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0} diff --git a/Assets/AnimeNaturalEnvironment/Prefabs/Trees/Tree_07.prefab.meta b/Assets/AnimeNaturalEnvironment/Prefabs/Trees/Tree_07.prefab.meta new file mode 100644 index 0000000..bd68874 --- /dev/null +++ b/Assets/AnimeNaturalEnvironment/Prefabs/Trees/Tree_07.prefab.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 9f74e843f52367041a17833aab12a235 +PrefabImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 236927 + packageName: Anime Natural Environment + packageVersion: 1.02 + assetPath: Assets/AnimeNaturalEnvironment/Prefabs/Trees/Tree_07.prefab + uploadId: 645705 diff --git a/Assets/AnimeNaturalEnvironment/Shaders.meta b/Assets/AnimeNaturalEnvironment/Shaders.meta new file mode 100644 index 0000000..ac7157e --- /dev/null +++ b/Assets/AnimeNaturalEnvironment/Shaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ac2a4d90ae39750408d67699e2299b8f +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AnimeNaturalEnvironment/Shaders/ASBledingGrass.shader b/Assets/AnimeNaturalEnvironment/Shaders/ASBledingGrass.shader new file mode 100644 index 0000000..ad3fb5b --- /dev/null +++ b/Assets/AnimeNaturalEnvironment/Shaders/ASBledingGrass.shader @@ -0,0 +1,1043 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "AwaiiStudio/URP_BlendingGrass" +{ + Properties + { + [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 + [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) + [ASEBegin]_Color0("Color 0", Color) = (0.5264154,0.7264151,0.2158686,0) + _Color1("Color 1", Color) = (0.4464056,0.6981132,0.1350124,0) + _HeightStartGradient("Height Start Gradient", Range( 0 , 1)) = 0.1 + _HeightGradient("Height Gradient", Range( 0 , 1)) = 0.3 + _Texture("Texture", 2D) = "white" {} + _Clip("Clip", Range( 0 , 1)) = 0.5 + [ASEEnd]_ShadowControl("ShadowControl", Float) = 0 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + + //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 + //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 + //_TessMin( "Tess Min Distance", Float ) = 10 + //_TessMax( "Tess Max Distance", Float ) = 25 + //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 + //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 + } + + SubShader + { + LOD 0 + + + Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" } + + Cull Off + AlphaToMask Off + + HLSLINCLUDE + #pragma target 2.0 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + + #ifndef ASE_TESS_FUNCS + #define ASE_TESS_FUNCS + float4 FixedTess( float tessValue ) + { + return tessValue; + } + + float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) + { + float3 wpos = mul(o2w,vertex).xyz; + float dist = distance (wpos, cameraPos); + float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; + return f; + } + + float4 CalcTriEdgeTessFactors (float3 triVertexFactors) + { + float4 tess; + tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); + tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); + tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); + tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; + return tess; + } + + float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) + { + float dist = distance (0.5 * (wpos0+wpos1), cameraPos); + float len = distance(wpos0, wpos1); + float f = max(len * scParams.y / (edgeLen * dist), 1.0); + return f; + } + + float 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; + } + #endif //ASE_TESS_FUNCS + + ENDHLSL + + + Pass + { + + Name "Forward" + Tags { "LightMode"="UniversalForward" } + + Blend One Zero, One Zero + ZWrite On + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + + HLSLPROGRAM + + #pragma multi_compile_instancing + #define _ALPHATEST_ON 1 + #define ASE_SRP_VERSION 100400 + + + #pragma vertex vert + #pragma fragment frag + + #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_POSITION + #define ASE_NEEDS_FRAG_SHADOWCOORDS + #define ASE_NEEDS_VERT_NORMAL + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE + #pragma multi_compile _ _SHADOWS_SOFT + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 texcoord1 : TEXCOORD1; + 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 + #ifdef ASE_FOG + float fogFactor : TEXCOORD2; + #endif + float4 lightmapUVOrVertexSH : 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 _Color0; + float4 _Color1; + float4 _Texture_ST; + float _ShadowControl; + float _HeightStartGradient; + float _HeightGradient; + float _Clip; + #ifdef TESSELLATION_ON + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + sampler2D TB_DEPTH; + float TB_OFFSET_X; + float TB_OFFSET_Z; + float TB_SCALE; + sampler2D _Texture; + + + float3 ASEIndirectDiffuse( float2 uvStaticLightmap, float3 normalWS ) + { + #ifdef LIGHTMAP_ON + return SampleLightmap( uvStaticLightmap, normalWS ); + #else + return SampleSH(normalWS); + #endif + } + + + 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); + OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy ); + OUTPUT_SH( ase_worldNormal, o.lightmapUVOrVertexSH.xyz ); + o.ase_texcoord4.xyz = ase_worldNormal; + + o.ase_texcoord5 = v.vertex; + o.ase_texcoord6.xy = v.ase_texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord4.w = 0; + o.ase_texcoord6.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 + #ifdef ASE_FOG + o.fogFactor = ComputeFogFactor( positionCS.z ); + #endif + o.clipPos = positionCS; + return o; + } + + #if defined(TESSELLATION_ON) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + 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.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.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 ); + + #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 + float4 appendResult3 = (float4(WorldPosition.x , WorldPosition.z , 0.0 , 0.0)); + float4 appendResult7 = (float4(TB_OFFSET_X , TB_OFFSET_Z , 0.0 , 0.0)); + float ase_lightAtten = 0; + Light ase_mainLight = GetMainLight( ShadowCoords ); + ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation; + float3 ase_worldNormal = IN.ase_texcoord4.xyz; + float3 bakedGI115 = ASEIndirectDiffuse( IN.lightmapUVOrVertexSH.xy, ase_worldNormal); + MixRealtimeAndBakedGI(ase_mainLight, ase_worldNormal, bakedGI115, half4(0,0,0,0)); + float clampResult45 = clamp( _HeightStartGradient , 0.0 , 0.5 ); + float temp_output_50_0 = saturate( ( ( IN.ase_texcoord5.xyz.y - clampResult45 ) / _HeightGradient ) ); + float4 lerpResult61 = lerp( _Color0 , _Color1 , temp_output_50_0); + float4 lerpResult30 = lerp( ( tex2D( TB_DEPTH, ( ( appendResult3 - appendResult7 ) / TB_SCALE ).xy ) * ( ase_lightAtten - _ShadowControl ) ) , ( float4( ( _MainLightColor.rgb * ( bakedGI115 + ase_lightAtten ) ) , 0.0 ) * lerpResult61 ) , temp_output_50_0); + + float2 uv_Texture = IN.ase_texcoord6.xy * _Texture_ST.xy + _Texture_ST.zw; + + float3 BakedAlbedo = 0; + float3 BakedEmission = 0; + float3 Color = lerpResult30.rgb; + float Alpha = tex2D( _Texture, uv_Texture ).a; + float AlphaClipThreshold = _Clip; + float AlphaClipThresholdShadow = 0.5; + + #ifdef _ALPHATEST_ON + clip( Alpha - AlphaClipThreshold ); + #endif + + #ifdef LOD_FADE_CROSSFADE + LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); + #endif + + #ifdef ASE_FOG + Color = MixFog( Color, IN.fogFactor ); + #endif + + return half4( Color, Alpha ); + } + + ENDHLSL + } + + + Pass + { + + Name "ShadowCaster" + Tags { "LightMode"="ShadowCaster" } + + ZWrite On + ZTest LEqual + AlphaToMask Off + ColorMask 0 + + HLSLPROGRAM + + #pragma multi_compile_instancing + #define _ALPHATEST_ON 1 + #define ASE_SRP_VERSION 100400 + + + #pragma vertex vert + #pragma fragment frag +#if ASE_SRP_VERSION >= 110000 + #pragma multi_compile _ _CASTING_PUNCTUAL_LIGHT_SHADOW +#endif + #define SHADERPASS 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" + + + + 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; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Color0; + float4 _Color1; + float4 _Texture_ST; + float _ShadowControl; + float _HeightStartGradient; + float _HeightGradient; + float _Clip; + #ifdef TESSELLATION_ON + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + sampler2D _Texture; + + + + float3 _LightDirection; +#if ASE_SRP_VERSION >= 110000 + float3 _LightPosition; +#endif + VertexOutput VertexFunction( VertexInput v ) + { + VertexOutput o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); + + o.ase_texcoord2.xy = v.ase_texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord2.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 ); +#if ASE_SRP_VERSION >= 110000 + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - positionWS); + #else + float3 lightDirectionWS = _LightDirection; + #endif + float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); + #if UNITY_REVERSED_Z + clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE); + #else + clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE); + #endif +#else + 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 +#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 + + float2 uv_Texture = IN.ase_texcoord2.xy * _Texture_ST.xy + _Texture_ST.zw; + + float Alpha = tex2D( _Texture, uv_Texture ).a; + float AlphaClipThreshold = _Clip; + float AlphaClipThresholdShadow = 0.5; + + #ifdef _ALPHATEST_ON + #ifdef _ALPHATEST_SHADOW_ON + clip(Alpha - AlphaClipThresholdShadow); + #else + clip(Alpha - AlphaClipThreshold); + #endif + #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 + AlphaToMask Off + + HLSLPROGRAM + + #pragma multi_compile_instancing + #define _ALPHATEST_ON 1 + #define ASE_SRP_VERSION 100400 + + + #pragma vertex vert + #pragma fragment frag + + #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" + + + + 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; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Color0; + float4 _Color1; + float4 _Texture_ST; + float _ShadowControl; + float _HeightStartGradient; + float _HeightGradient; + float _Clip; + #ifdef TESSELLATION_ON + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + sampler2D _Texture; + + + + 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_texcoord2.xy = v.ase_texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord2.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 + + o.clipPos = TransformWorldToHClip( positionWS ); + #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 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 uv_Texture = IN.ase_texcoord2.xy * _Texture_ST.xy + _Texture_ST.zw; + + float Alpha = tex2D( _Texture, uv_Texture ).a; + float AlphaClipThreshold = _Clip; + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + #ifdef LOD_FADE_CROSSFADE + LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); + #endif + return 0; + } + ENDHLSL + } + + + } + + CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI" + Fallback "Hidden/InternalErrorShader" + +} +/*ASEBEGIN +Version=18935 +341;694;1339;425;464.4763;-259.1868;2.258872;True;False 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+WireConnection;183;2;30;0 +WireConnection;183;3;70;4 +WireConnection;183;4;105;0 +ASEEND*/ +//CHKSM=C13481B662900ADAD90242779591F4A315251538 \ No newline at end of file diff --git a/Assets/AnimeNaturalEnvironment/Shaders/ASBledingGrass.shader.meta b/Assets/AnimeNaturalEnvironment/Shaders/ASBledingGrass.shader.meta new file mode 100644 index 0000000..8eaa03e --- /dev/null +++ b/Assets/AnimeNaturalEnvironment/Shaders/ASBledingGrass.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: e365781c2819480479a2e9425002da81 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 236927 + packageName: Anime Natural Environment + packageVersion: 1.02 + assetPath: Assets/AnimeNaturalEnvironment/Shaders/ASBledingGrass.shader + uploadId: 645705 diff --git a/Assets/AnimeNaturalEnvironment/Shaders/ASBledingPlant.shader b/Assets/AnimeNaturalEnvironment/Shaders/ASBledingPlant.shader new file mode 100644 index 0000000..8b75b7d --- /dev/null +++ b/Assets/AnimeNaturalEnvironment/Shaders/ASBledingPlant.shader @@ -0,0 +1,1183 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "AwaiiStudio/URP_BlendingPlant" +{ + Properties + { + [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 + [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) + [ASEBegin]_Color0("Color 0", Color) = (1,1,1,0) + _Texture("Texture", 2D) = "white" {} + _HeightStartGradient("Height Start Gradient", Range( 0 , 1)) = 0.1 + _HeightGradient("Height Gradient", Range( 0 , 1)) = 0.3 + _WindFoliageSpeed("Wind Foliage Speed", Range( 0 , 1)) = 0 + _WindFoliageAmplitude("Wind Foliage Amplitude", Range( 0 , 1)) = 0 + [ASEEnd]_Clip("Clip", Range( 0 , 1)) = 0.5 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + + //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 + //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 + //_TessMin( "Tess Min Distance", Float ) = 10 + //_TessMax( "Tess Max Distance", Float ) = 25 + //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 + //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 + } + + SubShader + { + LOD 0 + + + Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" } + + Cull Off + AlphaToMask Off + + HLSLINCLUDE + #pragma target 2.0 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + + #ifndef ASE_TESS_FUNCS + #define ASE_TESS_FUNCS + float4 FixedTess( float tessValue ) + { + return tessValue; + } + + float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) + { + float3 wpos = mul(o2w,vertex).xyz; + float dist = distance (wpos, cameraPos); + float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; + return f; + } + + float4 CalcTriEdgeTessFactors (float3 triVertexFactors) + { + float4 tess; + tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); + tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); + tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); + tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; + return tess; + } + + float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) + { + float dist = distance (0.5 * (wpos0+wpos1), cameraPos); + float len = distance(wpos0, wpos1); + float f = max(len * scParams.y / (edgeLen * dist), 1.0); + return f; + } + + float 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; + } + #endif //ASE_TESS_FUNCS + + ENDHLSL + + + Pass + { + + Name "Forward" + Tags { "LightMode"="UniversalForward" } + + Blend One Zero, One Zero + ZWrite On + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + + HLSLPROGRAM + + #pragma multi_compile_instancing + #define _ALPHATEST_ON 1 + #define ASE_SRP_VERSION 100400 + + + #pragma vertex vert + #pragma fragment frag + + #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_VERT_NORMAL + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_SHADOWCOORDS + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE + #pragma multi_compile _ _SHADOWS_SOFT + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE + #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS + #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 ase_color : COLOR; + float4 texcoord1 : TEXCOORD1; + 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 + #ifdef ASE_FOG + float fogFactor : TEXCOORD2; + #endif + float4 lightmapUVOrVertexSH : 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 _Color0; + float4 _Texture_ST; + float _WindFoliageSpeed; + float _WindFoliageAmplitude; + float _HeightStartGradient; + float _HeightGradient; + float _Clip; + #ifdef TESSELLATION_ON + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + sampler2D TB_DEPTH; + float TB_OFFSET_X; + float TB_OFFSET_Z; + float TB_SCALE; + sampler2D _Texture; + + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float3 ASEIndirectDiffuse( float2 uvStaticLightmap, float3 normalWS ) + { + #ifdef LIGHTMAP_ON + return SampleLightmap( uvStaticLightmap, normalWS ); + #else + return SampleSH(normalWS); + #endif + } + + float3 AdditionalLightsFlat( float3 WorldPosition ) + { + float3 Color = 0; + #ifdef _ADDITIONAL_LIGHTS + int numLights = GetAdditionalLightsCount(); + for(int i = 0; i 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_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * 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 ); + + #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 + float4 appendResult3 = (float4(WorldPosition.x , WorldPosition.z , 0.0 , 0.0)); + float4 appendResult7 = (float4(TB_OFFSET_X , TB_OFFSET_Z , 0.0 , 0.0)); + float ase_lightAtten = 0; + Light ase_mainLight = GetMainLight( ShadowCoords ); + ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation; + float3 ase_worldNormal = IN.ase_texcoord4.xyz; + float3 bakedGI132 = ASEIndirectDiffuse( IN.lightmapUVOrVertexSH.xy, ase_worldNormal); + MixRealtimeAndBakedGI(ase_mainLight, ase_worldNormal, bakedGI132, half4(0,0,0,0)); + float3 worldPosValue44_g1 = WorldPosition; + float3 WorldPosition8_g1 = worldPosValue44_g1; + float3 localAdditionalLightsFlat8_g1 = AdditionalLightsFlat( WorldPosition8_g1 ); + float3 FlatResult29_g1 = localAdditionalLightsFlat8_g1; + float2 uv_Texture = IN.ase_texcoord5.xy * _Texture_ST.xy + _Texture_ST.zw; + float4 tex2DNode70 = tex2D( _Texture, uv_Texture ); + float clampResult114 = clamp( _HeightStartGradient , 0.0 , 0.5 ); + float4 lerpResult30 = lerp( ( tex2D( TB_DEPTH, ( ( appendResult3 - appendResult7 ) / TB_SCALE ).xy ) * ase_lightAtten ) , ( float4( ( _MainLightColor.rgb * ( bakedGI132 + ase_lightAtten + FlatResult29_g1 ) ) , 0.0 ) * ( _Color0 * tex2DNode70 ) ) , saturate( ( ( IN.ase_texcoord6.xyz.y - clampResult114 ) / _HeightGradient ) )); + + float3 BakedAlbedo = 0; + float3 BakedEmission = 0; + float3 Color = lerpResult30.rgb; + float Alpha = tex2DNode70.a; + float AlphaClipThreshold = _Clip; + float AlphaClipThresholdShadow = 0.5; + + #ifdef _ALPHATEST_ON + clip( Alpha - AlphaClipThreshold ); + #endif + + #ifdef LOD_FADE_CROSSFADE + LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); + #endif + + #ifdef ASE_FOG + Color = MixFog( Color, IN.fogFactor ); + #endif + + return half4( Color, Alpha ); + } + + ENDHLSL + } + + + Pass + { + + Name "ShadowCaster" + Tags { "LightMode"="ShadowCaster" } + + ZWrite On + ZTest LEqual + AlphaToMask Off + ColorMask 0 + + HLSLPROGRAM + + #pragma multi_compile_instancing + #define _ALPHATEST_ON 1 + #define ASE_SRP_VERSION 100400 + + + #pragma vertex vert + #pragma fragment frag +#if ASE_SRP_VERSION >= 110000 + #pragma multi_compile _ _CASTING_PUNCTUAL_LIGHT_SHADOW +#endif + #define SHADERPASS 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_VERT_NORMAL + #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS + #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 ase_color : COLOR; + 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; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Color0; + float4 _Texture_ST; + float _WindFoliageSpeed; + float _WindFoliageAmplitude; + float _HeightStartGradient; + float _HeightGradient; + float _Clip; + #ifdef TESSELLATION_ON + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + sampler2D _Texture; + + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + + float3 _LightDirection; +#if ASE_SRP_VERSION >= 110000 + float3 _LightPosition; +#endif + 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_worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz; + float2 temp_cast_0 = (ase_worldPos.x).xx; + float2 panner86 = ( ( _TimeParameters.x * _WindFoliageSpeed ) * float2( 2,2 ) + temp_cast_0); + float simplePerlin2D88 = snoise( panner86 ); + float3 temp_cast_1 = (( simplePerlin2D88 * _WindFoliageAmplitude * v.ase_normal.x * v.ase_color.r )).xxx; + + o.ase_texcoord2.xy = v.ase_texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord2.zw = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = temp_cast_1; + #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 ); +#if ASE_SRP_VERSION >= 110000 + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - positionWS); + #else + float3 lightDirectionWS = _LightDirection; + #endif + float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); + #if UNITY_REVERSED_Z + clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE); + #else + clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE); + #endif +#else + 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 +#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_color : COLOR; + 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_color = v.ase_color; + 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_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * 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 uv_Texture = IN.ase_texcoord2.xy * _Texture_ST.xy + _Texture_ST.zw; + float4 tex2DNode70 = tex2D( _Texture, uv_Texture ); + + float Alpha = tex2DNode70.a; + float AlphaClipThreshold = _Clip; + float AlphaClipThresholdShadow = 0.5; + + #ifdef _ALPHATEST_ON + #ifdef _ALPHATEST_SHADOW_ON + clip(Alpha - AlphaClipThresholdShadow); + #else + clip(Alpha - AlphaClipThreshold); + #endif + #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 + AlphaToMask Off + + HLSLPROGRAM + + #pragma multi_compile_instancing + #define _ALPHATEST_ON 1 + #define ASE_SRP_VERSION 100400 + + + #pragma vertex vert + #pragma fragment frag + + #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_VERT_NORMAL + #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS + #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 ase_color : COLOR; + 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; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Color0; + float4 _Texture_ST; + float _WindFoliageSpeed; + float _WindFoliageAmplitude; + float _HeightStartGradient; + float _HeightGradient; + float _Clip; + #ifdef TESSELLATION_ON + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + sampler2D _Texture; + + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + + 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_worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz; + float2 temp_cast_0 = (ase_worldPos.x).xx; + float2 panner86 = ( ( _TimeParameters.x * _WindFoliageSpeed ) * float2( 2,2 ) + temp_cast_0); + float simplePerlin2D88 = snoise( panner86 ); + float3 temp_cast_1 = (( simplePerlin2D88 * _WindFoliageAmplitude * v.ase_normal.x * v.ase_color.r )).xxx; + + o.ase_texcoord2.xy = v.ase_texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord2.zw = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = temp_cast_1; + #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 = TransformWorldToHClip( positionWS ); + #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 ase_color : COLOR; + 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_color = v.ase_color; + 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_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * 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 uv_Texture = IN.ase_texcoord2.xy * _Texture_ST.xy + _Texture_ST.zw; + float4 tex2DNode70 = tex2D( _Texture, uv_Texture ); + + float Alpha = tex2DNode70.a; + float AlphaClipThreshold = _Clip; + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + #ifdef LOD_FADE_CROSSFADE + LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); + #endif + return 0; + } + ENDHLSL + } + + + } + + CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI" + 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a/Assets/AnimeNaturalEnvironment/Shaders/ASBledingRock.shader b/Assets/AnimeNaturalEnvironment/Shaders/ASBledingRock.shader new file mode 100644 index 0000000..cd4dfd9 --- /dev/null +++ b/Assets/AnimeNaturalEnvironment/Shaders/ASBledingRock.shader @@ -0,0 +1,1010 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "AwaiiStudio/URP_BlendingRock" +{ + Properties + { + [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 + [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) + [ASEBegin]_Tint("Tint", Color) = (0,0,0,0) + _Texture("Texture", 2D) = "white" {} + _HeightStartGradient("Height Start Gradient", Float) = 0 + _HeightGradient("Height Gradient", Range( 0 , 1)) = 0.3 + [ASEEnd]_WorldPositionOffset("World Position Offset", Float) = 0 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + + //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 + //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 + //_TessMin( "Tess Min Distance", Float ) = 10 + //_TessMax( "Tess Max Distance", Float ) = 25 + //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 + //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 + } + + SubShader + { + LOD 0 + + + Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" } + + Cull Back + AlphaToMask Off + + HLSLINCLUDE + #pragma target 2.0 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + + #ifndef ASE_TESS_FUNCS + #define ASE_TESS_FUNCS + float4 FixedTess( float tessValue ) + { + return tessValue; + } + + float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) + { + float3 wpos = mul(o2w,vertex).xyz; + float dist = distance (wpos, cameraPos); + float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; + return f; + } + + float4 CalcTriEdgeTessFactors (float3 triVertexFactors) + { + float4 tess; + tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); + tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); + tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); + tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; + return tess; + } + + float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) + { + float dist = distance (0.5 * (wpos0+wpos1), cameraPos); + float len = distance(wpos0, wpos1); + float f = max(len * scParams.y / (edgeLen * dist), 1.0); + return f; + } + + float 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; + } + #endif //ASE_TESS_FUNCS + + ENDHLSL + + + Pass + { + + Name "Forward" + Tags { "LightMode"="UniversalForward" } + + Blend One Zero, One Zero + ZWrite On + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + + HLSLPROGRAM + + #pragma multi_compile_instancing + #define ASE_SRP_VERSION 100400 + + + #pragma vertex vert + #pragma fragment frag + + #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_POSITION + #define ASE_NEEDS_FRAG_SHADOWCOORDS + #define ASE_NEEDS_VERT_NORMAL + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE + #pragma multi_compile _ _SHADOWS_SOFT + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE + #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS + #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 ase_texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + 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 + #ifdef ASE_FOG + float fogFactor : TEXCOORD2; + #endif + float4 ase_texcoord3 : TEXCOORD3; + float4 lightmapUVOrVertexSH : TEXCOORD4; + float4 ase_texcoord5 : TEXCOORD5; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Texture_ST; + float4 _Tint; + float _WorldPositionOffset; + float _HeightStartGradient; + float _HeightGradient; + #ifdef TESSELLATION_ON + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + sampler2D TB_DEPTH; + float TB_OFFSET_X; + float TB_OFFSET_Z; + float TB_SCALE; + sampler2D _Texture; + + + float3 ASEIndirectDiffuse( float2 uvStaticLightmap, float3 normalWS ) + { + #ifdef LIGHTMAP_ON + return SampleLightmap( uvStaticLightmap, normalWS ); + #else + return SampleSH(normalWS); + #endif + } + + float3 AdditionalLightsFlat( float3 WorldPosition ) + { + float3 Color = 0; + #ifdef _ADDITIONAL_LIGHTS + int numLights = GetAdditionalLightsCount(); + for(int i = 0; i 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; + o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * 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 + float4 appendResult119 = (float4(WorldPosition.x , WorldPosition.z , 0.0 , 0.0)); + float4 appendResult118 = (float4(TB_OFFSET_X , TB_OFFSET_Z , 0.0 , 0.0)); + float ase_lightAtten = 0; + Light ase_mainLight = GetMainLight( ShadowCoords ); + ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation; + float2 uv_Texture = IN.ase_texcoord3.xy * _Texture_ST.xy + _Texture_ST.zw; + float3 ase_worldNormal = IN.ase_texcoord5.xyz; + float3 bakedGI185 = ASEIndirectDiffuse( IN.lightmapUVOrVertexSH.xy, ase_worldNormal); + MixRealtimeAndBakedGI(ase_mainLight, ase_worldNormal, bakedGI185, half4(0,0,0,0)); + float3 worldPosValue44_g1 = WorldPosition; + float3 WorldPosition8_g1 = worldPosValue44_g1; + float3 localAdditionalLightsFlat8_g1 = AdditionalLightsFlat( WorldPosition8_g1 ); + float3 FlatResult29_g1 = localAdditionalLightsFlat8_g1; + float4 lerpResult163 = lerp( ( tex2D( TB_DEPTH, ( ( appendResult119 - appendResult118 ) / TB_SCALE ).xy ) * ase_lightAtten ) , ( ( tex2D( _Texture, uv_Texture ) * _Tint ) * float4( ( _MainLightColor.rgb * ( bakedGI185 + ase_lightAtten + FlatResult29_g1 ) ) , 0.0 ) ) , saturate( ( ( ( _WorldPositionOffset + WorldPosition.y ) - _HeightStartGradient ) / _HeightGradient ) )); + + float3 BakedAlbedo = 0; + float3 BakedEmission = 0; + float3 Color = lerpResult163.rgb; + float Alpha = 1; + float AlphaClipThreshold = 0.5; + float AlphaClipThresholdShadow = 0.5; + + #ifdef _ALPHATEST_ON + clip( Alpha - AlphaClipThreshold ); + #endif + + #ifdef LOD_FADE_CROSSFADE + LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); + #endif + + #ifdef ASE_FOG + Color = MixFog( Color, IN.fogFactor ); + #endif + + return half4( Color, Alpha ); + } + + ENDHLSL + } + + + Pass + { + + Name "ShadowCaster" + Tags { "LightMode"="ShadowCaster" } + + ZWrite On + ZTest LEqual + AlphaToMask Off + ColorMask 0 + + HLSLPROGRAM + + #pragma multi_compile_instancing + #define ASE_SRP_VERSION 100400 + + + #pragma vertex vert + #pragma fragment frag +#if ASE_SRP_VERSION >= 110000 + #pragma multi_compile _ _CASTING_PUNCTUAL_LIGHT_SHADOW +#endif + #define SHADERPASS 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" + + #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS + #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + + 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 + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Texture_ST; + float4 _Tint; + float _WorldPositionOffset; + float _HeightStartGradient; + float _HeightGradient; + #ifdef TESSELLATION_ON + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + + + float3 _LightDirection; +#if ASE_SRP_VERSION >= 110000 + float3 _LightPosition; +#endif + VertexOutput VertexFunction( VertexInput v ) + { + VertexOutput o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); + + + #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 ); +#if ASE_SRP_VERSION >= 110000 + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - positionWS); + #else + float3 lightDirectionWS = _LightDirection; + #endif + float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); + #if UNITY_REVERSED_Z + clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE); + #else + clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE); + #endif +#else + 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 +#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; + + 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; + + 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; + + #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 + + + float Alpha = 1; + float AlphaClipThreshold = 0.5; + float AlphaClipThresholdShadow = 0.5; + + #ifdef _ALPHATEST_ON + #ifdef _ALPHATEST_SHADOW_ON + clip(Alpha - AlphaClipThresholdShadow); + #else + clip(Alpha - AlphaClipThreshold); + #endif + #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 + AlphaToMask Off + + HLSLPROGRAM + + #pragma multi_compile_instancing + #define ASE_SRP_VERSION 100400 + + + #pragma vertex vert + #pragma fragment frag + + #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" + + #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS + #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + + 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 + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Texture_ST; + float4 _Tint; + float _WorldPositionOffset; + float _HeightStartGradient; + float _HeightGradient; + #ifdef TESSELLATION_ON + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + + + 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); + + + #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 = TransformWorldToHClip( positionWS ); + #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; + + 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; + + 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; + + #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 + + + float Alpha = 1; + 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 + } + + + } + + CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI" + Fallback "Hidden/InternalErrorShader" + +} +/*ASEBEGIN +Version=18935 +189;740;1339;431;-530.0021;-93.23537;1.080155;False;False +Node;AmplifyShaderEditor.RangedFloatNode;115;112.737,501.6564;Inherit;False;Global;TB_OFFSET_X;TB_OFFSET_X;0;0;Create;True;0;0;0;False;0;False;0;-63.61102;0;0;0;1;FLOAT;0 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a/Assets/AnimeNaturalEnvironment/Shaders/ASBledingRock.shader.meta b/Assets/AnimeNaturalEnvironment/Shaders/ASBledingRock.shader.meta new file mode 100644 index 0000000..c03d2f5 --- /dev/null +++ b/Assets/AnimeNaturalEnvironment/Shaders/ASBledingRock.