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2044 lines
74 KiB
2044 lines
74 KiB
2 years ago
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// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "OutLIneEmssion"
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{
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Properties
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{
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_Smoothness("Smoothness", Range( 0 , 1)) = 0
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_Meatallic("Meatallic", Range( 0 , 1)) = 0
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_Speed("Speed", Range( 0 , 2)) = 0
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_LineWidth("LineWidth", Range( 0 , 10)) = 0
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[HDR]_LineColor("LineColor", Color) = (1,1,1,0)
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_PinLv("频率", Range( 1 , 5)) = 1
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_State("状态", Int) = 0
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_MainTexture("MainTexture", 2D) = "white" {}
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_NormalTexture("NormalTexture", 2D) = "white" {}
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
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//_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
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//_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
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//_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
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//_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
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//_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
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//_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
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//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
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//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
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//_TessMin( "Tess Min Distance", Float ) = 10
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//_TessMax( "Tess Max Distance", Float ) = 25
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//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
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//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
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//[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
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//[ToggleOff] _GlossyReflections("Reflections", Float) = 1.0
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" "Queue"="Geometry" "DisableBatching"="False" }
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LOD 0
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Cull Back
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AlphaToMask Off
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ZWrite On
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ZTest LEqual
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ColorMask RGBA
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Blend Off
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CGINCLUDE
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#pragma target 3.0
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float4 FixedTess( float tessValue )
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{
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return tessValue;
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}
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float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
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{
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float3 wpos = mul(o2w,vertex).xyz;
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float dist = distance (wpos, cameraPos);
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float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
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return f;
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}
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float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
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{
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float4 tess;
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tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
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tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
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tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
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tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
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return tess;
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}
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float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
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{
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float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
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float len = distance(wpos0, wpos1);
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float f = max(len * scParams.y / (edgeLen * dist), 1.0);
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return f;
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}
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float DistanceFromPlane (float3 pos, float4 plane)
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{
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float d = dot (float4(pos,1.0f), plane);
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return d;
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}
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bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
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{
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float4 planeTest;
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planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
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return !all (planeTest);
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}
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float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
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{
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float3 f;
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f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
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f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
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f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
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return CalcTriEdgeTessFactors (f);
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}
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float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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return tess;
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}
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float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
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{
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tess = 0.0f;
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}
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else
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{
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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}
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return tess;
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}
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ENDCG
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Pass
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{
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Name "ForwardBase"
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Tags { "LightMode"="ForwardBase" }
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Blend One Zero
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CGPROGRAM
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#define ASE_NEEDS_FRAG_SHADOWCOORDS
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#pragma multi_compile_instancing
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#pragma multi_compile __ LOD_FADE_CROSSFADE
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#pragma multi_compile_fog
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#define ASE_FOG 1
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fwdbase
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#ifndef UNITY_PASS_FORWARDBASE
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#define UNITY_PASS_FORWARDBASE
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#endif
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#include "HLSLSupport.cginc"
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#ifndef UNITY_INSTANCED_LOD_FADE
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#define UNITY_INSTANCED_LOD_FADE
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#endif
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#ifndef UNITY_INSTANCED_SH
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#define UNITY_INSTANCED_SH
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#endif
