portals and dash. Also a bit of terrain building and level design

This commit is contained in:
2022-03-13 00:26:35 +02:00
parent 813cd0c451
commit e82799c36a
6242 changed files with 2160679 additions and 188245 deletions

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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"
}

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// 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
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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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guid: 2cdb70a30d7328e469450fa2faabc3b5
ShaderImporter:
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defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
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// 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"
}
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#ifndef GRASS_COMMON_URP
#define GRASS_COMMON_URP
float4x4 _WorldToNormalized;
void GetWorldToNormalizedMatrix_float(out float4x4 WorldToNormalized)
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#ifndef TREE_BILLBOARD_COMMON_URP
#define TREE_BILLBOARD_COMMON_URP
float4 _ImageTexcoords[256];
int _ImageCount;
void GetImageTexcoord_float(float2 UV0, float3 WorldNormal, out float2 BillboardUV)
{
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;
int imageIndex = f * _ImageCount;
float4 rect = _ImageTexcoords[imageIndex];
float2 min = rect.xy;
float2 max = rect.xy + rect.zw;
float2 result = float2(
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