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: e5e37a7dbd9f7b849ac52740c30a6d17 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 236927 + packageName: Anime Natural Environment + packageVersion: 1.02 + assetPath: Assets/AnimeNaturalEnvironment/Shaders/ASBledingRock.shader + uploadId: 645705 diff --git a/Assets/AnimeNaturalEnvironment/Shaders/ASBledingTrunk.shader b/Assets/AnimeNaturalEnvironment/Shaders/ASBledingTrunk.shader new file mode 100644 index 0000000..91c9b1c --- /dev/null +++ b/Assets/AnimeNaturalEnvironment/Shaders/ASBledingTrunk.shader @@ -0,0 +1,988 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "AwaiiStudio/BlendingTrunk" +{ + Properties + { + [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 + [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) + [ASEBegin]_Tint("Tint", Color) = (0,0,0,0) + _TextureSample0("Texture Sample 0", 2D) = "white" {} + _Lightpower("Light power", Float) = 0 + _HeightStartGradient("Height Start Gradient", Range( -1 , 1)) = 0.1 + [ASEEnd]_HeightGradient("Height Gradient", Range( 0 , 1)) = 0.3 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + + //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 + //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 + //_TessMin( "Tess Min Distance", Float ) = 10 + //_TessMax( "Tess Max Distance", Float ) = 25 + //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 + //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 + } + + SubShader + { + LOD 0 + + + Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" } + + Cull Back + AlphaToMask Off + + HLSLINCLUDE + #pragma target 2.0 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + + #ifndef ASE_TESS_FUNCS + #define ASE_TESS_FUNCS + float4 FixedTess( float tessValue ) + { + return tessValue; + } + + float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) + { + float3 wpos = mul(o2w,vertex).xyz; + float dist = distance (wpos, cameraPos); + float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; + return f; + } + + float4 CalcTriEdgeTessFactors (float3 triVertexFactors) + { + float4 tess; + tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); + tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); + tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); + tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; + return tess; + } + + float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) + { + float dist = distance (0.5 * (wpos0+wpos1), cameraPos); + float len = distance(wpos0, wpos1); + float f = max(len * scParams.y / (edgeLen * dist), 1.0); + return f; + } + + float 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; + } + #endif //ASE_TESS_FUNCS + + ENDHLSL + + + Pass + { + + Name "Forward" + Tags { "LightMode"="UniversalForward" } + + Blend One Zero, One Zero + ZWrite On + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + + HLSLPROGRAM + + #pragma multi_compile_instancing + #define ASE_SRP_VERSION 100400 + + + #pragma vertex vert + #pragma fragment frag + + #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_POSITION + #define ASE_NEEDS_FRAG_SHADOWCOORDS + #define ASE_NEEDS_VERT_NORMAL + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE + #pragma multi_compile _ _SHADOWS_SOFT + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 texcoord1 : TEXCOORD1; + 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 + #ifdef ASE_FOG + float fogFactor : TEXCOORD2; + #endif + float4 lightmapUVOrVertexSH : 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 _TextureSample0_ST; + float4 _Tint; + float _Lightpower; + float _HeightStartGradient; + float _HeightGradient; + #ifdef TESSELLATION_ON + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + sampler2D TB_DEPTH; + float TB_OFFSET_X; + float TB_OFFSET_Z; + float TB_SCALE; + sampler2D _TextureSample0; + + + float3 ASEIndirectDiffuse( float2 uvStaticLightmap, float3 normalWS ) + { + #ifdef LIGHTMAP_ON + return SampleLightmap( uvStaticLightmap, normalWS ); + #else + return SampleSH(normalWS); + #endif + } + + + 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); + OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy ); + OUTPUT_SH( ase_worldNormal, o.lightmapUVOrVertexSH.xyz ); + o.ase_texcoord4.xyz = ase_worldNormal; + + o.ase_texcoord5.xy = v.ase_texcoord.xy; + o.ase_texcoord6 = v.vertex; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord4.w = 0; + o.ase_texcoord5.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 + #ifdef ASE_FOG + o.fogFactor = ComputeFogFactor( positionCS.z ); + #endif + o.clipPos = positionCS; + return o; + } + + #if defined(TESSELLATION_ON) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + 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.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.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 ); + + #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 + float4 appendResult3 = (float4(WorldPosition.x , WorldPosition.z , 0.0 , 0.0)); + float4 appendResult7 = (float4(TB_OFFSET_X , TB_OFFSET_Z , 0.0 , 0.0)); + float ase_lightAtten = 0; + Light ase_mainLight = GetMainLight( ShadowCoords ); + ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation; + float3 ase_worldNormal = IN.ase_texcoord4.xyz; + float3 bakedGI147 = ASEIndirectDiffuse( IN.lightmapUVOrVertexSH.xy, ase_worldNormal); + MixRealtimeAndBakedGI(ase_mainLight, ase_worldNormal, bakedGI147, half4(0,0,0,0)); + float2 uv_TextureSample0 = IN.ase_texcoord5.xy * _TextureSample0_ST.xy + _TextureSample0_ST.zw; + float clampResult125 = clamp( _HeightStartGradient , 0.0 , 0.5 ); + float4 lerpResult30 = lerp( ( tex2D( TB_DEPTH, ( ( appendResult3 - appendResult7 ) / TB_SCALE ).xy ) * ase_lightAtten ) , ( float4( ( _MainLightColor.rgb * ( bakedGI147 + ase_lightAtten ) ) , 0.0 ) * ( ( tex2D( _TextureSample0, uv_TextureSample0 ) * _Lightpower ) * _Tint ) ) , saturate( ( ( IN.ase_texcoord6.xyz.y - clampResult125 ) / _HeightGradient ) )); + + float3 BakedAlbedo = 0; + float3 BakedEmission = 0; + float3 Color = lerpResult30.rgb; + float Alpha = 1; + float AlphaClipThreshold = 0.5; + float AlphaClipThresholdShadow = 0.5; + + #ifdef _ALPHATEST_ON + clip( Alpha - AlphaClipThreshold ); + #endif + + #ifdef LOD_FADE_CROSSFADE + LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); + #endif + + #ifdef ASE_FOG + Color = MixFog( Color, IN.fogFactor ); + #endif + + return half4( Color, Alpha ); + } + + ENDHLSL + } + + + Pass + { + + Name "ShadowCaster" + Tags { "LightMode"="ShadowCaster" } + + ZWrite On + ZTest LEqual + AlphaToMask Off + ColorMask 0 + + HLSLPROGRAM + + #pragma multi_compile_instancing + #define ASE_SRP_VERSION 100400 + + + #pragma vertex vert + #pragma fragment frag +#if ASE_SRP_VERSION >= 110000 + #pragma multi_compile _ _CASTING_PUNCTUAL_LIGHT_SHADOW +#endif + #define SHADERPASS 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" + + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + + 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 + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _TextureSample0_ST; + float4 _Tint; + float _Lightpower; + float _HeightStartGradient; + float _HeightGradient; + #ifdef TESSELLATION_ON + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + + + float3 _LightDirection; +#if ASE_SRP_VERSION >= 110000 + float3 _LightPosition; +#endif + VertexOutput VertexFunction( VertexInput v ) + { + VertexOutput o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); + + + #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 ); +#if ASE_SRP_VERSION >= 110000 + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - positionWS); + #else + float3 lightDirectionWS = _LightDirection; + #endif + float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); + #if UNITY_REVERSED_Z + clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE); + #else + clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE); + #endif +#else + 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 +#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; + + 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; + + 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; + + #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 + + + float Alpha = 1; + float AlphaClipThreshold = 0.5; + float AlphaClipThresholdShadow = 0.5; + + #ifdef _ALPHATEST_ON + #ifdef _ALPHATEST_SHADOW_ON + clip(Alpha - AlphaClipThresholdShadow); + #else + clip(Alpha - AlphaClipThreshold); + #endif + #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 + AlphaToMask Off + + HLSLPROGRAM + + #pragma multi_compile_instancing + #define ASE_SRP_VERSION 100400 + + + #pragma vertex vert + #pragma fragment frag + + #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" + + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + + 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 + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _TextureSample0_ST; + float4 _Tint; + float _Lightpower; + float _HeightStartGradient; + float _HeightGradient; + #ifdef TESSELLATION_ON + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + + + 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); + + + #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 = TransformWorldToHClip( positionWS ); + #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; + + 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; + + 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; + + #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 + + + float Alpha = 1; + 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 + } + + + } + + CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI" + Fallback "Hidden/InternalErrorShader" + +} +/*ASEBEGIN +Version=18935 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packageName: Anime Natural Environment + packageVersion: 1.02 + assetPath: Assets/AnimeNaturalEnvironment/Shaders/ASBledingTrunk.shader + uploadId: 645705 diff --git a/Assets/AnimeNaturalEnvironment/Shaders/ASFolliage Standard.shader b/Assets/AnimeNaturalEnvironment/Shaders/ASFolliage Standard.shader new file mode 100644 index 0000000..6cd5f8a --- /dev/null +++ b/Assets/AnimeNaturalEnvironment/Shaders/ASFolliage Standard.shader @@ -0,0 +1,3968 @@ +// Made with Amplify Shader Editor v1.9.1.5 +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "AwaiiStudio/ASFolliageStandard" +{ + Properties + { + [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) + [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 + [ASEBegin]_TextureSample0("Texture Sample 0", 2D) = "white" {} + _Color0("Color 0", Color) = (0.5264154,0.7264151,0.2158686,0) + _Color1("Color 1", Color) = (0.4464056,0.6981132,0.1350124,0) + _Metalic("Metalic", Float) = 0 + _HeightStartGradient("Height Start Gradient", Range( 0 , 10)) = 0.1 + _HeightGradient("Height Gradient", Range( 0 , 5)) = 0.3 + _WindFoliageAmplitude("Wind Foliage Amplitude", Range( 0 , 1)) = 0 + _WindFoliageSpeed("Wind Foliage Speed", Range( 0 , 1)) = 0 + _WindTrunkAmplitude("Wind Trunk Amplitude", Range( 0 , 1)) = 0 + _WindTrunkSpeed("Wind Trunk Speed", Range( 0 , 1)) = 0 + _Clip("Clip", Range( 0 , 1)) = 0.5 + _SSScolor("SSS color", Color) = (0.9392873,1,0.3632075,0) + _FresnalBias("Fresnal Bias", Float) = 0 + _FresnalScale("Fresnal Scale", Float) = 0 + _FresnalPower("Fresnal Power", Float) = 0 + _SurfaceDistortion("Surface Distortion", Float) = 0 + [ASEEnd]_Occlusion("Occlusion", Float) = 0 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + + + //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 + //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1 + //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5 + //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2 + //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9 + //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1 + //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5 + //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 + //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 + //_TessMin( "Tess Min Distance", Float ) = 10 + //_TessMax( "Tess Max Distance", Float ) = 25 + //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 + //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 + + [HideInInspector][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + [HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 + [HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0 + + [HideInInspector] _QueueOffset("_QueueOffset", Float) = 0 + [HideInInspector] _QueueControl("_QueueControl", Float) = -1 + + [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} + [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} + [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} + } + + SubShader + { + LOD 0 + + + + Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" "UniversalMaterialType"="Lit" } + + Cull Off + ZWrite On + ZTest LEqual + Offset 0 , 0 + AlphaToMask Off + + + + HLSLINCLUDE + #pragma target 3.5 + #pragma prefer_hlslcc gles + // ensure rendering platforms toggle list is visible + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" + + #ifndef ASE_TESS_FUNCS + #define ASE_TESS_FUNCS + float4 FixedTess( float tessValue ) + { + return tessValue; + } + + float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) + { + float3 wpos = mul(o2w,vertex).xyz; + float dist = distance (wpos, cameraPos); + float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; + return f; + } + + float4 CalcTriEdgeTessFactors (float3 triVertexFactors) + { + float4 tess; + tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); + tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); + tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); + tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; + return tess; + } + + float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) + { + float dist = distance (0.5 * (wpos0+wpos1), cameraPos); + float len = distance(wpos0, wpos1); + float f = max(len * scParams.y / (edgeLen * dist), 1.0); + return f; + } + + float 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; + } + #endif //ASE_TESS_FUNCS + ENDHLSL + + + Pass + { + + Name "Forward" + Tags { "LightMode"="UniversalForward" } + + Blend One Zero, One Zero + ZWrite On + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #pragma multi_compile_fog + #define ASE_FOG 1 + #define _ALPHATEST_ON 1 + #define ASE_SRP_VERSION 140007 + + + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN + #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS + #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION + #pragma multi_compile_fragment _ _SHADOWS_SOFT + #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile_fragment _ _LIGHT_LAYERS + #pragma multi_compile_fragment _ _LIGHT_COOKIES + #pragma multi_compile _ _FORWARD_PLUS + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DYNAMICLIGHTMAP_ON + #pragma multi_compile_fragment _ DEBUG_DISPLAY + #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS + + #pragma vertex vert + #pragma fragment frag + + #define SHADERPASS SHADERPASS_FORWARD + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #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/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + + #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) + #define ENABLE_TERRAIN_PERPIXEL_NORMAL + #endif + + #define ASE_NEEDS_VERT_NORMAL + #define ASE_NEEDS_FRAG_WORLD_VIEW_DIR + #define ASE_NEEDS_FRAG_WORLD_NORMAL + #define ASE_NEEDS_FRAG_POSITION + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 ase_tangent : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + 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 + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD7; + #endif + float4 ase_texcoord8 : TEXCOORD8; + float4 ase_texcoord9 : TEXCOORD9; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _SSScolor; + float4 _Color0; + float4 _Color1; + float4 _TextureSample0_ST; + float _WindTrunkSpeed; + float _Occlusion; + float _Metalic; + float _HeightGradient; + float _HeightStartGradient; + float _FresnalPower; + float _FresnalBias; + float _SurfaceDistortion; + float _WindFoliageAmplitude; + float _WindFoliageSpeed; + float _WindTrunkAmplitude; + float _FresnalScale; + float _Clip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + // Property used by ScenePickingPass + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + // Properties used by SceneSelectionPass + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _TextureSample0; + + + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl" + + //#ifdef HAVE_VFX_MODIFICATION + //#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" + //#endif + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + + 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); + + float temp_output_12_0 = ( _TimeParameters.x * ( 2.0 * _WindTrunkSpeed ) ); + float4 appendResult28 = (float4(( ( sin( temp_output_12_0 ) * _WindTrunkAmplitude ) * v.ase_color.b ) , 0.0 , ( v.ase_color.b * ( ( _WindTrunkAmplitude * 0.5 ) * cos( temp_output_12_0 ) ) ) , 0.0)); + float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz ); + float2 temp_cast_0 = (ase_worldPos.x).xx; + float2 panner21 = ( ( _TimeParameters.x * _WindFoliageSpeed ) * float2( 2,2 ) + temp_cast_0); + float simplePerlin2D25 = snoise( panner21 ); + + o.ase_texcoord8 = v.vertex; + o.ase_texcoord9.xy = v.texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord9.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = ( appendResult28 + ( simplePerlin2D25 * _WindFoliageAmplitude * v.ase_normal.x * v.ase_color.r ) ).rgb; + + #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); + + #if defined(LIGHTMAP_ON) + OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy ); + #endif + + #if !defined(LIGHTMAP_ON) + OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz ); + #endif + + #if defined(DYNAMICLIGHTMAP_ON) + o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + o.lightmapUVOrVertexSH.zw = v.texcoord; + o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw; + #endif + + 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(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + float4 ase_tangent : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + + 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.texcoord = v.texcoord; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.ase_color = v.ase_color; + 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.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * 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_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * 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 + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) + #define ASE_SV_DEPTH SV_DepthLessEqual + #else + #define ASE_SV_DEPTH SV_Depth + #endif + + half4 frag ( VertexOutput IN + #ifdef ASE_DEPTH_WRITE_ON + ,out float outputDepth : ASE_SV_DEPTH + #endif + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #ifdef LOD_FADE_CROSSFADE + LODFadeCrossFade( IN.clipPos ); + #endif + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; + float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); + float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal); + float3 WorldBiTangent = cross(WorldNormal, -WorldTangent); + #else + float3 WorldNormal = normalize( IN.tSpace0.xyz ); + float3 WorldTangent = IN.tSpace1.xyz; + float3 WorldBiTangent = IN.tSpace2.xyz; + #endif + + 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 + + float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.clipPos); + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = IN.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + + WorldViewDirection = SafeNormalize( WorldViewDirection ); + + float3 objToWorldDir86 = mul( GetObjectToWorldMatrix(), float4( IN.ase_texcoord8.xyz, 0 ) ).xyz; + float3 normalizeResult87 = normalize( objToWorldDir86 ); + float dotResult69 = dot( WorldViewDirection , -( _MainLightPosition.xyz + ( normalizeResult87 * _SurfaceDistortion ) ) ); + float fresnelNdotV72 = dot( WorldNormal, WorldViewDirection ); + float fresnelNode72 = ( _FresnalBias + _FresnalScale * pow( 1.0 - fresnelNdotV72, _FresnalPower ) ); + float4 lerpResult55 = lerp( _Color1 , _Color0 , saturate( ( ( IN.ase_texcoord8.xyz.y - _HeightStartGradient ) / _HeightGradient ) )); + + float2 uv_TextureSample0 = IN.ase_texcoord9.xy * _TextureSample0_ST.xy + _TextureSample0_ST.zw; + + + float3 BaseColor = ( ( _SSScolor * ( saturate( dotResult69 ) * fresnelNode72 ) * float4( _MainLightColor.rgb , 0.0 ) ) + lerpResult55 ).rgb; + float3 Normal = float3(0, 0, 1); + float3 Emission = 0; + float3 Specular = 0.5; + float Metallic = _Metalic; + float Smoothness = 0.0; + float Occlusion = _Occlusion; + float Alpha = tex2D( _TextureSample0, uv_TextureSample0 ).a; + float AlphaClipThreshold = _Clip; + float AlphaClipThresholdShadow = 0.5; + float3 BakedGI = 0; + float3 RefractionColor = 1; + float RefractionIndex = 1; + float3 Transmission = 1; + float3 Translucency = 1; + + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = 0; + #endif + + #ifdef _CLEARCOAT + float CoatMask = 0; + float CoatSmoothness = 0; + #endif + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + InputData inputData = (InputData)0; + inputData.positionWS = WorldPosition; + inputData.viewDirectionWS = WorldViewDirection; + + #ifdef _NORMALMAP + #if _NORMAL_DROPOFF_TS + inputData.normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent, WorldBiTangent, WorldNormal)); + #elif _NORMAL_DROPOFF_OS + inputData.normalWS = TransformObjectToWorldNormal(Normal); + #elif _NORMAL_DROPOFF_WS + inputData.normalWS = Normal; + #endif + inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); + #else + inputData.normalWS = WorldNormal; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + inputData.shadowCoord = ShadowCoords; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); + #else + inputData.shadowCoord = float4(0, 0, 0, 0); + #endif + + #ifdef ASE_FOG + inputData.fogCoord = IN.fogFactorAndVertexLight.x; + #endif + inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + float3 SH = SampleSH(inputData.normalWS.xyz); + #else + float3 SH = IN.lightmapUVOrVertexSH.xyz; + #endif + + #if defined(DYNAMICLIGHTMAP_ON) + inputData.bakedGI = SAMPLE_GI(IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, SH, inputData.normalWS); + #else + inputData.bakedGI = SAMPLE_GI(IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS); + #endif + + #ifdef ASE_BAKEDGI + inputData.bakedGI = BakedGI; + #endif + + inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV; + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy); + + #if defined(DEBUG_DISPLAY) + #if defined(DYNAMICLIGHTMAP_ON) + inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy; + #endif + #if defined(LIGHTMAP_ON) + inputData.staticLightmapUV = IN.lightmapUVOrVertexSH.xy; + #else + inputData.vertexSH = SH; + #endif + #endif + + SurfaceData surfaceData; + surfaceData.albedo = BaseColor; + surfaceData.metallic = saturate(Metallic); + surfaceData.specular = Specular; + surfaceData.smoothness = saturate(Smoothness), + surfaceData.occlusion = Occlusion, + surfaceData.emission = Emission, + surfaceData.alpha = saturate(Alpha); + surfaceData.normalTS = Normal; + surfaceData.clearCoatMask = 0; + surfaceData.clearCoatSmoothness = 1; + + #ifdef _CLEARCOAT + surfaceData.clearCoatMask = saturate(CoatMask); + surfaceData.clearCoatSmoothness = saturate(CoatSmoothness); + #endif + + #ifdef _DBUFFER + ApplyDecalToSurfaceData(IN.clipPos, surfaceData, inputData); + #endif + + half4 color = UniversalFragmentPBR( inputData, surfaceData); + + #ifdef ASE_TRANSMISSION + { + float shadow = _TransmissionShadow; + + #define SUM_LIGHT_TRANSMISSION(Light)\ + 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 += BaseColor * transmission; + + SUM_LIGHT_TRANSMISSION( GetMainLight( inputData.shadowCoord ) ); + + #if defined(_ADDITIONAL_LIGHTS) + uint meshRenderingLayers = GetMeshRenderingLayer(); + uint pixelLightCount = GetAdditionalLightsCount(); + #if USE_FORWARD_PLUS + for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) + { + FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK + + Light light = GetAdditionalLight(lightIndex, inputData.positionWS); + #ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) + #endif + { + SUM_LIGHT_TRANSMISSION( light ); + } + } + #endif + LIGHT_LOOP_BEGIN( pixelLightCount ) + Light light = GetAdditionalLight(lightIndex, inputData.positionWS); + #ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) + #endif + { + SUM_LIGHT_TRANSMISSION( light ); + } + LIGHT_LOOP_END + #endif + } + #endif + + #ifdef ASE_TRANSLUCENCY + { + float shadow = _TransShadow; + float normal = _TransNormal; + float scattering = _TransScattering; + float direct = _TransDirect; + float ambient = _TransAmbient; + float strength = _TransStrength; + + #define SUM_LIGHT_TRANSLUCENCY(Light)\ + 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 += BaseColor * translucency * strength; + + SUM_LIGHT_TRANSLUCENCY( GetMainLight( inputData.shadowCoord ) ); + + #if defined(_ADDITIONAL_LIGHTS) + uint meshRenderingLayers = GetMeshRenderingLayer(); + uint pixelLightCount = GetAdditionalLightsCount(); + #if USE_FORWARD_PLUS + for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) + { + FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK + + Light light = GetAdditionalLight(lightIndex, inputData.positionWS); + #ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) + #endif + { + SUM_LIGHT_TRANSLUCENCY( light ); + } + } + #endif + LIGHT_LOOP_BEGIN( pixelLightCount ) + Light light = GetAdditionalLight(lightIndex, inputData.positionWS); + #ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) + #endif + { + SUM_LIGHT_TRANSLUCENCY( light ); + } + LIGHT_LOOP_END + #endif + } + #endif + + #ifdef ASE_REFRACTION + float4 projScreenPos = ScreenPos / ScreenPos.w; + float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) ); + projScreenPos.xy += refractionOffset.xy; + float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor; + color.rgb = lerp( refraction, color.rgb, color.a ); + color.a = 1; + #endif + + #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY + color.rgb *= color.a; + #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 + + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + + #ifdef _WRITE_RENDERING_LAYERS + uint renderingLayers = GetMeshRenderingLayer(); + outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 ); + #endif + + return color; + } + + ENDHLSL + } + + + Pass + { + + Name "ShadowCaster" + Tags { "LightMode"="ShadowCaster" } + + ZWrite On + ZTest LEqual + AlphaToMask Off + ColorMask 0 + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #define _ALPHATEST_ON 1 + #define ASE_SRP_VERSION 140007 + + + #pragma vertex vert + #pragma fragment frag + + #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW + + #define SHADERPASS SHADERPASS_SHADOWCASTER + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #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/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + + #define ASE_NEEDS_VERT_NORMAL + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 ase_color : COLOR; + 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; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _SSScolor; + float4 _Color0; + float4 _Color1; + float4 _TextureSample0_ST; + float _WindTrunkSpeed; + float _Occlusion; + float _Metalic; + float _HeightGradient; + float _HeightStartGradient; + float _FresnalPower; + float _FresnalBias; + float _SurfaceDistortion; + float _WindFoliageAmplitude; + float _WindFoliageSpeed; + float _WindTrunkAmplitude; + float _FresnalScale; + float _Clip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + // Property used by ScenePickingPass + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + // Properties used by SceneSelectionPass + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _TextureSample0; + + + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShadowCasterPass.hlsl" + + //#ifdef HAVE_VFX_MODIFICATION + //#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" + //#endif + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + + float3 _LightDirection; + float3 _LightPosition; + + VertexOutput VertexFunction( VertexInput v ) + { + VertexOutput o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); + + float temp_output_12_0 = ( _TimeParameters.x * ( 2.0 * _WindTrunkSpeed ) ); + float4 appendResult28 = (float4(( ( sin( temp_output_12_0 ) * _WindTrunkAmplitude ) * v.ase_color.b ) , 0.0 , ( v.ase_color.b * ( ( _WindTrunkAmplitude * 0.5 ) * cos( temp_output_12_0 ) ) ) , 0.0)); + float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz ); + float2 temp_cast_0 = (ase_worldPos.x).xx; + float2 panner21 = ( ( _TimeParameters.x * _WindFoliageSpeed ) * float2( 2,2 ) + temp_cast_0); + float simplePerlin2D25 = snoise( panner21 ); + + o.ase_texcoord2.xy = v.ase_texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord2.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = ( appendResult28 + ( simplePerlin2D25 * _WindFoliageAmplitude * v.ase_normal.x * v.ase_color.r ) ).rgb; + #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); + + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - positionWS); + #else + float3 lightDirectionWS = _LightDirection; + #endif + + float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); + + #if UNITY_REVERSED_Z + clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE); + #else + clipPos.z = max(clipPos.z, 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(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + float4 ase_color : COLOR; + 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_color = v.ase_color; + 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_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * 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 + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) + #define ASE_SV_DEPTH SV_DepthLessEqual + #else + #define ASE_SV_DEPTH SV_Depth + #endif + + half4 frag( VertexOutput IN + #ifdef ASE_DEPTH_WRITE_ON + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) : 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 uv_TextureSample0 = IN.ase_texcoord2.xy * _TextureSample0_ST.xy + _TextureSample0_ST.zw; + + + float Alpha = tex2D( _TextureSample0, uv_TextureSample0 ).a; + float AlphaClipThreshold = _Clip; + float AlphaClipThresholdShadow = 0.5; + + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = 0; + #endif + + #ifdef _ALPHATEST_ON + #ifdef _ALPHATEST_SHADOW_ON + clip(Alpha - AlphaClipThresholdShadow); + #else + clip(Alpha - AlphaClipThreshold); + #endif + #endif + + #ifdef LOD_FADE_CROSSFADE + LODFadeCrossFade( IN.clipPos ); + #endif + + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + + return 0; + } + ENDHLSL + } + + + Pass + { + + Name "DepthOnly" + Tags { "LightMode"="DepthOnly" } + + ZWrite On + ColorMask 0 + AlphaToMask Off + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #define _ALPHATEST_ON 1 + #define ASE_SRP_VERSION 140007 + + + #pragma vertex vert + #pragma fragment frag + + #define SHADERPASS SHADERPASS_DEPTHONLY + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #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/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + + #define ASE_NEEDS_VERT_NORMAL + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 ase_color : COLOR; + 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; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _SSScolor; + float4 _Color0; + float4 _Color1; + float4 _TextureSample0_ST; + float _WindTrunkSpeed; + float _Occlusion; + float _Metalic; + float _HeightGradient; + float _HeightStartGradient; + float _FresnalPower; + float _FresnalBias; + float _SurfaceDistortion; + float _WindFoliageAmplitude; + float _WindFoliageSpeed; + float _WindTrunkAmplitude; + float _FresnalScale; + float _Clip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + // Property used by ScenePickingPass + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + // Properties used by SceneSelectionPass + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _TextureSample0; + + + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl" + + //#ifdef HAVE_VFX_MODIFICATION + //#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" + //#endif + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + + 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); + + float temp_output_12_0 = ( _TimeParameters.x * ( 2.0 * _WindTrunkSpeed ) ); + float4 appendResult28 = (float4(( ( sin( temp_output_12_0 ) * _WindTrunkAmplitude ) * v.ase_color.b ) , 0.0 , ( v.ase_color.b * ( ( _WindTrunkAmplitude * 0.5 ) * cos( temp_output_12_0 ) ) ) , 0.0)); + float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz ); + float2 temp_cast_0 = (ase_worldPos.x).xx; + float2 panner21 = ( ( _TimeParameters.x * _WindFoliageSpeed ) * float2( 2,2 ) + temp_cast_0); + float simplePerlin2D25 = snoise( panner21 ); + + o.ase_texcoord2.xy = v.ase_texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord2.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = ( appendResult28 + ( simplePerlin2D25 * _WindFoliageAmplitude * v.ase_normal.x * v.ase_color.r ) ).rgb; + + #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(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + float4 ase_color : COLOR; + 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_color = v.ase_color; + 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_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * 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 + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) + #define ASE_SV_DEPTH SV_DepthLessEqual + #else + #define ASE_SV_DEPTH SV_Depth + #endif + + half4 frag( VertexOutput IN + #ifdef ASE_DEPTH_WRITE_ON + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) : 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 uv_TextureSample0 = IN.ase_texcoord2.xy * _TextureSample0_ST.xy + _TextureSample0_ST.zw; + + + float Alpha = tex2D( _TextureSample0, uv_TextureSample0 ).a; + float AlphaClipThreshold = _Clip; + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = 0; + #endif + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + #ifdef LOD_FADE_CROSSFADE + LODFadeCrossFade( IN.clipPos ); + #endif + + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + + return 0; + } + ENDHLSL + } + + + Pass + { + + Name "Meta" + Tags { "LightMode"="Meta" } + + Cull Off + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #define ASE_FOG 1 + #define _ALPHATEST_ON 1 + #define ASE_SRP_VERSION 140007 + + + #pragma vertex vert + #pragma fragment frag + + #pragma shader_feature EDITOR_VISUALIZATION + + #define SHADERPASS SHADERPASS_META + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #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/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #define ASE_NEEDS_VERT_NORMAL + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_POSITION + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 texcoord0 : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + 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 + #ifdef EDITOR_VISUALIZATION + float4 VizUV : TEXCOORD2; + float4 LightCoord : TEXCOORD3; + #endif + 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 _SSScolor; + float4 _Color0; + float4 _Color1; + float4 _TextureSample0_ST; + float _WindTrunkSpeed; + float _Occlusion; + float _Metalic; + float _HeightGradient; + float _HeightStartGradient; + float _FresnalPower; + float _FresnalBias; + float _SurfaceDistortion; + float _WindFoliageAmplitude; + float _WindFoliageSpeed; + float _WindTrunkAmplitude; + float _FresnalScale; + float _Clip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + // Property used by ScenePickingPass + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + // Properties used by SceneSelectionPass + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _TextureSample0; + + + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/LightingMetaPass.hlsl" + + //#ifdef HAVE_VFX_MODIFICATION + //#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" + //#endif + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + + 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); + + float temp_output_12_0 = ( _TimeParameters.x * ( 2.0 * _WindTrunkSpeed ) ); + float4 appendResult28 = (float4(( ( sin( temp_output_12_0 ) * _WindTrunkAmplitude ) * v.ase_color.b ) , 0.0 , ( v.ase_color.b * ( ( _WindTrunkAmplitude * 0.5 ) * cos( temp_output_12_0 ) ) ) , 0.0)); + float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz ); + float2 temp_cast_0 = (ase_worldPos.x).xx; + float2 panner21 = ( ( _TimeParameters.x * _WindFoliageSpeed ) * float2( 2,2 ) + temp_cast_0); + float simplePerlin2D25 = snoise( panner21 ); + + float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal); + o.ase_texcoord5.xyz = ase_worldNormal; + + o.ase_texcoord4 = v.vertex; + o.ase_texcoord6.xy = v.texcoord0.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord5.w = 0; + o.ase_texcoord6.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = ( appendResult28 + ( simplePerlin2D25 * _WindFoliageAmplitude * v.ase_normal.x * v.ase_color.r ) ).rgb; + + #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 ); + + #ifdef EDITOR_VISUALIZATION + float2 VizUV = 0; + float4 LightCoord = 0; + UnityEditorVizData(v.vertex.xyz, v.texcoord0.xy, v.texcoord1.xy, v.texcoord2.xy, VizUV, LightCoord); + o.VizUV = float4(VizUV, 0, 0); + o.LightCoord = LightCoord; + #endif + + #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(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + float4 texcoord0 : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + + 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.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.ase_color = v.ase_color; + 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.texcoord0 = patch[0].texcoord0 * bary.x + patch[1].texcoord0 * bary.y + patch[2].texcoord0 * 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_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * 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 objToWorldDir86 = mul( GetObjectToWorldMatrix(), float4( IN.ase_texcoord4.xyz, 0 ) ).xyz; + float3 normalizeResult87 = normalize( objToWorldDir86 ); + float dotResult69 = dot( ase_worldViewDir , -( _MainLightPosition.xyz + ( normalizeResult87 * _SurfaceDistortion ) ) ); + float3 ase_worldNormal = IN.ase_texcoord5.xyz; + float fresnelNdotV72 = dot( ase_worldNormal, ase_worldViewDir ); + float fresnelNode72 = ( _FresnalBias + _FresnalScale * pow( 1.0 - fresnelNdotV72, _FresnalPower ) ); + float4 lerpResult55 = lerp( _Color1 , _Color0 , saturate( ( ( IN.ase_texcoord4.xyz.y - _HeightStartGradient ) / _HeightGradient ) )); + + float2 uv_TextureSample0 = IN.ase_texcoord6.xy * _TextureSample0_ST.xy + _TextureSample0_ST.zw; + + + float3 BaseColor = ( ( _SSScolor * ( saturate( dotResult69 ) * fresnelNode72 ) * float4( _MainLightColor.rgb , 0.0 ) ) + lerpResult55 ).rgb; + float3 Emission = 0; + float Alpha = tex2D( _TextureSample0, uv_TextureSample0 ).a; + float AlphaClipThreshold = _Clip; + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + MetaInput metaInput = (MetaInput)0; + metaInput.Albedo = BaseColor; + metaInput.Emission = Emission; + #ifdef EDITOR_VISUALIZATION + metaInput.VizUV = IN.VizUV.xy; + metaInput.LightCoord = IN.LightCoord; + #endif + + return UnityMetaFragment(metaInput); + } + ENDHLSL + } + + + Pass + { + + Name "Universal2D" + Tags { "LightMode"="Universal2D" } + + Blend One Zero, One Zero + ZWrite On + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #define ASE_FOG 1 + #define _ALPHATEST_ON 1 + #define ASE_SRP_VERSION 140007 + + + #pragma vertex vert + #pragma fragment frag + + #define SHADERPASS SHADERPASS_2D + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #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/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #define ASE_NEEDS_VERT_NORMAL + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_POSITION + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 ase_color : COLOR; + 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; + float4 ase_texcoord4 : TEXCOORD4; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _SSScolor; + float4 _Color0; + float4 _Color1; + float4 _TextureSample0_ST; + float _WindTrunkSpeed; + float _Occlusion; + float _Metalic; + float _HeightGradient; + float _HeightStartGradient; + float _FresnalPower; + float _FresnalBias; + float _SurfaceDistortion; + float _WindFoliageAmplitude; + float _WindFoliageSpeed; + float _WindTrunkAmplitude; + float _FresnalScale; + float _Clip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + // Property used by ScenePickingPass + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + // Properties used by SceneSelectionPass + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _TextureSample0; + + + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBR2DPass.hlsl" + + //#ifdef HAVE_VFX_MODIFICATION + //#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" + //#endif + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + + 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 ); + + float temp_output_12_0 = ( _TimeParameters.x * ( 2.0 * _WindTrunkSpeed ) ); + float4 appendResult28 = (float4(( ( sin( temp_output_12_0 ) * _WindTrunkAmplitude ) * v.ase_color.b ) , 0.0 , ( v.ase_color.b * ( ( _WindTrunkAmplitude * 0.5 ) * cos( temp_output_12_0 ) ) ) , 0.0)); + float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz ); + float2 temp_cast_0 = (ase_worldPos.x).xx; + float2 panner21 = ( ( _TimeParameters.x * _WindFoliageSpeed ) * float2( 2,2 ) + temp_cast_0); + float simplePerlin2D25 = snoise( panner21 ); + + float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal); + o.ase_texcoord3.xyz = ase_worldNormal; + + o.ase_texcoord2 = v.vertex; + o.ase_texcoord4.xy = v.ase_texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord3.w = 0; + o.ase_texcoord4.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = ( appendResult28 + ( simplePerlin2D25 * _WindFoliageAmplitude * v.ase_normal.x * v.ase_color.r ) ).rgb; + + #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(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + float4 ase_color : COLOR; + 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_color = v.ase_color; + 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_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * 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 objToWorldDir86 = mul( GetObjectToWorldMatrix(), float4( IN.ase_texcoord2.xyz, 0 ) ).xyz; + float3 normalizeResult87 = normalize( objToWorldDir86 ); + float dotResult69 = dot( ase_worldViewDir , -( _MainLightPosition.xyz + ( normalizeResult87 * _SurfaceDistortion ) ) ); + float3 ase_worldNormal = IN.ase_texcoord3.xyz; + float fresnelNdotV72 = dot( ase_worldNormal, ase_worldViewDir ); + float fresnelNode72 = ( _FresnalBias + _FresnalScale * pow( 1.0 - fresnelNdotV72, _FresnalPower ) ); + float4 lerpResult55 = lerp( _Color1 , _Color0 , saturate( ( ( IN.ase_texcoord2.xyz.y - _HeightStartGradient ) / _HeightGradient ) )); + + float2 uv_TextureSample0 = IN.ase_texcoord4.xy * _TextureSample0_ST.xy + _TextureSample0_ST.zw; + + + float3 BaseColor = ( ( _SSScolor * ( saturate( dotResult69 ) * fresnelNode72 ) * float4( _MainLightColor.rgb , 0.0 ) ) + lerpResult55 ).rgb; + float Alpha = tex2D( _TextureSample0, uv_TextureSample0 ).a; + float AlphaClipThreshold = _Clip; + + half4 color = half4(BaseColor, Alpha ); + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + return color; + } + ENDHLSL + } + + + Pass + { + + Name "DepthNormals" + Tags { "LightMode"="DepthNormals" } + + ZWrite On + Blend One Zero + ZTest LEqual + ZWrite On + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #define _ALPHATEST_ON 1 + #define ASE_SRP_VERSION 140007 + + + #pragma vertex vert + #pragma fragment frag + + #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS + + #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #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/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + + #define ASE_NEEDS_VERT_NORMAL + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 ase_tangent : TANGENT; + float4 ase_color : COLOR; + 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 + float3 worldNormal : TEXCOORD2; + float4 worldTangent : TEXCOORD3; + float4 ase_texcoord4 : TEXCOORD4; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _SSScolor; + float4 _Color0; + float4 _Color1; + float4 _TextureSample0_ST; + float _WindTrunkSpeed; + float _Occlusion; + float _Metalic; + float _HeightGradient; + float _HeightStartGradient; + float _FresnalPower; + float _FresnalBias; + float _SurfaceDistortion; + float _WindFoliageAmplitude; + float _WindFoliageSpeed; + float _WindTrunkAmplitude; + float _FresnalScale; + float _Clip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + // Property used by ScenePickingPass + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + // Properties used by SceneSelectionPass + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _TextureSample0; + + + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthNormalsOnlyPass.hlsl" + + //#ifdef HAVE_VFX_MODIFICATION + //#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" + //#endif + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + + 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); + + float temp_output_12_0 = ( _TimeParameters.x * ( 2.0 * _WindTrunkSpeed ) ); + float4 appendResult28 = (float4(( ( sin( temp_output_12_0 ) * _WindTrunkAmplitude ) * v.ase_color.b ) , 0.0 , ( v.ase_color.b * ( ( _WindTrunkAmplitude * 0.5 ) * cos( temp_output_12_0 ) ) ) , 0.0)); + float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz ); + float2 temp_cast_0 = (ase_worldPos.x).xx; + float2 panner21 = ( ( _TimeParameters.x * _WindFoliageSpeed ) * float2( 2,2 ) + temp_cast_0); + float simplePerlin2D25 = snoise( panner21 ); + + o.ase_texcoord4.xy = v.ase_texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord4.zw = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = ( appendResult28 + ( simplePerlin2D25 * _WindFoliageAmplitude * v.ase_normal.x * v.ase_color.r ) ).rgb; + + #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 normalWS = TransformObjectToWorldNormal( v.ase_normal ); + float4 tangentWS = float4(TransformObjectToWorldDir( v.ase_tangent.xyz), v.ase_tangent.w); + float4 positionCS = TransformWorldToHClip( positionWS ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + o.worldPos = positionWS; + #endif + + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + + #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(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + float4 ase_tangent : TANGENT; + float4 ase_color : COLOR; + 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.ase_color = v.ase_color; + 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.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * 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 + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) + #define ASE_SV_DEPTH SV_DepthLessEqual + #else + #define ASE_SV_DEPTH SV_Depth + #endif + + void frag( VertexOutput IN + , out half4 outNormalWS : SV_Target0 + #ifdef ASE_DEPTH_WRITE_ON + ,out float outputDepth : ASE_SV_DEPTH + #endif + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + ) + { + 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 ); + float3 WorldNormal = IN.worldNormal; + float4 WorldTangent = IN.worldTangent; + + #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 uv_TextureSample0 = IN.ase_texcoord4.xy * _TextureSample0_ST.xy + _TextureSample0_ST.zw; + + + float3 Normal = float3(0, 0, 1); + float Alpha = tex2D( _TextureSample0, uv_TextureSample0 ).a; + float AlphaClipThreshold = _Clip; + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = 0; + #endif + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + #ifdef LOD_FADE_CROSSFADE + LODFadeCrossFade( IN.clipPos ); + #endif + + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + + #if defined(_GBUFFER_NORMALS_OCT) + float2 octNormalWS = PackNormalOctQuadEncode(WorldNormal); + float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); + half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); + outNormalWS = half4(packedNormalWS, 0.0); + #else + #if defined(_NORMALMAP) + #if _NORMAL_DROPOFF_TS + float crossSign = (WorldTangent.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale(); + float3 bitangent = crossSign * cross(WorldNormal.xyz, WorldTangent.xyz); + float3 normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent.xyz, bitangent, WorldNormal.xyz)); + #elif _NORMAL_DROPOFF_OS + float3 normalWS = TransformObjectToWorldNormal(Normal); + #elif _NORMAL_DROPOFF_WS + float3 normalWS = Normal; + #endif + #else + float3 normalWS = WorldNormal; + #endif + outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0); + #endif + + #ifdef _WRITE_RENDERING_LAYERS + uint renderingLayers = GetMeshRenderingLayer(); + outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 ); + #endif + } + ENDHLSL + } + + + Pass + { + + Name "GBuffer" + Tags { "LightMode"="UniversalGBuffer" } + + Blend One Zero, One Zero + ZWrite On + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #pragma multi_compile_fog + #define ASE_FOG 1 + #define _ALPHATEST_ON 1 + #define ASE_SRP_VERSION 140007 + + + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION + #pragma multi_compile_fragment _ _SHADOWS_SOFT + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DYNAMICLIGHTMAP_ON + #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT + #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS + + #pragma vertex vert + #pragma fragment frag + + #define SHADERPASS SHADERPASS_GBUFFER + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #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/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + + #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) + #define ENABLE_TERRAIN_PERPIXEL_NORMAL + #endif + + #define ASE_NEEDS_VERT_NORMAL + #define ASE_NEEDS_FRAG_WORLD_VIEW_DIR + #define ASE_NEEDS_FRAG_WORLD_NORMAL + #define ASE_NEEDS_FRAG_POSITION + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 ase_tangent : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + 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 + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD7; + #endif + float4 ase_texcoord8 : TEXCOORD8; + float4 ase_texcoord9 : TEXCOORD9; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _SSScolor; + float4 _Color0; + float4 _Color1; + float4 _TextureSample0_ST; + float _WindTrunkSpeed; + float _Occlusion; + float _Metalic; + float _HeightGradient; + float _HeightStartGradient; + float _FresnalPower; + float _FresnalBias; + float _SurfaceDistortion; + float _WindFoliageAmplitude; + float _WindFoliageSpeed; + float _WindTrunkAmplitude; + float _FresnalScale; + float _Clip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + // Property used by ScenePickingPass + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + // Properties used by SceneSelectionPass + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _TextureSample0; + + + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRGBufferPass.hlsl" + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + + 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); + + float temp_output_12_0 = ( _TimeParameters.x * ( 2.0 * _WindTrunkSpeed ) ); + float4 appendResult28 = (float4(( ( sin( temp_output_12_0 ) * _WindTrunkAmplitude ) * v.ase_color.b ) , 0.0 , ( v.ase_color.b * ( ( _WindTrunkAmplitude * 0.5 ) * cos( temp_output_12_0 ) ) ) , 0.0)); + float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz ); + float2 temp_cast_0 = (ase_worldPos.x).xx; + float2 panner21 = ( ( _TimeParameters.x * _WindFoliageSpeed ) * float2( 2,2 ) + temp_cast_0); + float simplePerlin2D25 = snoise( panner21 ); + + o.ase_texcoord8 = v.vertex; + o.ase_texcoord9.xy = v.texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord9.zw = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = ( appendResult28 + ( simplePerlin2D25 * _WindFoliageAmplitude * v.ase_normal.x * v.ase_color.r ) ).rgb; + + #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); + + #if defined(LIGHTMAP_ON) + OUTPUT_LIGHTMAP_UV(v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy); + #endif + + #if defined(DYNAMICLIGHTMAP_ON) + o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + + #if !defined(LIGHTMAP_ON) + OUTPUT_SH(normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz); + #endif + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + o.lightmapUVOrVertexSH.zw = v.texcoord; + o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw; + #endif + + half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS ); + + o.fogFactorAndVertexLight = half4(0, 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(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + float4 ase_tangent : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + + 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.texcoord = v.texcoord; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.ase_color = v.ase_color; + 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.