float3 tex2DNode2 = UnpackNormalScale( tex2D( _BumpMap, ( appendResult14_g11 + appendResult13_g11 ) ), _BumpScale ); float3 NormalmapXYZ170 = tex2DNode2; float3 ase_worldTangent = IN.ase_texcoord4.xyz; float3 ase_worldBitangent = IN.ase_texcoord5.xyz; float3 tanToWorld0 = float3( ase_worldTangent.x, ase_worldBitangent.x, ase_worldNormal.x ); float3 tanToWorld1 = float3( ase_worldTangent.y, ase_worldBitangent.y, ase_worldNormal.y ); float3 tanToWorld2 = float3( ase_worldTangent.z, ase_worldBitangent.z, ase_worldNormal.z ); float3 worldRefl3 = reflect( -ase_worldViewDir, float3( dot( tanToWorld0, NormalmapXYZ170 ), dot( tanToWorld1, NormalmapXYZ170 ), dot( tanToWorld2, NormalmapXYZ170 ) ) ); float4 texCUBENode6 = texCUBElod( _CubeMap, float4( worldRefl3, _BlurReflection) ); float4 temp_cast_6 = (1.0).xxxx; #ifdef _USECUBEMAP_OFF float4 staticSwitch461 = temp_cast_6; #else float4 staticSwitch461 = texCUBENode6; #endif float4 temp_output_169_0 = ( ( ( ifLocalVar470 * clampResult463 ) * staticSwitch461 ) + ( texCUBENode6 * ( texCUBENode6.a * _ReflectionIntensity ) * _ColorCubemap ) ); float4 lerpResult292 = lerp( temp_output_169_0 , ( temp_output_169_0 * _ReflectionDecal ) , DecalMask182); float4 Cubmap179 = lerpResult292; float4 AlbedoDecal_RGB232 = tex2DNode181; float4 Emission220 = ( ( _EmissionColor * AlbedoDecal_RGB232 * _EmissiveIntensity ) * DecalMask182 ); float4 screenPos = IN.ase_texcoord6; float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( screenPos ); float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w; float2 uv0_DetailNormalMap = IN.ase_texcoord2.xyz.xy * _DetailNormalMap_ST.xy + _DetailNormalMap_ST.zw; float Rotator_Detailsmaps411 = _Rotation; float cos409 = cos( radians( Rotator_Detailsmaps411 ) ); float sin409 = sin( radians( Rotator_Detailsmaps411 ) ); float2 rotator409 = mul( uv0_DetailNormalMap - float2( 0.5,0.5 ) , float2x2( cos409 , -sin409 , sin409 , cos409 )) + float2( 0.5,0.5 ); float3 tex2DNode194 = UnpackNormalScale( tex2D( _DetailNormalMap, rotator409 ), _BumpScaleDecal ); float3 lerpResult308 = lerp( tex2DNode194 , BlendNormal( tex2DNode2 , tex2DNode194 ) , _BumpScaleDecal1); float3 lerpResult192 = lerp( tex2DNode2 , lerpResult308 , DecalMask182); float3 Normal101 = lerpResult192; float3 normalizedWorldNormal = normalize( ase_worldNormal ); float4 fetchOpaqueVal381 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ( (ase_grabScreenPosNorm).xyzw + float4( (( ( Normal101 + mul( float4( normalizedWorldNormal , 0.0 ), UNITY_MATRIX_V ).xyz ) * (-1.0 + (_Refraction - 0.0) * (1.0 - -1.0) / (2.0 - 0.0)) )).xyz , 0.0 ) ).xy ), 1.0 ); float4 GrabSreenRefraction385 = fetchOpaqueVal381; float lerpResult483 = lerp( 0.0 , _Intensity , _Opacity); float lerpResult68 = lerp( -3.0 , 0.0 , _FalloffOpacityIntensity); float fresnelNdotV25 = dot( ase_worldNormal, ase_worldViewDir ); float fresnelNode25 = ( lerpResult68 + _PowerFalloffOpacity * pow( 1.0 - fresnelNdotV25, (( 1.0 + -lerpResult483 ) + (1.0 - 0.0) * (lerpResult483 - ( 1.0 + -lerpResult483 )) / (1.0 - 0.0)) ) ); float clampResult45 = clamp( (( _Invert )?( ( 1.0 - fresnelNode25 ) ):( fresnelNode25 )) , 0.0 , 1.0 ); float AlbedoA250 = tex2DNode76.a; float2 uv0_MetallicGlossMap = IN.ase_texcoord2.xyz.xy * _MetallicGlossMap_ST.xy + _MetallicGlossMap_ST.zw; float temp_output_2_0_g12 = uv0_MetallicGlossMap.x; float temp_output_21_0_g12 = uv0_MetallicGlossMap.y; float2 appendResult14_g12 = (float2(( temp_output_2_0_g12 * GlobalTilingX281 ) , ( temp_output_21_0_g12 * GlobalTilingY282 ))); float2 appendResult13_g12 = (float2(( temp_output_2_0_g12 + GlobalOffsetX541 ) , ( temp_output_21_0_g12 + GlobalOffsetY540 ))); float4 tex2DNode123 = tex2D( _MetallicGlossMap, ( appendResult14_g12 + appendResult13_g12 ) ); float RougnessA370 = tex2DNode123.a; float lerpResult189 = lerp( (( _UseSmoothness )?( ( (( _UseAlbedoA1 )?( ( (( _FalloffOpacity )?