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#ifndef UNITY_INSTANCED_LIGHTMAPSTS
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#define UNITY_INSTANCED_LIGHTMAPSTS
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#endif
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#include "UnityShaderVariables.cginc"
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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#include "AutoLight.cginc"
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#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
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#define ASE_NEEDS_FRAG_WORLD_NORMAL
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struct appdata {
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float4 vertex : POSITION;
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float4 tangent : TANGENT;
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float3 normal : NORMAL;
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float4 texcoord1 : TEXCOORD1;
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float4 texcoord2 : TEXCOORD2;
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float4 ase_texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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#if UNITY_VERSION >= 201810
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UNITY_POSITION(pos);
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#else
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float4 pos : SV_POSITION;
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#endif
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#if defined(LIGHTMAP_ON) || (!defined(LIGHTMAP_ON) && SHADER_TARGET >= 30)
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float4 lmap : TEXCOORD0;
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#endif
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#if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH
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half3 sh : TEXCOORD1;
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#endif
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#if defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) && UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
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UNITY_LIGHTING_COORDS(2,3)
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#elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
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#if UNITY_VERSION >= 201710
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UNITY_SHADOW_COORDS(2)
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#else
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SHADOW_COORDS(2)
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#endif
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#endif
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#ifdef ASE_FOG
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UNITY_FOG_COORDS(4)
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#endif
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float4 tSpace0 : TEXCOORD5;
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float4 tSpace1 : TEXCOORD6;
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float4 tSpace2 : TEXCOORD7;
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#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
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float4 screenPos : TEXCOORD8;
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#endif
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float4 ase_texcoord9 : TEXCOORD9;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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#ifdef _TRANSMISSION_ASE
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float _TransmissionShadow;
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#endif
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#ifdef _TRANSLUCENCY_ASE
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float _TransStrength;
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float _TransNormal;
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float _TransScattering;
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float _TransDirect;
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float _TransAmbient;
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float _TransShadow;
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#endif
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#ifdef TESSELLATION_ON
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float _TessPhongStrength;
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float _TessValue;
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float _TessMin;
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float _TessMax;
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float _TessEdgeLength;
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float _TessMaxDisp;
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#endif
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uniform sampler2D _MainTexture;
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uniform float4 _MainTexture_ST;
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uniform sampler2D _NormalTexture;
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uniform float4 _NormalTexture_ST;
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uniform int _State;
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uniform float4 _LineColor;
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uniform float _LineWidth;
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uniform float _Speed;
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uniform float _PinLv;
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uniform float _Meatallic;
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uniform float _Smoothness;
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v2f VertexFunction (appdata v ) {
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UNITY_SETUP_INSTANCE_ID(v);
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v2f o;
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UNITY_INITIALIZE_OUTPUT(v2f,o);
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UNITY_TRANSFER_INSTANCE_ID(v,o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.ase_texcoord9.xy = v.ase_texcoord.xy;
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//setting value to unused interpolator channels and avoid initialization warnings
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o.ase_texcoord9.zw = 0;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = v.vertex.xyz;
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#else
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float3 defaultVertexValue = float3(0, 0, 0);
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#endif
|
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float3 vertexValue = defaultVertexValue;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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v.vertex.xyz = vertexValue;
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#else
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v.vertex.xyz += vertexValue;
|
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#endif
|
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v.vertex.w = 1;
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v.normal = v.normal;
|
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v.tangent = v.tangent;
|
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o.pos = UnityObjectToClipPos(v.vertex);
|
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float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
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fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
|
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|
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
|
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fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
|
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fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
|
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o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
|
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o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
|
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|
o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
|
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|
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|
#ifdef DYNAMICLIGHTMAP_ON
|
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|
o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
||
|
#endif
|
||
|
#ifdef LIGHTMAP_ON
|
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o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
||
|
#endif
|
||
|
|
||
|
#ifndef LIGHTMAP_ON
|
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|
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
|
||
|
o.sh = 0;
|
||
|
#ifdef VERTEXLIGHT_ON
|
||
|
o.sh += Shade4PointLights (
|
||
|
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
|
||
|
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
|
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|
unity_4LightAtten0, worldPos, worldNormal);
|
||
|
#endif
|
||
|
o.sh = ShadeSHPerVertex (worldNormal, o.sh);
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
#if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy);
|
||
|
#elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
#if UNITY_VERSION >= 201710
|
||
|
UNITY_TRANSFER_SHADOW(o, v.texcoord1.xy);
|
||
|
#else