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * 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_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * 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 + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) + #define ASE_SV_DEPTH SV_DepthLessEqual + #else + #define ASE_SV_DEPTH SV_Depth + #endif + + FragmentOutput frag ( VertexOutput IN + #ifdef ASE_DEPTH_WRITE_ON + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #ifdef LOD_FADE_CROSSFADE + LODFadeCrossFade( IN.clipPos ); + #endif + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; + float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); + float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal); + float3 WorldBiTangent = cross(WorldNormal, -WorldTangent); + #else + float3 WorldNormal = normalize( IN.tSpace0.xyz ); + float3 WorldTangent = IN.tSpace1.xyz; + float3 WorldBiTangent = IN.tSpace2.xyz; + #endif + + 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 + + float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.clipPos); + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = IN.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #else + ShadowCoords = float4(0, 0, 0, 0); + #endif + + WorldViewDirection = SafeNormalize( WorldViewDirection ); + + float3 objToWorldDir86 = mul( GetObjectToWorldMatrix(), float4( IN.ase_texcoord8.xyz, 0 ) ).xyz; + float3 normalizeResult87 = normalize( objToWorldDir86 ); + float dotResult69 = dot( WorldViewDirection , -( _MainLightPosition.xyz + ( normalizeResult87 * _SurfaceDistortion ) ) ); + float fresnelNdotV72 = dot( WorldNormal, WorldViewDirection ); + float fresnelNode72 = ( _FresnalBias + _FresnalScale * pow( 1.0 - fresnelNdotV72, _FresnalPower ) ); + float4 lerpResult55 = lerp( _Color1 , _Color0 , saturate( ( ( IN.ase_texcoord8.xyz.y - _HeightStartGradient ) / _HeightGradient ) )); + + float2 uv_TextureSample0 = IN.ase_texcoord9.xy * _TextureSample0_ST.xy + _TextureSample0_ST.zw; + + + float3 BaseColor = ( ( _SSScolor * ( saturate( dotResult69 ) * fresnelNode72 ) * float4( _MainLightColor.rgb , 0.0 ) ) + lerpResult55 ).rgb; + float3 Normal = float3(0, 0, 1); + float3 Emission = 0; + float3 Specular = 0.5; + float Metallic = _Metalic; + float Smoothness = 0.0; + float Occlusion = _Occlusion; + float Alpha = tex2D( _TextureSample0, uv_TextureSample0 ).a; + float AlphaClipThreshold = _Clip; + float AlphaClipThresholdShadow = 0.5; + float3 BakedGI = 0; + float3 RefractionColor = 1; + float RefractionIndex = 1; + float3 Transmission = 1; + float3 Translucency = 1; + + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = 0; + #endif + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + InputData inputData = (InputData)0; + inputData.positionWS = WorldPosition; + inputData.positionCS = IN.clipPos; + inputData.shadowCoord = ShadowCoords; + + #ifdef _NORMALMAP + #if _NORMAL_DROPOFF_TS + inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal )); + #elif _NORMAL_DROPOFF_OS + inputData.normalWS = TransformObjectToWorldNormal(Normal); + #elif _NORMAL_DROPOFF_WS + inputData.normalWS = Normal; + #endif + #else + inputData.normalWS = WorldNormal; + #endif + + inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); + inputData.viewDirectionWS = SafeNormalize( WorldViewDirection ); + + inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + float3 SH = SampleSH(inputData.normalWS.xyz); + #else + float3 SH = IN.lightmapUVOrVertexSH.xyz; + #endif + + #ifdef ASE_BAKEDGI + inputData.bakedGI = BakedGI; + #else + #if defined(DYNAMICLIGHTMAP_ON) + inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, SH, inputData.normalWS); + #else + inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS ); + #endif + #endif + + inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV; + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy); + + #if defined(DEBUG_DISPLAY) + #if defined(DYNAMICLIGHTMAP_ON) + inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy; + #endif + #if defined(LIGHTMAP_ON) + inputData.staticLightmapUV = IN.lightmapUVOrVertexSH.xy; + #else + inputData.vertexSH = SH; + #endif + #endif + + #ifdef _DBUFFER + ApplyDecal(IN.clipPos, + BaseColor, + Specular, + inputData.normalWS, + Metallic, + Occlusion, + Smoothness); + #endif + + BRDFData brdfData; + InitializeBRDFData + (BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData); + + Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); + half4 color; + MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); + color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); + color.a = Alpha; + + #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY + color.rgb *= color.a; + #endif + + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + + return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion); + } + + ENDHLSL + } + + + Pass + { + + Name "SceneSelectionPass" + Tags { "LightMode"="SceneSelectionPass" } + + Cull Off + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #define ASE_FOG 1 + #define _ALPHATEST_ON 1 + #define ASE_SRP_VERSION 140007 + + + #pragma vertex vert + #pragma fragment frag + + #define SCENESELECTIONPASS 1 + + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define SHADERPASS SHADERPASS_DEPTHONLY + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #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/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #define ASE_NEEDS_VERT_NORMAL + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 ase_color : COLOR; + float4 ase_texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 clipPos : SV_POSITION; + float4 ase_texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _SSScolor; + float4 _Color0; + float4 _Color1; + float4 _TextureSample0_ST; + float _WindTrunkSpeed; + float _Occlusion; + float _Metalic; + float _HeightGradient; + float _HeightStartGradient; + float _FresnalPower; + float _FresnalBias; + float _SurfaceDistortion; + float _WindFoliageAmplitude; + float _WindFoliageSpeed; + float _WindTrunkAmplitude; + float _FresnalScale; + float _Clip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + // Property used by ScenePickingPass + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + // Properties used by SceneSelectionPass + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _TextureSample0; + + + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl" + + //#ifdef HAVE_VFX_MODIFICATION + //#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" + //#endif + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + + struct SurfaceDescription + { + float Alpha; + float AlphaClipThreshold; + }; + + VertexOutput VertexFunction(VertexInput v ) + { + VertexOutput o; + ZERO_INITIALIZE(VertexOutput, o); + + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + float temp_output_12_0 = ( _TimeParameters.x * ( 2.0 * _WindTrunkSpeed ) ); + float4 appendResult28 = (float4(( ( sin( temp_output_12_0 ) * _WindTrunkAmplitude ) * v.ase_color.b ) , 0.0 , ( v.ase_color.b * ( ( _WindTrunkAmplitude * 0.5 ) * cos( temp_output_12_0 ) ) ) , 0.0)); + float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz ); + float2 temp_cast_0 = (ase_worldPos.x).xx; + float2 panner21 = ( ( _TimeParameters.x * _WindFoliageSpeed ) * float2( 2,2 ) + temp_cast_0); + float simplePerlin2D25 = snoise( panner21 ); + + o.ase_texcoord.xy = v.ase_texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = ( appendResult28 + ( simplePerlin2D25 * _WindFoliageAmplitude * v.ase_normal.x * v.ase_color.r ) ).rgb; + + #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 ); + + o.clipPos = TransformWorldToHClip(positionWS); + + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + float4 ase_color : COLOR; + 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_color = v.ase_color; + 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_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * 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 + { + SurfaceDescription surfaceDescription = (SurfaceDescription)0; + + float2 uv_TextureSample0 = IN.ase_texcoord.xy * _TextureSample0_ST.xy + _TextureSample0_ST.zw; + + + surfaceDescription.Alpha = tex2D( _TextureSample0, uv_TextureSample0 ).a; + surfaceDescription.AlphaClipThreshold = _Clip; + + #if _ALPHATEST_ON + float alphaClipThreshold = 0.01f; + #if ALPHA_CLIP_THRESHOLD + alphaClipThreshold = surfaceDescription.AlphaClipThreshold; + #endif + clip(surfaceDescription.Alpha - alphaClipThreshold); + #endif + + half4 outColor = 0; + + #ifdef SCENESELECTIONPASS + outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); + #elif defined(SCENEPICKINGPASS) + outColor = _SelectionID; + #endif + + return outColor; + } + + ENDHLSL + } + + + Pass + { + + Name "ScenePickingPass" + Tags { "LightMode"="Picking" } + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #define ASE_FOG 1 + #define _ALPHATEST_ON 1 + #define ASE_SRP_VERSION 140007 + + + #pragma vertex vert + #pragma fragment frag + + #define SCENEPICKINGPASS 1 + + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define SHADERPASS SHADERPASS_DEPTHONLY + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #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/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #define ASE_NEEDS_VERT_NORMAL + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 ase_color : COLOR; + float4 ase_texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 clipPos : SV_POSITION; + float4 ase_texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _SSScolor; + float4 _Color0; + float4 _Color1; + float4 _TextureSample0_ST; + float _WindTrunkSpeed; + float _Occlusion; + float _Metalic; + float _HeightGradient; + float _HeightStartGradient; + float _FresnalPower; + float _FresnalBias; + float _SurfaceDistortion; + float _WindFoliageAmplitude; + float _WindFoliageSpeed; + float _WindTrunkAmplitude; + float _FresnalScale; + float _Clip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + // Property used by ScenePickingPass + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + // Properties used by SceneSelectionPass + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _TextureSample0; + + + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" + //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl" + + //#ifdef HAVE_VFX_MODIFICATION + //#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" + //#endif + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + + struct SurfaceDescription + { + float Alpha; + float AlphaClipThreshold; + }; + + VertexOutput VertexFunction(VertexInput v ) + { + VertexOutput o; + ZERO_INITIALIZE(VertexOutput, o); + + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + float temp_output_12_0 = ( _TimeParameters.x * ( 2.0 * _WindTrunkSpeed ) ); + float4 appendResult28 = (float4(( ( sin( temp_output_12_0 ) * _WindTrunkAmplitude ) * v.ase_color.b ) , 0.0 , ( v.ase_color.b * ( ( _WindTrunkAmplitude * 0.5 ) * cos( temp_output_12_0 ) ) ) , 0.0)); + float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz ); + float2 temp_cast_0 = (ase_worldPos.x).xx; + float2 panner21 = ( ( _TimeParameters.x * _WindFoliageSpeed ) * float2( 2,2 ) + temp_cast_0); + float simplePerlin2D25 = snoise( panner21 ); + + o.ase_texcoord.xy = v.ase_texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = ( appendResult28 + ( simplePerlin2D25 * _WindFoliageAmplitude * v.ase_normal.x * v.ase_color.r ) ).rgb; + + #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 ); + o.clipPos = TransformWorldToHClip(positionWS); + + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + float4 ase_color : COLOR; + 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_color = v.ase_color; + 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_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * 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 + { + SurfaceDescription surfaceDescription = (SurfaceDescription)0; + + float2 uv_TextureSample0 = IN.ase_texcoord.xy * _TextureSample0_ST.xy + _TextureSample0_ST.zw; + + + surfaceDescription.Alpha = tex2D( _TextureSample0, uv_TextureSample0 ).a; + surfaceDescription.AlphaClipThreshold = _Clip; + + #if _ALPHATEST_ON + float alphaClipThreshold = 0.01f; + #if ALPHA_CLIP_THRESHOLD + alphaClipThreshold = surfaceDescription.AlphaClipThreshold; + #endif + clip(surfaceDescription.Alpha - 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ec957416e2e0fb44dabecd4041dcb5f8 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 236927 + packageName: Anime Natural Environment + packageVersion: 1.02 + assetPath: Assets/AnimeNaturalEnvironment/Shaders/ASFolliage Standard.shader + uploadId: 645705 diff --git a/Assets/AnimeNaturalEnvironment/Shaders/ASRock.shader b/Assets/AnimeNaturalEnvironment/Shaders/ASRock.shader new file mode 100644 index 0000000..2c04e43 --- /dev/null +++ b/Assets/AnimeNaturalEnvironment/Shaders/ASRock.shader @@ -0,0 +1,3747 @@ +// Made with Amplify Shader Editor v1.9.2.2 +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "AwaiiStudio/URP_RockShader" +{ + Properties + { + [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) + [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 + [Header(Mesh Maps)][Space(10)]_Color("Main Color", Color) = (1,1,1,1) + _MainTex("Albedo", 2D) = "white" {} + _BumpMap1("Normal", 2D) = "bump" {} + _NormalPower("Normal Power", Range( 0 , 1)) = 1 + _MetallicPower("Metallic Power", Range( 0 , 1)) = 0 + _SmoothnessPower("Smoothness Power", Range( 0 , 1)) = 0 + [Space(10)][Header(Layer)][Space(10)][Toggle]_UseVertexColor("Use Vertex Color", Float) = 0 + [KeywordEnum(R,G,B,A)] _VertexColorChannel("Vertex Color Channel", Float) = 2 + [Space(10)]_LayerPower("Layer Power", Range( 0 , 1)) = 0.5 + _LayerThreshold("Layer Threshold", Range( 0 , 50)) = 50 + _LayerPosition("Layer Position", Float) = 0 + _LayerContrast("Layer Contrast", Float) = 0 + [Space(10)][Header(Layer Maps)][Space(10)]_2ndColor("Color", Color) = (1,1,1,1) + _DetailAlbedoMap("Albedo", 2D) = "white" {} + _DetailNormalMap1("Normal", 2D) = "bump" {} + _SecondNormalPower("Normal Power", Range( 0 , 1)) = 1 + _Tiling1("Tiling", Float) = 1 + [Toggle(_SEEVERTEXCOLORS_ON)] _SeeVertexColors("See Vertex Colors", Float) = 0 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + + + //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 + //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1 + //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5 + //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2 + //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9 + //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1 + //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5 + //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 + //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 + //_TessMin( "Tess Min Distance", Float ) = 10 + //_TessMax( "Tess Max Distance", Float ) = 25 + //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 + //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 + + [HideInInspector][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + [HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 + [HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0 + + [HideInInspector] _QueueOffset("_QueueOffset", Float) = 0 + [HideInInspector] _QueueControl("_QueueControl", Float) = -1 + + [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} + [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} + [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} + } + + SubShader + { + LOD 0 + + + + Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" "UniversalMaterialType"="Lit" } + + Cull Back + ZWrite On + ZTest LEqual + Offset 0 , 0 + AlphaToMask Off + + + + HLSLINCLUDE + #pragma target 4.5 + #pragma prefer_hlslcc gles + // ensure rendering platforms toggle list is visible + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" + + #ifndef ASE_TESS_FUNCS + #define ASE_TESS_FUNCS + float4 FixedTess( float tessValue ) + { + return tessValue; + } + + float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) + { + float3 wpos = mul(o2w,vertex).xyz; + float dist = distance (wpos, cameraPos); + float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; + return f; + } + + float4 CalcTriEdgeTessFactors (float3 triVertexFactors) + { + float4 tess; + tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); + tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); + tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); + tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; + return tess; + } + + float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) + { + float dist = distance (0.5 * (wpos0+wpos1), cameraPos); + float len = distance(wpos0, wpos1); + float f = max(len * scParams.y / (edgeLen * dist), 1.0); + return f; + } + + float 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; + } + #endif //ASE_TESS_FUNCS + ENDHLSL + + + Pass + { + + Name "Forward" + Tags { "LightMode"="UniversalForward" } + + Blend One Zero, One Zero + ZWrite On + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #pragma multi_compile_fog + #define ASE_FOG 1 + #define _NORMALMAP 1 + #define ASE_SRP_VERSION 140009 + + + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN + #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS + #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION + + + #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH + + #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile_fragment _ _LIGHT_LAYERS + #pragma multi_compile_fragment _ _LIGHT_COOKIES + #pragma multi_compile _ _FORWARD_PLUS + + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DYNAMICLIGHTMAP_ON + #pragma multi_compile_fragment _ DEBUG_DISPLAY + #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS + + #pragma vertex vert + #pragma fragment frag + + #define SHADERPASS SHADERPASS_FORWARD + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #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/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #if defined(LOD_FADE_CROSSFADE) + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + #endif + + #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) + #define ENABLE_TERRAIN_PERPIXEL_NORMAL + #endif + + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_NORMAL + #define ASE_NEEDS_FRAG_COLOR + #define ASE_NEEDS_FRAG_WORLD_TANGENT + #define ASE_NEEDS_FRAG_WORLD_BITANGENT + #pragma shader_feature_local _SEEVERTEXCOLORS_ON + #pragma shader_feature_local _VERTEXCOLORCHANNEL_R _VERTEXCOLORCHANNEL_G _VERTEXCOLORCHANNEL_B _VERTEXCOLORCHANNEL_A + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct VertexInput + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float4 clipPosV : TEXCOORD0; + float4 lightmapUVOrVertexSH : TEXCOORD1; + half4 fogFactorAndVertexLight : TEXCOORD2; + float4 tSpace0 : TEXCOORD3; + float4 tSpace1 : TEXCOORD4; + float4 tSpace2 : TEXCOORD5; + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD6; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD7; + #endif + float4 ase_texcoord8 : TEXCOORD8; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Color; + float4 _MainTex_ST; + float4 _2ndColor; + float4 _BumpMap1_ST; + float _Tiling1; + float _UseVertexColor; + float _LayerContrast; + float _LayerPosition; + float _LayerPower; + float _LayerThreshold; + float _NormalPower; + float _SecondNormalPower; + float _MetallicPower; + float _SmoothnessPower; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + sampler2D _DetailAlbedoMap; + sampler2D _BumpMap1; + sampler2D _DetailNormalMap1; + + + inline float4 TriplanarSampling185( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) + { + float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); + projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; + float3 nsign = sign( worldNormal ); + half4 xNorm; half4 yNorm; half4 zNorm; + xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); + yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); + zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); + return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z; + } + + 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 float3 TriplanarSampling188( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) + { + float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); + projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; + float3 nsign = sign( worldNormal ); + half4 xNorm; half4 yNorm; half4 zNorm; + xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); + yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); + zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); + xNorm.xyz = half3( UnpackNormalScale( xNorm, normalScale.y ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx; + yNorm.xyz = half3( UnpackNormalScale( yNorm, normalScale.x ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy; + zNorm.xyz = half3( UnpackNormalScale( zNorm, normalScale.y ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz; + return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + zNorm.xyz * projNormal.z ); + } + + + 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_texcoord8.xy = v.texcoord.xy; + o.ase_color = v.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord8.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.positionOS.xyz = vertexValue; + #else + v.positionOS.xyz += vertexValue; + #endif + v.normalOS = v.normalOS; + v.tangentOS = v.tangentOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz ); + VertexNormalInputs normalInput = GetVertexNormalInputs( v.normalOS, v.tangentOS ); + + o.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x ); + o.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y ); + o.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z ); + + #if defined(LIGHTMAP_ON) + OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy ); + #endif + + #if !defined(LIGHTMAP_ON) + OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz ); + #endif + + #if defined(DYNAMICLIGHTMAP_ON) + o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + o.lightmapUVOrVertexSH.zw = v.texcoord.xy; + o.lightmapUVOrVertexSH.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #endif + + half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS ); + + #ifdef ASE_FOG + half fogFactor = ComputeFogFactor( vertexInput.positionCS.z ); + #else + half fogFactor = 0; + #endif + + o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + o.positionCS = vertexInput.positionCS; + o.clipPosV = vertexInput.positionCS; + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + + 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.positionOS; + o.normalOS = v.normalOS; + o.tangentOS = v.tangentOS; + o.texcoord = v.texcoord; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.ase_color = v.ase_color; + 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.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; + o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * 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_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * 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].vertex.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 + + half4 frag ( VertexOutput IN + #ifdef ASE_DEPTH_WRITE_ON + ,out float outputDepth : ASE_SV_DEPTH + #endif + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #ifdef LOD_FADE_CROSSFADE + LODFadeCrossFade( IN.positionCS ); + #endif + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; + float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); + float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal); + float3 WorldBiTangent = cross(WorldNormal, -WorldTangent); + #else + float3 WorldNormal = normalize( IN.tSpace0.xyz ); + float3 WorldTangent = IN.tSpace1.xyz; + float3 WorldBiTangent = IN.tSpace2.xyz; + #endif + + float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); + float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition; + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + + float4 ClipPos = IN.clipPosV; + float4 ScreenPos = ComputeScreenPos( IN.clipPosV ); + + float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.positionCS); + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = IN.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + + WorldViewDirection = SafeNormalize( WorldViewDirection ); + + float2 uv_MainTex = IN.ase_texcoord8.xy * _MainTex_ST.xy + _MainTex_ST.zw; + float2 appendResult186 = (float2(_Tiling1 , _Tiling1)); + float4 triplanar185 = TriplanarSampling185( _DetailAlbedoMap, WorldPosition, WorldNormal, 1.0, appendResult186, 1.0, 0 ); + float4 temp_cast_1 = (WorldNormal.y).xxxx; + #if defined(_VERTEXCOLORCHANNEL_R) + float staticSwitch162 = IN.ase_color.r; + #elif defined(_VERTEXCOLORCHANNEL_G) + float staticSwitch162 = IN.ase_color.g; + #elif defined(_VERTEXCOLORCHANNEL_B) + float staticSwitch162 = IN.ase_color.b; + #elif defined(_VERTEXCOLORCHANNEL_A) + float staticSwitch162 = IN.ase_color.a; + #else + float staticSwitch162 = IN.ase_color.b; + #endif + float saferPower109 = abs( staticSwitch162 ); + float4 temp_cast_2 = (pow( saferPower109 , _LayerPosition )).xxxx; + float4 clampResult105 = clamp( CalculateContrast(_LayerContrast,temp_cast_2) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); + float4 temp_cast_3 = (( 1.0 - _LayerPower )).xxxx; + float4 temp_cast_4 = ((0.001 + (_LayerThreshold - 0.0) * (1.0 - 0.001) / (1.0 - 0.0))).xxxx; + float4 BlendAlpha85 = pow( saturate( ( (( _UseVertexColor )?