// Made with Amplify Shader Editor v1.9.2.2 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Water" { Properties { [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 _ColorSurface("Color Surface", Color) = (0.0509804,0.6705883,1,1) _ColorDepth("Color Depth", Color) = (0.01568628,0.4196079,0.6313726,1) _Metallic("Metallic", Range( 0 , 1)) = 0.1 _Smoothness("Smoothness", Range( 0 , 1)) = 0.9 _Depth("Depth", Float) = 5 _DepthMultiply("Depth Multiply", Float) = 2 _FoamWidth("Foam Width", Float) = 0.4 _FoamScale("Foam Scale", Float) = 4 _FoamDistortionSpeed("Foam Distortion Speed", Float) = 1.5 _FoamDistortionScale("Foam Distortion Scale", Float) = 4 _FoamDistortionAmount("Foam Distortion Amount", Range( 0 , 0.1)) = 0.03 _FresnelBias("Fresnel Bias", Float) = 0 _FresnelScale("Fresnel Scale", Range( 0 , 1)) = 0.1 _FresnelPower("Fresnel Power", Float) = 5 _RefractionDirection("Refraction Direction", Vector) = (0,1,0,0) _RefractionSpeed("Refraction Speed", Float) = 1 _RefractionTillingNoise("Refraction Tilling Noise", Vector) = (0.3,1,0,0) _RefractionScale("Refraction Scale", Float) = 2 _RefractionStr("Refraction Str", Range( 0 , 0.1)) = 0.04 _WaveSmallSpeed("Wave Small Speed", Float) = 1.7 _WaveSmallScale("Wave Small Scale", Float) = 1.6 _WaveSmallPower("Wave Small Power", Float) = 4.4 _WaveBigSpeed("Wave Big Speed", Float) = 1.5 _WaveBigScale("Wave Big Scale", Float) = 0.9 _WaveBigPower("Wave Big Power", Float) = 3.8 _WavesMultiply("Waves Multiply", Float) = 3 _WavesNormalStr("Waves Normal Str", Float) = 0 _DisplacementAmount("Displacement Amount", Float) = 0.4 _ShoreWaveWidth("Shore Wave Width", Float) = 0.05 _ShoreWidth("Shore Width", Float) = 1 _ShoreWaveSpeed("Shore Wave Speed", Float) = -1.8 _ShoreWaveScale("Shore Wave Scale", Float) = 2.4 //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1 //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5 //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2 //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9 //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1 //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5 //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 //_TessMin( "Tess Min Distance", Float ) = 10 //_TessMax( "Tess Max Distance", Float ) = 25 _TessEdgeLength ( "Edge length", Range( 2, 50 ) ) = 16 _TessMaxDisp( "Max Displacement", Float ) = 25 [HideInInspector][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 [HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 [HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0 [HideInInspector] _QueueOffset("_QueueOffset", Float) = 0 [HideInInspector] _QueueControl("_QueueControl", Float) = -1 [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} } SubShader { LOD 0 Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" } Cull Back ZWrite Off ZTest LEqual Offset 0 , 0 AlphaToMask Off HLSLINCLUDE #pragma target 4.5 #pragma prefer_hlslcc gles // ensure rendering platforms toggle list is visible #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" #ifndef ASE_TESS_FUNCS #define ASE_TESS_FUNCS float4 FixedTess( float tessValue ) { return tessValue; } float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) { float3 wpos = mul(o2w,vertex).xyz; float dist = distance (wpos, cameraPos); float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; return f; } float4 CalcTriEdgeTessFactors (float3 triVertexFactors) { float4 tess; tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; return tess; } float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) { float dist = distance (0.5 * (wpos0+wpos1), cameraPos); float len = distance(wpos0, wpos1); float f = max(len * scParams.y / (edgeLen * dist), 1.0); return f; } float DistanceFromPlane (float3 pos, float4 plane) { float d = dot (float4(pos,1.0f), plane); return d; } bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) { float4 planeTest; planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); return !all (planeTest); } float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) { float3 f; f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); return CalcTriEdgeTessFactors (f); } float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; return