|
||
|
TRANSFER_SHADOW(o);
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
#ifdef ASE_FOG
|
||
|
UNITY_TRANSFER_FOG(o,o.pos);
|
||
|
#endif
|
||
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
||
|
o.screenPos = ComputeScreenPos(o.pos);
|
||
|
#endif
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
#if defined(TESSELLATION_ON)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float4 vertex : INTERNALTESSPOS;
|
||
|
float4 tangent : TANGENT;
|
||
|
float3 normal : NORMAL;
|
||
|
float4 texcoord1 : TEXCOORD1;
|
||
|
float4 texcoord2 : TEXCOORD2;
|
||
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct TessellationFactors
|
||
|
{
|
||
|
float edge[3] : SV_TessFactor;
|
||
|
float inside : SV_InsideTessFactor;
|
||
|
};
|
||
|
|
||
|
VertexControl vert ( appdata v )
|
||
|
{
|
||
|
VertexControl o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
o.vertex = v.vertex;
|
||
|
o.tangent = v.tangent;
|
||
|
o.normal = v.normal;
|
||
|
o.texcoord1 = v.texcoord1;
|
||
|
o.texcoord2 = v.texcoord2;
|
||
|
o.ase_texcoord = v.ase_texcoord;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
||
|
{
|
||
|
TessellationFactors o;
|
||
|
float4 tf = 1;
|
||
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||
|
#if defined(ASE_FIXED_TESSELLATION)
|
||
|
tf = FixedTess( tessValue );
|
||
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
|
||
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
|
||
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
#endif
|
||
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
[partitioning("fractional_odd")]
|
||
|
[outputtopology("triangle_cw")]
|
||
|
[patchconstantfunc("TessellationFunction")]
|
||
|
[outputcontrolpoints(3)]
|
||
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
|
{
|
||
|
return patch[id];
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
{
|
||
|
appdata o = (appdata) 0;
|
||
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
||
|
o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
|
||
|
o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
|
||
|
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
||
|
o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
|
||
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
||
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
float3 pp[3];
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||
|
return VertexFunction(o);
|
||
|
}
|
||
|
#else
|
||
|
v2f vert ( appdata v )
|
||
|
{
|
||
|
return VertexFunction( v );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
fixed4 frag (v2f IN
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
, out float outputDepth : SV_Depth
|
||
|
#endif
|
||
|
) : SV_Target
|
||
|
{
|
||
|
UNITY_SETUP_INSTANCE_ID(IN);
|
||
|
|
||
|
#ifdef LOD_FADE_CROSSFADE
|
||
|
UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
|
||
|
#endif
|
||
|
|
||
|
#if defined(_SPECULAR_SETUP)
|
||
|
SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
|
||
|
#else
|
||
|
SurfaceOutputStandard o = (SurfaceOutputStandard)0;
|
||
|
#endif
|
||
|
float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x);
|
||
|
float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y);
|
||
|
float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z);
|
||
|
float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
|
||
|
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
|
||
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
|
||
|
#else
|
||
|
half atten = 1;
|
||
|
#endif
|
||
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
||
|
float4 ScreenPos = IN.screenPos;
|
||
|
#endif
|
||
|
|
||
|
float2 uv_MainTexture = IN.ase_texcoord9.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
|
||
|
|
||
|
float2 uv_NormalTexture = IN.ase_texcoord9.xy * _NormalTexture_ST.xy + _NormalTexture_ST.zw;
|
||
|
|
||
|
float fresnelNdotV12 = dot( WorldNormal, worldViewDir );
|
||
|
float fresnelNode12 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV12, _LineWidth ) );
|
||
|
float mulTime10 = _Time.y * _Speed;
|
||
|
float temp_output_19_0 = ( sin( mulTime10 ) / _PinLv );
|
||
|
float ifLocalVar40 = 0;
|
||
|
if( temp_output_19_0 > 0.0 )
|
||
|
ifLocalVar40 = temp_output_19_0;
|
||
|
else if( temp_output_19_0 < 0.0 )
|
||
|
ifLocalVar40 = (float)0;
|
||
|
float4 temp_cast_3 = 0;
|
||
|
float4 ifLocalVar35 = 0;
|
||
|
if( _State > 0.0 )
|
||
|
ifLocalVar35 = ( ( _LineColor * fresnelNode12 ) * ifLocalVar40 );
|
||
|
else if( _State == 0.0 )
|
||
|
ifLocalVar35 = temp_cast_3;
|
||
|
|
||
|
o.Albedo = tex2D( _MainTexture, uv_MainTexture ).rgb;
|
||
|
o.Normal = tex2D( _NormalTexture, uv_NormalTexture ).rgb;
|
||
|
o.Emission = ifLocalVar35.rgb;
|
||
|
#if defined(_SPECULAR_SETUP)
|
||
|
o.Specular = fixed3( 0, 0, 0 );
|
||
|
#else
|
||
|
o.Metallic = _Meatallic;
|
||
|
#endif
|
||
|
o.Smoothness = _Smoothness;
|
||
|
o.Occlusion = 1;
|
||
|
o.Alpha = 1;
|
||
|
float AlphaClipThreshold = 0.5;
|
||
|
float AlphaClipThresholdShadow = 0.5;
|
||
|
float3 BakedGI = 0;
|
||
|
float3 RefractionColor = 1;
|
||
|
float RefractionIndex = 1;
|
||
|
float3 Transmission = 1;
|
||
|
float3 Translucency = 1;
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
clip( o.Alpha - AlphaClipThreshold );
|
||
|
#endif
|
||
|
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
outputDepth = IN.pos.z;
|
||
|
#endif
|
||
|
|
||
|
#ifndef USING_DIRECTIONAL_LIGHT
|
||
|
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
|
||
|
#else
|
||
|
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
|
||
|
#endif
|
||
|
|
||
|
fixed4 c = 0;
|
||
|
float3 worldN;
|
||
|
worldN.x = dot(IN.tSpace0.xyz, o.Normal);
|
||
|
worldN.y = dot(IN.tSpace1.xyz, o.Normal);
|
||
|
worldN.z = dot(IN.tSpace2.xyz, o.Normal);
|
||
|
worldN = normalize(worldN);
|
||
|
o.Normal = worldN;
|
||
|
|
||
|
UnityGI gi;
|
||
|
UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
|
||
|
gi.indirect.diffuse = 0;
|
||
|
gi.indirect.specular = 0;
|
||
|
gi.light.color = _LightColor0.rgb;
|
||
|
gi.light.dir = lightDir;
|
||
|
|
||
|
UnityGIInput giInput;
|
||
|
UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
|
||
|
giInput.light = gi.light;
|
||
|
giInput.worldPos = worldPos;
|
||
|
giInput.worldViewDir = worldViewDir;
|
||
|
giInput.atten = atten;
|
||
|
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
|
||
|
giInput.lightmapUV = IN.lmap;
|
||
|
#else
|
||
|
giInput.lightmapUV = 0.0;
|
||
|
#endif
|
||
|
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
|
||
|
giInput.ambient = IN.sh;
|
||
|
#else
|
||
|
giInput.ambient.rgb = 0.0;
|
||
|
#endif
|
||
|
giInput.probeHDR[0] = unity_SpecCube0_HDR;
|
||
|
giInput.probeHDR[1] = unity_SpecCube1_HDR;
|
||
|
#if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
|
||
|
giInput.boxMin[0] = unity_SpecCube0_BoxMin;
|
||
|
#endif
|
||
|
#ifdef UNITY_SPECCUBE_BOX_PROJECTION
|
||
|
giInput.boxMax[0] = unity_SpecCube0_BoxMax;
|
||
|
giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
|
||
|
giInput.boxMax[1] = unity_SpecCube1_BoxMax;
|
||
|
giInput.boxMin[1] = unity_SpecCube1_BoxMin;
|
||
|
giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
|
||
|
#endif
|
||
|
|
||
|
#if defined(_SPECULAR_SETUP)
|
||
|
LightingStandardSpecular_GI(o, giInput, gi);
|
||
|
#else
|
||
|
LightingStandard_GI( o, giInput, gi );
|
||
|
#endif
|
||
|
|
||
|
#ifdef ASE_BAKEDGI
|
||
|
gi.indirect.diffuse = BakedGI;
|
||
|
#endif
|
||
|
|
||
|
#if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT)
|
||
|
gi.indirect.diffuse = 0;
|
||
|
#endif
|
||
|
|
||
|
#if defined(_SPECULAR_SETUP)
|
||
|
c += LightingStandardSpecular (o, worldViewDir, gi);
|
||
|
#else
|
||
|
c += LightingStandard( o, worldViewDir, gi );
|
||
|
#endif
|
||
|
|
||
|
#ifdef _TRANSMISSION_ASE
|
||
|
{
|
||
|
float shadow = _TransmissionShadow;
|
||
|
#ifdef DIRECTIONAL
|
||
|
float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
|
||
|
#else
|
||
|
float3 lightAtten = gi.light.color;
|
||
|
#endif
|
||
|
half3 transmission = max(0 , -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission;
|
||
|
c.rgb += o.Albedo * transmission;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
#ifdef _TRANSLUCENCY_ASE
|
||
|
{
|
||
|
float shadow = _TransShadow;
|
||
|
float normal = _TransNormal;
|
||
|
float scattering = _TransScattering;
|
||
|
float direct = _TransDirect;
|
||
|
float ambient = _TransAmbient;
|
||
|
float strength = _TransStrength;
|
||
|
|
||
|
#ifdef DIRECTIONAL
|
||
|
float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
|
||
|
#else
|
||
|
float3 lightAtten = gi.light.color;
|
||
|
#endif
|
||
|
half3 lightDir = gi.light.dir + o.Normal * normal;
|
||
|
half transVdotL = pow( saturate( dot( worldViewDir, -lightDir ) ), scattering );
|
||
|
half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency;
|
||
|
c.rgb += o.Albedo * translucency * strength;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
//#ifdef _REFRACTION_ASE
|
||
|
// float4 projScreenPos = ScreenPos / ScreenPos.w;
|
||
|
// float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, WorldNormal ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
|
||
|
// projScreenPos.xy += refractionOffset.xy;
|
||
|
// float3 refraction = UNITY_SAMPLE_SCREENSPACE_TEXTURE( _GrabTexture, projScreenPos ) * RefractionColor;
|
||
|
// color.rgb = lerp( refraction, color.rgb, color.a );
|
||
|
// color.a = 1;
|
||
|
//#endif
|
||
|
|
||
|
c.rgb += o.Emission;
|
||
|
|
||
|
#ifdef ASE_FOG
|
||
|
UNITY_APPLY_FOG(IN.fogCoord, c);
|
||
|
#endif
|
||
|
return c;
|
||
|
}
|
||
|
ENDCG
|
||
|
}
|
||
|
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
|
||
|
Name "ForwardAdd"
|
||
|
Tags { "LightMode"="ForwardAdd" }
|
||
|
ZWrite Off
|
||
|
Blend One One
|
||
|
|
||
|
CGPROGRAM
|
||
|
#define ASE_NEEDS_FRAG_SHADOWCOORDS
|
||
|
#pragma multi_compile_instancing
|