( ( pow( clampResult105 , temp_cast_3 ) * clampResult105 ) ):( temp_cast_1 )) + _LayerPower ) ) , temp_cast_4 ); + float4 lerpResult26 = lerp( ( _Color * tex2D( _MainTex, uv_MainTex ) ) , ( _2ndColor * triplanar185 ) , BlendAlpha85); + #ifdef _SEEVERTEXCOLORS_ON + float4 staticSwitch165 = IN.ase_color; + #else + float4 staticSwitch165 = lerpResult26; + #endif + + float2 uv_BumpMap1 = IN.ase_texcoord8.xy * _BumpMap1_ST.xy + _BumpMap1_ST.zw; + float3 unpack189 = UnpackNormalScale( tex2D( _BumpMap1, uv_BumpMap1 ), _NormalPower ); + unpack189.z = lerp( 1, unpack189.z, saturate(_NormalPower) ); + float3x3 ase_worldToTangent = float3x3(WorldTangent,WorldBiTangent,WorldNormal); + float3 triplanar188 = TriplanarSampling188( _DetailNormalMap1, WorldPosition, WorldNormal, 1.0, BlendAlpha85.rg, _SecondNormalPower, 0 ); + float3 tanTriplanarNormal188 = mul( ase_worldToTangent, triplanar188 ); + + + float3 BaseColor = staticSwitch165.rgb; + float3 Normal = BlendNormal( unpack189 , tanTriplanarNormal188 ); + float3 Emission = 0; + float3 Specular = 0.5; + float Metallic = _MetallicPower; + float Smoothness = _SmoothnessPower; + float Occlusion = 1; + float Alpha = 1; + float AlphaClipThreshold = 0.5; + float AlphaClipThresholdShadow = 0.5; + float3 BakedGI = 0; + float3 RefractionColor = 1; + float RefractionIndex = 1; + float3 Transmission = 1; + float3 Translucency = 1; + + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = IN.positionCS.z; + #endif + + #ifdef _CLEARCOAT + float CoatMask = 0; + float CoatSmoothness = 0; + #endif + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + InputData inputData = (InputData)0; + inputData.positionWS = WorldPosition; + inputData.viewDirectionWS = WorldViewDirection; + + #ifdef _NORMALMAP + #if _NORMAL_DROPOFF_TS + inputData.normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent, WorldBiTangent, WorldNormal)); + #elif _NORMAL_DROPOFF_OS + inputData.normalWS = TransformObjectToWorldNormal(Normal); + #elif _NORMAL_DROPOFF_WS + inputData.normalWS = Normal; + #endif + inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); + #else + inputData.normalWS = WorldNormal; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + inputData.shadowCoord = ShadowCoords; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); + #else + inputData.shadowCoord = float4(0, 0, 0, 0); + #endif + + #ifdef ASE_FOG + inputData.fogCoord = IN.fogFactorAndVertexLight.x; + #endif + inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + float3 SH = SampleSH(inputData.normalWS.xyz); + #else + float3 SH = IN.lightmapUVOrVertexSH.xyz; + #endif + + #if defined(DYNAMICLIGHTMAP_ON) + inputData.bakedGI = SAMPLE_GI(IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, SH, inputData.normalWS); + #else + inputData.bakedGI = SAMPLE_GI(IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS); + #endif + + #ifdef ASE_BAKEDGI + inputData.bakedGI = BakedGI; + #endif + + inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV; + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy); + + #if defined(DEBUG_DISPLAY) + #if defined(DYNAMICLIGHTMAP_ON) + inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy; + #endif + #if defined(LIGHTMAP_ON) + inputData.staticLightmapUV = IN.lightmapUVOrVertexSH.xy; + #else + inputData.vertexSH = SH; + #endif + #endif + + SurfaceData surfaceData; + surfaceData.albedo = BaseColor; + surfaceData.metallic = saturate(Metallic); + surfaceData.specular = Specular; + surfaceData.smoothness = saturate(Smoothness), + surfaceData.occlusion = Occlusion, + surfaceData.emission = Emission, + surfaceData.alpha = saturate(Alpha); + surfaceData.normalTS = Normal; + surfaceData.clearCoatMask = 0; + surfaceData.clearCoatSmoothness = 1; + + #ifdef _CLEARCOAT + surfaceData.clearCoatMask = saturate(CoatMask); + surfaceData.clearCoatSmoothness = saturate(CoatSmoothness); + #endif + + #ifdef _DBUFFER + ApplyDecalToSurfaceData(IN.positionCS, surfaceData, inputData); + #endif + + half4 color = UniversalFragmentPBR( inputData, surfaceData); + + #ifdef ASE_TRANSMISSION + { + float shadow = _TransmissionShadow; + + #define SUM_LIGHT_TRANSMISSION(Light)\ + 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 += BaseColor * transmission; + + SUM_LIGHT_TRANSMISSION( GetMainLight( inputData.shadowCoord ) ); + + #if defined(_ADDITIONAL_LIGHTS) + uint meshRenderingLayers = GetMeshRenderingLayer(); + uint pixelLightCount = GetAdditionalLightsCount(); + #if USE_FORWARD_PLUS + for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) + { + FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK + + Light light = GetAdditionalLight(lightIndex, inputData.positionWS); + #ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) + #endif + { + SUM_LIGHT_TRANSMISSION( light ); + } + } + #endif + LIGHT_LOOP_BEGIN( pixelLightCount ) + Light light = GetAdditionalLight(lightIndex, inputData.positionWS); + #ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) + #endif + { + SUM_LIGHT_TRANSMISSION( light ); + } + LIGHT_LOOP_END + #endif + } + #endif + + #ifdef ASE_TRANSLUCENCY + { + float shadow = _TransShadow; + float normal = _TransNormal; + float scattering = _TransScattering; + float direct = _TransDirect; + float ambient = _TransAmbient; + float strength = _TransStrength; + + #define SUM_LIGHT_TRANSLUCENCY(Light)\ + 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 += BaseColor * translucency * strength; + + SUM_LIGHT_TRANSLUCENCY( GetMainLight( inputData.shadowCoord ) ); + + #if defined(_ADDITIONAL_LIGHTS) + uint meshRenderingLayers = GetMeshRenderingLayer(); + uint pixelLightCount = GetAdditionalLightsCount(); + #if USE_FORWARD_PLUS + for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) + { + FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK + + Light light = GetAdditionalLight(lightIndex, inputData.positionWS); + #ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) + #endif + { + SUM_LIGHT_TRANSLUCENCY( light ); + } + } + #endif + LIGHT_LOOP_BEGIN( pixelLightCount ) + Light light = GetAdditionalLight(lightIndex, inputData.positionWS); + #ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) + #endif + { + SUM_LIGHT_TRANSLUCENCY( light ); + } + LIGHT_LOOP_END + #endif + } + #endif + + #ifdef ASE_REFRACTION + float4 projScreenPos = ScreenPos / ScreenPos.w; + float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) ); + projScreenPos.xy += refractionOffset.xy; + float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor; + color.rgb = lerp( refraction, color.rgb, color.a ); + color.a = 1; + #endif + + #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY + color.rgb *= color.a; + #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 + + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + + #ifdef _WRITE_RENDERING_LAYERS + uint renderingLayers = GetMeshRenderingLayer(); + outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 ); + #endif + + return color; + } + + ENDHLSL + } + + + Pass + { + + Name "ShadowCaster" + Tags { "LightMode"="ShadowCaster" } + + ZWrite On + ZTest LEqual + AlphaToMask Off + ColorMask 0 + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #define _NORMALMAP 1 + #define ASE_SRP_VERSION 140009 + + + #pragma vertex vert + #pragma fragment frag + + #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW + + #define SHADERPASS SHADERPASS_SHADOWCASTER + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #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/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #if defined(LOD_FADE_CROSSFADE) + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + #endif + + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct VertexInput + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float4 clipPosV : TEXCOORD0; + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 positionWS : TEXCOORD1; + #endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD2; + #endif + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Color; + float4 _MainTex_ST; + float4 _2ndColor; + float4 _BumpMap1_ST; + float _Tiling1; + float _UseVertexColor; + float _LayerContrast; + float _LayerPosition; + float _LayerPower; + float _LayerThreshold; + float _NormalPower; + float _SecondNormalPower; + float _MetallicPower; + float _SmoothnessPower; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + + + + float3 _LightDirection; + float3 _LightPosition; + + VertexOutput VertexFunction( VertexInput v ) + { + VertexOutput o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); + + + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.positionOS.xyz = vertexValue; + #else + v.positionOS.xyz += vertexValue; + #endif + + v.normalOS = v.normalOS; + + float3 positionWS = TransformObjectToWorld( v.positionOS.xyz ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + o.positionWS = positionWS; + #endif + + float3 normalWS = TransformObjectToWorldDir(v.normalOS); + + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - positionWS); + #else + float3 lightDirectionWS = _LightDirection; + #endif + + float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); + + #if UNITY_REVERSED_Z + positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE); + #else + positionCS.z = max(positionCS.z, 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 = positionCS; + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + o.positionCS = positionCS; + o.clipPosV = positionCS; + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : 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.vertex = v.positionOS; + o.normalOS = v.normalOS; + + 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.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * 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].vertex.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 + + half4 frag( VertexOutput IN + #ifdef ASE_DEPTH_WRITE_ON + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) : 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.positionWS; + #endif + + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + float4 ClipPos = IN.clipPosV; + float4 ScreenPos = ComputeScreenPos( IN.clipPosV ); + + #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 + + + + float Alpha = 1; + float AlphaClipThreshold = 0.5; + float AlphaClipThresholdShadow = 0.5; + + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = IN.positionCS.z; + #endif + + #ifdef _ALPHATEST_ON + #ifdef _ALPHATEST_SHADOW_ON + clip(Alpha - AlphaClipThresholdShadow); + #else + clip(Alpha - AlphaClipThreshold); + #endif + #endif + + #ifdef LOD_FADE_CROSSFADE + LODFadeCrossFade( IN.positionCS ); + #endif + + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + + return 0; + } + ENDHLSL + } + + + Pass + { + + Name "DepthOnly" + Tags { "LightMode"="DepthOnly" } + + ZWrite On + ColorMask 0 + AlphaToMask Off + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #define _NORMALMAP 1 + #define ASE_SRP_VERSION 140009 + + + #pragma vertex vert + #pragma fragment frag + + #define SHADERPASS SHADERPASS_DEPTHONLY + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #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/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #if defined(LOD_FADE_CROSSFADE) + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + #endif + + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct VertexInput + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float4 clipPosV : TEXCOORD0; + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 positionWS : TEXCOORD1; + #endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD2; + #endif + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Color; + float4 _MainTex_ST; + float4 _2ndColor; + float4 _BumpMap1_ST; + float _Tiling1; + float _UseVertexColor; + float _LayerContrast; + float _LayerPosition; + float _LayerPower; + float _LayerThreshold; + float _NormalPower; + float _SecondNormalPower; + float _MetallicPower; + float _SmoothnessPower; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + + + + 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); + + + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.positionOS.xyz = vertexValue; + #else + v.positionOS.xyz += vertexValue; + #endif + + v.normalOS = v.normalOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + o.positionWS = vertexInput.positionWS; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + o.positionCS = vertexInput.positionCS; + o.clipPosV = vertexInput.positionCS; + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : 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.vertex = v.positionOS; + o.normalOS = v.normalOS; + + 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.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * 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].vertex.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 + + half4 frag( VertexOutput IN + #ifdef ASE_DEPTH_WRITE_ON + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) : 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.positionWS; + #endif + + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + float4 ClipPos = IN.clipPosV; + float4 ScreenPos = ComputeScreenPos( IN.clipPosV ); + + #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 + + + + float Alpha = 1; + float AlphaClipThreshold = 0.5; + + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = IN.positionCS.z; + #endif + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + #ifdef LOD_FADE_CROSSFADE + LODFadeCrossFade( IN.positionCS ); + #endif + + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + + return 0; + } + ENDHLSL + } + + + Pass + { + + Name "Meta" + Tags { "LightMode"="Meta" } + + Cull Off + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #define ASE_FOG 1 + #define _NORMALMAP 1 + #define ASE_SRP_VERSION 140009 + + + #pragma vertex vert + #pragma fragment frag + + #pragma shader_feature EDITOR_VISUALIZATION + + #define SHADERPASS SHADERPASS_META + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #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/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_VERT_NORMAL + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _SEEVERTEXCOLORS_ON + #pragma shader_feature_local _VERTEXCOLORCHANNEL_R _VERTEXCOLORCHANNEL_G _VERTEXCOLORCHANNEL_B _VERTEXCOLORCHANNEL_A + + + struct VertexInput + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 texcoord0 : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 positionCS : SV_POSITION; + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 positionWS : TEXCOORD0; + #endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD1; + #endif + #ifdef EDITOR_VISUALIZATION + float4 VizUV : TEXCOORD2; + float4 LightCoord : TEXCOORD3; + #endif + float4 ase_texcoord4 : TEXCOORD4; + float4 ase_texcoord5 : TEXCOORD5; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Color; + float4 _MainTex_ST; + float4 _2ndColor; + float4 _BumpMap1_ST; + float _Tiling1; + float _UseVertexColor; + float _LayerContrast; + float _LayerPosition; + float _LayerPower; + float _LayerThreshold; + float _NormalPower; + float _SecondNormalPower; + float _MetallicPower; + float _SmoothnessPower; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + sampler2D _DetailAlbedoMap; + + + inline float4 TriplanarSampling185( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) + { + float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); + projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; + float3 nsign = sign( worldNormal ); + half4 xNorm; half4 yNorm; half4 zNorm; + xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); + yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); + zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); + return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z; + } + + 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.normalOS); + o.ase_texcoord5.xyz = ase_worldNormal; + + o.ase_texcoord4.xy = v.texcoord0.xy; + o.ase_color = v.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord4.zw = 0; + o.ase_texcoord5.w = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.positionOS.xyz = vertexValue; + #else + v.positionOS.xyz += vertexValue; + #endif + + v.normalOS = v.normalOS; + + float3 positionWS = TransformObjectToWorld( v.positionOS.xyz ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + o.positionWS = positionWS; + #endif + + o.positionCS = MetaVertexPosition( v.positionOS, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST ); + + #ifdef EDITOR_VISUALIZATION + float2 VizUV = 0; + float4 LightCoord = 0; + UnityEditorVizData(v.positionOS.xyz, v.texcoord0.xy, v.texcoord1.xy, v.texcoord2.xy, VizUV, LightCoord); + o.VizUV = float4(VizUV, 0, 0); + o.LightCoord = LightCoord; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + VertexPositionInputs vertexInput = (VertexPositionInputs)0; + vertexInput.positionWS = positionWS; + vertexInput.positionCS = o.positionCS; + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 normalOS : NORMAL; + float4 texcoord0 : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + + 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.positionOS; + o.normalOS = v.normalOS; + o.texcoord0 = v.texcoord0; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.ase_color = v.ase_color; + 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.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + o.texcoord0 = patch[0].texcoord0 * bary.x + patch[1].texcoord0 * bary.y + patch[2].texcoord0 * 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_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * 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].vertex.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 + + 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.positionWS; + #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 uv_MainTex = IN.ase_texcoord4.xy * _MainTex_ST.xy + _MainTex_ST.zw; + float2 appendResult186 = (float2(_Tiling1 , _Tiling1)); + float3 ase_worldNormal = IN.ase_texcoord5.xyz; + float4 triplanar185 = TriplanarSampling185( _DetailAlbedoMap, WorldPosition, ase_worldNormal, 1.0, appendResult186, 1.0, 0 ); + float4 temp_cast_1 = (ase_worldNormal.y).xxxx; + #if defined(_VERTEXCOLORCHANNEL_R) + float staticSwitch162 = IN.ase_color.r; + #elif defined(_VERTEXCOLORCHANNEL_G) + float staticSwitch162 = IN.ase_color.g; + #elif defined(_VERTEXCOLORCHANNEL_B) + float staticSwitch162 = IN.ase_color.b; + #elif defined(_VERTEXCOLORCHANNEL_A) + float staticSwitch162 = IN.ase_color.a; + #else + float staticSwitch162 = IN.ase_color.b; + #endif + float saferPower109 = abs( staticSwitch162 ); + float4 temp_cast_2 = (pow( saferPower109 , _LayerPosition )).xxxx; + float4 clampResult105 = clamp( CalculateContrast(_LayerContrast,temp_cast_2) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); + float4 temp_cast_3 = (( 1.0 - _LayerPower )).xxxx; + float4 temp_cast_4 = ((0.001 + (_LayerThreshold - 0.0) * (1.0 - 0.001) / (1.0 - 0.0))).xxxx; + float4 BlendAlpha85 = pow( saturate( ( (( _UseVertexColor )?( ( pow( clampResult105 , temp_cast_3 ) * clampResult105 ) ):( temp_cast_1 )) + _LayerPower ) ) , temp_cast_4 ); + float4 lerpResult26 = lerp( ( _Color * tex2D( _MainTex, uv_MainTex ) ) , ( _2ndColor * triplanar185 ) , BlendAlpha85); + #ifdef _SEEVERTEXCOLORS_ON + float4 staticSwitch165 = IN.ase_color; + #else + float4 staticSwitch165 = lerpResult26; + #endif + + + float3 BaseColor = staticSwitch165.rgb; + float3 Emission = 0; + float Alpha = 1; + float AlphaClipThreshold = 0.5; + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + MetaInput metaInput = (MetaInput)0; + metaInput.Albedo = BaseColor; + metaInput.Emission = Emission; + #ifdef EDITOR_VISUALIZATION + metaInput.VizUV = IN.VizUV.xy; + metaInput.LightCoord = IN.LightCoord; + #endif + + return UnityMetaFragment(metaInput); + } + ENDHLSL + } + + + Pass + { + + Name "Universal2D" + Tags { "LightMode"="Universal2D" } + + Blend One Zero, One Zero + ZWrite On + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #define ASE_FOG 1 + #define _NORMALMAP 1 + #define ASE_SRP_VERSION 140009 + + + #pragma vertex vert + #pragma fragment frag + + #define SHADERPASS SHADERPASS_2D + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #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/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_VERT_NORMAL + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _SEEVERTEXCOLORS_ON + #pragma shader_feature_local _VERTEXCOLORCHANNEL_R _VERTEXCOLORCHANNEL_G _VERTEXCOLORCHANNEL_B _VERTEXCOLORCHANNEL_A + + + struct VertexInput + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 positionCS : SV_POSITION; + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 positionWS : 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_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Color; + float4 _MainTex_ST; + float4 _2ndColor; + float4 _BumpMap1_ST; + float _Tiling1; + float _UseVertexColor; + float _LayerContrast; + float _LayerPosition; + float _LayerPower; + float _LayerThreshold; + float _NormalPower; + float _SecondNormalPower; + float _MetallicPower; + float _SmoothnessPower; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + sampler2D _DetailAlbedoMap; + + + inline float4 TriplanarSampling185( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) + { + float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); + projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; + float3 nsign = sign( worldNormal ); + half4 xNorm; half4 yNorm; half4 zNorm; + xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); + yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); + zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); + return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z; + } + + 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.normalOS); + o.ase_texcoord3.xyz = ase_worldNormal; + + o.ase_texcoord2.xy = v.ase_texcoord.xy; + o.ase_color = v.ase_color; + + //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.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.positionOS.xyz = vertexValue; + #else + v.positionOS.xyz += vertexValue; + #endif + + v.normalOS = v.normalOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + o.positionWS = vertexInput.positionWS; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + o.positionCS = vertexInput.positionCS; + + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 normalOS : NORMAL; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + + 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.positionOS; + o.normalOS = v.normalOS; + o.ase_texcoord = v.ase_texcoord; + o.ase_color = v.ase_color; + 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.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * 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; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * 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].vertex.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 + + 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.positionWS; + #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 uv_MainTex = IN.ase_texcoord2.xy * _MainTex_ST.xy + _MainTex_ST.zw; + float2 appendResult186 = (float2(_Tiling1 , _Tiling1)); + float3 ase_worldNormal = IN.ase_texcoord3.xyz; + float4 triplanar185 = TriplanarSampling185( _DetailAlbedoMap, WorldPosition, ase_worldNormal, 1.0, appendResult186, 1.0, 0 ); + float4 temp_cast_1 = (ase_worldNormal.y).xxxx; + #if defined(_VERTEXCOLORCHANNEL_R) + float staticSwitch162 = IN.ase_color.r; + #elif defined(_VERTEXCOLORCHANNEL_G) + float staticSwitch162 = IN.ase_color.g; + #elif defined(_VERTEXCOLORCHANNEL_B) + float staticSwitch162 = IN.ase_color.b; + #elif defined(_VERTEXCOLORCHANNEL_A) + float staticSwitch162 = IN.ase_color.a; + #else + float staticSwitch162 = IN.ase_color.b; + #endif + float saferPower109 = abs( staticSwitch162 ); + float4 temp_cast_2 = (pow( saferPower109 , _LayerPosition )).xxxx; + float4 clampResult105 = clamp( CalculateContrast(_LayerContrast,temp_cast_2) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); + float4 temp_cast_3 = (( 1.0 - _LayerPower )).xxxx; + float4 temp_cast_4 = ((0.001 + (_LayerThreshold - 0.0) * (1.0 - 0.001) / (1.0 - 0.0))).xxxx; + float4 BlendAlpha85 = pow( saturate( ( (( _UseVertexColor )?( ( pow( clampResult105 , temp_cast_3 ) * clampResult105 ) ):( temp_cast_1 )) + _LayerPower ) ) , temp_cast_4 ); + float4 lerpResult26 = lerp( ( _Color * tex2D( _MainTex, uv_MainTex ) ) , ( _2ndColor * triplanar185 ) , BlendAlpha85); + #ifdef _SEEVERTEXCOLORS_ON + float4 staticSwitch165 = IN.ase_color; + #else + float4 staticSwitch165 = lerpResult26; + #endif + + + float3 BaseColor = staticSwitch165.rgb; + float Alpha = 1; + float AlphaClipThreshold = 0.5; + + half4 color = half4(BaseColor, Alpha ); + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + return color; + } + ENDHLSL + } + + + Pass + { + + Name "DepthNormals" + Tags { "LightMode"="DepthNormals" } + + ZWrite On + Blend One Zero + ZTest LEqual + ZWrite On + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #define _NORMALMAP 1 + #define ASE_SRP_VERSION 140009 + + + #pragma vertex vert + #pragma fragment frag + + #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS + + #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #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/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #if defined(LOD_FADE_CROSSFADE) + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + #endif + + #define ASE_NEEDS_FRAG_WORLD_NORMAL + #define ASE_NEEDS_FRAG_COLOR + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_TANGENT + #define ASE_NEEDS_VERT_NORMAL + #define ASE_NEEDS_VERT_TANGENT + #pragma shader_feature_local _VERTEXCOLORCHANNEL_R _VERTEXCOLORCHANNEL_G _VERTEXCOLORCHANNEL_B _VERTEXCOLORCHANNEL_A + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct VertexInput + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float4 clipPosV : TEXCOORD0; + float3 worldNormal : TEXCOORD1; + float4 worldTangent : TEXCOORD2; + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 positionWS : TEXCOORD3; + #endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD4; + #endif + float4 ase_texcoord5 : TEXCOORD5; + float4 ase_color : COLOR; + float4 ase_texcoord6 : TEXCOORD6; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Color; + float4 _MainTex_ST; + float4 _2ndColor; + float4 _BumpMap1_ST; + float _Tiling1; + float _UseVertexColor; + float _LayerContrast; + float _LayerPosition; + float _LayerPower; + float _LayerThreshold; + float _NormalPower; + float _SecondNormalPower; + float _MetallicPower; + float _SmoothnessPower; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _BumpMap1; + sampler2D _DetailNormalMap1; + + + 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 float3 TriplanarSampling188( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) + { + float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); + projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; + float3 nsign = sign( worldNormal ); + half4 xNorm; half4 yNorm; half4 zNorm; + xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); + yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); + zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); + xNorm.xyz = half3( UnpackNormalScale( xNorm, normalScale.y ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx; + yNorm.xyz = half3( UnpackNormalScale( yNorm, normalScale.x ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy; + zNorm.xyz = half3( UnpackNormalScale( zNorm, normalScale.y ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz; + return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + zNorm.xyz * projNormal.z ); + } + + + 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.normalOS); + float3 ase_worldTangent = TransformObjectToWorldDir(v.tangentOS.xyz); + float ase_vertexTangentSign = v.tangentOS.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 ); + float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign; + o.ase_texcoord6.xyz = ase_worldBitangent; + + o.ase_texcoord5.xy = v.ase_texcoord.xy; + o.ase_color = v.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord5.zw = 0; + o.ase_texcoord6.w = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.positionOS.xyz = vertexValue; + #else + v.positionOS.xyz += vertexValue; + #endif + + v.normalOS = v.normalOS; + v.tangentOS = v.tangentOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz ); + + float3 normalWS = TransformObjectToWorldNormal( v.normalOS ); + float4 tangentWS = float4( TransformObjectToWorldDir( v.tangentOS.xyz ), v.tangentOS.w ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + o.positionWS = vertexInput.positionWS; + #endif + + o.worldNormal = normalWS; + o.worldTangent = tangentWS; + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + o.positionCS = vertexInput.positionCS; + o.clipPosV = vertexInput.positionCS; + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + + 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.positionOS; + o.normalOS = v.normalOS; + o.tangentOS = v.tangentOS; + o.ase_texcoord = v.ase_texcoord; + o.ase_color = v.ase_color; + 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.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; + o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * 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].vertex.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 IN + , out half4 outNormalWS : SV_Target0 + #ifdef ASE_DEPTH_WRITE_ON + ,out float outputDepth : ASE_SV_DEPTH + #endif + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 WorldPosition = IN.positionWS; + #endif + + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + float3 WorldNormal = IN.worldNormal; + float4 WorldTangent = IN.worldTangent; + + float4 ClipPos = IN.clipPosV; + float4 ScreenPos = ComputeScreenPos( IN.clipPosV ); + + #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 uv_BumpMap1 = IN.ase_texcoord5.xy * _BumpMap1_ST.xy + _BumpMap1_ST.zw; + float3 unpack189 = UnpackNormalScale( tex2D( _BumpMap1, uv_BumpMap1 ), _NormalPower ); + unpack189.z = lerp( 1, unpack189.z, saturate(_NormalPower) ); + float4 temp_cast_0 = (WorldNormal.y).xxxx; + #if defined(_VERTEXCOLORCHANNEL_R) + float staticSwitch162 = IN.ase_color.r; + #elif defined(_VERTEXCOLORCHANNEL_G) + float staticSwitch162 = IN.ase_color.g; + #elif defined(_VERTEXCOLORCHANNEL_B) + float staticSwitch162 = IN.ase_color.b; + #elif defined(_VERTEXCOLORCHANNEL_A) + float staticSwitch162 = IN.ase_color.a; + #else + float staticSwitch162 = IN.ase_color.b; + #endif + float saferPower109 = abs( staticSwitch162 ); + float4 temp_cast_1 = (pow( saferPower109 , _LayerPosition )).xxxx; + float4 clampResult105 = clamp( CalculateContrast(_LayerContrast,temp_cast_1) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); + float4 temp_cast_2 = (( 1.0 - _LayerPower )).xxxx; + float4 temp_cast_3 = ((0.001 + (_LayerThreshold - 0.0) * (1.0 - 0.001) / (1.0 - 0.0))).xxxx; + float4 BlendAlpha85 = pow( saturate( ( (( _UseVertexColor )?( ( pow( clampResult105 , temp_cast_2 ) * clampResult105 ) ):( temp_cast_0 )) + _LayerPower ) ) , temp_cast_3 ); + float3 ase_worldBitangent = IN.ase_texcoord6.xyz; + float3x3 ase_worldToTangent = float3x3(WorldTangent.xyz,ase_worldBitangent,WorldNormal); + float3 triplanar188 = TriplanarSampling188( _DetailNormalMap1, WorldPosition, WorldNormal, 1.0, BlendAlpha85.rg, _SecondNormalPower, 0 ); + float3 tanTriplanarNormal188 = mul( ase_worldToTangent, triplanar188 ); + + + float3 Normal = BlendNormal( unpack189 , tanTriplanarNormal188 ); + float Alpha = 1; + float AlphaClipThreshold = 0.5; + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = IN.positionCS.z; + #endif + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + #ifdef LOD_FADE_CROSSFADE + LODFadeCrossFade( IN.positionCS ); + #endif + + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + + #if defined(_GBUFFER_NORMALS_OCT) + float2 octNormalWS = PackNormalOctQuadEncode(WorldNormal); + float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); + half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); + outNormalWS = half4(packedNormalWS, 0.0); + #else + #if defined(_NORMALMAP) + #if _NORMAL_DROPOFF_TS + float crossSign = (WorldTangent.