( clampResult45 ):( ( 1.0 - lerpResult483 ) )) * (( _InvertAlbedoA1 )?( ( 1.0 - AlbedoA250 ) ):( AlbedoA250 )) ) ):( (( _FalloffOpacity )?( clampResult45 ):( ( 1.0 - lerpResult483 ) )) )) * RougnessA370 ) ):( (( _UseAlbedoA1 )?( ( (( _FalloffOpacity )?( clampResult45 ):( ( 1.0 - lerpResult483 ) )) * (( _InvertAlbedoA1 )?( ( 1.0 - AlbedoA250 ) ):( AlbedoA250 )) ) ):( (( _FalloffOpacity )?( clampResult45 ):( ( 1.0 - lerpResult483 ) )) )) )) , 1.0 , DecalMask182); float Opacity87 = lerpResult189; float4 lerpResult396 = lerp( ( Cubmap179 + Emission220 + ( GrabSreenRefraction385 * ( 1.0 - Opacity87 ) ) ) , ( Cubmap179 + Emission220 ) , DecalMask182); float lerpResult513 = lerp( -3.0 , 0.0 , _GradientFade); float fresnelNdotV515 = dot( ase_worldNormal, ase_worldViewDir ); float fresnelNode515 = ( lerpResult513 + _PowerFalloffFade * pow( 1.0 - fresnelNdotV515, (( 1.0 + -( 1.0 - _Fade ) ) + (1.0 - 0.0) * (( 1.0 - _Fade ) - ( 1.0 + -( 1.0 - _Fade ) )) / (1.0 - 0.0)) ) ); float clampResult518 = clamp( (( _InvertFresnelFade )?( ( 1.0 - fresnelNode515 ) ):( fresnelNode515 )) , 0.0 , 1.0 ); float lerpResult537 = lerp( (( _FalloffFade )?( clampResult518 ):( ( 1.0 - _Fade ) )) , 1.0 , DecalMask182); float Fade450 = (( _FalloffFade1 )?( lerpResult537 ):( (( _FalloffFade )?( clampResult518 ):( ( 1.0 - _Fade ) )) )); float3 Albedo = AlbedoAmbient117.rgb; float3 Emission = lerpResult396.rgb; float Alpha = Fade450; float AlphaClipThreshold = 0.5; #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif MetaInput metaInput = (MetaInput)0; metaInput.Albedo = Albedo; metaInput.Emission = Emission; return MetaFragment(metaInput); } ENDHLSL } Pass { Name "Universal2D" Tags { "LightMode"="Universal2D" } Blend SrcAlpha OneMinusSrcAlpha , One OneMinusSrcAlpha ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_SRP_VERSION 999999 #pragma enable_d3d11_debug_symbols #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag #define SHADERPASS_2D #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_VERT_NORMAL #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 worldPos : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _EmissionColor; float4 _ColorCubemap; float4 _ColorFresnel1; float4 _MetallicGlossMap_ST; float4 _DetailNormalMap_ST; float4 _OcclusionMap_ST; float4 _DetailAlbedoMap_ST; float4 _ColorDecal; float4 _BumpMap_ST; float4 _Color; float4 _MainTex_ST; float _FalloffFade1; float _Intensity; float _Opacity; float _Invert; float _FalloffOpacityIntensity; float _PowerFalloffOpacity; float _AoIntensity; float _InvertAlbedoA1; float _Metallic; float _Fade; float _MetallicDecal; float _FalloffOpacity; float _Glossiness; float _GlossinessDecal; float _FalloffFade; float _InvertFresnelFade; float _UseAlbedoA1; float _Brightness; float _Refraction; float _TilingX; float _TilingY; float _OffsetX; float _OffsetY; float _Saturation; float _Rotation; float _SaturationDecal; float _BumpScale; float _BumpScaleDecal; float _BumpScaleDecal1; float _FresnelStrength; float _PowerFresnel; float _BlurReflection; float _ReflectionIntensity; float _ReflectionDecal; float _GradientFade; float _EmissiveIntensity; float _UseSmoothness; float _PowerFalloffFade; #ifdef _TRANSMISSION_ASE float _TransmissionShadow; #endif #ifdef _TRANSLUCENCY_ASE float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _MainTex; sampler2D _DetailAlbedoMap; float4 CalculateContrast( float contrastValue, float4 colorTarget ) { float t = 0.5 * ( 1.0 - contrastValue ); return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget ); } VertexOutput VertexFunction( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID( v ); UNITY_TRANSFER_INSTANCE_ID( v, o ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal); o.ase_texcoord3.xyz = ase_worldNormal; o.ase_texcoord2.xy = v.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord2.zw = 0; o.ase_texcoord3.