||
|
#pragma multi_compile __ LOD_FADE_CROSSFADE
|
||
|
#pragma multi_compile_fog
|
||
|
#define ASE_FOG 1
|
||
|
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
#pragma skip_variants INSTANCING_ON
|
||
|
#pragma multi_compile_fwdadd_fullshadows
|
||
|
#ifndef UNITY_PASS_FORWARDADD
|
||
|
#define UNITY_PASS_FORWARDADD
|
||
|
#endif
|
||
|
#include "HLSLSupport.cginc"
|
||
|
#if !defined( UNITY_INSTANCED_LOD_FADE )
|
||
|
#define UNITY_INSTANCED_LOD_FADE
|
||
|
#endif
|
||
|
#if !defined( UNITY_INSTANCED_SH )
|
||
|
#define UNITY_INSTANCED_SH
|
||
|
#endif
|
||
|
#if !defined( UNITY_INSTANCED_LIGHTMAPSTS )
|
||
|
#define UNITY_INSTANCED_LIGHTMAPSTS
|
||
|
#endif
|
||
|
#include "UnityShaderVariables.cginc"
|
||
|
#include "UnityCG.cginc"
|
||
|
#include "Lighting.cginc"
|
||
|
#include "UnityPBSLighting.cginc"
|
||
|
#include "AutoLight.cginc"
|
||
|
|
||
|
#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
|
||
|
#define ASE_NEEDS_FRAG_WORLD_NORMAL
|
||
|
|
||
|
struct appdata {
|
||
|
float4 vertex : POSITION;
|
||
|
float4 tangent : TANGENT;
|
||
|
float3 normal : NORMAL;
|
||
|
float4 texcoord1 : TEXCOORD1;
|
||
|
float4 texcoord2 : TEXCOORD2;
|
||
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
struct v2f {
|
||
|
#if UNITY_VERSION >= 201810
|
||
|
UNITY_POSITION(pos);
|
||
|
#else
|
||
|
float4 pos : SV_POSITION;
|
||
|
#endif
|
||
|
#if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
UNITY_LIGHTING_COORDS(1,2)
|
||
|
#elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
#if UNITY_VERSION >= 201710
|
||
|
UNITY_SHADOW_COORDS(1)
|
||
|
#else
|
||
|
SHADOW_COORDS(1)
|
||
|
#endif
|
||
|
#endif
|
||
|
#ifdef ASE_FOG
|
||
|
UNITY_FOG_COORDS(3)
|
||
|
#endif
|
||
|
float4 tSpace0 : TEXCOORD5;
|
||
|
float4 tSpace1 : TEXCOORD6;
|
||
|
float4 tSpace2 : TEXCOORD7;
|
||
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
||
|
float4 screenPos : TEXCOORD8;
|
||
|
#endif
|
||
|
float4 ase_texcoord9 : TEXCOORD9;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
#ifdef _TRANSMISSION_ASE
|
||
|
float _TransmissionShadow;
|
||
|
#endif
|
||
|
#ifdef _TRANSLUCENCY_ASE
|
||
|
float _TransStrength;
|
||
|
float _TransNormal;
|
||
|
float _TransScattering;
|
||
|
float _TransDirect;
|
||
|
float _TransAmbient;
|
||
|
float _TransShadow;
|
||
|
#endif
|
||
|
#ifdef TESSELLATION_ON
|
||
|
float _TessPhongStrength;
|
||
|
float _TessValue;
|
||
|
float _TessMin;
|
||
|
float _TessMax;
|
||
|
float _TessEdgeLength;
|
||
|
float _TessMaxDisp;
|
||
|
#endif
|
||
|
uniform sampler2D _MainTexture;
|
||
|
uniform float4 _MainTexture_ST;
|
||
|
uniform sampler2D _NormalTexture;
|
||
|
uniform float4 _NormalTexture_ST;
|
||
|
uniform int _State;
|
||
|
uniform float4 _LineColor;
|
||
|
uniform float _LineWidth;
|
||
|
uniform float _Speed;
|
||
|
uniform float _PinLv;
|
||
|
uniform float _Meatallic;
|
||
|
uniform float _Smoothness;
|
||
|
|
||
|
|
||
|
|
||
|
v2f VertexFunction (appdata v ) {
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
v2f o;
|
||
|
UNITY_INITIALIZE_OUTPUT(v2f,o);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v,o);
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||
|
|
||
|
o.ase_texcoord9.xy = v.ase_texcoord.xy;
|
||
|
|
||
|
//setting value to unused interpolator channels and avoid initialization warnings
|
||
|
o.ase_texcoord9.zw = 0;
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
float3 defaultVertexValue = v.vertex.xyz;
|
||
|
#else
|
||
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
#endif
|
||
|
float3 vertexValue = defaultVertexValue;
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
v.vertex.xyz = vertexValue;
|
||
|
#else
|
||
|
v.vertex.xyz += vertexValue;
|
||
|
#endif
|
||
|
v.vertex.w = 1;
|
||
|
v.normal = v.normal;
|
||
|
v.tangent = v.tangent;
|
||
|
|
||
|
o.pos = UnityObjectToClipPos(v.vertex);
|
||
|
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
||
|
fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
|
||
|
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
|
||
|
fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
|
||
|
fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
|
||
|
o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
|
||
|
o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
|
||
|
o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
|
||
|
|
||
|
#if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy);
|
||
|
#elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
#if UNITY_VERSION >= 201710
|
||
|
UNITY_TRANSFER_SHADOW(o, v.texcoord1.xy);
|
||
|
#else
|
||
|
TRANSFER_SHADOW(o);
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
#ifdef ASE_FOG
|
||
|
UNITY_TRANSFER_FOG(o,o.pos);
|
||
|
#endif
|
||
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
||
|
o.screenPos = ComputeScreenPos(o.pos);
|
||
|
#endif
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
#if defined(TESSELLATION_ON)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float4 vertex : INTERNALTESSPOS;
|
||
|
float4 tangent : TANGENT;
|
||
|
float3 normal : NORMAL;
|
||
|
float4 texcoord1 : TEXCOORD1;
|
||
|
float4 texcoord2 : TEXCOORD2;
|
||
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct TessellationFactors
|
||
|
{
|
||
|
float edge[3] : SV_TessFactor;
|
||
|
float inside : SV_InsideTessFactor;
|
||
|
};
|
||
|
|
||
|
VertexControl vert ( appdata v )
|
||
|
{
|
||
|
VertexControl o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
o.vertex = v.vertex;
|
||
|
o.tangent = v.tangent;
|
||
|
o.normal = v.normal;
|
||
|
o.texcoord1 = v.texcoord1;
|
||
|
o.texcoord2 = v.texcoord2;
|
||
|
o.ase_texcoord = v.ase_texcoord;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
||
|
{
|
||
|
TessellationFactors o;
|
||
|
float4 tf = 1;
|
||
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||
|
#if defined(ASE_FIXED_TESSELLATION)
|
||
|
tf = FixedTess( tessValue );
|
||
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
|
||
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
|
||
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
#endif
|
||
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
[partitioning("fractional_odd")]
|
||
|
[outputtopology("triangle_cw")]
|
||
|
[patchconstantfunc("TessellationFunction")]
|
||
|
[outputcontrolpoints(3)]
|
||
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
|
{
|
||
|
return patch[id];
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
{
|
||
|
appdata o = (appdata) 0;
|
||
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
||
|
o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
|
||
|
o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
|
||
|
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
||
|
o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
|
||
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
||
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
float3 pp[3];
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||
|
return VertexFunction(o);
|
||
|
}
|
||
|
#else
|
||
|
v2f vert ( appdata v )
|
||
|
{
|
||
|
return VertexFunction( v );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
fixed4 frag ( v2f IN
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
, out float outputDepth : SV_Depth
|
||
|
#endif
|
||
|
) : SV_Target
|
||
|
{
|
||
|
UNITY_SETUP_INSTANCE_ID(IN);
|
||
|
|
||
|
#ifdef LOD_FADE_CROSSFADE
|
||
|
UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
|
||
|
#endif
|
||
|
|
||
|
#if defined(_SPECULAR_SETUP)
|
||
|
SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
|
||
|
#else
|
||
|
SurfaceOutputStandard o = (SurfaceOutputStandard)0;
|
||
|
#endif
|
||
|
float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x);
|
||
|
float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y);
|
||
|
float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z);
|
||
|
float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
|
||
|
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
|
||
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
|
||
|
#else
|
||
|
half atten = 1;
|
||
|
#endif
|
||
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
||
|
float4 ScreenPos = IN.screenPos;
|
||
|
#endif
|
||
|
|
||
|
|
||
|
float2 uv_MainTexture = IN.ase_texcoord9.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
|
||
|
|
||
|
float2 uv_NormalTexture = IN.ase_texcoord9.xy * _NormalTexture_ST.xy + _NormalTexture_ST.zw;
|
||
|
|
||
|
float fresnelNdotV12 = dot( WorldNormal, worldViewDir );
|
||
|
float fresnelNode12 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV12, _LineWidth ) );
|
||
|
float mulTime10 = _Time.y * _Speed;
|
||
|
float temp_output_19_0 = ( sin( mulTime10 ) / _PinLv );
|
||
|
float ifLocalVar40 = 0;
|
||
|
if( temp_output_19_0 > 0.0 )
|
||
|
ifLocalVar40 = temp_output_19_0;
|
||
|
else if( temp_output_19_0 < 0.0 )
|
||
|
ifLocalVar40 = (float)0;
|
||
|
float4 temp_cast_3 = 0;
|
||
|
float4 ifLocalVar35 = 0;
|
||
|
if( _State > 0.0 )
|
||
|
ifLocalVar35 = ( ( _LineColor * fresnelNode12 ) * ifLocalVar40 );
|
||
|
else if( _State == 0.0 )
|
||
|
ifLocalVar35 = temp_cast_3;
|
||
|
|
||
|
o.Albedo = tex2D( _MainTexture, uv_MainTexture ).rgb;
|
||
|
o.Normal = tex2D( _NormalTexture, uv_NormalTexture ).rgb;
|
||
|
o.Emission = ifLocalVar35.rgb;
|
||
|
#if defined(_SPECULAR_SETUP)
|
||
|
o.Specular = fixed3( 0, 0, 0 );
|
||
|
#else
|
||
|
o.Metallic = _Meatallic;
|
||
|
#endif
|
||
|
o.Smoothness = _Smoothness;
|
||
|
o.Occlusion = 1;
|
||
|
o.Alpha = 1;
|
||
|
float AlphaClipThreshold = 0.5;
|
||
|
float3 Transmission = 1;
|
||
|
float3 Translucency = 1;
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
clip( o.Alpha - AlphaClipThreshold );
|
||
|
#endif
|
||
|
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
outputDepth = IN.pos.z;
|
||
|
#endif
|
||
|
|
||
|
#ifndef USING_DIRECTIONAL_LIGHT