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale(); + float3 bitangent = crossSign * cross(WorldNormal.xyz, WorldTangent.xyz); + float3 normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent.xyz, bitangent, WorldNormal.xyz)); + #elif _NORMAL_DROPOFF_OS + float3 normalWS = TransformObjectToWorldNormal(Normal); + #elif _NORMAL_DROPOFF_WS + float3 normalWS = Normal; + #endif + #else + float3 normalWS = WorldNormal; + #endif + outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0); + #endif + + #ifdef _WRITE_RENDERING_LAYERS + uint renderingLayers = GetMeshRenderingLayer(); + outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 ); + #endif + } + ENDHLSL + } + + + Pass + { + + Name "GBuffer" + Tags { "LightMode"="UniversalGBuffer" } + + Blend One Zero, One Zero + ZWrite On + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #pragma multi_compile_fog + #define ASE_FOG 1 + #define _NORMALMAP 1 + #define ASE_SRP_VERSION 140009 + + + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION + + + #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH + + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED + + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DYNAMICLIGHTMAP_ON + #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT + #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS + + #pragma vertex vert + #pragma fragment frag + + #define SHADERPASS SHADERPASS_GBUFFER + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #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/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #if defined(LOD_FADE_CROSSFADE) + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + #endif + + #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) + #define ENABLE_TERRAIN_PERPIXEL_NORMAL + #endif + + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_NORMAL + #define ASE_NEEDS_FRAG_COLOR + #define ASE_NEEDS_FRAG_WORLD_TANGENT + #define ASE_NEEDS_FRAG_WORLD_BITANGENT + #pragma shader_feature_local _SEEVERTEXCOLORS_ON + #pragma shader_feature_local _VERTEXCOLORCHANNEL_R _VERTEXCOLORCHANNEL_G _VERTEXCOLORCHANNEL_B _VERTEXCOLORCHANNEL_A + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct VertexInput + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float4 clipPosV : TEXCOORD0; + float4 lightmapUVOrVertexSH : TEXCOORD1; + half4 fogFactorAndVertexLight : TEXCOORD2; + float4 tSpace0 : TEXCOORD3; + float4 tSpace1 : TEXCOORD4; + float4 tSpace2 : TEXCOORD5; + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD6; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD7; + #endif + float4 ase_texcoord8 : TEXCOORD8; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Color; + float4 _MainTex_ST; + float4 _2ndColor; + float4 _BumpMap1_ST; + float _Tiling1; + float _UseVertexColor; + float _LayerContrast; + float _LayerPosition; + float _LayerPower; + float _LayerThreshold; + float _NormalPower; + float _SecondNormalPower; + float _MetallicPower; + float _SmoothnessPower; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + sampler2D _DetailAlbedoMap; + sampler2D _BumpMap1; + sampler2D _DetailNormalMap1; + + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" + + inline float4 TriplanarSampling185( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) + { + float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); + projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; + float3 nsign = sign( worldNormal ); + half4 xNorm; half4 yNorm; half4 zNorm; + xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); + yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); + zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); + return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z; + } + + 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 float3 TriplanarSampling188( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) + { + float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); + projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; + float3 nsign = sign( worldNormal ); + half4 xNorm; half4 yNorm; half4 zNorm; + xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); + yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); + zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); + xNorm.xyz = half3( UnpackNormalScale( xNorm, normalScale.y ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx; + yNorm.xyz = half3( UnpackNormalScale( yNorm, normalScale.x ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy; + zNorm.xyz = half3( UnpackNormalScale( zNorm, normalScale.y ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz; + return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + zNorm.xyz * projNormal.z ); + } + + + 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_texcoord8.xy = v.texcoord.xy; + o.ase_color = v.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord8.zw = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.positionOS.xyz = vertexValue; + #else + v.positionOS.xyz += vertexValue; + #endif + + v.normalOS = v.normalOS; + v.tangentOS = v.tangentOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz ); + VertexNormalInputs normalInput = GetVertexNormalInputs( v.normalOS, v.tangentOS ); + + o.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x); + o.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y); + o.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z); + + #if defined(LIGHTMAP_ON) + OUTPUT_LIGHTMAP_UV(v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy); + #endif + + #if defined(DYNAMICLIGHTMAP_ON) + o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + + #if !defined(LIGHTMAP_ON) + OUTPUT_SH(normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz); + #endif + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + o.lightmapUVOrVertexSH.zw = v.texcoord.xy; + o.lightmapUVOrVertexSH.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #endif + + half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS ); + + o.fogFactorAndVertexLight = half4(0, vertexLight); + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + o.positionCS = vertexInput.positionCS; + o.clipPosV = vertexInput.positionCS; + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + + 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.positionOS; + o.normalOS = v.normalOS; + o.tangentOS = v.tangentOS; + o.texcoord = v.texcoord; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.ase_color = v.ase_color; + 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.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; + o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * 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_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * 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].vertex.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 + + FragmentOutput frag ( VertexOutput IN + #ifdef ASE_DEPTH_WRITE_ON + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #ifdef LOD_FADE_CROSSFADE + LODFadeCrossFade( IN.positionCS ); + #endif + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; + float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); + float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal); + float3 WorldBiTangent = cross(WorldNormal, -WorldTangent); + #else + float3 WorldNormal = normalize( IN.tSpace0.xyz ); + float3 WorldTangent = IN.tSpace1.xyz; + float3 WorldBiTangent = IN.tSpace2.xyz; + #endif + + float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); + float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition; + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + + float4 ClipPos = IN.clipPosV; + float4 ScreenPos = ComputeScreenPos( IN.clipPosV ); + + float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.positionCS); + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = IN.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #else + ShadowCoords = float4(0, 0, 0, 0); + #endif + + WorldViewDirection = SafeNormalize( WorldViewDirection ); + + float2 uv_MainTex = IN.ase_texcoord8.xy * _MainTex_ST.xy + _MainTex_ST.zw; + float2 appendResult186 = (float2(_Tiling1 , _Tiling1)); + float4 triplanar185 = TriplanarSampling185( _DetailAlbedoMap, WorldPosition, WorldNormal, 1.0, appendResult186, 1.0, 0 ); + float4 temp_cast_1 = (WorldNormal.y).xxxx; + #if defined(_VERTEXCOLORCHANNEL_R) + float staticSwitch162 = IN.ase_color.r; + #elif defined(_VERTEXCOLORCHANNEL_G) + float staticSwitch162 = IN.ase_color.g; + #elif defined(_VERTEXCOLORCHANNEL_B) + float staticSwitch162 = IN.ase_color.b; + #elif defined(_VERTEXCOLORCHANNEL_A) + float staticSwitch162 = IN.ase_color.a; + #else + float staticSwitch162 = IN.ase_color.b; + #endif + float saferPower109 = abs( staticSwitch162 ); + float4 temp_cast_2 = (pow( saferPower109 , _LayerPosition )).xxxx; + float4 clampResult105 = clamp( CalculateContrast(_LayerContrast,temp_cast_2) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); + float4 temp_cast_3 = (( 1.0 - _LayerPower )).xxxx; + float4 temp_cast_4 = ((0.001 + (_LayerThreshold - 0.0) * (1.0 - 0.001) / (1.0 - 0.0))).xxxx; + float4 BlendAlpha85 = pow( saturate( ( (( _UseVertexColor )?( ( pow( clampResult105 , temp_cast_3 ) * clampResult105 ) ):( temp_cast_1 )) + _LayerPower ) ) , temp_cast_4 ); + float4 lerpResult26 = lerp( ( _Color * tex2D( _MainTex, uv_MainTex ) ) , ( _2ndColor * triplanar185 ) , BlendAlpha85); + #ifdef _SEEVERTEXCOLORS_ON + float4 staticSwitch165 = IN.ase_color; + #else + float4 staticSwitch165 = lerpResult26; + #endif + + float2 uv_BumpMap1 = IN.ase_texcoord8.xy * _BumpMap1_ST.xy + _BumpMap1_ST.zw; + float3 unpack189 = UnpackNormalScale( tex2D( _BumpMap1, uv_BumpMap1 ), _NormalPower ); + unpack189.z = lerp( 1, unpack189.z, saturate(_NormalPower) ); + float3x3 ase_worldToTangent = float3x3(WorldTangent,WorldBiTangent,WorldNormal); + float3 triplanar188 = TriplanarSampling188( _DetailNormalMap1, WorldPosition, WorldNormal, 1.0, BlendAlpha85.rg, _SecondNormalPower, 0 ); + float3 tanTriplanarNormal188 = mul( ase_worldToTangent, triplanar188 ); + + + float3 BaseColor = staticSwitch165.rgb; + float3 Normal = BlendNormal( unpack189 , tanTriplanarNormal188 ); + float3 Emission = 0; + float3 Specular = 0.5; + float Metallic = _MetallicPower; + float Smoothness = _SmoothnessPower; + float Occlusion = 1; + float Alpha = 1; + float AlphaClipThreshold = 0.5; + float AlphaClipThresholdShadow = 0.5; + float3 BakedGI = 0; + float3 RefractionColor = 1; + float RefractionIndex = 1; + float3 Transmission = 1; + float3 Translucency = 1; + + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = IN.positionCS.z; + #endif + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + InputData inputData = (InputData)0; + inputData.positionWS = WorldPosition; + inputData.positionCS = IN.positionCS; + inputData.shadowCoord = ShadowCoords; + + #ifdef _NORMALMAP + #if _NORMAL_DROPOFF_TS + inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal )); + #elif _NORMAL_DROPOFF_OS + inputData.normalWS = TransformObjectToWorldNormal(Normal); + #elif _NORMAL_DROPOFF_WS + inputData.normalWS = Normal; + #endif + #else + inputData.normalWS = WorldNormal; + #endif + + inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); + inputData.viewDirectionWS = SafeNormalize( WorldViewDirection ); + + inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + float3 SH = SampleSH(inputData.normalWS.xyz); + #else + float3 SH = IN.lightmapUVOrVertexSH.xyz; + #endif + + #ifdef ASE_BAKEDGI + inputData.bakedGI = BakedGI; + #else + #if defined(DYNAMICLIGHTMAP_ON) + inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, SH, inputData.normalWS); + #else + inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS ); + #endif + #endif + + inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV; + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy); + + #if defined(DEBUG_DISPLAY) + #if defined(DYNAMICLIGHTMAP_ON) + inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy; + #endif + #if defined(LIGHTMAP_ON) + inputData.staticLightmapUV = IN.lightmapUVOrVertexSH.xy; + #else + inputData.vertexSH = SH; + #endif + #endif + + #ifdef _DBUFFER + ApplyDecal(IN.positionCS, + BaseColor, + Specular, + inputData.normalWS, + Metallic, + Occlusion, + Smoothness); + #endif + + BRDFData brdfData; + InitializeBRDFData + (BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData); + + Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); + half4 color; + MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); + color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); + color.a = Alpha; + + #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY + color.rgb *= color.a; + #endif + + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + + return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion); + } + + ENDHLSL + } + + + Pass + { + + Name "SceneSelectionPass" + Tags { "LightMode"="SceneSelectionPass" } + + Cull Off + AlphaToMask Off + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #define ASE_FOG 1 + #define _NORMALMAP 1 + #define ASE_SRP_VERSION 140009 + + + #pragma vertex vert + #pragma fragment frag + + #define SCENESELECTIONPASS 1 + + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define SHADERPASS SHADERPASS_DEPTHONLY + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #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/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + + + struct VertexInput + { + float4 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 _Color; + float4 _MainTex_ST; + float4 _2ndColor; + float4 _BumpMap1_ST; + float _Tiling1; + float _UseVertexColor; + float _LayerContrast; + float _LayerPosition; + float _LayerPower; + float _LayerThreshold; + float _NormalPower; + float _SecondNormalPower; + float _MetallicPower; + float _SmoothnessPower; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + + + + struct SurfaceDescription + { + float Alpha; + float AlphaClipThreshold; + }; + + VertexOutput VertexFunction(VertexInput v ) + { + VertexOutput o; + ZERO_INITIALIZE(VertexOutput, o); + + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.positionOS.xyz = vertexValue; + #else + v.positionOS.xyz += vertexValue; + #endif + + v.normalOS = v.normalOS; + + float3 positionWS = TransformObjectToWorld( v.positionOS.xyz ); + + o.positionCS = TransformWorldToHClip(positionWS); + + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : 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.vertex = v.positionOS; + o.normalOS = v.normalOS; + + 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.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * 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].vertex.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 + + half4 frag(VertexOutput IN ) : SV_TARGET + { + SurfaceDescription surfaceDescription = (SurfaceDescription)0; + + + + surfaceDescription.Alpha = 1; + surfaceDescription.AlphaClipThreshold = 0.5; + + #if _ALPHATEST_ON + float alphaClipThreshold = 0.01f; + #if ALPHA_CLIP_THRESHOLD + alphaClipThreshold = surfaceDescription.AlphaClipThreshold; + #endif + clip(surfaceDescription.Alpha - alphaClipThreshold); + #endif + + half4 outColor = 0; + + #ifdef SCENESELECTIONPASS + outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); + #elif defined(SCENEPICKINGPASS) + outColor = _SelectionID; + #endif + + return outColor; + } + + ENDHLSL + } + + + Pass + { + + Name "ScenePickingPass" + Tags { "LightMode"="Picking" } + + AlphaToMask Off + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #define ASE_FOG 1 + #define _NORMALMAP 1 + #define ASE_SRP_VERSION 140009 + + + #pragma vertex vert + #pragma fragment frag + + #define SCENEPICKINGPASS 1 + + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define SHADERPASS SHADERPASS_DEPTHONLY + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #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/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + + + struct VertexInput + { + float4 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 _Color; + float4 _MainTex_ST; + float4 _2ndColor; + float4 _BumpMap1_ST; + float _Tiling1; + float _UseVertexColor; + float _LayerContrast; + float _LayerPosition; + float _LayerPower; + float _LayerThreshold; + float _NormalPower; + float _SecondNormalPower; + float _MetallicPower; + float _SmoothnessPower; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + + + + struct SurfaceDescription + { + float Alpha; + float AlphaClipThreshold; + }; + + VertexOutput VertexFunction(VertexInput v ) + { + VertexOutput o; + ZERO_INITIALIZE(VertexOutput, o); + + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.positionOS.xyz = vertexValue; + #else + v.positionOS.xyz += vertexValue; + #endif + + v.normalOS = v.normalOS; + + float3 positionWS = TransformObjectToWorld( v.positionOS.xyz ); + o.positionCS = TransformWorldToHClip(positionWS); + + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : 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.vertex = v.positionOS; + o.normalOS = v.normalOS; + + 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.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * 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].vertex.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 + + half4 frag(VertexOutput IN ) : SV_TARGET + { + SurfaceDescription surfaceDescription = (SurfaceDescription)0; + + + + surfaceDescription.Alpha = 1; + surfaceDescription.AlphaClipThreshold = 0.5; 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+1,16 @@ +fileFormatVersion: 2 +guid: 8043115a31d7a174cb5ff607794400db +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 236927 + packageName: Anime Natural Environment + packageVersion: 1.02 + assetPath: Assets/AnimeNaturalEnvironment/Shaders/ASRock.shader + uploadId: 645705 diff --git a/Assets/AnimeNaturalEnvironment/Shaders/BillBoardGrass.shader b/Assets/AnimeNaturalEnvironment/Shaders/BillBoardGrass.shader new file mode 100644 index 0000000..d4ff4e0 --- /dev/null +++ b/Assets/AnimeNaturalEnvironment/Shaders/BillBoardGrass.shader @@ -0,0 +1,1051 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "AwaiiStudio/URP_BillBoardGrass" +{ + Properties + { + [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 + [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) + [ASEBegin]_Texture("Texture", 2D) = "white" {} + _Tint("Tint", Color) = (0.8679245,0.8679245,0.8679245,0) + [Header(Wind Values)][Space(5)]_WindFoliageSpeed("Wind Foliage Speed", Range( 0 , 1)) = 0 + [ASEEnd]_WindFoliageAmplitude("Wind Foliage Amplitude", Range( 0 , 1)) = 0 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + + //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 + //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 + //_TessMin( "Tess Min Distance", Float ) = 10 + //_TessMax( "Tess Max Distance", Float ) = 25 + //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 + //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 + } + + SubShader + { + LOD 0 + + + Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" } + + Cull Off + AlphaToMask Off + + HLSLINCLUDE + #pragma target 2.0 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + + #ifndef ASE_TESS_FUNCS + #define ASE_TESS_FUNCS + float4 FixedTess( float tessValue ) + { + return tessValue; + } + + float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) + { + float3 wpos = mul(o2w,vertex).xyz; + float dist = distance (wpos, cameraPos); + float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; + return f; + } + + float4 CalcTriEdgeTessFactors (float3 triVertexFactors) + { + float4 tess; + tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); + tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); + tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); + tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; + return tess; + } + + float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) + { + float dist = distance (0.5 * (wpos0+wpos1), cameraPos); + float len = distance(wpos0, wpos1); + float f = max(len * scParams.y / (edgeLen * dist), 1.0); + return f; + } + + float 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; + } + #endif //ASE_TESS_FUNCS + + ENDHLSL + + + Pass + { + + Name "Forward" + Tags { "LightMode"="UniversalForward" } + + Blend One Zero, One Zero + ZWrite On + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + + HLSLPROGRAM + + #pragma multi_compile_instancing + #define _ALPHATEST_ON 1 + #define ASE_SRP_VERSION 100400 + + + #pragma vertex vert + #pragma fragment frag + + #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_VERT_POSITION + #define ASE_NEEDS_VERT_NORMAL + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_SHADOWCOORDS + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE + #pragma multi_compile _ _SHADOWS_SOFT + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 ase_tangent : TANGENT; + float4 ase_texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + 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 + #ifdef ASE_FOG + float fogFactor : TEXCOORD2; + #endif + float4 ase_texcoord3 : TEXCOORD3; + float4 lightmapUVOrVertexSH : TEXCOORD4; + float4 ase_texcoord5 : TEXCOORD5; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Tint; + float4 _Texture_ST; + float _WindFoliageSpeed; + float _WindFoliageAmplitude; + #ifdef TESSELLATION_ON + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + sampler2D _Texture; + + + float3 ASEIndirectDiffuse( float2 uvStaticLightmap, float3 normalWS ) + { + #ifdef LIGHTMAP_ON + return SampleLightmap( uvStaticLightmap, normalWS ); + #else + return SampleSH(normalWS); + #endif + } + + + 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); + + //Calculate new billboard vertex position and normal; + float3 upCamVec = float3( 0, 1, 0 ); + float3 forwardCamVec = -normalize ( UNITY_MATRIX_V._m20_m21_m22 ); + float3 rightCamVec = normalize( UNITY_MATRIX_V._m00_m01_m02 ); + float4x4 rotationCamMatrix = float4x4( rightCamVec, 0, upCamVec, 0, forwardCamVec, 0, 0, 0, 0, 1 ); + v.ase_normal = normalize( mul( float4( v.ase_normal , 0 ), rotationCamMatrix )).xyz; + v.ase_tangent.xyz = normalize( mul( float4( v.ase_tangent.xyz , 0 ), rotationCamMatrix )).xyz; + //This unfortunately must be made to take non-uniform scaling into account; + //Transform to world coords, apply rotation and transform back to local; + v.vertex = mul( v.vertex , unity_ObjectToWorld ); + v.vertex = mul( v.vertex , rotationCamMatrix ); + v.vertex = mul( v.vertex , unity_WorldToObject ); + float2 texCoord97 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float2 appendResult99 = (float2(0.0 , ( texCoord97.y * sin( ( ( v.vertex.xyz.x + ( _TimeParameters.x * _WindFoliageSpeed ) ) / 0.5 ) ) ))); + + float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal); + OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy ); + OUTPUT_SH( ase_worldNormal, o.lightmapUVOrVertexSH.xyz ); + o.ase_texcoord5.xyz = ase_worldNormal; + + o.ase_texcoord3.xy = v.ase_texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord3.zw = 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 = ( ( 0 + ( v.vertex.xyz * 0.05 ) ) + float3( ( appendResult99 * _WindFoliageAmplitude ) , 0.0 ) ); + #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 + #ifdef ASE_FOG + o.fogFactor = ComputeFogFactor( positionCS.z ); + #endif + o.clipPos = positionCS; + return o; + } + + #if defined(TESSELLATION_ON) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + float4 ase_tangent : TANGENT; + float4 ase_texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + + 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.ase_texcoord = v.ase_texcoord; + o.texcoord1 = v.texcoord1; + 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.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * 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 uv_Texture = IN.ase_texcoord3.xy * _Texture_ST.xy + _Texture_ST.zw; + float4 tex2DNode8 = tex2D( _Texture, uv_Texture ); + float3 ase_worldNormal = IN.ase_texcoord5.xyz; + float3 bakedGI43 = ASEIndirectDiffuse( IN.lightmapUVOrVertexSH.xy, ase_worldNormal); + Light ase_mainLight = GetMainLight( ShadowCoords ); + MixRealtimeAndBakedGI(ase_mainLight, ase_worldNormal, bakedGI43, half4(0,0,0,0)); + float ase_lightAtten = 0; + ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation; + + float3 BakedAlbedo = 0; + float3 BakedEmission = 0; + float3 Color = ( _Tint * ( tex2DNode8 * ( _MainLightColor * float4( ( bakedGI43 + ase_lightAtten ) , 0.0 ) ) ) ).rgb; + float Alpha = tex2DNode8.a; + float AlphaClipThreshold = 0.5; + float AlphaClipThresholdShadow = 0.5; + + #ifdef _ALPHATEST_ON + clip( Alpha - AlphaClipThreshold ); + #endif + + #ifdef LOD_FADE_CROSSFADE + LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); + #endif + + #ifdef ASE_FOG + Color = MixFog( Color, IN.fogFactor ); + #endif + + return half4( Color, Alpha ); + } + + ENDHLSL + } + + + Pass + { + + Name "ShadowCaster" + Tags { "LightMode"="ShadowCaster" } + + ZWrite On + ZTest LEqual + AlphaToMask Off + ColorMask 0 + + HLSLPROGRAM + + #pragma multi_compile_instancing + #define _ALPHATEST_ON 1 + #define ASE_SRP_VERSION 100400 + + + #pragma vertex vert + #pragma fragment frag +#if ASE_SRP_VERSION >= 110000 + #pragma multi_compile _ _CASTING_PUNCTUAL_LIGHT_SHADOW +#endif + #define SHADERPASS 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_VERT_POSITION + #define ASE_NEEDS_VERT_NORMAL + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 ase_tangent : TANGENT; + 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; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Tint; + float4 _Texture_ST; + float _WindFoliageSpeed; + float _WindFoliageAmplitude; + #ifdef TESSELLATION_ON + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + sampler2D _Texture; + + + + float3 _LightDirection; +#if ASE_SRP_VERSION >= 110000 + float3 _LightPosition; +#endif + VertexOutput VertexFunction( VertexInput v ) + { + VertexOutput o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); + + //Calculate new billboard vertex position and normal; + float3 upCamVec = float3( 0, 1, 0 ); + float3 forwardCamVec = -normalize ( UNITY_MATRIX_V._m20_m21_m22 ); + float3 rightCamVec = normalize( UNITY_MATRIX_V._m00_m01_m02 ); + float4x4 rotationCamMatrix = float4x4( rightCamVec, 0, upCamVec, 0, forwardCamVec, 0, 0, 0, 0, 1 ); + v.ase_normal = normalize( mul( float4( v.ase_normal , 0 ), rotationCamMatrix )).xyz; + v.ase_tangent.xyz = normalize( mul( float4( v.ase_tangent.xyz , 0 ), rotationCamMatrix )).xyz; + //This unfortunately must be made to take non-uniform scaling into account; + //Transform to world coords, apply rotation and transform back to local; + v.vertex = mul( v.vertex , unity_ObjectToWorld ); + v.vertex = mul( v.vertex , rotationCamMatrix ); + v.vertex = mul( v.vertex , unity_WorldToObject ); + float2 texCoord97 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float2 appendResult99 = (float2(0.0 , ( texCoord97.y * sin( ( ( v.vertex.xyz.x + ( _TimeParameters.x * _WindFoliageSpeed ) ) / 0.5 ) ) ))); + + o.ase_texcoord2.xy = v.ase_texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord2.zw = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = ( ( 0 + ( v.vertex.xyz * 0.05 ) ) + float3( ( appendResult99 * _WindFoliageAmplitude ) , 0.0 ) ); + #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 ); +#if ASE_SRP_VERSION >= 110000 + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - positionWS); + #else + float3 lightDirectionWS = _LightDirection; + #endif + float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); + #if UNITY_REVERSED_Z + clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE); + #else + clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE); + #endif +#else + 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 +#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_tangent : TANGENT; + float4 ase_texcoord : TEXCOORD0; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.ase_normal = v.ase_normal; + o.ase_tangent = v.ase_tangent; + 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.