portals and dash. Also a bit of terrain building and level design
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#if GRIFFIN
|
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using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Pinwheel.Griffin;
|
||||
using UnityEditor;
|
||||
using UnityEditor.Callbacks;
|
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using System.Reflection;
|
||||
using TerrainMaterialTemplate = Pinwheel.Griffin.GRuntimeSettings.TerrainRenderingSettings.TerrainMaterialTemplate;
|
||||
|
||||
namespace Pinwheel.Griffin.URP
|
||||
{
|
||||
public static class GGriffinUrpInstaller
|
||||
{
|
||||
[DidReloadScripts]
|
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private static void HandleAutomaticInstallAndUpgrade()
|
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{
|
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string key = GEditorCommon.GetProjectRelatedEditorPrefsKey("polaris-urp-package-imported-0");
|
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bool isFirstImport = !EditorPrefs.HasKey(key);
|
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|
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if (isFirstImport)
|
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{
|
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EditorApplication.update += () =>
|
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{
|
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Install();
|
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UpgradeTerrainMaterialInProject();
|
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Debug.Log("POLARIS: Universal Render Pipeline shaders installed!");
|
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EditorApplication.update = null;
|
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EditorPrefs.SetBool(key, true);
|
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};
|
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}
|
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}
|
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|
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public static void Install()
|
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{
|
||||
GGriffinUrpResources resources = GGriffinUrpResources.Instance;
|
||||
if (resources == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
List<TerrainMaterialTemplate> terrainMaterialTemplates = new List<TerrainMaterialTemplate>();
|
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terrainMaterialTemplates.Add(new TerrainMaterialTemplate()
|
||||
{
|
||||
lightingModel = GLightingModel.PBR,
|
||||
texturingModel = GTexturingModel.Splat,
|
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splatsModel = GSplatsModel.Splats4,
|
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material = resources.Terrain4SplatsMaterial
|
||||
});
|
||||
|
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terrainMaterialTemplates.Add(new TerrainMaterialTemplate()
|
||||
{
|
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lightingModel = GLightingModel.PBR,
|
||||
texturingModel = GTexturingModel.Splat,
|
||||
splatsModel = GSplatsModel.Splats4Normals4,
|
||||
material = resources.Terrain4Splats4NormalsMaterial
|
||||
});
|
||||
|
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terrainMaterialTemplates.Add(new TerrainMaterialTemplate()
|
||||
{
|
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lightingModel = GLightingModel.PBR,
|
||||
texturingModel = GTexturingModel.Splat,
|
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splatsModel = GSplatsModel.Splats8,
|
||||
material = resources.Terrain8SplatsMaterial
|
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});
|
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|
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terrainMaterialTemplates.Add(new TerrainMaterialTemplate()
|
||||
{
|
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lightingModel = GLightingModel.PBR,
|
||||
texturingModel = GTexturingModel.GradientLookup,
|
||||
material = resources.TerrainGradientLookupMaterial
|
||||
});
|
||||
|
||||
terrainMaterialTemplates.Add(new TerrainMaterialTemplate()
|
||||
{
|
||||
lightingModel = GLightingModel.PBR,
|
||||
texturingModel = GTexturingModel.VertexColor,
|
||||
material = resources.TerrainVertexColorMaterial
|
||||
});
|
||||
|
||||
terrainMaterialTemplates.Add(new TerrainMaterialTemplate()
|
||||
{
|
||||
lightingModel = GLightingModel.PBR,
|
||||
texturingModel = GTexturingModel.ColorMap,
|
||||
material = resources.TerrainColorMapMaterial
|
||||
});
|
||||
|
||||
GRuntimeSettings.Instance.terrainRendering.universalRpMaterials = terrainMaterialTemplates;
|
||||
GRuntimeSettings.Instance.foliageRendering.urpGrassMaterial = resources.GrassMaterial;
|
||||
GRuntimeSettings.Instance.foliageRendering.urpGrassBillboardMaterial = resources.GrassBillboardMaterial;
|
||||
GRuntimeSettings.Instance.foliageRendering.urpGrassInteractiveMaterial = resources.GrassInteractiveMaterial;
|
||||
GRuntimeSettings.Instance.foliageRendering.urpTreeBillboardMaterial = resources.TreeBillboardMaterial;
|
||||
|
||||
EditorUtility.SetDirty(GRuntimeSettings.Instance);
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
}
|
||||
|
||||
public static void UpgradeTerrainMaterialInProject()
|
||||
{
|
||||
if (GCommon.CurrentRenderPipeline != GRenderPipelineType.Universal)
|
||||
{
|
||||
return;
|
||||
}
|
||||
string[] guid = AssetDatabase.FindAssets("t:GTerrainData");
|
||||
for (int i = 0; i < guid.Length; ++i)
|
||||
{
|
||||
string path = AssetDatabase.GUIDToAssetPath(guid[i]);
|
||||
GTerrainData data = AssetDatabase.LoadAssetAtPath<GTerrainData>(path);
|
||||
Material mat = data.Shading.CustomMaterial;
|
||||
if (mat != null)
|
||||
{
|
||||
if (UpgradeMaterial(mat))
|
||||
{
|
||||
data.Shading.UpdateMaterials();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static bool UpgradeMaterial(Material mat)
|
||||
{
|
||||
if (GCommon.CurrentRenderPipeline != GRenderPipelineType.Universal)
|
||||
return false;
|
||||
|
||||
Shader currentShader = mat.shader;
|
||||
TerrainMaterialTemplate template;
|
||||
bool found = GRuntimeSettings.Instance.terrainRendering.FindMaterialTemplate(
|
||||
currentShader,
|
||||
GRenderPipelineType.Builtin,
|
||||
out template);
|
||||
if (!found)
|
||||
return false;
|
||||
|
||||
Material urpMat = GRuntimeSettings.Instance.terrainRendering.GetClonedMaterial(
|
||||
GRenderPipelineType.Universal,
|
||||
GLightingModel.PBR,
|
||||
template.texturingModel,
|
||||
template.splatsModel);
|
||||
if (urpMat != null)
|
||||
{
|
||||
mat.shader = urpMat.shader;
|
||||
GUtilities.DestroyObject(urpMat);
|
||||
Debug.Log(string.Format("POLARIS: Upgrade material {0} to URP succeeded.", mat.name));
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
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@@ -0,0 +1,11 @@
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,165 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Pinwheel.Griffin.URP
|
||||
{
|
||||
//[CreateAssetMenu(menuName = "Griffin/URP Resources")]
|
||||
public class GGriffinUrpResources : ScriptableObject
|
||||
{
|
||||
private static GGriffinUrpResources instance;
|
||||
public static GGriffinUrpResources Instance
|
||||
{
|
||||
get
|
||||
{
|
||||
if (instance == null)
|
||||
{
|
||||
instance = Resources.Load<GGriffinUrpResources>("GriffinUrpResources");
|
||||
}
|
||||
return instance;
|
||||
}
|
||||
}
|
||||
|
||||
[Header("Terrain Material")]
|
||||
[SerializeField]
|
||||
private Material terrain4SplatsMaterial;
|
||||
public Material Terrain4SplatsMaterial
|
||||
{
|
||||
get
|
||||
{
|
||||
return terrain4SplatsMaterial;
|
||||
}
|
||||
set
|
||||
{
|
||||
terrain4SplatsMaterial = value;
|
||||
}
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
private Material terrain4Splats4NormalsMaterial;
|
||||
public Material Terrain4Splats4NormalsMaterial
|
||||
{
|
||||
get
|
||||
{
|
||||
return terrain4Splats4NormalsMaterial;
|
||||
}
|
||||
set
|
||||
{
|
||||
terrain4Splats4NormalsMaterial = value;
|
||||
}
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
private Material terrain8SplatsMaterial;
|
||||
public Material Terrain8SplatsMaterial
|
||||
{
|
||||
get
|
||||
{
|
||||
return terrain8SplatsMaterial;
|
||||
}
|
||||
set
|
||||
{
|
||||
terrain8SplatsMaterial = value;
|
||||
}
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
private Material terrainGradientLookupMaterial;
|
||||
public Material TerrainGradientLookupMaterial
|
||||
{
|
||||
get
|
||||
{
|
||||
return terrainGradientLookupMaterial;
|
||||
}
|
||||
set
|
||||
{
|
||||
terrainGradientLookupMaterial = value;
|
||||
}
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
private Material terrainVertexColorMaterial;
|
||||
public Material TerrainVertexColorMaterial
|
||||
{
|
||||
get
|
||||
{
|
||||
return terrainVertexColorMaterial;