|
||
|
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
|
||
|
#else
|
||
|
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
|
||
|
#endif
|
||
|
|
||
|
fixed4 c = 0;
|
||
|
float3 worldN;
|
||
|
worldN.x = dot(IN.tSpace0.xyz, o.Normal);
|
||
|
worldN.y = dot(IN.tSpace1.xyz, o.Normal);
|
||
|
worldN.z = dot(IN.tSpace2.xyz, o.Normal);
|
||
|
worldN = normalize(worldN);
|
||
|
o.Normal = worldN;
|
||
|
|
||
|
UnityGI gi;
|
||
|
UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
|
||
|
gi.indirect.diffuse = 0;
|
||
|
gi.indirect.specular = 0;
|
||
|
gi.light.color = _LightColor0.rgb;
|
||
|
gi.light.dir = lightDir;
|
||
|
gi.light.color *= atten;
|
||
|
|
||
|
#if defined(_SPECULAR_SETUP)
|
||
|
c += LightingStandardSpecular( o, worldViewDir, gi );
|
||
|
#else
|
||
|
c += LightingStandard( o, worldViewDir, gi );
|
||
|
#endif
|
||
|
|
||
|
#ifdef _TRANSMISSION_ASE
|
||
|
{
|
||
|
float shadow = _TransmissionShadow;
|
||
|
#ifdef DIRECTIONAL
|
||
|
float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
|
||
|
#else
|
||
|
float3 lightAtten = gi.light.color;
|
||
|
#endif
|
||
|
half3 transmission = max(0 , -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission;
|
||
|
c.rgb += o.Albedo * transmission;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
#ifdef _TRANSLUCENCY_ASE
|
||
|
{
|
||
|
float shadow = _TransShadow;
|
||
|
float normal = _TransNormal;
|
||
|
float scattering = _TransScattering;
|
||
|
float direct = _TransDirect;
|
||
|
float ambient = _TransAmbient;
|
||
|
float strength = _TransStrength;
|
||
|
|
||
|
#ifdef DIRECTIONAL
|
||
|
float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
|
||
|
#else
|
||
|
float3 lightAtten = gi.light.color;
|
||
|
#endif
|
||
|
half3 lightDir = gi.light.dir + o.Normal * normal;
|
||
|
half transVdotL = pow( saturate( dot( worldViewDir, -lightDir ) ), scattering );
|
||
|
half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency;
|
||
|
c.rgb += o.Albedo * translucency * strength;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
//#ifdef _REFRACTION_ASE
|
||
|
// float4 projScreenPos = ScreenPos / ScreenPos.w;
|
||
|
// float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, WorldNormal ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
|
||
|
// projScreenPos.xy += refractionOffset.xy;
|
||
|
// float3 refraction = UNITY_SAMPLE_SCREENSPACE_TEXTURE( _GrabTexture, projScreenPos ) * RefractionColor;
|
||
|
// color.rgb = lerp( refraction, color.rgb, color.a );
|
||
|
// color.a = 1;
|
||
|
//#endif
|
||
|
|
||
|
#ifdef ASE_FOG
|
||
|
UNITY_APPLY_FOG(IN.fogCoord, c);
|
||
|
#endif
|
||
|
return c;
|
||
|
}
|
||
|
ENDCG
|
||
|
}
|
||
|
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
|
||
|
Name "Deferred"
|
||
|
Tags { "LightMode"="Deferred" }
|
||
|
|
||
|
AlphaToMask Off
|
||
|
|
||
|
CGPROGRAM
|
||
|
#define ASE_NEEDS_FRAG_SHADOWCOORDS
|
||
|
#pragma multi_compile_instancing
|
||
|
#pragma multi_compile __ LOD_FADE_CROSSFADE
|
||
|
#pragma multi_compile_fog
|
||
|
#define ASE_FOG 1
|
||
|
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
#pragma target 3.0
|
||
|
#pragma exclude_renderers nomrt
|
||
|
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
|
||
|
#pragma multi_compile_prepassfinal
|
||
|
#ifndef UNITY_PASS_DEFERRED
|
||
|
#define UNITY_PASS_DEFERRED
|
||
|
#endif
|
||
|
#include "HLSLSupport.cginc"
|
||
|
#if !defined( UNITY_INSTANCED_LOD_FADE )
|
||
|
#define UNITY_INSTANCED_LOD_FADE
|
||
|
#endif
|
||
|
#if !defined( UNITY_INSTANCED_SH )
|
||
|
#define UNITY_INSTANCED_SH
|
||
|
#endif
|
||
|
#if !defined( UNITY_INSTANCED_LIGHTMAPSTS )
|
||
|
#define UNITY_INSTANCED_LIGHTMAPSTS
|
||
|
#endif
|
||
|
#include "UnityShaderVariables.cginc"
|
||
|
#include "UnityCG.cginc"
|
||
|
#include "Lighting.cginc"
|
||
|
#include "UnityPBSLighting.cginc"
|
||
|
|
||
|
#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
|
||
|
#define ASE_NEEDS_FRAG_WORLD_NORMAL
|
||
|
|
||
|
struct appdata {
|
||
|
float4 vertex : POSITION;
|
||
|
float4 tangent : TANGENT;
|
||
|
float3 normal : NORMAL;
|
||
|
float4 texcoord1 : TEXCOORD1;
|
||
|
float4 texcoord2 : TEXCOORD2;
|
||
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct v2f {
|
||
|
#if UNITY_VERSION >= 201810
|
||
|
UNITY_POSITION(pos);
|
||
|
#else
|
||
|
float4 pos : SV_POSITION;
|
||
|
#endif
|
||
|
float4 lmap : TEXCOORD2;
|
||
|
#ifndef LIGHTMAP_ON
|
||
|
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
|
||
|
half3 sh : TEXCOORD3;
|
||
|
#endif
|
||
|
#else
|
||
|
#ifdef DIRLIGHTMAP_OFF
|
||
|
float4 lmapFadePos : TEXCOORD4;
|
||
|
#endif
|
||
|
#endif
|
||
|
float4 tSpace0 : TEXCOORD5;
|
||
|
float4 tSpace1 : TEXCOORD6;
|
||
|
float4 tSpace2 : TEXCOORD7;
|
||
|
float4 ase_texcoord8 : TEXCOORD8;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
#ifdef LIGHTMAP_ON
|
||
|
float4 unity_LightmapFade;
|
||
|
#endif
|
||
|
fixed4 unity_Ambient;
|
||
|
#ifdef TESSELLATION_ON
|
||
|
float _TessPhongStrength;
|
||
|
float _TessValue;
|
||
|
float _TessMin;
|
||
|
float _TessMax;
|
||
|
float _TessEdgeLength;
|
||
|
float _TessMaxDisp;
|
||
|
#endif
|
||
|
uniform sampler2D _MainTexture;
|
||
|
uniform float4 _MainTexture_ST;
|
||
|
uniform sampler2D _NormalTexture;
|
||
|
uniform float4 _NormalTexture_ST;
|
||
|
uniform int _State;
|
||
|
uniform float4 _LineColor;
|
||
|
uniform float _LineWidth;
|
||
|
uniform float _Speed;
|
||
|
uniform float _PinLv;
|
||
|
uniform float _Meatallic;
|
||
|
uniform float _Smoothness;
|
||
|
|
||
|
|
||
|
|
||
|
v2f VertexFunction (appdata v ) {
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
v2f o;
|
||
|
UNITY_INITIALIZE_OUTPUT(v2f,o);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v,o);
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||
|
|
||
|
o.ase_texcoord8.xy = v.ase_texcoord.xy;
|
||
|
|
||
|
//setting value to unused interpolator channels and avoid initialization warnings
|
||
|
o.ase_texcoord8.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.vertex.w = 1;
|
||
|
v.normal = v.normal;
|
||
|
v.tangent = v.tangent;
|
||
|
|
||
|
o.pos = UnityObjectToClipPos(v.vertex);
|
||
|
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
||
|
fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
|
||
|
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
|
||
|
fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
|
||
|
fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
|
||
|
o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
|
||
|
o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
|
||
|
o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
|
||
|
|
||
|
#ifdef DYNAMICLIGHTMAP_ON
|
||
|
o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
||
|
#else
|
||
|
o.lmap.zw = 0;
|
||
|
#endif
|
||
|
#ifdef LIGHTMAP_ON
|
||
|
o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
||
|
#ifdef DIRLIGHTMAP_OFF
|
||
|
o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;
|
||
|
o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);
|
||
|
#endif
|
||
|
#else
|
||
|
o.lmap.xy = 0;
|
||
|
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
|
||
|
o.sh = 0;
|
||
|
o.sh = ShadeSHPerVertex (worldNormal, o.sh);
|
||
|
#endif
|
||
|
#endif
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
#if defined(TESSELLATION_ON)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float4 vertex : INTERNALTESSPOS;
|
||
|
float4 tangent : TANGENT;
|
||
|
float3 normal : NORMAL;
|
||
|
float4 texcoord1 : TEXCOORD1;
|
||
|
float4 texcoord2 : TEXCOORD2;
|
||
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct TessellationFactors
|
||
|
{
|
||
|
float edge[3] : SV_TessFactor;
|
||
|
float inside : SV_InsideTessFactor;
|
||
|
};
|
||
|
|
||
|
VertexControl vert ( appdata v )
|
||
|
{
|
||
|
VertexControl o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
o.vertex = v.vertex;
|
||
|
o.tangent = v.tangent;
|
||
|
o.normal = v.normal;
|
||
|
o.texcoord1 = v.texcoord1;
|
||
|
o.texcoord2 = v.texcoord2;
|
||
|
o.ase_texcoord = v.ase_texcoord;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
||
|
{
|
||
|
TessellationFactors o;
|
||
|
float4 tf = 1;
|
||
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||
|
#if defined(ASE_FIXED_TESSELLATION)
|
||
|
tf = FixedTess( tessValue );
|
||
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
|
||
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
|
||
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
#endif
|
||
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
[partitioning("fractional_odd")]
|
||
|
[outputtopology("triangle_cw")]
|
||
|
[patchconstantfunc("TessellationFunction")]
|
||
|
[outputcontrolpoints(3)]
|
||
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
|
{
|
||
|
return patch[id];
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
{
|
||
|
appdata o = (appdata) 0;
|
||
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
||
|
o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
|
||
|
o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
|
||
|
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
||
|
o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
|
||
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
||
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
float3 pp[3];
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||
|
return VertexFunction(o);
|
||
|
}
|
||
|
#else
|
||
|
v2f vert ( appdata v )
|
||
|
{
|
||
|
return VertexFunction( v );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
void frag (v2f IN
|
||
|
, out half4 outGBuffer0 : SV_Target0
|
||
|
, out half4 outGBuffer1 : SV_Target1
|
||
|
, out half4 outGBuffer2 : SV_Target2
|
||
|
, out half4 outEmission : SV_Target3
|
||
|
#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
|
||
|
, out half4 outShadowMask : SV_Target4
|
||
|
#endif