tess; } float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) { tess = 0.0f; } else { tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; } return tess; } #endif //ASE_TESS_FUNCS ENDHLSL Pass { Name "Forward" Tags { "LightMode"="UniversalForward" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_TESSELLATION 1 #pragma require tessellation tessHW #pragma hull HullFunction #pragma domain DomainFunction #define ASE_LENGTH_CULL_TESSELLATION #define _NORMALMAP 1 #define ASE_SRP_VERSION 140009 #define REQUIRE_DEPTH_TEXTURE 1 #define REQUIRE_OPAQUE_TEXTURE 1 #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _LIGHT_LAYERS #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile _ _FORWARD_PLUS #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_fragment _ DEBUG_DISPLAY #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_FORWARD #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) #define ENABLE_TERRAIN_PERPIXEL_NORMAL #endif #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_FRAG_SCREEN_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_NORMAL #define ASE_NEEDS_FRAG_WORLD_TANGENT #define ASE_NEEDS_FRAG_WORLD_BITANGENT #define ASE_NEEDS_FRAG_WORLD_VIEW_DIR #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float4 clipPosV : TEXCOORD0; float4 lightmapUVOrVertexSH : TEXCOORD1; half4 fogFactorAndVertexLight : TEXCOORD2; float4 tSpace0 : TEXCOORD3; float4 tSpace1 : TEXCOORD4; float4 tSpace2 : TEXCOORD5; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD6; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV : TEXCOORD7; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _ColorDepth; float4 _ColorSurface; float2 _RefractionDirection; float2 _RefractionTillingNoise; float _WaveSmallScale; float _ShoreWidth; float _FoamWidth; float _FoamDistortionSpeed; float _FoamDistortionScale; float _FoamDistortionAmount; float _FoamScale; float _WaveSmallPower; float _WaveBigPower; float _WavesMultiply; float _WavesNormalStr; float _ShoreWaveScale; float _ShoreWaveSpeed; float _FresnelPower; float _DepthMultiply; float _Metallic; float _FresnelScale; float _FresnelBias; float _Depth; float _RefractionStr; float _RefractionScale; float _RefractionSpeed; float _DisplacementAmount; float _WaveBigSpeed; float _WaveBigScale; float _WaveSmallSpeed; float _ShoreWaveWidth; float _Smoothness; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif uniform float4 _CameraDepthTexture_TexelSize; float2 voronoihash130( float2 p ) { p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) ); return frac( sin( p ) *43758.5453); } float voronoi130( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId ) { float2 n = floor( v ); float2 f = frac( v ); float F1 = 8.0; float F2 = 8.0; float2 mg = 0; for ( int j = -1; j <= 1; j++ ) { for ( int i = -1; i <= 1; i++ ) { float2 g = float2( i, j ); float2 o = voronoihash130( n + g ); o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o; float d = 0.5 * dot( r, r ); if( d x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } float3 PerturbNormal107_g1( float3 surf_pos, float3 surf_norm, float height, float scale ) { // "Bump Mapping Unparametrized Surfaces on the GPU" by Morten S. Mikkelsen float3 vSigmaS = ddx( surf_pos ); float3 vSigmaT = ddy( surf_pos ); float3 vN = surf_norm; float3 vR1 = cross( vSigmaT , vN ); float3 vR2 = cross( vN , vSigmaS ); float fDet = dot( vSigmaS , vR1 ); float dBs = ddx( height ); float dBt = ddy( height ); float3 vSurfGrad = scale * 0.05 * sign( fDet ) * ( dBs * vR1 + dBt * vR2 ); return normalize ( abs( fDet ) * vN - vSurfGrad ); } float3 PerturbNormal107_g6( float3 surf_pos, float3 surf_norm, float height, float scale ) { // "Bump Mapping Unparametrized Surfaces on the GPU" by Morten S. Mikkelsen float3 vSigmaS = ddx( surf_pos ); float3 vSigmaT = ddy( surf_pos ); float3 vN = surf_norm; float3 vR1 = cross( vSigmaT , vN ); float3 vR2 = cross( vN , vSigmaS ); float fDet = dot( vSigmaS , vR1 ); float dBs = ddx( height ); float dBt = ddy( height ); float3 vSurfGrad = scale * 0.05 * sign( fDet ) * ( dBs * vR1 + dBt * vR2 ); return normalize ( abs( fDet ) * vN - vSurfGrad ); } VertexOutput VertexFunction( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float