|
||||
}
|
||||
set
|
||||
{
|
||||
terrainVertexColorMaterial = value;
|
||||
}
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
private Material terrainColorMapMaterial;
|
||||
public Material TerrainColorMapMaterial
|
||||
{
|
||||
get
|
||||
{
|
||||
return terrainColorMapMaterial;
|
||||
}
|
||||
set
|
||||
{
|
||||
terrainColorMapMaterial = value;
|
||||
}
|
||||
}
|
||||
|
||||
[Header("Foliage Material")]
|
||||
[SerializeField]
|
||||
private Material grassMaterial;
|
||||
public Material GrassMaterial
|
||||
{
|
||||
get
|
||||
{
|
||||
return grassMaterial;
|
||||
}
|
||||
set
|
||||
{
|
||||
grassMaterial = value;
|
||||
}
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
private Material grassBillboardMaterial;
|
||||
public Material GrassBillboardMaterial
|
||||
{
|
||||
get
|
||||
{
|
||||
return grassBillboardMaterial;
|
||||
}
|
||||
set
|
||||
{
|
||||
grassBillboardMaterial = value;
|
||||
}
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
private Material grassInteractiveMaterial;
|
||||
public Material GrassInteractiveMaterial
|
||||
{
|
||||
get
|
||||
{
|
||||
return grassInteractiveMaterial;
|
||||
}
|
||||
set
|
||||
{
|
||||
grassInteractiveMaterial = value;
|
||||
}
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
private Material treeBillboardMaterial;
|
||||
public Material TreeBillboardMaterial
|
||||
{
|
||||
get
|
||||
{
|
||||
return treeBillboardMaterial;
|
||||
}
|
||||
set
|
||||
{
|
||||
treeBillboardMaterial = value;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bc2a1cc0d83caa64eb8a04447b0eff01
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,70 @@
|
||||
#if GRIFFIN && UNITY_EDITOR
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using Pinwheel.Griffin;
|
||||
using Pinwheel.Griffin.URP;
|
||||
|
||||
namespace Pinwheel.Griffin.URP.GriffinExtension
|
||||
{
|
||||
public static class GriffinUrpSupport
|
||||
{
|
||||
public static string GetExtensionName()
|
||||
{
|
||||
return "Universal Render Pipeline Support";
|
||||
}
|
||||
|
||||
public static string GetPublisherName()
|
||||
{
|
||||
return "Pinwheel Studio";
|
||||
}
|
||||
|
||||
public static string GetDescription()
|
||||
{
|
||||
return "Adding support for URP.\n" +
|
||||
"Requires Unity 2019.3 or above.";
|
||||
}
|
||||
|
||||
public static string GetVersion()
|
||||
{
|
||||
return "2020.1";
|
||||
}
|
||||
|
||||
public static void OpenSupportLink()
|
||||
{
|
||||
GEditorCommon.OpenEmailEditor(
|
||||
GCommon.SUPPORT_EMAIL,
|
||||
"[Polaris V2] LWRP Support",
|
||||
"YOUR_MESSAGE_HERE");
|
||||
}
|
||||
|
||||
public static void OnGUI()
|
||||
{
|
||||
bool isUnity20193orNewer = false;
|
||||
#if UNITY_2019_3_OR_NEWER
|
||||
isUnity20193orNewer = true;
|
||||
#endif
|
||||
|
||||
GUI.enabled = isUnity20193orNewer;
|
||||
if (GUILayout.Button("Install"))
|
||||
{
|
||||
GGriffinUrpInstaller.Install();
|
||||
}
|
||||
|
||||
GUI.enabled = isUnity20193orNewer && GCommon.CurrentRenderPipeline == GRenderPipelineType.Universal;
|
||||
string upgradeButtonLabel =
|
||||
GCommon.CurrentRenderPipeline == GRenderPipelineType.Universal ?
|
||||
"Upgrade Terrain Materials" :
|
||||
"Enable URP to upgrade terrain materials.";
|
||||
|
||||
if (GUILayout.Button(upgradeButtonLabel))
|
||||
{
|
||||
GGriffinUrpInstaller.UpgradeTerrainMaterialInProject();
|
||||
}
|
||||
|
||||
GUI.enabled = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 75990f54f4e88224181f33efe43ee481
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,3 @@
|
||||
{
|
||||
"reference": "GUID:5d7906c0134269149b5691f96c01c162"
|
||||
}
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 82ee79896e95a2a45b75e0838166bdd1
|
||||
AssemblyDefinitionReferenceImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ea80bb90a77e764408ba5db57e551f64
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bcc5ef464f6458c469b4f3026f0edb74
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f4ddcab687b4ff24781cf4956d3451bc
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ebfc7b74df0e8714b8bf50f017e484ff
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 26f5c4c8cd5bc194eaa78d3d8af5d901
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,669 @@
|
||||
Shader "Polaris/Deprecated/URP/Foliage/TreeBillboard"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Color("Color", Color) = (1,1,1,1)
|
||||
_MainTex("MainTex", 2D) = "white" {}
|
||||
_BumpMap("BumpMap", 2D) = "bump" {}
|
||||
_Cutoff("Cutoff", Range(0 , 1)) = 0.5
|
||||
}
|
||||
|
||||
|
||||
SubShader
|
||||
{
|
||||
|
||||
Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" "Queue" = "Geometry" }
|
||||
|
||||
Cull Back
|
||||
HLSLINCLUDE
|
||||
#pragma target 3.0
|
||||
ENDHLSL
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Tags { "LightMode" = "UniversalForward" }
|
||||
|
||||
Name "Base"
|
||||
Blend One Zero
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
Offset 0 , 0
|
||||
ColorMask RGBA
|
||||
|
||||
HLSLPROGRAM
|
||||
// Required to compile gles 2.0 with standard srp library
|
||||
#pragma prefer_hlslcc gles
|
||||
#pragma exclude_renderers d3d11_9x
|
||||
|
||||
|
||||
// -------------------------------------
|
||||
// Universal Pipeline keywords
|
||||
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
|
||||
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
|
||||
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
|
||||
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
|
||||
#pragma multi_compile _ _SHADOWS_SOFT
|
||||
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
|
||||
|
||||
// -------------------------------------
|
||||
// Unity defined keywords
|
||||
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||||
#pragma multi_compile _ LIGHTMAP_ON
|
||||
#pragma multi_compile_fog
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#define ASE_SRP_VERSION 50702
|
||||
#define _NORMALMAP 1
|
||||
#define _AlphaClip 1
|
||||
|
||||
|
||||
#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"
|
||||
|
||||
float4 _Color;
|
||||
sampler2D _MainTex;
|
||||
sampler2D _BumpMap;
|
||||
float _Cutoff;
|
||||
|
||||
struct GraphVertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 ase_normal : NORMAL;
|
||||
float4 ase_tangent : TANGENT;
|
||||
float4 texcoord1 : TEXCOORD1;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct GraphVertexOutput
|
||||
{
|
||||
float4 clipPos : SV_POSITION;
|
||||
float4 lightmapUVOrVertexSH : TEXCOORD0;
|
||||
half4 fogFactorAndVertexLight : TEXCOORD1; // x: fogFactor, yzw: vertex light
|
||||
float4 shadowCoord : TEXCOORD2;
|
||||
float4 tSpace0 : TEXCOORD3;
|
||||
float4 tSpace1 : TEXCOORD4;
|
||||
float4 tSpace2 : TEXCOORD5;
|
||||
float4 ase_texcoord7 : TEXCOORD7;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
|
||||
//Custom function for getting billboard image texture coordinate
|
||||
float4 _ImageTexcoords[256];
|
||||
int _ImageCount;
|
||||
|
||||
void GetImageTexcoord(float3 worldNormal, inout float4 texcoord)
|
||||
{
|
||||
float dotZ = dot(worldNormal, float3(0,0,1));
|
||||
float dotX = dot(worldNormal, float3(1,0,0));
|
||||
float rad = atan2(dotZ, dotX);
|
||||
rad = (rad + TWO_PI) % TWO_PI;
|
||||
float f = rad / TWO_PI - 0.5 / _ImageCount;
|
||||
int imageIndex = f * _ImageCount;
|
||||
|
||||
float4 rect = _ImageTexcoords[imageIndex];
|
||||
float2 min = rect.xy;
|
||||
float2 max = rect.xy + rect.zw;
|
||||
|
||||
float2 result = float2(
|
||||
lerp(min.x, max.x, texcoord.x),
|
||||
lerp(min.y, max.y, texcoord.y));
|
||||
texcoord = float4(result,0,0);
|
||||
}
|
||||
|
||||
GraphVertexOutput vert(GraphVertexInput v)
|
||||
{
|
||||
GraphVertexOutput o = (GraphVertexOutput)0;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
GetImageTexcoord(TransformObjectToWorldNormal(v.ase_normal), v.ase_texcoord);
|
||||
o.ase_texcoord7.xy = v.ase_texcoord.xy;
|
||||
|
||||
//setting value to unused interpolator channels and avoid initialization warnings
|
||||
o.ase_texcoord7.zw = 0;
|
||||
float3 vertexValue = float3(0, 0, 0);
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
v.vertex.xyz = vertexValue;
|
||||
#else
|
||||
v.vertex.xyz += vertexValue;
|
||||
#endif
|
||||
v.ase_normal = v.ase_normal;
|
||||
|
||||
// Vertex shader outputs defined by graph
|
||||
float3 lwWNormal = TransformObjectToWorldNormal(v.ase_normal);
|
||||
float3 lwWorldPos = TransformObjectToWorld(v.vertex.xyz);
|
||||
float3 lwWTangent = TransformObjectToWorldDir(v.ase_tangent.xyz);
|
||||
float3 lwWBinormal = normalize(cross(lwWNormal, lwWTangent) * v.ase_tangent.w);
|
||||
o.tSpace0 = float4(lwWTangent.x, lwWBinormal.x, lwWNormal.x, lwWorldPos.x);
|
||||
o.tSpace1 = float4(lwWTangent.y, lwWBinormal.y, lwWNormal.y, lwWorldPos.y);
|
||||
o.tSpace2 = float4(lwWTangent.z, lwWBinormal.z, lwWNormal.z, lwWorldPos.z);
|
||||
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz);
|
||||
|
||||
// We either sample GI from lightmap or SH.