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
, out float outputDepth : SV_Depth
|
||
|
#endif
|
||
|
)
|
||
|
{
|
||
|
UNITY_SETUP_INSTANCE_ID(IN);
|
||
|
|
||
|
#ifdef LOD_FADE_CROSSFADE
|
||
|
UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
|
||
|
#endif
|
||
|
|
||
|
#if defined(_SPECULAR_SETUP)
|
||
|
SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
|
||
|
#else
|
||
|
SurfaceOutputStandard o = (SurfaceOutputStandard)0;
|
||
|
#endif
|
||
|
float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x);
|
||
|
float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y);
|
||
|
float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z);
|
||
|
float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
|
||
|
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
|
||
|
half atten = 1;
|
||
|
|
||
|
float2 uv_MainTexture = IN.ase_texcoord8.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
|
||
|
|
||
|
float2 uv_NormalTexture = IN.ase_texcoord8.xy * _NormalTexture_ST.xy + _NormalTexture_ST.zw;
|
||
|
|
||
|
float fresnelNdotV12 = dot( WorldNormal, worldViewDir );
|
||
|
float fresnelNode12 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV12, _LineWidth ) );
|
||
|
float mulTime10 = _Time.y * _Speed;
|
||
|
float temp_output_19_0 = ( sin( mulTime10 ) / _PinLv );
|
||
|
float ifLocalVar40 = 0;
|
||
|
if( temp_output_19_0 > 0.0 )
|
||
|
ifLocalVar40 = temp_output_19_0;
|
||
|
else if( temp_output_19_0 < 0.0 )
|
||
|
ifLocalVar40 = (float)0;
|
||
|
float4 temp_cast_3 = 0;
|
||
|
float4 ifLocalVar35 = 0;
|
||
|
if( _State > 0.0 )
|
||
|
ifLocalVar35 = ( ( _LineColor * fresnelNode12 ) * ifLocalVar40 );
|
||
|
else if( _State == 0.0 )
|
||
|
ifLocalVar35 = temp_cast_3;
|
||
|
|
||
|
o.Albedo = tex2D( _MainTexture, uv_MainTexture ).rgb;
|
||
|
o.Normal = tex2D( _NormalTexture, uv_NormalTexture ).rgb;
|
||
|
o.Emission = ifLocalVar35.rgb;
|
||
|
#if defined(_SPECULAR_SETUP)
|
||
|
o.Specular = fixed3( 0, 0, 0 );
|
||
|
#else
|
||
|
o.Metallic = _Meatallic;
|
||
|
#endif
|
||
|
o.Smoothness = _Smoothness;
|
||
|
o.Occlusion = 1;
|
||
|
o.Alpha = 1;
|
||
|
float AlphaClipThreshold = 0.5;
|
||
|
float3 BakedGI = 0;
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
clip( o.Alpha - AlphaClipThreshold );
|
||
|
#endif
|
||
|
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
outputDepth = IN.pos.z;
|
||
|
#endif
|
||
|
|
||
|
#ifndef USING_DIRECTIONAL_LIGHT
|
||
|
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
|
||
|
#else
|
||
|
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
|
||
|
#endif
|
||
|
|
||
|
float3 worldN;
|
||
|
worldN.x = dot(IN.tSpace0.xyz, o.Normal);
|
||
|
worldN.y = dot(IN.tSpace1.xyz, o.Normal);
|
||
|
worldN.z = dot(IN.tSpace2.xyz, o.Normal);
|
||
|
worldN = normalize(worldN);
|
||
|
o.Normal = worldN;
|
||
|
|
||
|
UnityGI gi;
|
||
|
UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
|
||
|
gi.indirect.diffuse = 0;
|
||
|
gi.indirect.specular = 0;
|
||
|
gi.light.color = 0;
|
||
|
gi.light.dir = half3(0,1,0);
|
||
|
|
||
|
UnityGIInput giInput;
|
||
|
UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
|
||
|
giInput.light = gi.light;
|
||
|
giInput.worldPos = worldPos;
|
||
|
giInput.worldViewDir = worldViewDir;
|
||
|
giInput.atten = atten;
|
||
|
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
|
||
|
giInput.lightmapUV = IN.lmap;
|
||
|
#else
|
||
|
giInput.lightmapUV = 0.0;
|
||
|
#endif
|
||
|
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
|
||
|
giInput.ambient = IN.sh;
|
||
|
#else
|
||
|
giInput.ambient.rgb = 0.0;
|
||
|
#endif
|
||
|
giInput.probeHDR[0] = unity_SpecCube0_HDR;
|
||
|
giInput.probeHDR[1] = unity_SpecCube1_HDR;
|
||
|
#if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
|
||
|
giInput.boxMin[0] = unity_SpecCube0_BoxMin;
|
||
|
#endif
|
||
|
#ifdef UNITY_SPECCUBE_BOX_PROJECTION
|
||
|
giInput.boxMax[0] = unity_SpecCube0_BoxMax;
|
||
|
giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
|
||
|
giInput.boxMax[1] = unity_SpecCube1_BoxMax;
|
||
|
giInput.boxMin[1] = unity_SpecCube1_BoxMin;
|
||
|
giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
|
||
|
#endif
|
||
|
|
||
|
#if defined(_SPECULAR_SETUP)
|
||
|
LightingStandardSpecular_GI( o, giInput, gi );
|
||
|
#else
|
||
|
LightingStandard_GI( o, giInput, gi );
|
||
|
#endif
|
||
|
|
||
|
#ifdef ASE_BAKEDGI
|
||
|
gi.indirect.diffuse = BakedGI;
|
||
|
#endif
|
||
|
|
||
|
#if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT)
|
||
|
gi.indirect.diffuse = 0;
|
||
|
#endif
|
||
|
|
||
|
#if defined(_SPECULAR_SETUP)
|
||
|
outEmission = LightingStandardSpecular_Deferred( o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2 );
|
||
|
#else
|
||
|
outEmission = LightingStandard_Deferred( o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2 );
|
||
|
#endif
|
||
|
|
||
|
#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
|
||
|
outShadowMask = UnityGetRawBakedOcclusions (IN.lmap.xy, float3(0, 0, 0));
|
||
|
#endif
|
||
|
#ifndef UNITY_HDR_ON
|
||
|
outEmission.rgb = exp2(-outEmission.rgb);
|
||
|
#endif
|
||
|
}
|
||
|
ENDCG
|
||
|
}
|
||
|
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
|
||
|
Name "Meta"
|
||
|
Tags { "LightMode"="Meta" }
|
||
|
Cull Off
|
||
|
|
||
|
CGPROGRAM
|
||
|
#define ASE_NEEDS_FRAG_SHADOWCOORDS
|
||
|
#pragma multi_compile_instancing
|
||
|
#pragma multi_compile __ LOD_FADE_CROSSFADE
|
||
|
#pragma multi_compile_fog
|
||
|
#define ASE_FOG 1
|
||
|
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
|
||
|
#pragma shader_feature EDITOR_VISUALIZATION
|
||
|
#ifndef UNITY_PASS_META
|
||
|
#define UNITY_PASS_META
|
||
|
#endif
|
||
|
#include "HLSLSupport.cginc"
|
||
|
#if !defined( UNITY_INSTANCED_LOD_FADE )
|
||
|
#define UNITY_INSTANCED_LOD_FADE
|
||
|
#endif
|
||
|
#if !defined( UNITY_INSTANCED_SH )
|
||
|
#define UNITY_INSTANCED_SH
|
||
|
#endif
|
||
|
#if !defined( UNITY_INSTANCED_LIGHTMAPSTS )
|
||
|
#define UNITY_INSTANCED_LIGHTMAPSTS
|
||
|
#endif
|
||
|
#include "UnityShaderVariables.cginc"
|
||
|
#include "UnityCG.cginc"
|
||
|
#include "Lighting.cginc"
|
||
|
#include "UnityPBSLighting.cginc"
|
||
|
#include "UnityMetaPass.cginc"
|
||
|
|
||
|
#define ASE_NEEDS_VERT_NORMAL
|
||
|
|
||
|
struct appdata {
|
||
|
float4 vertex : POSITION;
|
||
|
float4 tangent : TANGENT;
|
||
|
float3 normal : NORMAL;
|
||
|
float4 texcoord1 : TEXCOORD1;
|
||
|
float4 texcoord2 : TEXCOORD2;
|
||
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
struct v2f {
|
||
|
#if UNITY_VERSION >= 201810
|
||
|
UNITY_POSITION(pos);
|
||
|
#else
|
||
|
float4 pos : SV_POSITION;
|
||
|
#endif
|
||
|
#ifdef EDITOR_VISUALIZATION
|
||
|
float2 vizUV : TEXCOORD1;
|
||
|
float4 lightCoord : TEXCOORD2;
|
||
|
#endif
|
||
|
float4 ase_texcoord3 : TEXCOORD3;
|
||
|
float4 ase_texcoord4 : TEXCOORD4;
|
||
|
float4 ase_texcoord5 : TEXCOORD5;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
#ifdef TESSELLATION_ON
|
||
|
float _TessPhongStrength;
|
||
|
float _TessValue;
|
||
|
float _TessMin;
|
||
|
float _TessMax;
|
||
|
float _TessEdgeLength;
|
||
|
float _TessMaxDisp;
|
||
|
#endif
|
||
|
uniform sampler2D _MainTexture;
|
||
|
uniform float4 _MainTexture_ST;
|
||
|
uniform int _State;
|
||
|
uniform float4 _LineColor;
|
||
|
uniform float _LineWidth;
|
||
|
uniform float _Speed;
|
||
|
uniform float _PinLv;
|
||
|
|
||
|
|
||
|
|
||
|
v2f VertexFunction (appdata v ) {
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
v2f o;
|
||
|
UNITY_INITIALIZE_OUTPUT(v2f,o);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v,o);
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||
|
|
||
|
float3 ase_worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
||
|
o.ase_texcoord4.xyz = ase_worldPos;
|
||
|
float3 ase_worldNormal = UnityObjectToWorldNormal(v.normal);
|
||
|
o.ase_texcoord5.xyz = ase_worldNormal;
|
||
|
|
||
|
o.ase_texcoord3.xy = v.ase_texcoord.xy;
|
||
|
|
||
|
//setting value to unused interpolator channels and avoid initialization warnings
|
||
|
o.ase_texcoord3.zw = 0;
|
||
|
o.ase_texcoord4.w = 0;
|
||
|
o.ase_texcoord5.w = 0;
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
float3 defaultVertexValue = v.vertex.xyz;
|
||
|
#else
|
||
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
#endif
|
||
|
float3 vertexValue = defaultVertexValue;
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
v.vertex.xyz = vertexValue;
|
||
|
#else
|
||
|
v.vertex.xyz += vertexValue;
|
||
|
#endif
|
||
|
v.vertex.w = 1;
|
||
|
v.normal = v.normal;
|
||
|
v.tangent = v.tangent;
|
||
|
|
||
|
#ifdef EDITOR_VISUALIZATION
|
||
|
o.vizUV = 0;
|
||
|
o.lightCoord = 0;
|
||
|
if (unity_VisualizationMode == EDITORVIZ_TEXTURE)
|
||
|
o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.texcoord.xy, v.texcoord1.xy, v.texcoord2.xy, unity_EditorViz_Texture_ST);
|
||
|
else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK)
|
||
|
{
|
||
|
o.vizUV = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
||
|
o.lightCoord = mul(unity_EditorViz_WorldToLight, mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1)));
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);
|
||
|
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
#if defined(TESSELLATION_ON)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float4 vertex : INTERNALTESSPOS;
|
||
|
float4 tangent : TANGENT;
|
||
|
float3 normal : NORMAL;
|
||
|
float4 texcoord1 : TEXCOORD1;
|
||
|
float4 texcoord2 : TEXCOORD2;
|
||
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct TessellationFactors
|
||
|
{
|
||
|
float edge[3] : SV_TessFactor;
|
||
|
float inside : SV_InsideTessFactor;
|
||
|
};
|
||
|
|
||
|
VertexControl vert ( appdata v )
|
||
|
{
|
||
|
VertexControl o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
o.vertex = v.vertex;
|
||
|
o.tangent = v.tangent;
|
||
|
o.normal = v.normal;
|
||
|