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float4 positionCS = TransformWorldToHClip( positionWS ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = positionCS; o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.clipPos = positionCS; return o; } #if defined(TESSELLATION_ON) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : 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.vertex = v.vertex; o.ase_normal = v.ase_normal; o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * 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.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag(VertexOutput IN ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID( IN ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float2 uv0_MainTex = IN.ase_texcoord2.xy * _MainTex_ST.xy + _MainTex_ST.zw; float temp_output_2_0_g10 = uv0_MainTex.x; float GlobalTilingX281 = _TilingX; float temp_output_21_0_g10 = uv0_MainTex.y; float GlobalTilingY282 = _TilingY; float2 appendResult14_g10 = (float2(( temp_output_2_0_g10 * GlobalTilingX281 ) , ( temp_output_21_0_g10 * GlobalTilingY282 ))); float GlobalOffsetX541 = _OffsetX; float GlobalOffsetY540 = _OffsetY; float2 appendResult13_g10 = (float2(( temp_output_2_0_g10 + GlobalOffsetX541 ) , ( temp_output_21_0_g10 + GlobalOffsetY540 ))); float4 tex2DNode76 = tex2D( _MainTex, ( appendResult14_g10 + appendResult13_g10 ) ); float4 temp_output_297_0 = ( _Color * tex2DNode76 ); float clampResult239 = clamp( _Saturation , -1.0 , 100.0 ); float3 desaturateInitialColor211 = temp_output_297_0.rgb; float desaturateDot211 = dot( desaturateInitialColor211, float3( 0.299, 0.587, 0.114 )); float3 desaturateVar211 = lerp( desaturateInitialColor211, desaturateDot211.xxx, -clampResult239 ); float4 temp_output_303_0 = CalculateContrast(_Brightness,float4( desaturateVar211 , 0.0 )); float2 uv0_DetailAlbedoMap = IN.ase_texcoord2.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; float cos400 = cos( radians( _Rotation ) ); float sin400 = sin( radians( _Rotation ) ); float2 rotator400 = mul( uv0_DetailAlbedoMap - float2( 0.5,0.5 ) , float2x2( cos400 , -sin400 , sin400 , cos400 )) + float2( 0.5,0.5 ); float4 tex2DNode181 = tex2D( _DetailAlbedoMap, rotator400 ); float clampResult235 = clamp( _SaturationDecal , -1.0 , 100.0 ); float3 desaturateInitialColor203 = tex2DNode181.rgb; float desaturateDot203 = dot( desaturateInitialColor203, float3( 0.299, 0.587, 0.114 )); float3 desaturateVar203 = lerp( desaturateInitialColor203, desaturateDot203.xxx, -clampResult235 ); float4 Decal248 = ( _ColorDecal * float4( desaturateVar203 , 0.0 ) ); float DecalOpacity251 = _ColorDecal.a; float DecalMask182 = ( tex2DNode181.a * DecalOpacity251 ); float4 lerpResult183 = lerp( temp_output_303_0 , Decal248 , DecalMask182); float4 AlbedoAmbient117 = lerpResult183; float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition ); ase_worldViewDir = normalize(ase_worldViewDir); float3 ase_worldNormal = IN.ase_texcoord3.xyz; float lerpResult513 = lerp( -3.0 , 0.0 , _GradientFade); float fresnelNdotV515 = dot( ase_worldNormal, ase_worldViewDir ); float fresnelNode515 = ( lerpResult513 + _PowerFalloffFade * pow( 1.0 - fresnelNdotV515, (( 1.0 + -( 1.0 - _Fade ) ) + (1.0 - 0.0) * (( 1.0 - _Fade ) - ( 1.0 + -( 1.0 - _Fade ) )) / (1.0 - 0.0)) ) ); float clampResult518 = clamp( (( _InvertFresnelFade )?( ( 1.0 - fresnelNode515 ) ):( fresnelNode515 )) , 0.0 , 1.0 ); float lerpResult537 = lerp( (( _FalloffFade )?( clampResult518 ):( ( 1.0 - _Fade ) )) , 1.0 , DecalMask182); float Fade450 = (( _FalloffFade1 )?( lerpResult537 ):( (( _FalloffFade )?( clampResult518 ):( ( 1.0 - _Fade ) )) )); float3 Albedo = AlbedoAmbient117.rgb; float Alpha = Fade450; float AlphaClipThreshold = 0.5; half4 color = half4( Albedo, Alpha ); #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif return color; } ENDHLSL } } CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI" Fallback "Hidden/InternalErrorShader" }