|
||||
// Lightmap UV and vertex SH coefficients use the same interpolator ("float2 lightmapUV" for lightmap or "half3 vertexSH" for SH)
|
||||
// see DECLARE_LIGHTMAP_OR_SH macro.
|
||||
// The following funcions initialize the correct variable with correct data
|
||||
OUTPUT_LIGHTMAP_UV(v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy);
|
||||
OUTPUT_SH(lwWNormal, o.lightmapUVOrVertexSH.xyz);
|
||||
|
||||
half3 vertexLight = VertexLighting(vertexInput.positionWS, lwWNormal);
|
||||
half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
|
||||
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
|
||||
o.clipPos = vertexInput.positionCS;
|
||||
|
||||
#ifdef _MAIN_LIGHT_SHADOWS
|
||||
o.shadowCoord = GetShadowCoord(vertexInput);
|
||||
#endif
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag(GraphVertexOutput IN) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(IN);
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
|
||||
|
||||
float3 WorldSpaceNormal = normalize(float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z));
|
||||
float3 WorldSpaceTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x);
|
||||
float3 WorldSpaceBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y);
|
||||
float3 WorldSpacePosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
|
||||
float3 WorldSpaceViewDirection = SafeNormalize(_WorldSpaceCameraPos.xyz - WorldSpacePosition);
|
||||
|
||||
float4 _Color5 = _Color;
|
||||
float2 uv015 = IN.ase_texcoord7.xy * float2(1,1) + float2(0,0);
|
||||
float4 tex2DNode13 = tex2D(_MainTex, uv015);
|
||||
float4 albedoColor18 = (_Color5 * tex2DNode13);
|
||||
|
||||
float2 uv027 = IN.ase_texcoord7.xy * float2(1,1) + float2(0,0);
|
||||
float3 break30 = reflect(UnpackNormalScale(tex2D(_BumpMap, uv027), 1.0) , float3(0,-1,0));
|
||||
float3 appendResult33 = (float3(break30.x , (1.0 - break30.y) , (1.0 - break30.z)));
|
||||
float3 normal34 = appendResult33;
|
||||
|
||||
float alpha19 = tex2DNode13.a;
|
||||
|
||||
float _Cutoff11 = _Cutoff;
|
||||
|
||||
|
||||
float3 Albedo = albedoColor18.rgb;
|
||||
float3 Normal = normal34;
|
||||
float3 Emission = 0;
|
||||
float3 Specular = float3(0.5, 0.5, 0.5);
|
||||
float Metallic = 0.0;
|
||||
float Smoothness = 0.0;
|
||||
float Occlusion = 1;
|
||||
float Alpha = alpha19;
|
||||
float AlphaClipThreshold = _Cutoff11;
|
||||
|
||||
InputData inputData;
|
||||
inputData.positionWS = WorldSpacePosition;
|
||||
|
||||
#ifdef _NORMALMAP
|
||||
inputData.normalWS = normalize(TransformTangentToWorld(Normal, half3x3(WorldSpaceTangent, WorldSpaceBiTangent, WorldSpaceNormal)));
|
||||
#else
|
||||
#if !SHADER_HINT_NICE_QUALITY
|
||||
inputData.normalWS = WorldSpaceNormal;
|
||||
#else
|
||||
inputData.normalWS = normalize(WorldSpaceNormal);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if !SHADER_HINT_NICE_QUALITY
|
||||
// viewDirection should be normalized here, but we avoid doing it as it's close enough and we save some ALU.
|
||||
inputData.viewDirectionWS = WorldSpaceViewDirection;
|
||||
#else
|
||||
inputData.viewDirectionWS = normalize(WorldSpaceViewDirection);
|
||||
#endif
|
||||
|
||||
inputData.shadowCoord = IN.shadowCoord;
|
||||
|
||||
inputData.fogCoord = IN.fogFactorAndVertexLight.x;
|
||||
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
|
||||
inputData.bakedGI = SAMPLE_GI(IN.lightmapUVOrVertexSH.xy, IN.lightmapUVOrVertexSH.xyz, inputData.normalWS);
|
||||
|
||||
half4 color = UniversalFragmentPBR(
|
||||
inputData,
|
||||
Albedo,
|
||||
Metallic,
|
||||
Specular,
|
||||
Smoothness,
|
||||
Occlusion,
|
||||
Emission,
|
||||
Alpha);
|
||||
|
||||
#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
|
||||
|
||||
#if _AlphaClip
|
||||
clip(Alpha - AlphaClipThreshold);
|
||||
#endif
|
||||
|
||||
#if ASE_LW_FINAL_COLOR_ALPHA_MULTIPLY
|
||||
color.rgb *= color.a;
|
||||
#endif
|
||||
return color;
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "ShadowCaster"
|
||||
Tags { "LightMode" = "ShadowCaster" }
|
||||
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
|
||||
HLSLPROGRAM
|
||||
// Required to compile gles 2.0 with standard srp library
|
||||
#pragma prefer_hlslcc gles
|
||||
#pragma exclude_renderers d3d11_9x
|
||||
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma vertex ShadowPassVertex
|
||||
#pragma fragment ShadowPassFragment
|
||||
|
||||
#define ASE_SRP_VERSION 50702
|
||||
#define _AlphaClip 1
|
||||
|
||||
|
||||
#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 GraphVertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 ase_normal : NORMAL;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
float _Cutoff;
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 clipPos : SV_POSITION;
|
||||
float4 ase_texcoord7 : TEXCOORD7;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
//Custom function for getting billboard image texture coordinate
|
||||
float4 _ImageTexcoords[256];
|
||||
int _ImageCount;
|
||||
|
||||
void GetImageTexcoord(float3 worldNormal, inout float4 texcoord)
|
||||
{
|
||||
float dotZ = dot(worldNormal, float3(0,0,1));
|
||||
float dotX = dot(worldNormal, float3(1,0,0));
|
||||
float rad = atan2(dotZ, dotX);
|
||||
rad = (rad + TWO_PI) % TWO_PI;
|
||||
float f = rad / TWO_PI - 0.5 / _ImageCount;
|
||||
int imageIndex = f * _ImageCount;
|
||||
|
||||
float4 rect = _ImageTexcoords[imageIndex];
|
||||
float2 min = rect.xy;
|
||||
float2 max = rect.xy + rect.zw;
|
||||
|
||||
float2 result = float2(
|
||||
lerp(min.x, max.x, texcoord.x),
|
||||
lerp(min.y, max.y, texcoord.y));
|
||||
texcoord = float4(result,0,0);
|
||||
}
|
||||
|
||||
// x: global clip space bias, y: normal world space bias
|
||||
float3 _LightDirection;
|
||||
|
||||
VertexOutput ShadowPassVertex(GraphVertexInput v)
|
||||
{
|
||||
VertexOutput o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
|
||||
GetImageTexcoord(TransformObjectToWorldNormal(v.ase_normal), v.ase_texcoord);
|
||||
o.ase_texcoord7.xy = v.ase_texcoord.xy;
|
||||
|
||||
//setting value to unused interpolator channels and avoid initialization warnings
|
||||
o.ase_texcoord7.zw = 0;
|
||||
float3 vertexValue = float3(0,0,0);
|
||||
#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);
|
||||
float3 normalWS = TransformObjectToWorldDir(v.ase_normal);
|
||||
|
||||
float invNdotL = 1.0 - saturate(dot(_LightDirection, normalWS));
|
||||
float scale = invNdotL * _ShadowBias.y;
|
||||
|
||||
// normal bias is negative since we want to apply an inset normal offset
|
||||
positionWS = _LightDirection * _ShadowBias.xxx + positionWS;
|
||||
positionWS = normalWS * scale.xxx + positionWS;
|
||||
float4 clipPos = TransformWorldToHClip(positionWS);
|
||||
|
||||
// _ShadowBias.x sign depens on if platform has reversed z buffer
|
||||
//clipPos.z += _ShadowBias.x;
|
||||
|
||||
#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
|
||||
o.clipPos = clipPos;
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 ShadowPassFragment(VertexOutput IN) : SV_TARGET
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(IN);
|
||||
|
||||
float2 uv015 = IN.ase_texcoord7.xy * float2(1,1) + float2(0,0);
|
||||
float4 tex2DNode13 = tex2D(_MainTex, uv015);
|
||||
float alpha19 = tex2DNode13.a;
|
||||
|
||||
float _Cutoff11 = _Cutoff;
|
||||
|
||||
|
||||
float Alpha = alpha19;
|
||||
float AlphaClipThreshold = _Cutoff11;
|
||||
|
||||
#if _AlphaClip
|
||||
clip(Alpha - AlphaClipThreshold);
|
||||
#endif
|
||||
return 0;
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "DepthOnly"
|
||||
Tags { "LightMode" = "DepthOnly" }
|
||||
|
||||
ZWrite On
|
||||
ColorMask 0
|
||||
|
||||
HLSLPROGRAM
|
||||
// Required to compile gles 2.0 with standard srp library
|
||||
#pragma prefer_hlslcc gles
|
||||
#pragma exclude_renderers d3d11_9x
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#define ASE_SRP_VERSION 50702
|
||||
#define _AlphaClip 1
|
||||
|
||||
|
||||
#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"
|
||||
|
||||
sampler2D _MainTex;
|
||||
float _Cutoff;
|
||||
|
||||
struct GraphVertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 ase_normal : NORMAL;
|
||||
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