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 uv_Texture = IN.ase_texcoord2.xy * _Texture_ST.xy + _Texture_ST.zw; + float4 tex2DNode8 = tex2D( _Texture, uv_Texture ); + + float Alpha = tex2DNode8.a; + float AlphaClipThreshold = 0.5; + float AlphaClipThresholdShadow = 0.5; + + #ifdef _ALPHATEST_ON + #ifdef _ALPHATEST_SHADOW_ON + clip(Alpha - AlphaClipThresholdShadow); + #else + clip(Alpha - AlphaClipThreshold); + #endif + #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 + AlphaToMask Off + + HLSLPROGRAM + + #pragma multi_compile_instancing + #define _ALPHATEST_ON 1 + #define ASE_SRP_VERSION 100400 + + + #pragma vertex vert + #pragma fragment frag + + #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_VERT_POSITION + #define ASE_NEEDS_VERT_NORMAL + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 ase_tangent : TANGENT; + 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; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Tint; + float4 _Texture_ST; + float _WindFoliageSpeed; + float _WindFoliageAmplitude; + #ifdef TESSELLATION_ON + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + sampler2D _Texture; + + + + 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); + + //Calculate new billboard vertex position and normal; + float3 upCamVec = float3( 0, 1, 0 ); + float3 forwardCamVec = -normalize ( UNITY_MATRIX_V._m20_m21_m22 ); + float3 rightCamVec = normalize( UNITY_MATRIX_V._m00_m01_m02 ); + float4x4 rotationCamMatrix = float4x4( rightCamVec, 0, upCamVec, 0, forwardCamVec, 0, 0, 0, 0, 1 ); + v.ase_normal = normalize( mul( float4( v.ase_normal , 0 ), rotationCamMatrix )).xyz; + v.ase_tangent.xyz = normalize( mul( float4( v.ase_tangent.xyz , 0 ), rotationCamMatrix )).xyz; + //This unfortunately must be made to take non-uniform scaling into account; + //Transform to world coords, apply rotation and transform back to local; + v.vertex = mul( v.vertex , unity_ObjectToWorld ); + v.vertex = mul( v.vertex , rotationCamMatrix ); + v.vertex = mul( v.vertex , unity_WorldToObject ); + float2 texCoord97 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float2 appendResult99 = (float2(0.0 , ( texCoord97.y * sin( ( ( v.vertex.xyz.x + ( _TimeParameters.x * _WindFoliageSpeed ) ) / 0.5 ) ) ))); + + o.ase_texcoord2.xy = v.ase_texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord2.zw = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = ( ( 0 + ( v.vertex.xyz * 0.05 ) ) + float3( ( appendResult99 * _WindFoliageAmplitude ) , 0.0 ) ); + #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 = TransformWorldToHClip( positionWS ); + #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 ase_tangent : TANGENT; + float4 ase_texcoord : TEXCOORD0; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.ase_normal = v.ase_normal; + o.ase_tangent = v.ase_tangent; + 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.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 uv_Texture = IN.ase_texcoord2.xy * _Texture_ST.xy + _Texture_ST.zw; + float4 tex2DNode8 = tex2D( _Texture, uv_Texture ); + + float Alpha = tex2DNode8.a; + float AlphaClipThreshold 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b/Assets/AnimeNaturalEnvironment/Shaders/BillBoardGrass.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: aab13a62946fe504faf4c11aa7d19711 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 236927 + packageName: Anime Natural Environment + packageVersion: 1.02 + assetPath: Assets/AnimeNaturalEnvironment/Shaders/BillBoardGrass.shader + uploadId: 645705 diff --git a/Assets/AnimeNaturalEnvironment/Shaders/URPToonLit.shader b/Assets/AnimeNaturalEnvironment/Shaders/URPToonLit.shader new file mode 100644 index 0000000..dd0caa6 --- /dev/null +++ b/Assets/AnimeNaturalEnvironment/Shaders/URPToonLit.shader @@ -0,0 +1,954 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "AwaiiStudio/URP_ToonLit" +{ + Properties + { + [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 + [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) + [ASEBegin]_TextureSample0("Texture Sample 0", 2D) = "white" {} + _Tint("Tint", Color) = (0.8679245,0.8679245,0.8679245,0) + [ASEEnd]_LightPower("Light Power", Range( 0 , 2)) = 2 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + + //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 + //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 + //_TessMin( "Tess Min Distance", Float ) = 10 + //_TessMax( "Tess Max Distance", Float ) = 25 + //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 + //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 + } + + SubShader + { + LOD 0 + + + Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" } + + Cull Back + AlphaToMask Off + + HLSLINCLUDE + #pragma target 2.0 + + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + + #ifndef ASE_TESS_FUNCS + #define ASE_TESS_FUNCS + float4 FixedTess( float tessValue ) + { + return tessValue; + } + + float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) + { + float3 wpos = mul(o2w,vertex).xyz; + float dist = distance (wpos, cameraPos); + float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; + return f; + } + + float4 CalcTriEdgeTessFactors (float3 triVertexFactors) + { + float4 tess; + tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); + tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); + tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); + tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; + return tess; + } + + float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) + { + float dist = distance (0.5 * (wpos0+wpos1), cameraPos); + float len = distance(wpos0, wpos1); + float f = max(len * scParams.y / (edgeLen * dist), 1.0); + return f; + } + + float 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; + } + #endif //ASE_TESS_FUNCS + + ENDHLSL + + + Pass + { + + Name "Forward" + Tags { "LightMode"="UniversalForward" } + + Blend One Zero, One Zero + ZWrite On + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + + HLSLPROGRAM + + #pragma multi_compile_instancing + #define ASE_SRP_VERSION 100400 + + + #pragma vertex vert + #pragma fragment frag + + #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_VERT_NORMAL + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_SHADOWCOORDS + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE + #pragma multi_compile _ _SHADOWS_SOFT + #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS + #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 ase_texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + 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 + #ifdef ASE_FOG + float fogFactor : TEXCOORD2; + #endif + float4 ase_texcoord3 : TEXCOORD3; + float4 lightmapUVOrVertexSH : TEXCOORD4; + float4 ase_texcoord5 : TEXCOORD5; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Tint; + float4 _TextureSample0_ST; + float _LightPower; + #ifdef TESSELLATION_ON + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + sampler2D _TextureSample0; + + + float3 ASEIndirectDiffuse( float2 uvStaticLightmap, float3 normalWS ) + { + #ifdef LIGHTMAP_ON + return SampleLightmap( uvStaticLightmap, normalWS ); + #else + return SampleSH(normalWS); + #endif + } + + float3 AdditionalLightsFlat( float3 WorldPosition ) + { + float3 Color = 0; + #ifdef _ADDITIONAL_LIGHTS + int numLights = GetAdditionalLightsCount(); + for(int i = 0; i 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; + o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * 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 uv_TextureSample0 = IN.ase_texcoord3.xy * _TextureSample0_ST.xy + _TextureSample0_ST.zw; + float3 ase_worldNormal = IN.ase_texcoord5.xyz; + float3 bakedGI20 = ASEIndirectDiffuse( IN.lightmapUVOrVertexSH.xy, ase_worldNormal); + Light ase_mainLight = GetMainLight( ShadowCoords ); + MixRealtimeAndBakedGI(ase_mainLight, ase_worldNormal, bakedGI20, half4(0,0,0,0)); + float ase_lightAtten = 0; + ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation; + float3 worldPosValue44_g1 = WorldPosition; + float3 WorldPosition8_g1 = worldPosValue44_g1; + float3 localAdditionalLightsFlat8_g1 = AdditionalLightsFlat( WorldPosition8_g1 ); + float3 FlatResult29_g1 = localAdditionalLightsFlat8_g1; + + float3 BakedAlbedo = 0; + float3 BakedEmission = 0; + float3 Color = ( _Tint * ( tex2D( _TextureSample0, uv_TextureSample0 ) * ( _MainLightColor * float4( ( bakedGI20 + ase_lightAtten + FlatResult29_g1 ) , 0.0 ) ) * _LightPower ) ).rgb; + float Alpha = 1; + float AlphaClipThreshold = 0.5; + float AlphaClipThresholdShadow = 0.5; + + #ifdef _ALPHATEST_ON + clip( Alpha - AlphaClipThreshold ); + #endif + + #ifdef LOD_FADE_CROSSFADE + LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); + #endif + + #ifdef ASE_FOG + Color = MixFog( Color, IN.fogFactor ); + #endif + + return half4( Color, Alpha ); + } + + ENDHLSL + } + + + Pass + { + + Name "ShadowCaster" + Tags { "LightMode"="ShadowCaster" } + + ZWrite On + ZTest LEqual + AlphaToMask Off + ColorMask 0 + + HLSLPROGRAM + + #pragma multi_compile_instancing + #define ASE_SRP_VERSION 100400 + + + #pragma vertex vert + #pragma fragment frag +#if ASE_SRP_VERSION >= 110000 + #pragma multi_compile _ _CASTING_PUNCTUAL_LIGHT_SHADOW +#endif + #define SHADERPASS 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" + + #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS + #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + + 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 + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Tint; + float4 _TextureSample0_ST; + float _LightPower; + #ifdef TESSELLATION_ON + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + + + float3 _LightDirection; +#if ASE_SRP_VERSION >= 110000 + float3 _LightPosition; +#endif + VertexOutput VertexFunction( VertexInput v ) + { + VertexOutput o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); + + + #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 ); +#if ASE_SRP_VERSION >= 110000 + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - positionWS); + #else + float3 lightDirectionWS = _LightDirection; + #endif + float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); + #if UNITY_REVERSED_Z + clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE); + #else + clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE); + #endif +#else + 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 +#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; + + 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; + + 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; + + #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 + + + float Alpha = 1; + float AlphaClipThreshold = 0.5; + float AlphaClipThresholdShadow = 0.5; + + #ifdef _ALPHATEST_ON + #ifdef _ALPHATEST_SHADOW_ON + clip(Alpha - AlphaClipThresholdShadow); + #else + clip(Alpha - AlphaClipThreshold); + #endif + #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 + AlphaToMask Off + + HLSLPROGRAM + + #pragma multi_compile_instancing + #define ASE_SRP_VERSION 100400 + + + #pragma vertex vert + #pragma fragment frag + + #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" + + #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS + #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + + 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 + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Tint; + float4 _TextureSample0_ST; + float _LightPower; + #ifdef TESSELLATION_ON + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + + + 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); + + + #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 = TransformWorldToHClip( positionWS ); + #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; + + 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; + + 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; + + #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 + + + float Alpha = 1; + 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 + } + + + } + + CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI" + Fallback "Hidden/InternalErrorShader" + +} +/*ASEBEGIN +Version=18935 +30;594;1339;425;-17.83915;707.2437;1.786881;True;False +Node;AmplifyShaderEditor.ColorNode;66;1297.952,-779.8965;Inherit;False;Property;_Tint;Tint;1;0;Create;True;0;0;0;False;0;False;0.8679245,0.8679245,0.8679245,0;1,1,1,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 +Node;AmplifyShaderEditor.SamplerNode;18;1068.73,-556.6232;Inherit;True;Property;_TextureSample0;Texture Sample 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file mode 100644 index 0000000..a9581ba --- /dev/null +++ b/Assets/Fantasy Skybox FREE/Readme.txt @@ -0,0 +1,46 @@ +------------------------- +Fantasy Skybox FREE 1.6.5 +------------------------- + + Fantasy Skybox FREE is a ready-to-use skyboxes for Unity. It contains 18 cubemap and 32 panoramic skyboxes. + + This package is the free version of the complate collection, Fantasy Skybox. + + Features: + + • 18 cubemaps skyboxes (2048x1536px resolution). + • 32 panoramic skyboxes (2048x1024px resolution). + • Cubemap skyboxes include Day, Day Sunless, Moon, and Moonless variations. + • Panoramic skyboxes include Day, Day Sunless, Night, Night Moonless, Rainy, Snowy, Sunrise, and Sunset options. + • Compatible with Unity 2021.3.0f1 or higher. + + Instructions: + + 1. Open Unity Editor (2021.3.0f1 or higher) and import the Fantasy Skybox FREE package. + 2. To view the demo, open either the "Demo with terrain" or "Demo without terrain" scene from the Scenes folder. + 3. To set up a skybox in your scene: + 3.1. Open your scene and select the Camera. Ensure Clear Flags is set to Skybox. + 3.2. Go to Window -> Rendering -> Lighting from the top menu to open the Lighting tab. + 3.3. In the Lighting tab, select the Environment tab. + 3.4. In the Skybox Material field, choose a skybox from the Panoramics folder for panoramic skyboxes, or from the Cubemaps folder for cubemap skyboxes. + 4. If you want to prevent the skybox from affecting ambient lighting, change the Source field from Skybox to Color, then adjust the ambient color as needed. + + Available on the Unity Asset Store: + + • Fantasy Skybox + See the complete collection, the high-res resolution. + https://assetstore.unity.com/packages/2d/textures-materials/sky/fantasy-skybox-18216 + + • Fantasy Skybox FREE + Try it for free, https://assetstore.unity.com/packages/2d/textures-materials/sky/fantasy-skybox-free-18353 + + YouTube: + + • https://www.youtube.com/channel/UCj36vbkGOU0VUukBCLGQN5g + + Website: + + https://render-knight.com/ + + Thank you for your support, + renderknight.uas@gmail.com \ No newline at end of file diff --git a/Assets/Fantasy Skybox FREE/Readme.txt.meta b/Assets/Fantasy Skybox FREE/Readme.txt.meta new file mode 100644 index 0000000..81c06ee --- /dev/null +++ b/Assets/Fantasy Skybox FREE/Readme.txt.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 53399a9960b4d94419f1b8fa47c146b7 +timeCreated: 1434912371 +licenseType: Store +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 18353 + packageName: Fantasy Skybox FREE + packageVersion: 1.6.5 + assetPath: Assets/Fantasy Skybox FREE/Readme.txt + uploadId: 699843 diff --git a/Assets/Fantasy Skybox FREE/ReleaseNotes.txt b/Assets/Fantasy Skybox FREE/ReleaseNotes.txt new file mode 100644 index 0000000..bbf9e44 --- /dev/null +++ b/Assets/Fantasy Skybox FREE/ReleaseNotes.txt @@ -0,0 +1,70 @@ +Fantasy Skybox FREE - Release Notes + +Version 1.6.5 +• Compatible with Unity 2021.3.0 or higher. +• Removed unused and duplicate cubemaps. +• Rearranged the Scenes folder. + +Version 1.6.0 +• Compatible with Unity 2021.1.0 or higher. +• Added 32 cubemaps. +• Removed old demo scene. +• Added 2 demo scenes (with/without test terrain). +• Separated cubemaps and panoramas into distinct folders. + +Version 1.5.6 +• Added 16 low-quality panoramic skyboxes (FS013 and FS017). + +Version 1.5.0 +• Compatible with Unity 2019.3.0f1 or higher. +• Added 16 low-quality panoramic skyboxes (FS002 and FS003). +• Converted classic skyboxes to low-quality cubemaps. +• Rearranged folders; moved classic skyboxes to "Classic." +• Updated demo scene. + +Version 1.4.0 +• Compatible with Unity 2017.3.1 or higher. +• Removed "GE Touch Joystick" from 'GE Common Assets'. +• Standard Assets (Characters) no longer included. Import via Unity Editor (see Readme.txt). +• Updated demo scene. + +Version 1.3.8 +• Compatible with Unity 5.6.1 or higher. +• Adjusted skybox parameters. +• Updated demo scene. + +Version 1.3.5 +• Compatible with Unity 5.5.1 or higher. +• Updated GUI Animator FREE to v1.1.5. + +Version 1.3.0 +• Compatible with Unity 5.4.0 or higher. +• Fixed: "Requested build target group doesn't exist" error. +• Updated GUI Animator FREE to v1.1.0. + +Version 1.2.6 +• Compatible with Unity 4.7.1 and 5.3.4. +• Updated GUI Animator FREE to v1.0.1. + +Version 1.2.5 +• Compatible with Unity 4.6.9 and 5.3.2. +• Added full-screen toggle and settings panels. +• Converted textures to PNG from TGA. +• Improved first-person controller. +• Updated sample scripts and demo scene. + +Version 1.0.1 +• Compatible with Unity 4.6.9. +• Renamed to "Fantasy Skybox FREE." +• Added 2 skyboxes (Night 01B and Sunny 01B). +• Rearranged folders. +• Switched texture format to True Color. + +Version 1.0 (Initial Release) +• Compatible with Unity and Unity Pro. +• 2 skyboxes (Night 01A and Sunny 01A). +• 1024x1024 texture per side. +• Demo scene and script. +• Light & render settings guide. +• Mobile-friendly. +• Supports all platforms. \ No newline at end of file diff --git a/Assets/Fantasy Skybox FREE/ReleaseNotes.txt.meta b/Assets/Fantasy Skybox FREE/ReleaseNotes.txt.meta new file mode 100644 index 0000000..fde615c --- /dev/null +++ b/Assets/Fantasy Skybox FREE/ReleaseNotes.txt.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: f4bb2358699d96a43b3bfb9dcd59213f +timeCreated: 1434912371 +licenseType: Store +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 18353 + packageName: Fantasy Skybox FREE + packageVersion: 1.6.5 + assetPath: Assets/Fantasy Skybox FREE/ReleaseNotes.txt + uploadId: 699843 diff --git a/Assets/Fantasy Skybox FREE/Scenes.meta b/Assets/Fantasy Skybox FREE/Scenes.meta new file mode 100644 index 0000000..737d316 --- 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13/30/18 9/13/18 11/15/18 +f 13/17/19 14/18/20 15/19/12 +f 15/19/12 14/18/20 16/20/12 +f 14/18/20 20/24/21 16/20/12 +f 16/20/12 20/24/21 18/22/14 +f 20/24/21 19/23/22 18/22/14 +f 18/22/14 19/23/22 17/21/13 +f 19/23/22 13/17/19 17/21/13 +f 17/21/13 13/17/19 15/19/12 +f 21/31/23 22/32/23 23/33/23 +f 23/33/23 22/32/23 24/34/23 +f 22/32/24 25/35/25 24/34/26 +f 24/34/26 25/35/25 26/36/26 +f 25/35/27 27/37/28 26/36/29 +f 26/36/29 27/37/28 28/38/30 +f 27/37/31 29/39/31 28/38/31 +f 28/38/31 29/39/31 30/40/31 +f 29/39/32 31/41/33 30/40/34 +f 30/40/34 31/41/33 32/42/35 +f 31/41/36 21/43/37 32/42/38 +f 32/42/38 21/43/37 23/44/38 +f 33/45/39 28/46/40 30/47/41 +f 23/48/42 33/45/43 32/49/44 +f 24/50/45 26/51/46 33/45/43 +f 26/51/46 28/46/40 33/45/39 +f 33/45/39 30/47/41 32/49/47 +f 24/50/45 33/45/43 23/48/42 +f 34/52/48 35/53/49 36/54/50 +f 36/54/50 35/53/49 37/55/51 +f 35/53/49 38/56/52 37/55/51 +f 37/55/51 38/56/52 39/57/53 +f 38/56/52 40/58/54 39/57/53 +f 39/57/53 40/58/54 41/59/55 +f 40/58/54 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assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/Universal RP/12.1.12/URP Package Samples/RendererFeatures/KeepFrame/KeepFrameFeature.cs b/Assets/Samples/Universal RP/12.1.12/URP Package Samples/RendererFeatures/KeepFrame/KeepFrameFeature.cs new file mode 100644 index 0000000..4a2e459 --- /dev/null +++ b/Assets/Samples/Universal RP/12.1.12/URP Package Samples/RendererFeatures/KeepFrame/KeepFrameFeature.cs @@ -0,0 +1,121 @@ +using System; +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; + +//This renderer feature will replicate a "don't clear" behaviour by injecting two passes into the pipeline: +//One pass that copies color at the end of a frame +//Another pass that draws the content of the copied texture at the beginning of a new frame +public class KeepFrameFeature : ScriptableRendererFeature +{ + //This pass is responsible for copying color to a specified destination + class CopyFramePass : ScriptableRenderPass + { + private RenderTargetIdentifier source { get; set; } + private RenderTargetHandle destination { get; set; } + + public void Setup(RenderTargetIdentifier source, RenderTargetHandle destination) + { + this.source = source; + this.destination = destination; + } + + public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) + { + if (renderingData.cameraData.camera.cameraType != CameraType.Game) + return; + + CommandBuffer cmd = CommandBufferPool.Get("CopyFramePass"); + RenderTargetIdentifier opaqueColorRT = destination.Identifier(); + Blit(cmd, source, opaqueColorRT); + context.ExecuteCommandBuffer(cmd); + CommandBufferPool.Release(cmd); + } + + public override void OnCameraCleanup(CommandBuffer cmd) + { + cmd.ReleaseTemporaryRT(destination.id); + + if (destination != RenderTargetHandle.CameraTarget) + { + cmd.ReleaseTemporaryRT(destination.id); + destination = RenderTargetHandle.CameraTarget; + } + } + } + + //This pass is responsible for drawing the old color to a full screen quad + class DrawOldFramePass : ScriptableRenderPass + { + private Material m_DrawOldFrameMaterial; + private RenderTargetHandle m_handle; + private string m_textureName; + + public void Setup(Material drawOldFrameMaterial, RenderTargetHandle handle, string textureName) + { + m_DrawOldFrameMaterial = drawOldFrameMaterial; + m_handle = handle; + m_textureName = textureName; + } + + public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescripor) + { + RenderTextureDescriptor descriptor = cameraTextureDescripor; + descriptor.msaaSamples = 1; + descriptor.depthBufferBits = 0; + cmd.GetTemporaryRT(m_handle.id, descriptor, FilterMode.Bilinear); + } + + public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) + { + if (m_DrawOldFrameMaterial != null) + { + CommandBuffer cmd = CommandBufferPool.Get("DrawOldFramePass"); + cmd.SetGlobalTexture(m_textureName, m_handle.id); + cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity); + cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_DrawOldFrameMaterial, 0, 0); + cmd.SetViewProjectionMatrices(renderingData.cameraData.camera.worldToCameraMatrix, renderingData.cameraData.camera.projectionMatrix); + context.ExecuteCommandBuffer(cmd); + CommandBufferPool.Release(cmd); + } + } + } + + [Serializable] + public class Settings + { + [Tooltip("The material that is used when the old frame is redrawn at the start of the new frame (before opaques).")] + public Material displayMaterial; + [Tooltip("The name of the texture used for referencing the copied frame. (Defaults to _FrameCopyTex if empty)")] + public string textureName; + } + + private CopyFramePass m_CopyFrame; + private DrawOldFramePass m_DrawOldFame; + + private RenderTargetHandle m_OldFrameHandle; + + public Settings settings = new Settings(); + + //In this function the passes are created and their point of injection is set + public override void Create() + { + m_CopyFrame = new CopyFramePass(); + m_CopyFrame.renderPassEvent = RenderPassEvent.AfterRenderingTransparents; //Frame color is copied late in the frame + + m_DrawOldFame = new DrawOldFramePass(); + m_DrawOldFame.renderPassEvent = RenderPassEvent.BeforeRenderingOpaques; //Old frame is drawn early in the frame + } + + public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) + { + m_OldFrameHandle.Init("_OldFrameRenderTarget"); + m_DrawOldFame.ConfigureClear(ClearFlag.None, Color.red); + + m_CopyFrame.Setup(renderer.cameraColorTarget, m_OldFrameHandle); + renderer.EnqueuePass(m_CopyFrame); + + m_DrawOldFame.Setup(settings.displayMaterial, m_OldFrameHandle, String.IsNullOrEmpty(settings.textureName) ? 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UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; + +[ExecuteAlways] +public class AutoLoadPipelineAsset : MonoBehaviour +{ + [SerializeField] + private UniversalRenderPipelineAsset m_PipelineAsset; + private RenderPipelineAsset m_PreviousPipelineAsset; + private bool m_overrodeQualitySettings; + + void OnEnable() + { + UpdatePipeline(); + } + + void OnDisable() + { + ResetPipeline(); + } + + private void UpdatePipeline() + { + if (m_PipelineAsset) + { + if (QualitySettings.renderPipeline != null && QualitySettings.renderPipeline != m_PipelineAsset) + { + m_PreviousPipelineAsset = QualitySettings.renderPipeline; + QualitySettings.renderPipeline = m_PipelineAsset; + m_overrodeQualitySettings = true; + } + else if (GraphicsSettings.renderPipelineAsset != m_PipelineAsset) + { + m_PreviousPipelineAsset = GraphicsSettings.renderPipelineAsset; + GraphicsSettings.renderPipelineAsset = m_PipelineAsset; + m_overrodeQualitySettings = false; + } + } + } + + private void ResetPipeline() + { + if (m_PreviousPipelineAsset) + { + if (m_overrodeQualitySettings) + { + QualitySettings.renderPipeline = m_PreviousPipelineAsset; + } + else + { + GraphicsSettings.renderPipelineAsset = m_PreviousPipelineAsset; + } + + } + } +} diff --git a/Assets/Samples/Universal RP/12.1.12/URP Package Samples/SharedAssets/Scripts/AutoLoadPipelineAsset.cs.meta b/Assets/Samples/Universal RP/12.1.12/URP Package Samples/SharedAssets/Scripts/AutoLoadPipelineAsset.cs.meta new file mode 100644 index 0000000..1b8d6f6 --- /dev/null +++ b/Assets/Samples/Universal RP/12.1.12/URP Package Samples/SharedAssets/Scripts/AutoLoadPipelineAsset.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 21aa50131bc134f04a14efdbeb7686be +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/Universal RP/12.1.12/URP Package 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system. Please set it in Project Settings"); + m_MoveWithMouse = false; +#endif + if (m_MoveWithMouse) + { + Cursor.lockState = CursorLockMode.Locked; + } + m_CharacterController = GetComponent(); + } + + void Update() + { + Look(); + Move(); + } + + private void Look() + { + Vector2 lookInput = GetLookInput(); + + m_XRotation -= lookInput.y; + m_XRotation = Mathf.Clamp(m_XRotation, -90f, 90f); + + m_PlayerCamera.localRotation = Quaternion.Euler(m_XRotation, 0, 0); + transform.Rotate(Vector3.up * lookInput.x, Space.World); + } + + private void Move() + { + Vector3 movementInput = GetMovementInput(); + + Vector3 move = transform.right * movementInput.x + transform.forward * movementInput.z; + + m_CharacterController.Move(move * m_MovementSpeed * Time.deltaTime); + } + + private Vector2 GetLookInput() + { + float mouseX = 0; + float mouseY = 0; + if (m_MoveWithMouse) + { + mouseX = Input.GetAxis("Mouse X") * m_MouseSensitivity * Time.deltaTime; + mouseY = Input.GetAxis("Mouse Y") * 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UnityEngine; + +[RequireComponent(typeof(CharacterController))] +public class AmyRunScript : MonoBehaviour +{ + [Header("Amy Properties")] + public float runSpeed = 10f; + public float runSpeedOnRadiusOffset = 100f; + public float angle = 0f; + public float startAngle = 0f; + public TMP_Text speedText; + + private CharacterController characterController; + private Animator animator; + private bool isRunning = false; + + + [Header("Runline")] + public RunlinePlacer runline; + + private void Awake() + { + characterController = GetComponent(); + animator = GetComponent(); + } + void Start() + { + SetAmyRandomSpeed(); + } + + void Update() + { + if (!gameObject.activeSelf) return; + if(isRunning) MoveAmyOnTrack(); + animator.SetBool("isRunning", isRunning); + } + + private void MoveAmyOnTrack() + { + angle += (runSpeed / runSpeedOnRadiusOffset) * Time.deltaTime; + + float x = Mathf.Cos(angle) * runline.radiusX; + float z = Mathf.Sin(angle) * runline.radiusZ; + + Vector3 targetPos = new Vector3(x, runline.center.y, z); + + Vector3 direction = targetPos - transform.position; + characterController.Move(direction); + + if (direction != Vector3.zero) + { + transform.rotation = Quaternion.LookRotation(direction); + } + } + + public void StartRun() + { + isRunning = true; + } + + public void StopRun() + { + isRunning = false; + } + + public void SetAngle(float newAngle) + { + angle = newAngle; + MoveAmyOnTrack(); + StopRun(); + } + + public void PlaceOnStartAngle() + { + angle = startAngle; + transform.rotation = new Quaternion(0f, transform.rotation.y, transform.rotation.z, 0f); + SetSpeedText(); + MoveAmyOnTrack(); + StopRun(); + } + + [ContextMenu("Set Amy random speed")] + public void SetAmyRandomSpeed() + { + runSpeed = Random.Range(8, 15); + } + + + private void OnTriggerEnter(Collider collider) + { + if (collider.gameObject.tag == "Endline" && Lesson1Controller.Instance.activeExperiment == 2) ExperimentChooser.Instance.experiment3Button.interactable = true; + } + + private void SetSpeedText() + { + if (Lesson1Controller.Instance.activeExperiment != 2) + { + speedText.text = "SPEED: " + runSpeed.ToString(); + } + else + { + speedText.text = ""; + } + } +} + diff --git a/Assets/Scripts/Lesson_1/AmyRunScript.cs.meta b/Assets/Scripts/Lesson_1/AmyRunScript.cs.meta new file mode 100644 index 0000000..e551e26 --- /dev/null +++ b/Assets/Scripts/Lesson_1/AmyRunScript.