o.texcoord1 = v.texcoord1;
|
||
|
o.texcoord2 = v.texcoord2;
|
||
|
o.ase_texcoord = v.ase_texcoord;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
||
|
{
|
||
|
TessellationFactors o;
|
||
|
float4 tf = 1;
|
||
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||
|
#if defined(ASE_FIXED_TESSELLATION)
|
||
|
tf = FixedTess( tessValue );
|
||
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
|
||
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
|
||
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
#endif
|
||
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
[partitioning("fractional_odd")]
|
||
|
[outputtopology("triangle_cw")]
|
||
|
[patchconstantfunc("TessellationFunction")]
|
||
|
[outputcontrolpoints(3)]
|
||
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
|
{
|
||
|
return patch[id];
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
{
|
||
|
appdata o = (appdata) 0;
|
||
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
||
|
o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
|
||
|
o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
|
||
|
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
||
|
o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
|
||
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
||
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
float3 pp[3];
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||
|
return VertexFunction(o);
|
||
|
}
|
||
|
#else
|
||
|
v2f vert ( appdata v )
|
||
|
{
|
||
|
return VertexFunction( v );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
fixed4 frag (v2f IN
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
, out float outputDepth : SV_Depth
|
||
|
#endif
|
||
|
) : SV_Target
|
||
|
{
|
||
|
UNITY_SETUP_INSTANCE_ID(IN);
|
||
|
|
||
|
#ifdef LOD_FADE_CROSSFADE
|
||
|
UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
|
||
|
#endif
|
||
|
|
||
|
#if defined(_SPECULAR_SETUP)
|
||
|
SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
|
||
|
#else
|
||
|
SurfaceOutputStandard o = (SurfaceOutputStandard)0;
|
||
|
#endif
|
||
|
|
||
|
float2 uv_MainTexture = IN.ase_texcoord3.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
|
||
|
|
||
|
float3 ase_worldPos = IN.ase_texcoord4.xyz;
|
||
|
float3 ase_worldViewDir = UnityWorldSpaceViewDir(ase_worldPos);
|
||
|
ase_worldViewDir = normalize(ase_worldViewDir);
|
||
|
float3 ase_worldNormal = IN.ase_texcoord5.xyz;
|
||
|
float fresnelNdotV12 = dot( ase_worldNormal, ase_worldViewDir );
|
||
|
float fresnelNode12 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV12, _LineWidth ) );
|
||
|
float mulTime10 = _Time.y * _Speed;
|
||
|
float temp_output_19_0 = ( sin( mulTime10 ) / _PinLv );
|
||
|
float ifLocalVar40 = 0;
|
||
|
if( temp_output_19_0 > 0.0 )
|
||
|
ifLocalVar40 = temp_output_19_0;
|
||
|
else if( temp_output_19_0 < 0.0 )
|
||
|
ifLocalVar40 = (float)0;
|
||
|
float4 temp_cast_2 = 0;
|
||
|
float4 ifLocalVar35 = 0;
|
||
|
if( _State > 0.0 )
|
||
|
ifLocalVar35 = ( ( _LineColor * fresnelNode12 ) * ifLocalVar40 );
|
||
|
else if( _State == 0.0 )
|
||
|
ifLocalVar35 = temp_cast_2;
|
||
|
|
||
|
o.Albedo = tex2D( _MainTexture, uv_MainTexture ).rgb;
|
||
|
o.Normal = fixed3( 0, 0, 1 );
|
||
|
o.Emission = ifLocalVar35.rgb;
|
||
|
o.Alpha = 1;
|
||
|
float AlphaClipThreshold = 0.5;
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
clip( o.Alpha - AlphaClipThreshold );
|
||
|
#endif
|
||
|
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
outputDepth = IN.pos.z;
|
||
|
#endif
|
||
|
|
||
|
UnityMetaInput metaIN;
|
||
|
UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);
|
||
|
metaIN.Albedo = o.Albedo;
|
||
|
metaIN.Emission = o.Emission;
|
||
|
#ifdef EDITOR_VISUALIZATION
|
||
|
metaIN.VizUV = IN.vizUV;
|
||
|
metaIN.LightCoord = IN.lightCoord;
|
||
|
#endif
|
||
|
return UnityMetaFragment(metaIN);
|
||
|
}
|
||
|
ENDCG
|
||
|
}
|
||
|
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
|
||
|
Name "ShadowCaster"
|
||
|
Tags { "LightMode"="ShadowCaster" }
|
||
|
ZWrite On
|
||
|
ZTest LEqual
|
||
|
AlphaToMask Off
|
||
|
|
||
|
CGPROGRAM
|
||
|
#define ASE_NEEDS_FRAG_SHADOWCOORDS
|
||
|
#pragma multi_compile_instancing
|
||
|
#pragma multi_compile __ LOD_FADE_CROSSFADE
|
||
|
#pragma multi_compile_fog
|
||
|
#define ASE_FOG 1
|
||
|
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
|
||
|
#pragma multi_compile_shadowcaster
|
||
|
#ifndef UNITY_PASS_SHADOWCASTER
|
||
|
#define UNITY_PASS_SHADOWCASTER
|
||
|
#endif
|
||
|
#include "HLSLSupport.cginc"
|
||
|
#ifndef UNITY_INSTANCED_LOD_FADE
|
||
|
#define UNITY_INSTANCED_LOD_FADE
|
||
|
#endif
|
||
|
#ifndef UNITY_INSTANCED_SH
|
||
|
#define UNITY_INSTANCED_SH
|
||
|
#endif
|
||
|
#ifndef UNITY_INSTANCED_LIGHTMAPSTS
|
||
|
#define UNITY_INSTANCED_LIGHTMAPSTS
|
||
|
#endif
|
||
|
#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
|
||
|
#define CAN_SKIP_VPOS
|
||
|
#endif
|
||
|
#include "UnityShaderVariables.cginc"
|
||
|
#include "UnityCG.cginc"
|
||
|
#include "Lighting.cginc"
|
||
|
#include "UnityPBSLighting.cginc"
|
||
|
|
||
|
|
||
|
struct appdata {
|
||
|
float4 vertex : POSITION;
|
||
|
float4 tangent : TANGENT;
|
||
|
float3 normal : NORMAL;
|
||
|
float4 texcoord1 : TEXCOORD1;
|
||
|
float4 texcoord2 : TEXCOORD2;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct v2f {
|
||
|
V2F_SHADOW_CASTER;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
#ifdef UNITY_STANDARD_USE_DITHER_MASK
|
||
|
sampler3D _DitherMaskLOD;
|
||
|
#endif
|
||
|
#ifdef TESSELLATION_ON
|
||
|
float _TessPhongStrength;
|
||
|
float _TessValue;
|
||
|
float _TessMin;
|
||
|
float _TessMax;
|
||
|
float _TessEdgeLength;
|
||
|
float _TessMaxDisp;
|
||
|
#endif
|
||
|
|
||
|
|
||
|
|
||
|
v2f VertexFunction (appdata v ) {
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
v2f o;
|
||
|
UNITY_INITIALIZE_OUTPUT(v2f,o);
|
||
|
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.vertex.w = 1;
|
||
|
v.normal = v.normal;
|
||
|
v.tangent = v.tangent;
|
||
|
|
||
|
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
#if defined(TESSELLATION_ON)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float4 vertex : INTERNALTESSPOS;
|
||
|
float4 tangent : TANGENT;
|
||
|
float3 normal : NORMAL;
|
||
|
float4 texcoord1 : TEXCOORD1;
|
||
|
float4 texcoord2 : TEXCOORD2;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct TessellationFactors
|
||
|
{
|
||
|
float edge[3] : SV_TessFactor;
|
||
|
float inside : SV_InsideTessFactor;
|
||
|
};
|
||
|
|
||
|
VertexControl vert ( appdata v )
|
||
|
{
|
||
|
VertexControl o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
o.vertex = v.vertex;
|
||
|
o.tangent = v.tangent;
|
||
|
o.normal = v.normal;
|
||
|
o.texcoord1 = v.texcoord1;
|
||
|
o.texcoord2 = v.texcoord2;
|
||
|
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
||
|
{
|
||
|
TessellationFactors o;
|
||
|
float4 tf = 1;
|
||
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||
|
#if defined(ASE_FIXED_TESSELLATION)
|
||
|
tf = FixedTess( tessValue );
|
||
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
|
||
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
|
||
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
#endif
|
||
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
[partitioning("fractional_odd")]
|
||
|
[outputtopology("triangle_cw")]
|
||
|
[patchconstantfunc("TessellationFunction")]
|
||
|
[outputcontrolpoints(3)]
|
||
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
|
{
|
||
|
return patch[id];
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
{
|
||
|
appdata o = (appdata) 0;
|
||
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
||
|
o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
|
||
|
o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
|
||
|
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
||
|
o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
|
||
|
|
||
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
float3 pp[3];
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||
|
return VertexFunction(o);
|
||
|
}
|
||
|
#else
|
||
|
v2f vert ( appdata v )
|
||
|
{
|
||
|
return VertexFunction( v );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
fixed4 frag (v2f IN
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
, out float outputDepth : SV_Depth
|
||
|
#endif
|
||
|
#if !defined( CAN_SKIP_VPOS )
|
||
|
, UNITY_VPOS_TYPE vpos : VPOS
|
||
|
#endif
|
||
|
) : SV_Target
|
||
|
{
|
||
|
UNITY_SETUP_INSTANCE_ID(IN);
|
||
|
|
||
|
#ifdef LOD_FADE_CROSSFADE
|
||
|
UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
|
||
|
#endif
|
||
|
|
||
|
#if defined(_SPECULAR_SETUP)
|
||
|
SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
|
||
|
#else
|
||
|
SurfaceOutputStandard o = (SurfaceOutputStandard)0;
|
||
|
#endif
|
||
|
|
||
|
|
||
|
o.Normal = fixed3( 0, 0, 1 );
|
||
|
o.Occlusion = 1;
|
||
|
o.Alpha = 1;
|
||
|
float AlphaClipThreshold = 0.5;
|
||
|
float AlphaClipThresholdShadow = 0.5;
|
||
|
|
||
|
#ifdef _ALPHATEST_SHADOW_ON
|
||
|
if (unity_LightShadowBias.z != 0.0)
|
||
|
clip(o.Alpha - AlphaClipThresholdShadow);
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
else
|
||
|
clip(o.Alpha - AlphaClipThreshold);
|
||
|
#endif
|
||
|
#else
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
clip(o.Alpha - AlphaClipThreshold);
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
#if defined( CAN_SKIP_VPOS )
|
||
|
float2 vpos = IN.pos;
|
||
|
#endif
|
||
|
|
||
|
#ifdef UNITY_STANDARD_USE_DITHER_MASK
|
||
|
half alphaRef = tex3D(_DitherMaskLOD, float3(vpos.xy*0.25,o.Alpha*0.9375)).a;
|
||
|
clip(alphaRef - 0.01);
|
||
|
#endif
|
||
|
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
outputDepth = IN.pos.z;
|
||
|
#endif
|
||
|
|
||
|
SHADOW_CASTER_FRAGMENT(IN)
|
||
|
}
|
||
|
ENDCG
|
||
|
}
|
||
|
|
||
|
}