|
||||
};
|
||||
|
||||
//Custom function for getting billboard image texture coordinate
|
||||
float4 _ImageTexcoords[256];
|
||||
int _ImageCount;
|
||||
|
||||
void GetImageTexcoord(float3 worldNormal, inout float4 texcoord)
|
||||
{
|
||||
float dotZ = dot(worldNormal, float3(0,0,1));
|
||||
float dotX = dot(worldNormal, float3(1,0,0));
|
||||
float rad = atan2(dotZ, dotX);
|
||||
rad = (rad + TWO_PI) % TWO_PI;
|
||||
float f = rad / TWO_PI - 0.5 / _ImageCount;
|
||||
int imageIndex = f * _ImageCount;
|
||||
|
||||
float4 rect = _ImageTexcoords[imageIndex];
|
||||
float2 min = rect.xy;
|
||||
float2 max = rect.xy + rect.zw;
|
||||
|
||||
float2 result = float2(
|
||||
lerp(min.x, max.x, texcoord.x),
|
||||
lerp(min.y, max.y, texcoord.y));
|
||||
texcoord = float4(result,0,0);
|
||||
}
|
||||
|
||||
VertexOutput vert(GraphVertexInput v)
|
||||
{
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
GetImageTexcoord(TransformObjectToWorldNormal(v.ase_normal), v.ase_texcoord);
|
||||
o.ase_texcoord.xy = v.ase_texcoord.xy;
|
||||
|
||||
//setting value to unused interpolator channels and avoid initialization warnings
|
||||
o.ase_texcoord.zw = 0;
|
||||
float3 vertexValue = float3(0,0,0);
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
v.vertex.xyz = vertexValue;
|
||||
#else
|
||||
v.vertex.xyz += vertexValue;
|
||||
#endif
|
||||
|
||||
v.ase_normal = v.ase_normal;
|
||||
|
||||
o.clipPos = TransformObjectToHClip(v.vertex.xyz);
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag(VertexOutput IN) : SV_TARGET
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(IN);
|
||||
|
||||
float2 uv015 = IN.ase_texcoord.xy * float2(1,1) + float2(0,0);
|
||||
float4 tex2DNode13 = tex2D(_MainTex, uv015);
|
||||
float alpha19 = tex2DNode13.a;
|
||||
|
||||
float _Cutoff11 = _Cutoff;
|
||||
|
||||
|
||||
float Alpha = alpha19;
|
||||
float AlphaClipThreshold = _Cutoff11;
|
||||
|
||||
#if _AlphaClip
|
||||
clip(Alpha - AlphaClipThreshold);
|
||||
#endif
|
||||
return 0;
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// This pass it not used during regular rendering, only for lightmap baking.
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "Meta"
|
||||
Tags { "LightMode" = "Meta" }
|
||||
|
||||
Cull Off
|
||||
|
||||
HLSLPROGRAM
|
||||
// Required to compile gles 2.0 with standard srp library
|
||||
#pragma prefer_hlslcc gles
|
||||
#pragma exclude_renderers d3d11_9x
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#define ASE_SRP_VERSION 50702
|
||||
#define _AlphaClip 1
|
||||
|
||||
|
||||
uniform float4 _MainTex_ST;
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
|
||||
float4 _Color;
|
||||
sampler2D _MainTex;
|
||||
float _Cutoff;
|
||||
|
||||
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature EDITOR_VISUALIZATION
|
||||
|
||||
|
||||
struct GraphVertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 ase_normal : NORMAL;
|
||||
float4 texcoord1 : TEXCOORD1;
|
||||
float4 texcoord2 : TEXCOORD2;
|
||||
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
|
||||
};
|
||||
|
||||
//Custom function for getting billboard image texture coordinate
|
||||
float4 _ImageTexcoords[256];
|
||||
int _ImageCount;
|
||||
|
||||
void GetImageTexcoord(float3 worldNormal, inout float4 texcoord)
|
||||
{
|
||||
float dotZ = dot(worldNormal, float3(0,0,1));
|
||||
float dotX = dot(worldNormal, float3(1,0,0));
|
||||
float rad = atan2(dotZ, dotX);
|
||||
rad = (rad + TWO_PI) % TWO_PI;
|
||||
float f = rad / TWO_PI - 0.5 / _ImageCount;
|
||||
int imageIndex = f * _ImageCount;
|
||||
|
||||
float4 rect = _ImageTexcoords[imageIndex];
|
||||
float2 min = rect.xy;
|
||||
float2 max = rect.xy + rect.zw;
|
||||
|
||||
float2 result = float2(
|
||||
lerp(min.x, max.x, texcoord.x),
|
||||
lerp(min.y, max.y, texcoord.y));
|
||||
texcoord = float4(result,0,0);
|
||||
}
|
||||
|
||||
VertexOutput vert(GraphVertexInput v)
|
||||
{
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
GetImageTexcoord(TransformObjectToWorldNormal(v.ase_normal), v.ase_texcoord);
|
||||
o.ase_texcoord.xy = v.ase_texcoord.xy;
|
||||
|
||||
//setting value to unused interpolator channels and avoid initialization warnings
|
||||
o.ase_texcoord.zw = 0;
|
||||
|
||||
float3 vertexValue = float3(0,0,0);
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
v.vertex.xyz = vertexValue;
|
||||
#else
|
||||
v.vertex.xyz += vertexValue;
|
||||
#endif
|
||||
|
||||
v.ase_normal = v.ase_normal;
|
||||
|
||||
o.clipPos = MetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST);
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag(VertexOutput IN) : SV_TARGET
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(IN);
|
||||
|
||||
float4 _Color5 = _Color;
|
||||
float2 uv015 = IN.ase_texcoord.xy * float2(1,1) + float2(0,0);
|
||||
float4 tex2DNode13 = tex2D(_MainTex, uv015);
|
||||
float4 albedoColor18 = (_Color5 * tex2DNode13);
|
||||
|
||||
float alpha19 = tex2DNode13.a;
|
||||
|
||||
float _Cutoff11 = _Cutoff;
|
||||
|
||||
|
||||
float3 Albedo = albedoColor18.rgb;
|
||||
float3 Emission = 0;
|
||||
float Alpha = alpha19;
|
||||
float AlphaClipThreshold = _Cutoff11;
|
||||
|
||||
#if _AlphaClip
|
||||
clip(Alpha - AlphaClipThreshold);
|
||||
#endif
|
||||
|
||||
MetaInput metaInput = (MetaInput)0;
|
||||
metaInput.Albedo = Albedo;
|
||||
metaInput.Emission = Emission;
|
||||
|
||||
return MetaFragment(metaInput);
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
}
|
||||
Fallback "Hidden/InternalErrorShader"
|
||||
|
||||
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 54db604f410187644997fdc82695afcd
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 42f47eba6ec7d3b4db8417e7ec52b789
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7997475fabe47cd41b11f25e3ee019bd
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0b397c1b9aa6e5041a937b5259e531ac
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 11b6693bddd0c93408b2326215a883c1
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,868 @@
|
||||
// Made with Amplify Shader Editor
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||
Shader "Polaris/Deprecated/URP/Terrain/URP_ColorMap_ASE"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
|
||||
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
|
||||
_MainTex("_MainTex", 2D) = "white" {}
|
||||
_MetallicGlossMap("_MetallicGlossMap", 2D) = "white" {}
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
LOD 0
|
||||
|
||||
|
||||
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
|
||||
|
||||
Cull Back
|
||||
HLSLINCLUDE
|
||||
#pragma target 3.0
|
||||
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_fog
|
||||
#define ASE_FOG 1
|
||||
#define ASE_SRP_VERSION 999999
|
||||
|
||||
#pragma prefer_hlslcc gles
|
||||
#pragma exclude_renderers d3d11_9x
|
||||
|
||||
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
|
||||
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
|
||||
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
|
||||
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
|
||||
#pragma multi_compile _ _SHADOWS_SOFT
|
||||
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
|
||||
|
||||
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||||
#pragma multi_compile _ LIGHTMAP_ON
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#define SHADERPASS_FORWARD
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
|
||||
#if ASE_SRP_VERSION <= 70108
|
||||
#define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _MetallicGlossMap;
|
||||
CBUFFER_START( UnityPerMaterial )
|
||||
float4 _MainTex_ST;
|
||||
float4 _MetallicGlossMap_ST;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 ase_normal : NORMAL;
|
||||
float4 ase_tangent : TANGENT;
|
||||
float4 texcoord1 : TEXCOORD1;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 clipPos : SV_POSITION;
|
||||
float4 lightmapUVOrVertexSH : TEXCOORD0;
|
||||
half4 fogFactorAndVertexLight : TEXCOORD1;
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||||
float4 shadowCoord : TEXCOORD2;
|
||||
#endif
|
||||
float4 tSpace0 : TEXCOORD3;
|
||||
float4 tSpace1 : TEXCOORD4;
|
||||
float4 tSpace2 : TEXCOORD5;
|
||||