mulTime124 = _TimeParameters.x * _WaveSmallSpeed; float time130 = mulTime124; float2 voronoiSmoothId130 = 0; float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz ); float2 coords130 = (ase_worldPos).xz * _WaveSmallScale; float2 id130 = 0; float2 uv130 = 0; float voroi130 = voronoi130( coords130, time130, id130, uv130, 0, voronoiSmoothId130 ); float mulTime112 = _TimeParameters.x * _WaveBigSpeed; float time109 = mulTime112; float2 voronoiSmoothId109 = 0; float2 coords109 = (ase_worldPos).xz * _WaveBigScale; float2 id109 = 0; float2 uv109 = 0; float voroi109 = voronoi109( coords109, time109, id109, uv109, 0, voronoiSmoothId109 ); float temp_output_314_0 = max( voroi130 , voroi109 ); float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth317 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth317 = abs( ( screenDepth317 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 5.0 ) ); float lerpResult319 = lerp( 0.0 , ( temp_output_314_0 * _DisplacementAmount ) , saturate( distanceDepth317 )); float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = ( ( lerpResult319 * ase_worldNormal.y ) * v.normalOS ); #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS.xyz = vertexValue; #else v.positionOS.xyz += vertexValue; #endif v.normalOS = v.normalOS; v.tangentOS = v.tangentOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz ); VertexNormalInputs normalInput = GetVertexNormalInputs( v.normalOS, v.tangentOS ); o.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x ); o.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y ); o.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z ); #if defined(LIGHTMAP_ON) OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy ); #endif #if !defined(LIGHTMAP_ON) OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz ); #endif #if defined(DYNAMICLIGHTMAP_ON) o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) o.lightmapUVOrVertexSH.zw = v.texcoord.xy; o.lightmapUVOrVertexSH.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; #endif half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS ); #ifdef ASE_FOG half fogFactor = ComputeFogFactor( vertexInput.positionCS.z ); #else half fogFactor = 0; #endif o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.positionCS = vertexInput.positionCS; o.clipPosV = vertexInput.positionCS; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.positionOS; o.normalOS = v.normalOS; o.tangentOS = v.tangentOS; o.texcoord = v.texcoord; o.texcoord1 = v.texcoord1; o.texcoord2 = v.texcoord2; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag ( VertexOutput IN #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif #ifdef _WRITE_RENDERING_LAYERS , out float4 outRenderingLayers : SV_Target1 #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); #ifdef LOD_FADE_CROSSFADE LODFadeCrossFade( IN.positionCS ); #endif #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal); float3 WorldBiTangent = cross(WorldNormal, -WorldTangent); #else float3 WorldNormal = normalize( IN.tSpace0.xyz ); float3 WorldTangent = IN.tSpace1.xyz; float3 WorldBiTangent = IN.tSpace2.xyz; #endif float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition; float4 ShadowCoords = float4( 0, 0, 0, 0 ); float4 ClipPos = IN.clipPosV; float4 ScreenPos = ComputeScreenPos( IN.clipPosV ); float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.positionCS); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif WorldViewDirection = SafeNormalize( WorldViewDirection ); float4 ase_screenPosNorm = ScreenPos / ScreenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float3 surf_pos107_g1 = WorldPosition; float3 surf_norm107_g1 = WorldNormal; float2 panner322 = ( _TimeParameters.x * ( _RefractionSpeed * _RefractionDirection ) + ( (WorldPosition).xz * _RefractionTillingNoise )); float simplePerlin2D275 = snoise( panner322*_RefractionScale ); simplePerlin2D275 = simplePerlin2D275*0.5 + 0.5; float height107_g1 = simplePerlin2D275; float scale107_g1 = 1.0; float3 localPerturbNormal107_g1 = PerturbNormal107_g1( surf_pos107_g1 , surf_norm107_g1 , height107_g1 , scale107_g1 ); float3x3 ase_worldToTangent = float3x3(WorldTangent,WorldBiTangent,WorldNormal); float3 