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a7e7a0b02bdc64641a22e1a69e1c073c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Lesson_1/ApplyDissolveShaderToTerrain.cs b/Assets/Scripts/Lesson_1/ApplyDissolveShaderToTerrain.cs new file mode 100644 index 0000000..e7dab75 --- /dev/null +++ b/Assets/Scripts/Lesson_1/ApplyDissolveShaderToTerrain.cs @@ -0,0 +1,35 @@ +using UnityEngine; + +[RequireComponent (typeof(Terrain))] +public class ApplyDissolveShaderToTerrain : MonoBehaviour +{ + public Terrain terrain; + public float dissolveAmount = 0f; + public Shader shader; + + private Material originalMaterial; + private Material overrideMaterial; + + void Start() + { + terrain = GetComponent(); + overrideMaterial = new Material(shader); + originalMaterial = terrain.materialTemplate; + SetOriginalMaterial(); + } + + private void Update() + { + terrain.materialTemplate.SetFloat("_dissolveAmount", dissolveAmount); + } + + public void SetOriginalMaterial() + { + terrain.materialTemplate = originalMaterial; + } + + public void SetOverrideMaterial() + { + terrain.materialTemplate = overrideMaterial; + } +} diff --git a/Assets/Scripts/Lesson_1/ApplyDissolveShaderToTerrain.cs.meta b/Assets/Scripts/Lesson_1/ApplyDissolveShaderToTerrain.cs.meta new file mode 100644 index 0000000..315c8b8 --- /dev/null +++ b/Assets/Scripts/Lesson_1/ApplyDissolveShaderToTerrain.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 421c37adf7a9c7d48abfd35f612c44a5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Lesson_1/DrawDistanceLine.cs b/Assets/Scripts/Lesson_1/DrawDistanceLine.cs new file mode 100644 index 0000000..f061b34 --- /dev/null +++ b/Assets/Scripts/Lesson_1/DrawDistanceLine.cs @@ -0,0 +1,79 @@ +using UnityEngine; + +[RequireComponent(typeof(LineRenderer))] +public class DrawDistanceLine : MonoBehaviour +{ + private float radiusX; + private float radiusZ; + + private float startAngle; + private float endAngle; + + [Header(" ")] + public int segments = 50; + + [Header(" ")] + private Vector3 center; + + [Header(" ( )")] + [SerializeField] private float arcLength = 0f; + + private LineRenderer lineRenderer; + + void Start() + { + radiusX = GetComponent().radiusX; + radiusZ = GetComponent().radiusZ; + center = GetComponent().center; + + lineRenderer = GetComponent(); + + lineRenderer.startColor = new Color(1f, 1f, 1f); + lineRenderer.endColor = new Color(1f, 1f, 1f); + lineRenderer.startWidth = 1f; + lineRenderer.endWidth = 1f; + lineRenderer.useWorldSpace = true; + lineRenderer.material = new Material(Shader.Find("Sprites/Default")); + } + + public void DrawDistanceArc() + { + + startAngle = GetComponent().GetStartLineAngle(); + endAngle = GetComponent().GetEndLineAngle(); + + if (startAngle > endAngle) endAngle += 2 * Mathf.PI; + + lineRenderer.positionCount = segments + 1; + float angleStep = (endAngle - startAngle) / segments; + + Vector3 prevPos = Vector3.zero; + arcLength = 0f; + + for (int i = 0; i <= segments; i++) + { + float angle = startAngle + i * angleStep; + float x = Mathf.Cos(angle) * radiusX; + float z = Mathf.Sin(angle) * radiusZ; + lineRenderer.SetPosition(i, new Vector3(x, 0f, z)); + Vector3 pos = new Vector3(x, 0f, z) + center; + + if (i > 0) + arcLength += Vector3.Distance(pos, prevPos); + + prevPos = pos; + } + + GameObject startLine = GetComponent().GetStartLineGameObject(); + startLine.GetComponent().SetDistanceText((int)arcLength); + ClearArc(); + } + public void ClearArc() + { + if (lineRenderer != null) + { + lineRenderer.positionCount = 0; + arcLength = 0f; + } + } +} diff --git a/Assets/Scripts/Lesson_1/DrawDistanceLine.cs.meta b/Assets/Scripts/Lesson_1/DrawDistanceLine.cs.meta new file mode 100644 index 0000000..3f9c299 --- /dev/null +++ b/Assets/Scripts/Lesson_1/DrawDistanceLine.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1f63d66c47f906544a6eee6ccb3a8a79 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Lesson_1/ExperimentChooser.cs b/Assets/Scripts/Lesson_1/ExperimentChooser.cs new file mode 100644 index 0000000..2658727 --- /dev/null +++ b/Assets/Scripts/Lesson_1/ExperimentChooser.cs @@ -0,0 +1,106 @@ +using UnityEngine; +using UnityEngine.UI; + +public class ExperimentChooser : MonoBehaviour +{ + public static ExperimentChooser Instance { get; private set; } + + public Button experiment1Button; + public Button experiment2Button; + public Button experiment3Button; + + [Header("All Experiments Objects")] + public RunlinePlacer runlinePlacer; + public TransitionSphere transitionSphere; + public Transform spawnPoint; + public Transform player; + public GameObject runTrack; + public GameObject amy; + + [Header("First Experiment")] + public Stopwatch stopwatch; + + private void Awake() + { + if (Instance == null) + { + Instance = this; + } + else if (Instance != this) + { + Destroy(gameObject); + } + } + + private void Start() + { + experiment1Button.interactable = true; + experiment2Button.interactable = false; + experiment3Button.interactable = false; + + experiment1Button.onClick.AddListener(StartExperiment1); + experiment2Button.onClick.AddListener(StartExperiment2); + experiment3Button.onClick.AddListener(StartExperiment3); + } + + private void StartExperiment1() + { + player.position = spawnPoint.position + Vector3.up * 2f; + transitionSphere.PlayAnimation(); + runTrack.SetActive(true); + amy.SetActive(true); + runlinePlacer.gameObject.SetActive(true); + player.gameObject.GetComponent().SetPlayerEarthSpeed(); + Lesson1Controller.Instance.SetForestSkybox(); + + experiment1Button.interactable = false; + if (Lesson1Controller.Instance.activeExperiment == 2) experiment2Button.interactable = true; + if (Lesson1Controller.Instance.activeExperiment == 3) + { + experiment2Button.interactable = true; + experiment3Button.interactable = true; + } + Lesson1Controller.Instance.activeExperiment = 1; + stopwatch.isCounting = false; + stopwatch.arrow.transform.localRotation = stopwatch.arrowStartRotation; + runlinePlacer.RuntimePlace(); + } + + private void StartExperiment2() + { + player.position = spawnPoint.position + Vector3.up * 2f; + transitionSphere.PlayAnimation(); + runTrack.SetActive(true); + runlinePlacer.gameObject.SetActive(true); + amy.SetActive(true); + player.gameObject.GetComponent().SetPlayerEarthSpeed(); + Lesson1Controller.Instance.SetForestSkybox(); + + experiment1Button.interactable = true; + experiment2Button.interactable = false; + if (Lesson1Controller.Instance.activeExperiment == 3) experiment3Button.interactable = true; + + Lesson1Controller.Instance.activeExperiment = 2; + stopwatch.isCounting = false; + stopwatch.arrow.transform.localRotation = stopwatch.arrowStartRotation; + runlinePlacer.RuntimePlace(); + } + + private void StartExperiment3() + { + player.position = spawnPoint.position + Vector3.up * 2f; + transitionSphere.PlayAnimation(); + runTrack.SetActive(false); + amy.SetActive(false); + runlinePlacer.RuntimePlace(); + runlinePlacer.gameObject.SetActive(false); + player.gameObject.GetComponent().SetPlayerLunarSpeed(); + Lesson1Controller.Instance.SetLunarSkybox(); + + experiment1Button.interactable = true; + experiment2Button.interactable = true; + experiment3Button.interactable = false; + + Lesson1Controller.Instance.activeExperiment = 3; + } +} diff --git a/Assets/Scripts/Lesson_1/ExperimentChooser.cs.meta b/Assets/Scripts/Lesson_1/ExperimentChooser.cs.meta new file mode 100644 index 0000000..bef08a0 --- /dev/null +++ b/Assets/Scripts/Lesson_1/ExperimentChooser.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 35ab8365be20aad40aaf611552542795 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Lesson_1/GPUGrassInstancing.cs b/Assets/Scripts/Lesson_1/GPUGrassInstancing.cs new file mode 100644 index 0000000..14d5df8 --- /dev/null +++ b/Assets/Scripts/Lesson_1/GPUGrassInstancing.cs @@ -0,0 +1,65 @@ +using UnityEngine; +using UnityEngine.Rendering; + +public class GPUGrassRenderer : MonoBehaviour +{ + public Mesh grassMesh; // ( submesh) + public Material grassMaterial; // shader GPU instancing + public ComputeShader computeShader; + + public int countX = 256; + public int countZ = 256; + public float sizeX = 50f; + public float sizeZ = 50f; + public float height = 0f; + + GraphicsBuffer matricesBuffer; + GraphicsBuffer argsBuffer; + int totalCount; + + void Start() + { + totalCount = countX * countZ; + + // 1) create structured buffer for matrices (float4x4 = 16 floats = 64 bytes) + matricesBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, totalCount, 16 * sizeof(float)); + // 2) args buffer (5 uints): indexCountPerInstance, instanceCount, startIndexLocation, baseVertexLocation, startInstanceLocation + uint[] args = new uint[5] { (uint)grassMesh.GetIndexCount(0), (uint)totalCount, (uint)grassMesh.GetIndexStart(0), (uint)grassMesh.GetBaseVertex(0), 0u }; + argsBuffer = new GraphicsBuffer(GraphicsBuffer.Target.IndirectArguments, 1, sizeof(uint) * args.Length); + argsBuffer.SetData(args); + + // dispatch compute to fill matrices + int kernel = computeShader.FindKernel("CSMain"); + computeShader.SetInt("_CountX", countX); + computeShader.SetInt("_CountZ", countZ); + computeShader.SetFloat("_SizeX", sizeX); + computeShader.SetFloat("_SizeZ", sizeZ); + computeShader.SetFloat("_Height", height); + computeShader.SetBuffer(kernel, "matrices", matricesBuffer); + + int threadGroups = Mathf.CeilToInt(totalCount / 64.0f); + computeShader.Dispatch(kernel, threadGroups, 1, 1); + + // bind buffer to material for per-instance matrix access (if shader reads it) + grassMaterial.SetBuffer("matrices", matricesBuffer); + } + + void OnDisable() + { + matricesBuffer?.Dispose(); + argsBuffer?.Dispose(); + } + + void Update() + { + // set render params: use simple bounds so Unity can cull + var bounds = new Bounds(transform.position, new Vector3(sizeX, 10f, sizeZ)); + RenderParams rparams = new RenderParams(grassMaterial); + // the shader must use UNITY_INDIRECT_DRAW_ARGS / UnityIndirect.cginc if it needs instance id access + + // call indirect draw + rparams.worldBounds = new Bounds(transform.position, new Vector3(sizeX, 10f, sizeZ)); + Graphics.RenderMeshIndirect(rparams, grassMesh, argsBuffer); + // parameters: rparams, mesh, argsBuffer, commandCount=1, startCommand=0, worldBounds + } +} diff --git a/Assets/Scripts/Lesson_1/GPUGrassInstancing.cs.meta b/Assets/Scripts/Lesson_1/GPUGrassInstancing.cs.meta new file mode 100644 index 0000000..90ba297 --- /dev/null +++ b/Assets/Scripts/Lesson_1/GPUGrassInstancing.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 43221c50bf4e7fc4d90d52e26a82046a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Lesson_1/Lesson1Controller.cs b/Assets/Scripts/Lesson_1/Lesson1Controller.cs new file mode 100644 index 0000000..e3cd715 --- /dev/null +++ b/Assets/Scripts/Lesson_1/Lesson1Controller.cs @@ -0,0 +1,41 @@ +using UnityEngine; + +public class Lesson1Controller : MonoBehaviour +{ + public static Lesson1Controller Instance { get; private set; } + public float activeExperiment = 0; + public Material forestSkybox; + public Material lunarSkybox; + + public GameObject forestEnvironment; + public GameObject lunarEnvironment; + + void Awake() + { + if (Instance == null) + { + Instance = this; + } + else if (Instance != this) + { + Destroy(gameObject); + } + } + + public void SetForestSkybox() + { + RenderSettings.skybox = forestSkybox; + forestEnvironment.SetActive(true); + lunarEnvironment.SetActive(false); + + //DynamicGI.UpdateEnvironment(); + } + + public void SetLunarSkybox() + { + RenderSettings.skybox = lunarSkybox; + forestEnvironment.SetActive(false); + lunarEnvironment.SetActive(true); + //DynamicGI.UpdateEnvironment(); + } +} diff --git a/Assets/Scripts/Lesson_1/Lesson1Controller.cs.meta b/Assets/Scripts/Lesson_1/Lesson1Controller.cs.meta new file mode 100644 index 0000000..c35c794 --- /dev/null +++ b/Assets/Scripts/Lesson_1/Lesson1Controller.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 17d55a2c5052d424ea054a778ad967b6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Lesson_1/LineData.cs b/Assets/Scripts/Lesson_1/LineData.cs new file mode 100644 index 0000000..c705fd8 --- /dev/null +++ b/Assets/Scripts/Lesson_1/LineData.cs @@ -0,0 +1,31 @@ +using UnityEngine; +using TMPro; +public class LineData : MonoBehaviour +{ + public float angle; + public TMP_Text distanceText; + + private void Awake() + { + if (distanceText) distanceText.text = ""; + } + + public void FindCurrentAngle(float radiusX, float radiusZ) + { + Vector3 parentPos = transform.parent.position; + Vector3 pos = transform.position; + angle = Mathf.Atan2(pos.z / radiusZ, pos.x / radiusX); + angle = Mathf.Repeat(angle, 2f * Mathf.PI); + } + + public void SetDistanceText(float distance) + { + if(Lesson1Controller.Instance.activeExperiment >= 2) + { + distanceText.text = "DISTANCE: " + distance.ToString(); + } else + { + distanceText.text = ""; + } + } +} diff --git a/Assets/Scripts/Lesson_1/LineData.cs.meta b/Assets/Scripts/Lesson_1/LineData.cs.meta new file mode 100644 index 0000000..556f905 --- /dev/null +++ b/Assets/Scripts/Lesson_1/LineData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 324116e4d975df644a2752e17861315e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Lesson_1/PlayerSpeedChecker.cs b/Assets/Scripts/Lesson_1/PlayerSpeedChecker.cs new file mode 100644 index 0000000..dc16bfa --- /dev/null +++ b/Assets/Scripts/Lesson_1/PlayerSpeedChecker.cs @@ -0,0 +1,34 @@ +using UnityEngine; +using TMPro; + +public class PlayerSpeedChecker : MonoBehaviour +{ + public float rayDistance = 10f; + public float raycastHeightOffset = 3f; + public TMP_Text speedText; + + void Update() + { + Vector3 rayOrigin = transform.position + Vector3.up * raycastHeightOffset; + Vector3 rayDirection = transform.forward; + + // ³ Ray + Debug.DrawRay(rayOrigin, rayDirection * rayDistance, Color.red); + + // Raycast + if (Physics.Raycast(rayOrigin, rayDirection, out RaycastHit hit, rayDistance)) + { + GameObject go = hit.collider.gameObject; + PlayerMovement pm = go.GetComponent(); + if (pm != null) + { + if (Lesson1Controller.Instance.activeExperiment == 1) speedText.text = "Speed: " + pm.playerSpeed.ToString("F0"); + else speedText.text = "???"; + } + + } else + { + speedText.text = ""; + } + } +} diff --git a/Assets/Scripts/Lesson_1/PlayerSpeedChecker.cs.meta b/Assets/Scripts/Lesson_1/PlayerSpeedChecker.cs.meta new file mode 100644 index 0000000..6fdfcbd --- /dev/null +++ b/Assets/Scripts/Lesson_1/PlayerSpeedChecker.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b1a5a99deec0f654289e24b7f30b913b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Lesson_1/RunlinePlacer.cs b/Assets/Scripts/Lesson_1/RunlinePlacer.cs new file mode 100644 index 0000000..41a59a4 --- /dev/null +++ b/Assets/Scripts/Lesson_1/RunlinePlacer.cs @@ -0,0 +1,97 @@ +using System.Collections.Generic; +using UnityEngine; + +public class RunlinePlacer : MonoBehaviour +{ + [Header("Runway Properties")] + public float radiusX = 105f; + public float radiusZ = 55f; + public Vector3 center; + public List linePositions = new List(); + public GameObject startLinePrefab; + public GameObject endLinePrefab; + public AmyRunScript amy; + + private float largeTurnOffset = 50f; + private GameObject activeStartLine; + private GameObject activeEndLine; + + private DrawDistanceLine drawDistanceLine; + + private void Awake() + { + center = transform.position; + drawDistanceLine = GetComponent(); + } + + [ContextMenu("Respawn lines")] + public void RuntimePlace() + { + drawDistanceLine.ClearArc(); + foreach (Transform t in linePositions) + { + foreach (Transform child in t) + { + Destroy(child.gameObject); + } + } + + int firstPositionIndex = Random.Range(0, 4); + int secondPositionIndex; + do + { + secondPositionIndex = Random.Range(0, 4); + } while (secondPositionIndex == firstPositionIndex); + + PlaceLine(firstPositionIndex, startLinePrefab, true); + PlaceLine(secondPositionIndex, endLinePrefab); + + amy.PlaceOnStartAngle(); + // Experiment 2 + if (Lesson1Controller.Instance.activeExperiment == 2) drawDistanceLine.DrawDistanceArc(); + } + + private void PlaceLine(int positionIndex, GameObject prefabIfSmall, bool isStart = false) + { + GameObject instantiatedLine = Instantiate(prefabIfSmall); + instantiatedLine.transform.SetParent(linePositions[positionIndex]); + instantiatedLine.transform.localPosition = Vector3.zero; + instantiatedLine.transform.localRotation = Quaternion.identity; + if (positionIndex > 1) + { + Vector3 pos = instantiatedLine.transform.localPosition; + pos.x = Random.Range(-largeTurnOffset, largeTurnOffset); + instantiatedLine.transform.localPosition = pos; + } + + LineData ilinedata = instantiatedLine.GetComponent(); + + ilinedata.FindCurrentAngle(radiusX, radiusZ); + + if (isStart) + { + amy.SetAngle(ilinedata.angle); + amy.startAngle = ilinedata.angle; + activeStartLine = instantiatedLine; + } else + { + activeEndLine = instantiatedLine; + } + } + + public float GetStartLineAngle() + { + LineData ilinedata = activeStartLine.GetComponent(); + return ilinedata.angle; + } + + public float GetEndLineAngle() + { + LineData ilinedata = activeEndLine.GetComponent(); + return ilinedata.angle; + } + public GameObject GetStartLineGameObject() + { + return activeStartLine; + } +} \ No newline at end of file diff --git a/Assets/Scripts/Lesson_1/RunlinePlacer.cs.meta b/Assets/Scripts/Lesson_1/RunlinePlacer.cs.meta new file mode 100644 index 0000000..3aaf6ea --- /dev/null +++ b/Assets/Scripts/Lesson_1/RunlinePlacer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e95668e7c776a184782e93d5c67d3975 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Lesson_1/SatelliteOrbit.cs b/Assets/Scripts/Lesson_1/SatelliteOrbit.cs new file mode 100644 index 0000000..dddf220 --- /dev/null +++ b/Assets/Scripts/Lesson_1/SatelliteOrbit.cs @@ -0,0 +1,80 @@ +using UnityEngine; + +public class SatelliteOrbit : MonoBehaviour +{ + [Tooltip("Точка, навколо якої обертається супутник")] + public Transform center; + + + [Tooltip("Радіус орбіти")] + public float radius = 5f; + + + [Tooltip("Швидкість зміни кута в градусах за секунду")] + public float angularSpeed = 50f; + + + [Tooltip("Чи дивитись супутнику на центр під час руху")] + public bool lookAtCenter = false; + + + private float angleTheta; // горизонтальний кут (навколо Y) + private float anglePhi; // вертикальний кут (від 0 до 180) + + + void Start() + { + radius = Random.Range(300, 600); + angularSpeed = Random.Range(5, 25); + lookAtCenter = true; + if (center == null) + { + GameObject go = new GameObject("OrbitCenter"); + go.transform.position = Vector3.zero; + center = go.transform; + } + + + // Випадкові початкові кути для різних напрямків руху + angleTheta = Random.Range(0f, 360f); + anglePhi = Random.Range(0f, 180f); + + + UpdatePosition(); + } + + + void Update() + { + // Змінюємо кути для створення сферичної орбіти + angleTheta += angularSpeed * Time.deltaTime; // обертання навколо Y + anglePhi += angularSpeed * 0.5f * Time.deltaTime; // нахил вгору/вниз + + + if (angleTheta > 360f) angleTheta -= 360f; + if (anglePhi > 360f) anglePhi -= 360f; + + + UpdatePosition(); + + + if (lookAtCenter) + transform.LookAt(center.position); + } + + + private void UpdatePosition() + { + float thetaRad = angleTheta * Mathf.Deg2Rad; + float phiRad = anglePhi * Mathf.Deg2Rad; + + + // Сферичні координати → декартові + float x = radius * Mathf.Sin(phiRad) * Mathf.Cos(thetaRad); + float y = radius * Mathf.Cos(phiRad); + float z = radius * Mathf.Sin(phiRad) * Mathf.Sin(thetaRad); + + + transform.position = center.position + new Vector3(x, y, z); + } +} diff --git a/Assets/Scripts/Lesson_1/SatelliteOrbit.cs.meta b/Assets/Scripts/Lesson_1/SatelliteOrbit.cs.meta new file mode 100644 index 0000000..223c224 --- /dev/null +++ b/Assets/Scripts/Lesson_1/SatelliteOrbit.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 714c5c3bdbbca9149b5fa9760930afd9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Lesson_1/Stopwatch.cs b/Assets/Scripts/Lesson_1/Stopwatch.cs new file mode 100644 index 0000000..a6b8c35 --- /dev/null +++ b/Assets/Scripts/Lesson_1/Stopwatch.cs @@ -0,0 +1,43 @@ +using UnityEngine; + +public class Stopwatch : MonoBehaviour +{ + public GameObject arrow; + public AmyRunScript amy; + + public Quaternion arrowStartRotation; + private float rotationSpeed = 360f / 60f; + public bool isCounting = false; + + private float timeCounted = 0f; + + void Start() + { + arrowStartRotation = arrow.transform.localRotation; + } + + void Update() + { + if (Lesson1Controller.Instance.activeExperiment == 0) return; + if (isCounting) + { + arrow.transform.Rotate(0f, rotationSpeed * Time.deltaTime, 0f); + timeCounted += Time.deltaTime; + } + if (timeCounted >= 60f && Lesson1Controller.Instance.activeExperiment == 1) ExperimentChooser.Instance.experiment2Button.interactable = true; + + if (Input.GetMouseButtonDown(0)) isCounting = !isCounting; + if (Input.GetMouseButtonDown(1)) + { + arrow.transform.localRotation = arrowStartRotation; + isCounting = false; + if (Lesson1Controller.Instance.activeExperiment < 3) amy.PlaceOnStartAngle(); + } + + if (Lesson1Controller.Instance.activeExperiment < 3) + { + if(isCounting) amy.StartRun(); + else amy.StopRun(); + } + } +} diff --git a/Assets/Scripts/Lesson_1/Stopwatch.cs.meta b/Assets/Scripts/Lesson_1/Stopwatch.cs.meta new file mode 100644 index 0000000..5567cde --- /dev/null +++ b/Assets/Scripts/Lesson_1/Stopwatch.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cf3c432b87a2fd8488641321aaecb33c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Lesson_1/TransitionSphere.cs b/Assets/Scripts/Lesson_1/TransitionSphere.cs new file mode 100644 index 0000000..af39b2e --- /dev/null +++ b/Assets/Scripts/Lesson_1/TransitionSphere.cs @@ -0,0 +1,69 @@ +using UnityEngine; + +public class TransitionSphere : MonoBehaviour +{ + public float duration = 1f; // + private Material sphereMat; + private Color initialColor; + private Coroutine currentAnimation; + + void Start() + { + // + Renderer rend = GetComponent(); + sphereMat = rend.material; + + // , ( URP Lit) + sphereMat.SetFloat("_Surface", 1); // Transparent + sphereMat.SetFloat("_Blend", 0); // Alpha Blend + + initialColor = sphereMat.color; + } + + // + public void PlayAnimation() + { + // , + if (currentAnimation != null) + StopCoroutine(currentAnimation); + + // + transform.localScale = Vector3.zero; + Color c = initialColor; + c.a = 1f; + sphereMat.color = c; + + currentAnimation = StartCoroutine(AnimateSphere()); + } + + private System.Collections.IEnumerator AnimateSphere() + { + float elapsed = 0f; + Vector3 startScale = Vector3.zero; + Vector3 endScale = Vector3.one * 100f; + + while (elapsed < duration) + { + elapsed += Time.deltaTime; + float t = Mathf.Clamp01(elapsed / duration); + + // + transform.localScale = Vector3.Lerp(startScale, endScale, t); + + // + Color c = sphereMat.color; + c.a = Mathf.Lerp(1f, 0f, t); + sphereMat.color = c; + + yield return null; + } + + // Գ + transform.localScale = endScale; + Color finalColor = sphereMat.color; + finalColor.a = 0f; + sphereMat.color = finalColor; + + currentAnimation = null; + } +} diff --git a/Assets/Scripts/Lesson_1/TransitionSphere.cs.meta b/Assets/Scripts/Lesson_1/TransitionSphere.cs.meta new file mode 100644 index 0000000..2c49692 --- /dev/null +++ b/Assets/Scripts/Lesson_1/TransitionSphere.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1995a23ba3627804093ef252dc4e9137 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Player.meta b/Assets/Scripts/Player.meta new file mode 100644 index 0000000..e2db481 --- /dev/null +++ b/Assets/Scripts/Player.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e96bc71a5f3e9a344aad03c94616cfa8 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Player/PlayerAmbientSound.cs b/Assets/Scripts/Player/PlayerAmbientSound.cs new file mode 100644 index 0000000..dfe1936 --- /dev/null +++ b/Assets/Scripts/Player/PlayerAmbientSound.cs @@ -0,0 +1,35 @@ +using UnityEngine; +using UnityEngine.UI; +public class PlayerAmbientSound : MonoBehaviour +{ + public AudioSource ambientSource; // ᳺ ( ) + public AudioSource cricketsSource; // + public Slider volumeSlider; + + void Start() + { + if (ambientSource != null) + { + ambientSource.loop = true; + ambientSource.Play(); + } + + if (cricketsSource != null) + { + cricketsSource.loop = true; + cricketsSource.Play(); + } + if (volumeSlider != null) + { + volumeSlider.onValueChanged.AddListener(OnVolumeChange); + } + void OnVolumeChange(float value) + { + if (ambientSource != null) + ambientSource.volume = value; + + if (cricketsSource != null) + cricketsSource.volume = value; + } + } +} diff --git a/Assets/Scripts/Player/PlayerAmbientSound.cs.meta b/Assets/Scripts/Player/PlayerAmbientSound.cs.meta new file mode 100644 index 0000000..2621b9c --- /dev/null +++ b/Assets/Scripts/Player/PlayerAmbientSound.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 667fa0519c144254f92051f01717bf3f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Player/PlayerMovement.cs b/Assets/Scripts/Player/PlayerMovement.cs new file mode 100644 index 0000000..6b8840c --- /dev/null +++ b/Assets/Scripts/Player/PlayerMovement.cs @@ -0,0 +1,120 @@ +using UnityEngine; +using UnityEngine.InputSystem; + +[RequireComponent(typeof(CharacterController))] +public class PlayerMovement : MonoBehaviour +{ + public float playerSpeed = 10.0f; + private float earthSpeed = 10f; + private float jumpHeight = 2.5f; + private float gravityValue = -9.81f; + + private CharacterController controller; + private Vector3 playerVelocity; + private bool groundedPlayer; + + private float xRotation = 0f; + + [Header("Input Actions")] + public InputActionReference moveAction; + public InputActionReference jumpAction; + + [Header("Camera Settings")] + public Transform playerCamera; + public float mouseSensitivity = 3f; + + [Header("Ground Checker")] + public Transform groundCheck; + public float groundDistance = 0.4f; + public LayerMask groundMask; + + private void Awake() + { + controller = gameObject.GetComponent(); + Cursor.lockState = CursorLockMode.Locked; + Cursor.visible = false; + } + + private void Start() + { + SetPlayerRandomSpeed(); + earthSpeed = playerSpeed; + } + private void OnEnable() + { + moveAction.action.Enable(); + jumpAction.action.Enable(); + } + + private void OnDisable() + { + moveAction.action.Disable(); + jumpAction.action.Disable(); + } + + void Update() + { + if (MenuController.Instance.isPaused) return; + MoveMouse(); + PlayerJump(); + MovePlayer(); + } + + private void MoveMouse() + { + float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity; + float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity; + + xRotation -= mouseY; + xRotation = Mathf.Clamp(xRotation, -80f, 80f); + + playerCamera.localRotation = Quaternion.Euler(xRotation, 0f, 0f); + + transform.Rotate(Vector3.up * mouseX); + } + + private void PlayerJump() + { + groundedPlayer = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask); + if (groundedPlayer && playerVelocity.y < 0) + { + playerVelocity.y = 0f; + } + + if (jumpAction.action.triggered && groundedPlayer) + { + playerVelocity.y = Mathf.Sqrt(jumpHeight * -2.0f * gravityValue); + } + } + + private void MovePlayer() + { + float horizontal = Input.GetAxis("Horizontal"); + float vertical = Input.GetAxis("Vertical"); + + Vector3 move = transform.right * horizontal + transform.forward * vertical; + controller.Move(move * playerSpeed * Time.deltaTime); + + playerVelocity.y += gravityValue * Time.deltaTime; + controller.Move(playerVelocity * Time.deltaTime); + } + + [ContextMenu("Set player random speed")] + public void SetPlayerRandomSpeed() + { + playerSpeed = Random.Range(8, 15); + earthSpeed = playerSpeed; + } + + public void SetPlayerEarthSpeed() + { + playerSpeed = earthSpeed; + gravityValue = -9.81f; + } + + public void SetPlayerLunarSpeed() + { + playerSpeed *= Mathf.Sqrt(1.62f / 9.81f); + gravityValue = -1.62f; + } +} diff --git a/Assets/Scripts/Player/PlayerMovement.cs.meta b/Assets/Scripts/Player/PlayerMovement.cs.meta new file mode 100644 index 0000000..51499ac --- /dev/null +++ b/Assets/Scripts/Player/PlayerMovement.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 41bcbf4d9bcf3ae41b3f58a4767d99f6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Player/PlayerRaycastOnUI.cs b/Assets/Scripts/Player/PlayerRaycastOnUI.cs new file mode 100644 index 0000000..6e2ee21 --- /dev/null +++ b/Assets/Scripts/Player/PlayerRaycastOnUI.cs @@ -0,0 +1,41 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.UI; +public class PlayerRaycastOnUI : MonoBehaviour +{ + public Camera playerCamera; + public Canvas worldCanvas; + public KeyCode interactKey = KeyCode.E; + + private GraphicRaycaster raycaster; + private EventSystem eventSystem; + + void Start() + { + raycaster = worldCanvas.GetComponent(); + eventSystem = EventSystem.current; + } + + void Update() + { + // PointerEventData + PointerEventData pointerData = new PointerEventData(eventSystem); + pointerData.position = playerCamera.WorldToScreenPoint(playerCamera.transform.position + playerCamera.transform.forward * 2f); + + List results = new List(); + raycaster.Raycast(pointerData, results); + + foreach (var result in results) + { + Button button = result.gameObject.GetComponent