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
||||
float4 screenPos : TEXCOORD6;
|
||||
#endif
|
||||
float4 ase_texcoord7 : TEXCOORD7;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
|
||||
VertexOutput vert ( VertexInput v )
|
||||
{
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
o.ase_texcoord7.xy = v.ase_texcoord.xy;
|
||||
|
||||
//setting value to unused interpolator channels and avoid initialization warnings
|
||||
o.ase_texcoord7.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 );
|
||||
float3 positionVS = TransformWorldToView( positionWS );
|
||||
float4 positionCS = TransformWorldToHClip( positionWS );
|
||||
|
||||
VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent );
|
||||
|
||||
o.tSpace0 = float4( normalInput.normalWS, positionWS.x);
|
||||
o.tSpace1 = float4( normalInput.tangentWS, positionWS.y);
|
||||
o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z);
|
||||
|
||||
OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy );
|
||||
OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz );
|
||||
|
||||
half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );
|
||||
#ifdef ASE_FOG
|
||||
half fogFactor = ComputeFogFactor( positionCS.z );
|
||||
#else
|
||||
half fogFactor = 0;
|
||||
#endif
|
||||
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
|
||||
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||||
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
||||
vertexInput.positionWS = positionWS;
|
||||
vertexInput.positionCS = positionCS;
|
||||
o.shadowCoord = GetShadowCoord( vertexInput );
|
||||
#endif
|
||||
|
||||
o.clipPos = positionCS;
|
||||
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
||||
o.screenPos = ComputeScreenPos(positionCS);
|
||||
#endif
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag ( VertexOutput IN ) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(IN);
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
|
||||
|
||||
#ifdef LOD_FADE_CROSSFADE
|
||||
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
||||
#endif
|
||||
|
||||
float3 WorldNormal = normalize( IN.tSpace0.xyz );
|
||||
float3 WorldTangent = IN.tSpace1.xyz;
|
||||
float3 WorldBiTangent = IN.tSpace2.xyz;
|
||||
float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
|
||||
float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
|
||||
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
||||
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
||||
float4 ScreenPos = IN.screenPos;
|
||||
#endif
|
||||
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||||
ShadowCoords = IN.shadowCoord;
|
||||
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||||
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
||||
#endif
|
||||
|
||||
#if SHADER_HINT_NICE_QUALITY
|
||||
WorldViewDirection = SafeNormalize( WorldViewDirection );
|
||||
#endif
|
||||
|
||||
float2 uv_MainTex = IN.ase_texcoord7.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
|
||||
float2 uv_MetallicGlossMap = IN.ase_texcoord7.xy * _MetallicGlossMap_ST.xy + _MetallicGlossMap_ST.zw;
|
||||
float4 tex2DNode4 = tex2D( _MetallicGlossMap, uv_MetallicGlossMap );
|
||||
|
||||
float3 Albedo = tex2D( _MainTex, uv_MainTex ).rgb;
|
||||
float3 Normal = float3(0, 0, 1);
|
||||
float3 Emission = 0;
|
||||
float3 Specular = 0.5;
|
||||
float Metallic = tex2DNode4.r;
|
||||
float Smoothness = tex2DNode4.a;
|
||||
float Occlusion = 1;
|
||||
float Alpha = 1;
|
||||
float AlphaClipThreshold = 0.5;
|
||||
float3 BakedGI = 0;
|
||||
float3 RefractionColor = 1;
|
||||
float RefractionIndex = 1;
|
||||
|
||||
#ifdef _ALPHATEST_ON
|
||||
clip(Alpha - AlphaClipThreshold);
|
||||
#endif
|
||||
|
||||
InputData inputData;
|
||||
inputData.positionWS = WorldPosition;
|
||||
inputData.viewDirectionWS = WorldViewDirection;
|
||||
inputData.shadowCoord = ShadowCoords;
|
||||
|
||||
#ifdef _NORMALMAP
|
||||
inputData.normalWS = normalize(TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal )));
|
||||
#else
|
||||
#if !SHADER_HINT_NICE_QUALITY
|
||||
inputData.normalWS = WorldNormal;
|
||||
#else
|
||||
inputData.normalWS = normalize( WorldNormal );
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef ASE_FOG
|
||||
inputData.fogCoord = IN.fogFactorAndVertexLight.x;
|
||||
#endif
|
||||
|
||||
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
|
||||
inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, IN.lightmapUVOrVertexSH.xyz, inputData.normalWS );
|
||||
#ifdef _ASE_BAKEDGI
|
||||
inputData.bakedGI = BakedGI;
|
||||
#endif
|
||||
half4 color = UniversalFragmentPBR(
|
||||
inputData,
|
||||
Albedo,
|
||||
Metallic,
|
||||
Specular,
|
||||
Smoothness,
|
||||
Occlusion,
|
||||
Emission,
|
||||
Alpha);
|
||||
|
||||
#ifdef _REFRACTION_ASE
|
||||
float4 projScreenPos = ScreenPos / ScreenPos.w;
|
||||
float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, WorldNormal ).xyz * ( 1.0 / ( ScreenPos.z + 1.0 ) ) * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
|
||||
float2 cameraRefraction = float2( refractionOffset.x, -( refractionOffset.y * _ProjectionParams.x ) );
|
||||
projScreenPos.xy += cameraRefraction;
|
||||
float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos ) * RefractionColor;
|
||||
color.rgb = lerp( refraction, color.rgb, color.a );
|
||||
color.a = 1;
|
||||
#endif
|
||||
|
||||
#ifdef ASE_FOG
|
||||
#ifdef TERRAIN_SPLAT_ADDPASS
|
||||
color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x );
|
||||
#else
|
||||
color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "ShadowCaster"
|
||||
Tags { "LightMode"="ShadowCaster" }
|
||||
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma multi_compile_fog
|
||||
#define ASE_FOG 1
|
||||
#define ASE_SRP_VERSION 999999
|
||||
|
||||
#pragma prefer_hlslcc gles
|
||||
#pragma exclude_renderers d3d11_9x
|
||||
|
||||
#pragma vertex ShadowPassVertex
|
||||
#pragma fragment ShadowPassFragment
|
||||
|
||||
#define SHADERPASS_SHADOWCASTER
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 ase_normal : NORMAL;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
CBUFFER_START( UnityPerMaterial )
|
||||
float4 _MainTex_ST;
|
||||
float4 _MetallicGlossMap_ST;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
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
|
||||
};
|
||||
|
||||
|
||||
float3 _LightDirection;
|
||||
|
||||
VertexOutput ShadowPassVertex( 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);
|
||||
|
||||
float4 clipPos = TransformWorldToHClip( ApplyShadowBias( positionWS, normalWS, _LightDirection ) );
|
||||
|
||||
#if UNITY_REVERSED_Z
|
||||
clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
|
||||
#else
|
||||
clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
|
||||
#endif
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||||
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
||||
vertexInput.positionWS = positionWS;
|
||||
vertexInput.positionCS = clipPos;
|
||||
o.shadowCoord = GetShadowCoord( vertexInput );
|
||||
#endif
|
||||
o.clipPos = clipPos;
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 ShadowPassFragment(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
|
||||
}
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "DepthOnly"
|
||||
Tags { "LightMode"="DepthOnly" }
|
||||
|
||||
ZWrite On
|
||||
ColorMask 0
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma multi_compile_fog
|
||||
#define ASE_FOG 1
|
||||
#define ASE_SRP_VERSION 999999
|
||||
|
||||
#pragma prefer_hlslcc gles
|
||||
#pragma exclude_renderers d3d11_9x
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#define SHADERPASS_DEPTHONLY
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
|
||||
|
||||
|
||||
CBUFFER_START( UnityPerMaterial )
|
||||
float4 _MainTex_ST;
|
||||
float4 _MetallicGlossMap_ST;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
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
|
||||
};
|
||||
|
||||
|
||||
VertexOutput vert( 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 );
|
||||
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;
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "Meta"
|
||||
Tags { "LightMode"="Meta" }
|
||||
|
||||