|
||
|
CustomEditor "ASEMaterialInspector"
|
||
|
|
||
|
|
||
|
}
|
||
|
/*ASEBEGIN
|
||
|
Version=18900
|
||
|
7;1;1325;723;869.8671;491.678;1;True;True
|
||
|
Node;AmplifyShaderEditor.ViewDirInputsCoordNode;18;-2300.345,-678.2903;Inherit;False;World;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
||
|
Node;AmplifyShaderEditor.RangedFloatNode;7;-389.3288,207.5124;Inherit;False;Property;_Smoothness;Smoothness;1;0;Create;True;0;0;0;False;0;False;0;0.46;0;1;0;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.RangedFloatNode;8;-422.9974,99.92439;Inherit;False;Property;_Meatallic;Meatallic;2;0;Create;True;0;0;0;False;0;False;0;0.35;0;1;0;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.IntNode;39;-932.8942,-236.446;Inherit;False;Constant;_Int0;Int 0;8;0;Create;True;0;0;0;False;0;False;0;0;False;0;1;INT;0
|
||
|
Node;AmplifyShaderEditor.ConditionalIfNode;40;-1356.263,-323.7185;Inherit;False;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;INT;0;False;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.RangedFloatNode;20;-1944.504,-169.0953;Inherit;False;Property;_PinLv;频率;6;0;Create;False;0;0;0;False;0;False;1;1;1;5;0;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.SamplerNode;72;-519.8671,-79.67801;Inherit;True;Property;_NormalTexture;NormalTexture;9;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;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;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||
|
Node;AmplifyShaderEditor.SimpleDivideOpNode;19;-1672.504,-264.0953;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;15;-1468.362,-796.581;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
|
||
|
Node;AmplifyShaderEditor.SinOpNode;9;-1817.296,-333.6946;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.ConditionalIfNode;35;-748.4833,-387.1705;Inherit;False;False;5;0;INT;0;False;1;FLOAT;0;False;2;COLOR;0,0,0,0;False;3;INT;0;False;4;FLOAT;0;False;1;COLOR;0
|
||
|
Node;AmplifyShaderEditor.SimpleTimeNode;10;-2046.296,-296.9074;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.IntNode;37;-915.4533,-456.2166;Inherit;False;Property;_State;状态;7;0;Create;False;0;0;0;False;0;False;0;1;False;0;1;INT;0
|
||
|
Node;AmplifyShaderEditor.IntNode;41;-1527.263,-148.7185;Inherit;False;Constant;_Int1;Int 1;8;0;Create;True;0;0;0;False;0;False;0;0;False;0;1;INT;0
|
||
|
Node;AmplifyShaderEditor.RangedFloatNode;13;-2247.619,-490.9452;Inherit;False;Property;_LineWidth;LineWidth;4;0;Create;True;0;0;0;False;0;False;0;7.71;0;10;0;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.FresnelNode;12;-1814.315,-681.5961;Inherit;True;Standard;WorldNormal;ViewDir;False;False;5;0;FLOAT3;0,0,1;False;4;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;5;False;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.ColorNode;14;-1926.095,-962.5735;Inherit;False;Property;_LineColor;LineColor;5;1;[HDR];Create;True;0;0;0;False;0;False;1,1,1,0;10.7813,8.94534,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||
|
Node;AmplifyShaderEditor.ColorNode;6;-415.01,-333.7315;Inherit;False;Property;_Albedo;Albedo;0;0;Create;True;0;0;0;False;0;False;1,1,1,0;1,1,1,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||
|
Node;AmplifyShaderEditor.RangedFloatNode;11;-2336.856,-212.9258;Inherit;False;Property;_Speed;Speed;3;0;Create;True;0;0;0;False;0;False;0;1.907;0;2;0;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;17;-1197.169,-461.1016;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
|
||
|
Node;AmplifyShaderEditor.SamplerNode;71;-283.658,-402.8267;Inherit;True;Property;_MainTexture;MainTexture;8;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;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;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;70;0,0;Float;False;False;-1;2;ASEMaterialInspector;0;1;New Amplify Shader;ed95fe726fd7b4644bb42f4d1ddd2bcd;True;ShadowCaster;0;5;ShadowCaster;0;False;True;0;1;False;-1;0;False;-1;0;1;False;-1;0;False;-1;True;0;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;True;True;True;True;True;0;False;-1;False;False;False;False;False;False;False;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;False;True;1;False;-1;True;3;False;-1;False;True;3;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;DisableBatching=False=DisableBatching;True;2;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;-1;True;3;False;-1;False;True;1;LightMode=ShadowCaster;False;0;;0;0;Standard;0;False;0
|
||
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;65;0,0;Float;False;False;-1;2;ASEMaterialInspector;0;1;New Amplify Shader;ed95fe726fd7b4644bb42f4d1ddd2bcd;True;ExtraPrePass;0;0;ExtraPrePass;6;False;True;0;1;False;-1;0;False;-1;0;1;False;-1;0;False;-1;True;0;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;True;True;True;True;True;0;False;-1;False;False;False;False;False;False;False;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;False;True;1;False;-1;True;3;False;-1;False;True;3;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;DisableBatching=False=DisableBatching;True;2;0;False;True;1;1;False;-1;0;False;-1;0;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;True;True;True;True;0;False;-1;False;False;False;False;False;False;False;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;False;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;1;LightMode=ForwardBase;False;0;;0;0;Standard;0;False;0
|
||
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;66;0,0;Float;False;True;-1;2;ASEMaterialInspector;0;9;OutLIneEmssion;ed95fe726fd7b4644bb42f4d1ddd2bcd;True;ForwardBase;0;1;ForwardBase;18;False;True;0;1;False;-1;0;False;-1;0;1;False;-1;0;False;-1;True;0;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;True;True;True;True;True;0;False;-1;False;False;False;False;False;False;False;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;False;True;1;False;-1;True;3;False;-1;False;True;3;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;DisableBatching=False=DisableBatching;True;2;0;False;True;1;1;False;-1;0;False;-1;0;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=ForwardBase;False;0;;0;0;Standard;40;Workflow,InvertActionOnDeselection;1;Surface;0; Blend;0; Refraction Model;0; Dither Shadows;1;Two Sided;1;Deferred Pass;1;Transmission;0; Transmission Shadow;0.5,False,-1;Translucency;0; Translucency Strength;1,False,-1; Normal Distortion;0.5,False,-1; Scattering;2,False,-1; Direct;0.9,False,-1; Ambient;0.1,False,-1; Shadow;0.5,False,-1;Cast Shadows;1; Use Shadow Threshold;0;Receive Shadows;1;GPU Instancing;1;LOD CrossFade;1;Built-in Fog;1;Ambient Light;1;Meta Pass;1;Add Pass;1;Override Baked GI;0;Extra Pre Pass;0;Tessellation;0; Phong;0; Strength;0.5,False,-1; Type;0; Tess;16,False,-1; Min;10,False,-1; Max;25,False,-1; Edge Length;16,False,-1; Max Displacement;25,False,-1;Fwd Specular Highlights Toggle;0;Fwd Reflections Toggle;0;Disable Batching;0;Vertex Position,InvertActionOnDeselection;1;0;6;False;True;True;True;True;True;False;;False;0
|
||
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;67;0,0;Float;False;False;-1;2;ASEMaterialInspector;0;1;New Amplify Shader;ed95fe726fd7b4644bb42f4d1ddd2bcd;True;ForwardAdd;0;2;ForwardAdd;0;False;True;0;1;False;-1;0;False;-1;0;1;False;-1;0;False;-1;True;0;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;True;True;True;True;True;0;False;-1;False;False;False;False;False;False;False;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;False;True;1;False;-1;True;3;False;-1;False;True;3;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;DisableBatching=False=DisableBatching;True;2;0;False;True;4;1;False;-1;1;False;-1;0;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;-1;False;False;True;1;LightMode=ForwardAdd;False;0;;0;0;Standard;0;False;0
|
||
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;68;0,0;Float;False;False;-1;2;ASEMaterialInspector;0;1;New Amplify Shader;ed95fe726fd7b4644bb42f4d1ddd2bcd;True;Deferred;0;3;Deferred;0;False;True;0;1;False;-1;0;False;-1;0;1;False;-1;0;False;-1;True;0;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;True;True;True;True;True;0;False;-1;False;False;False;False;False;False;False;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;False;True;1;False;-1;True;3;False;-1;False;True;3;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;DisableBatching=False=DisableBatching;True;2;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Deferred;True;2;0;;0;0;Standard;0;False;0
|
||
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;69;0,0;Float;False;False;-1;2;ASEMaterialInspector;0;1;New Amplify Shader;ed95fe726fd7b4644bb42f4d1ddd2bcd;True;Meta;0;4;Meta;0;False;True;0;1;False;-1;0;False;-1;0;1;False;-1;0;False;-1;True;0;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;True;True;True;True;True;0;False;-1;False;False;False;False;False;False;False;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;False;True;1;False;-1;True;3;False;-1;False;True;3;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;DisableBatching=False=DisableBatching;True;2;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;0;;0;0;Standard;0;False;0
|
||
|
WireConnection;40;0;19;0
|
||
|
WireConnection;40;2;19;0
|
||
|
WireConnection;40;4;41;0
|
||
|
WireConnection;19;0;9;0
|
||
|
WireConnection;19;1;20;0
|
||
|
WireConnection;15;0;14;0
|
||
|
WireConnection;15;1;12;0
|
||
|
WireConnection;9;0;10;0
|
||
|
WireConnection;35;0;37;0
|
||
|
WireConnection;35;2;17;0
|
||
|
WireConnection;35;3;39;0
|
||
|
WireConnection;10;0;11;0
|
||
|
WireConnection;12;4;18;0
|
||
|
WireConnection;12;3;13;0
|
||
|
WireConnection;17;0;15;0
|
||
|
WireConnection;17;1;40;0
|
||
|
WireConnection;66;0;71;0
|
||
|
WireConnection;66;1;72;0
|
||
|
WireConnection;66;2;35;0
|
||
|
WireConnection;66;4;8;0
|
||
|
WireConnection;66;5;7;0
|
||
|
ASEEND*/
|
||
|
//CHKSM=16FE08E680405AD775080AA830E822AA7229BD3C
|