Cull Off
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma multi_compile_fog
|
||||
#define ASE_FOG 1
|
||||
#define ASE_SRP_VERSION 999999
|
||||
|
||||
#pragma prefer_hlslcc gles
|
||||
#pragma exclude_renderers d3d11_9x
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#define SHADERPASS_META
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
|
||||
|
||||
|
||||
sampler2D _MainTex;
|
||||
CBUFFER_START( UnityPerMaterial )
|
||||
float4 _MainTex_ST;
|
||||
float4 _MetallicGlossMap_ST;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 ase_normal : NORMAL;
|
||||
float4 texcoord1 : TEXCOORD1;
|
||||
float4 texcoord2 : TEXCOORD2;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
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
|
||||
};
|
||||
|
||||
|
||||
VertexOutput vert( 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 = MetaVertexPosition( v.vertex, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||||
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
||||
vertexInput.positionWS = positionWS;
|
||||
vertexInput.positionCS = o.clipPos;
|
||||
o.shadowCoord = GetShadowCoord( vertexInput );
|
||||
#endif
|
||||
return o;
|
||||
}
|
||||
|
||||
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_MainTex = IN.ase_texcoord2.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
|
||||
|
||||
float3 Albedo = tex2D( _MainTex, uv_MainTex ).rgb;
|
||||
float3 Emission = 0;
|
||||
float Alpha = 1;
|
||||
float AlphaClipThreshold = 0.5;
|
||||
|
||||
#ifdef _ALPHATEST_ON
|
||||
clip(Alpha - AlphaClipThreshold);
|
||||
#endif
|
||||
|
||||
MetaInput metaInput = (MetaInput)0;
|
||||
metaInput.Albedo = Albedo;
|
||||
metaInput.Emission = Emission;
|
||||
|
||||
return MetaFragment(metaInput);
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "Universal2D"
|
||||
Tags { "LightMode"="Universal2D" }
|
||||
|
||||
Blend One Zero , One Zero
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
Offset 0 , 0
|
||||
ColorMask RGBA
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma multi_compile_fog
|
||||
#define ASE_FOG 1
|
||||
#define ASE_SRP_VERSION 999999
|
||||
|
||||
#pragma enable_d3d11_debug_symbols
|
||||
#pragma prefer_hlslcc gles
|
||||
#pragma exclude_renderers d3d11_9x
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#define SHADERPASS_2D
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
|
||||
|
||||
|
||||
sampler2D _MainTex;
|
||||
CBUFFER_START( UnityPerMaterial )
|
||||
float4 _MainTex_ST;
|
||||
float4 _MetallicGlossMap_ST;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 ase_normal : NORMAL;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 clipPos : SV_POSITION;
|
||||
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||||
float3 worldPos : TEXCOORD0;
|
||||
#endif
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||||
float4 shadowCoord : TEXCOORD1;
|
||||
#endif
|
||||
float4 ase_texcoord2 : TEXCOORD2;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
|
||||
VertexOutput vert( 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 );
|
||||
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;
|
||||
}
|
||||
|
||||
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_MainTex = IN.ase_texcoord2.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
|
||||
|
||||
float3 Albedo = tex2D( _MainTex, uv_MainTex ).rgb;
|
||||
float Alpha = 1;
|
||||
float AlphaClipThreshold = 0.5;
|
||||
|
||||
half4 color = half4( Albedo, Alpha );
|
||||
|
||||
#ifdef _ALPHATEST_ON
|
||||
clip(Alpha - AlphaClipThreshold);
|
||||
#endif
|
||||
|
||||
return color;
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Fallback "Universal Render Pipeline/Lit"
|
||||
|
||||
}
|
||||
/*ASEBEGIN
|
||||
Version=18000
|
||||
1244;197;1906;885;2544.549;948.7281;1.590867;True;False
|
||||
Node;AmplifyShaderEditor.TexturePropertyNode;1;-1015.986,-327.9311;Inherit;True;Property;_MainTex;_MainTex;0;0;Create;True;0;0;False;0;None;None;False;white;Auto;Texture2D;-1;0;1;SAMPLER2D;0
|
||||
Node;AmplifyShaderEditor.TexturePropertyNode;3;-1024.986,-25.93106;Inherit;True;Property;_MetallicGlossMap;_MetallicGlossMap;1;0;Create;True;0;0;False;0;None;None;False;white;Auto;Texture2D;-1;0;1;SAMPLER2D;0
|
||||
Node;AmplifyShaderEditor.SamplerNode;2;-669.9861,-289.9311;Inherit;True;Property;_TextureSample0;Texture Sample 0;1;0;Create;True;0;0;False;0;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.SamplerNode;4;-695.9861,-9.931061;Inherit;True;Property;_TextureSample1;Texture Sample 1;2;0;Create;True;0;0;False;0;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;10;0,0;Half;False;True;-1;2;;0;2;Polaris/Deprecated/URP/Terrain/URP_ColorMap_ASE;94348b07e5e8bab40bd6c8a1e3df54cd;True;Forward;0;1;Forward;14;False;False;False;True;0;False;-1;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;0;True;1;1;False;-1;0;False;-1;1;1;False;-1;0;False;-1;False;False;False;True;True;True;True;True;0;False;-1;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;1;LightMode=UniversalForward;False;0;Universal Render Pipeline/Lit;0;0;Standard;14;Workflow;1;Surface;0; Refraction Model;0; Blend;0;Two Sided;1;Cast Shadows;1;Receive Shadows;1;GPU Instancing;0;LOD CrossFade;0;Built-in Fog;1;Meta Pass;1;Override Baked GI;0;Extra Pre Pass;0;Vertex Position,InvertActionOnDeselection;1;0;6;False;True;True;True;True;True;False;;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;11;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;True;0;False;-1;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;0;False;False;False;False;False;False;True;1;False;-1;True;3;False;-1;False;True;1;LightMode=ShadowCaster;False;0;Hidden/InternalErrorShader;0;0;Standard;0;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;12;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;DepthOnly;0;3;DepthOnly;0;False;False;False;True;0;False;-1;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;0;False;False;False;False;True;False;False;False;False;0;False;-1;False;True;1;False;-1;False;False;True;1;LightMode=DepthOnly;False;0;Hidden/InternalErrorShader;0;0;Standard;0;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;13;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;Meta;0;4;Meta;0;False;False;False;True;0;False;-1;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;0;False;False;False;True;2;False;-1;False;False;False;False;False;True;1;LightMode=Meta;False;0;Hidden/InternalErrorShader;0;0;Standard;0;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;14;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;Universal2D;0;5;Universal2D;0;False;False;False;True;0;False;-1;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;0;True;1;1;False;-1;0;False;-1;1;1;False;-1;0;False;-1;False;False;False;True;True;True;True;True;0;False;-1;False;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;1;LightMode=Universal2D;False;0;Hidden/InternalErrorShader;0;0;Standard;0;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;15;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;True;0;False;-1;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;True;1;1;False;-1;0;False;-1;0;1;False;-1;0;False;-1;False;False;True;0;False;-1;True;True;True;True;True;0;False;-1;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;0;False;0;Hidden/InternalErrorShader;0;0;Standard;0;0
|
||||
WireConnection;2;0;1;0
|
||||
WireConnection;4;0;3;0
|
||||
WireConnection;10;0;2;0
|
||||
WireConnection;10;3;4;1
|
||||
WireConnection;10;4;4;4
|
||||
ASEEND*/
|
||||
//CHKSM=22B6DD9B3754B9793886BD290F668C11A4675482
|
||||
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||||
fileFormatVersion: 2
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guid: 2cdb70a30d7328e469450fa2faabc3b5
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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||||
File diff suppressed because it is too large
Load Diff
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||||
fileFormatVersion: 2
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||||
guid: ba4f6068f5b06ec48b60b397a989250d
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,879 @@
|
||||
// Made with Amplify Shader Editor
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||
Shader "Polaris/Deprecated/URP/Terrain/URP_VertexColor_ASE"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
|
||||
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
|
||||
_Color("Color", Color) = (1,1,1,1)
|
||||
_Metallic("Metallic", Range( 0 , 1)) = 0
|
||||
_Smoothness("Smoothness", Range( 0 , 1)) = 0
|
||||
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
LOD 0
|
||||
|
||||
|
||||
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
|
||||
|
||||
Cull Back
|
||||
HLSLINCLUDE
|
||||
#pragma target 2.0
|
||||
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_fog
|
||||
#define ASE_FOG 1
|
||||
#define ASE_SRP_VERSION 999999
|
||||
|
||||
#pragma prefer_hlslcc gles
|
||||
#pragma exclude_renderers d3d11_9x
|
||||
|
||||
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
|
||||
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
|
||||
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
|
||||
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
|
||||
#pragma multi_compile _ _SHADOWS_SOFT
|
||||
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
|
||||
|
||||
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||||
#pragma multi_compile _ LIGHTMAP_ON
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#define SHADERPASS_FORWARD
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
|
||||
#if ASE_SRP_VERSION <= 70108
|
||||
#define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
CBUFFER_START( UnityPerMaterial )
|
||||
float4 _Color;
|
||||
float _Metallic;
|
||||
float _Smoothness;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 ase_normal : NORMAL;
|
||||
float4 ase_tangent : TANGENT;
|
||||
float4 texcoord1 : TEXCOORD1;
|
||||
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
|
||||
float4 ase_color : COLOR;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
|
||||
VertexOutput vert ( 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_color = v.ase_color;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
float3 defaultVertexValue = v.vertex.xyz;
|
||||
#else
|
||||
float3 defaultVertexValue = float3(0, 0, 0);
|
||||
#endif
|
||||
float3 vertexValue = defaultVertexValue;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
v.vertex.xyz = vertexValue;
|
||||
#else
|
||||
v.vertex.xyz += vertexValue;
|
||||
#endif
|
||||
v.ase_normal = v.ase_normal;
|
||||
|
||||
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
||||
float3 positionVS = TransformWorldToView( positionWS );
|
||||
float4 positionCS = TransformWorldToHClip( positionWS );
|
||||
|
||||
VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent );
|
||||
|
||||
o.tSpace0 = float4( normalInput.normalWS, positionWS.x);
|
||||
o.tSpace1 = float4( normalInput.tangentWS, positionWS.y);
|
||||
o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z);
|
||||
|
||||
OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy );
|
||||
OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz );
|
||||
|
||||
half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );
|
||||
#ifdef ASE_FOG
|
||||
half fogFactor = ComputeFogFactor( positionCS.z );
|
||||
#else
|
||||
half fogFactor = 0;
|
||||
#endif
|
||||
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
|
||||
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||||
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
||||
vertexInput.positionWS = positionWS;
|
||||
vertexInput.positionCS = positionCS;
|
||||
o.shadowCoord = GetShadowCoord( vertexInput );
|
||||
#endif
|
||||
|
||||
o.clipPos = positionCS;
|
||||
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
||||
o.screenPos = ComputeScreenPos(positionCS);
|
||||
#endif
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag ( VertexOutput IN ) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(IN);
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
|
||||
|
||||
#ifdef LOD_FADE_CROSSFADE
|
||||
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
||||
#endif
|
||||
|
||||
float3 WorldNormal = normalize( IN.tSpace0.xyz );
|
||||
float3 WorldTangent = IN.tSpace1.xyz;
|
||||
float3 WorldBiTangent = IN.tSpace2.xyz;
|
||||
float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
|
||||
float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
|
||||
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
||||
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
||||
float4 ScreenPos = IN.screenPos;
|
||||
#endif
|
||||
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||||
ShadowCoords = IN.shadowCoord;
|
||||
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||||
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
||||
#endif
|
||||
|
||||
#if SHADER_HINT_NICE_QUALITY
|
||||
WorldViewDirection = SafeNormalize( WorldViewDirection );
|
||||
#endif
|
||||
|
||||
float4 _Color5 = _Color;
|
||||
float4 albedo10 = ( _Color5 * IN.ase_color );
|
||||
|
||||
float _Metallic13 = _Metallic;
|
||||
|
||||
float _Smoothness14 = _Smoothness;
|
||||
|
||||
float3 Albedo = albedo10.rgb;
|
||||
float3 Normal = float3(0, 0, 1);
|
||||
float3 Emission = 0;
|
||||
float3 Specular = 0.5;
|
||||
float Metallic = _Metallic13;
|
||||
float Smoothness = _Smoothness14;
|
||||
float Occlusion = 1;
|
||||
float Alpha = 1;
|
||||
float AlphaClipThreshold = 0.5;
|
||||
float3 BakedGI = 0;
|
||||
float3 RefractionColor = 1;
|
||||
float RefractionIndex = 1;
|
||||
|
||||
#ifdef _ALPHATEST_ON
|
||||
clip(Alpha - AlphaClipThreshold);
|
||||
#endif
|
||||
|
||||
InputData inputData;
|
||||
inputData.positionWS = WorldPosition;
|
||||
inputData.viewDirectionWS = WorldViewDirection;
|
||||
inputData.shadowCoord = ShadowCoords;
|
||||
|
||||
#ifdef _NORMALMAP
|
||||
inputData.normalWS = normalize(TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal )));
|
||||
#else
|
||||
#if !SHADER_HINT_NICE_QUALITY
|
||||
inputData.normalWS = WorldNormal;
|
||||
#else
|
||||
inputData.normalWS = normalize( WorldNormal );
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef ASE_FOG
|
||||
inputData.fogCoord = IN.fogFactorAndVertexLight.x;
|
||||
#endif
|
||||
|
||||
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
|
||||
inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, IN.lightmapUVOrVertexSH.xyz, inputData.normalWS );
|
||||
#ifdef _ASE_BAKEDGI
|
||||
inputData.bakedGI = BakedGI;
|
||||
#endif
|
||||
half4 color = UniversalFragmentPBR(
|
||||
inputData,
|
||||
Albedo,
|
||||
Metallic,
|
||||
Specular,
|
||||
Smoothness,
|
||||
Occlusion,
|
||||
Emission,
|
||||
Alpha);
|
||||
|
||||
#ifdef _REFRACTION_ASE
|
||||
float4 projScreenPos = ScreenPos / ScreenPos.w;
|
||||
float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, WorldNormal ).xyz * ( 1.0 / ( ScreenPos.z + 1.0 ) ) * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
|
||||
float2 cameraRefraction = float2( refractionOffset.x, -( refractionOffset.y * _ProjectionParams.x ) );
|
||||
projScreenPos.xy += cameraRefraction;
|
||||
float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos ) * RefractionColor;
|
||||
color.rgb = lerp( refraction, color.rgb, color.a );
|
||||
color.a = 1;
|
||||
#endif
|
||||
|
||||
#ifdef ASE_FOG
|
||||
#ifdef TERRAIN_SPLAT_ADDPASS
|
||||
color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x );
|
||||
#else
|
||||
color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "ShadowCaster"
|
||||
Tags { "LightMode"="ShadowCaster" }
|
||||
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma multi_compile_fog
|
||||
#define ASE_FOG 1
|
||||
#define ASE_SRP_VERSION 999999
|
||||
|
||||
#pragma prefer_hlslcc gles
|
||||
#pragma exclude_renderers d3d11_9x
|
||||
|
||||
#pragma vertex ShadowPassVertex
|
||||
#pragma fragment ShadowPassFragment
|
||||
|
||||
#define SHADERPASS_SHADOWCASTER
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 ase_normal : NORMAL;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
CBUFFER_START( UnityPerMaterial )
|
||||
float4 _Color;
|
||||
float _Metallic;
|
||||
float _Smoothness;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
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
|
||||
};
|
||||
|
||||
|
||||
float3 _LightDirection;
|
||||
|
||||
VertexOutput ShadowPassVertex( 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);
|
||||
|
||||
float4 clipPos = TransformWorldToHClip( ApplyShadowBias( positionWS, normalWS, _LightDirection ) );
|
||||
|
||||
#if UNITY_REVERSED_Z
|
||||
clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
|
||||
#else
|
||||
clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
|
||||
#endif
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||||
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
||||
vertexInput.positionWS = positionWS;
|
||||
vertexInput.positionCS = clipPos;
|
||||
o.shadowCoord = GetShadowCoord( vertexInput );
|
||||
#endif
|
||||
o.clipPos = clipPos;
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 ShadowPassFragment(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
|
||||
}
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "DepthOnly"
|
||||
Tags { "LightMode"="DepthOnly" }
|
||||
|
||||
ZWrite On
|
||||
ColorMask 0
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma multi_compile_fog
|
||||
#define ASE_FOG 1
|
||||
#define ASE_SRP_VERSION 999999
|
||||
|
||||
#pragma prefer_hlslcc gles
|
||||
#pragma exclude_renderers d3d11_9x
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#define SHADERPASS_DEPTHONLY
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
|
||||
|
||||
|
||||
CBUFFER_START( UnityPerMaterial )
|
||||
float4 _Color;
|
||||
float _Metallic;
|
||||
float _Smoothness;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
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
|
||||
};
|
||||
|
||||
|
||||
VertexOutput vert( 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 );
|
||||
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;
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "Meta"
|
||||
Tags { "LightMode"="Meta" }
|
||||
|
||||
Cull Off
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma multi_compile_fog
|
||||
#define ASE_FOG 1
|
||||
#define ASE_SRP_VERSION 999999
|
||||
|
||||
#pragma prefer_hlslcc gles
|
||||
#pragma exclude_renderers d3d11_9x
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#define SHADERPASS_META
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
|
||||
|
||||
|
||||
CBUFFER_START( UnityPerMaterial )
|
||||
float4 _Color;
|
||||
float _Metallic;
|
||||
float _Smoothness;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 ase_normal : NORMAL;
|
||||
float4 texcoord1 : TEXCOORD1;
|
||||
float4 texcoord2 : TEXCOORD2;
|
||||
float4 ase_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
|
||||
float4 ase_color : COLOR;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
|
||||
VertexOutput vert( 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_color = v.ase_color;
|
||||
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
float3 defaultVertexValue = v.vertex.xyz;
|
||||
#else
|
||||
float3 defaultVertexValue = float3(0, 0, 0);
|
||||
#endif
|
||||
float3 vertexValue = defaultVertexValue;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
v.vertex.xyz = vertexValue;
|
||||
#else
|
||||
v.vertex.xyz += vertexValue;
|
||||
#endif
|
||||
|
||||
v.ase_normal = v.ase_normal;
|
||||
|
||||
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
||||
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||||
o.worldPos = positionWS;
|
||||
#endif
|
||||
|
||||
o.clipPos = MetaVertexPosition( v.vertex, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||||
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
||||
vertexInput.positionWS = positionWS;
|
||||
vertexInput.positionCS = o.clipPos;
|
||||
o.shadowCoord = GetShadowCoord( vertexInput );
|
||||
#endif
|
||||
return o;
|
||||
}
|
||||
|
||||
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 _Color5 = _Color;
|
||||
float4 albedo10 = ( _Color5 * IN.ase_color );
|
||||
|
||||
|
||||
float3 Albedo = albedo10.rgb;
|
||||
float3 Emission = 0;
|
||||
float Alpha = 1;
|
||||
float AlphaClipThreshold = 0.5;
|
||||
|
||||
#ifdef _ALPHATEST_ON
|
||||
clip(Alpha - AlphaClipThreshold);
|
||||
#endif
|
||||
|
||||
MetaInput metaInput = (MetaInput)0;
|
||||
metaInput.Albedo = Albedo;
|
||||
metaInput.Emission = Emission;
|
||||
|
||||
return MetaFragment(metaInput);
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "Universal2D"
|
||||
Tags { "LightMode"="Universal2D" }
|
||||
|
||||
Blend One Zero , One Zero
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
Offset 0 , 0
|
||||
ColorMask RGBA
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma multi_compile_fog
|
||||
#define ASE_FOG 1
|
||||
#define ASE_SRP_VERSION 999999
|
||||
|
||||
#pragma enable_d3d11_debug_symbols
|
||||
#pragma prefer_hlslcc gles
|
||||
#pragma exclude_renderers d3d11_9x
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#define SHADERPASS_2D
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
|
||||
|
||||
|
||||
CBUFFER_START( UnityPerMaterial )
|
||||
float4 _Color;
|
||||
float _Metallic;
|
||||
float _Smoothness;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 ase_normal : NORMAL;
|
||||
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
|
||||
float4 ase_color : COLOR;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
|
||||
VertexOutput vert( 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_color = v.ase_color;
|
||||
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
float3 defaultVertexValue = v.vertex.xyz;
|
||||
#else
|
||||
float3 defaultVertexValue = float3(0, 0, 0);
|
||||
#endif
|
||||
float3 vertexValue = defaultVertexValue;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
v.vertex.xyz = vertexValue;
|
||||
#else
|
||||
v.vertex.xyz += vertexValue;
|
||||
#endif
|
||||
|
||||
v.ase_normal = v.ase_normal;
|
||||
|
||||
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
||||
float4 positionCS = TransformWorldToHClip( positionWS );
|
||||
|
||||
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||||
o.worldPos = positionWS;
|
||||
#endif
|
||||
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||||
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
||||
vertexInput.positionWS = positionWS;
|
||||
vertexInput.positionCS = positionCS;
|
||||
o.shadowCoord = GetShadowCoord( vertexInput );
|
||||
#endif
|
||||
|
||||
o.clipPos = positionCS;
|
||||
return o;
|
||||
}
|
||||
|
||||
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 _Color5 = _Color;
|
||||
float4 albedo10 = ( _Color5 * IN.ase_color );
|
||||
|
||||
|
||||
float3 Albedo = albedo10.rgb;
|
||||
float Alpha = 1;
|
||||
float AlphaClipThreshold = 0.5;
|
||||
|
||||
half4 color = half4( Albedo, Alpha );
|
||||
|
||||
#ifdef _ALPHATEST_ON
|
||||
clip(Alpha - AlphaClipThreshold);
|
||||
#endif
|
||||
|
||||
return color;
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Fallback "Universal Render Pipeline/Lit"
|
||||
|
||||
}
|
||||
/*ASEBEGIN
|
||||
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|
||||
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||||
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||||
Node;AmplifyShaderEditor.ColorNode;4;-941,-600;Float;False;Property;_Color;Color;0;0;Create;True;0;0;False;0;1,1,1,1;1,1,1,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.CommentaryNode;11;-1154.788,-185.7913;Inherit;False;731;378;;4;7;8;9;10;Albedo;1,1,1,1;0;0
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||||
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||||
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||||
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||||
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||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;10;-666.7881,-74.79129;Float;False;albedo;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
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||||
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||||
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||||
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||||
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||||
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File diff suppressed because one or more lines are too long
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user