worldToTangentDir42_g1 = mul( ase_worldToTangent, localPerturbNormal107_g1); float4 fetchOpaqueVal27 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ( float3( (ase_screenPosNorm).xy , 0.0 ) + ( worldToTangentDir42_g1 * _RefractionStr ) ).xy ), 1.0 ); float4 Refraction77 = fetchOpaqueVal27; float eyeDepth182 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float temp_output_181_0 = saturate( ( ( eyeDepth182 - ScreenPos.w ) / _Depth ) ); float4 lerpResult277 = lerp( _ColorSurface , _ColorDepth , temp_output_181_0); float fresnelNdotV262 = dot( WorldNormal, WorldViewDirection ); float fresnelNode262 = ( _FresnelBias + _FresnelScale * pow( 1.0 - fresnelNdotV262, _FresnelPower ) ); float4 lerpResult282 = lerp( Refraction77 , ( lerpResult277 + fresnelNode262 ) , saturate( ( temp_output_181_0 * _DepthMultiply ) )); float4 temp_cast_2 = (1.0).xxxx; float screenDepth247 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth247 = abs( ( screenDepth247 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 1.0 ) ); float simplePerlin2D245 = snoise( (WorldPosition).xz*_ShoreWaveScale ); simplePerlin2D245 = simplePerlin2D245*0.5 + 0.5; float screenDepth249 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth249 = abs( ( screenDepth249 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 1.0 ) ); float clampResult248 = clamp( ( sin( ( ( 1.0 - ( distanceDepth247 / _ShoreWaveWidth ) ) + ( _TimeParameters.x * _ShoreWaveSpeed ) ) ) + simplePerlin2D245 ) , 0.0 , ( 1.0 - ( distanceDepth249 / _ShoreWidth ) ) ); float screenDepth97 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth97 = abs( ( screenDepth97 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _FoamWidth ) ); float2 temp_output_104_0 = (WorldPosition).xz; float2 temp_cast_3 = (_FoamDistortionSpeed).xx; float2 panner105 = ( 0.2 * _Time.y * temp_cast_3 + temp_output_104_0); float simplePerlin2D290 = snoise( panner105*_FoamDistortionScale ); simplePerlin2D290 = simplePerlin2D290*0.5 + 0.5; float simplePerlin2D100 = snoise( ( temp_output_104_0 + ( simplePerlin2D290 * _FoamDistortionAmount ) )*_FoamScale ); simplePerlin2D100 = simplePerlin2D100*0.5 + 0.5; float4 lerpResult265 = lerp( lerpResult282 , temp_cast_2 , saturate( max( step( ( 1.0 - clampResult248 ) , 0.9 ) , saturate( step( distanceDepth97 , simplePerlin2D100 ) ) ) )); float4 temp_cast_4 = (1.0).xxxx; float mulTime124 = _TimeParameters.x * _WaveSmallSpeed; float time130 = mulTime124; float2 voronoiSmoothId130 = 0; float2 coords130 = (WorldPosition).xz * _WaveSmallScale; float2 id130 = 0; float2 uv130 = 0; float voroi130 = voronoi130( coords130, time130, id130, uv130, 0, voronoiSmoothId130 ); float mulTime112 = _TimeParameters.x * _WaveBigSpeed; float time109 = mulTime112; float2 voronoiSmoothId109 = 0; float2 coords109 = (WorldPosition).xz * _WaveBigScale; float2 id109 = 0; float2 uv109 = 0; float voroi109 = voronoi109( coords109, time109, id109, uv109, 0, voronoiSmoothId109 ); float4 lerpResult307 = lerp( lerpResult265 , temp_cast_4 , saturate( ( ( pow( voroi130 , _WaveSmallPower ) + pow( voroi109 , _WaveBigPower ) ) * _WavesMultiply ) )); float3 surf_pos107_g6 = WorldPosition; float3 surf_norm107_g6 = WorldNormal; float temp_output_314_0 = max( voroi130 , voroi109 ); float height107_g6 = temp_output_314_0; float scale107_g6 = _WavesNormalStr; float3 localPerturbNormal107_g6 = PerturbNormal107_g6( surf_pos107_g6 , surf_norm107_g6 , height107_g6 , scale107_g6 ); float3 worldToTangentDir42_g6 = mul( ase_worldToTangent, localPerturbNormal107_g6); float screenDepth81 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth81 = abs( ( screenDepth81 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 0.2 ) ); float3 BaseColor = lerpResult307.rgb; float3 Normal = worldToTangentDir42_g6; float3 Emission = 0; float3 Specular = 0.5; float Metallic = _Metallic; float Smoothness = _Smoothness; float Occlusion = 1; float Alpha = saturate( distanceDepth81 ); float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; float3 BakedGI = 0; float3 RefractionColor = 1; float RefractionIndex = 1; float3 Transmission = 1; float3 Translucency = 1; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = IN.positionCS.z; #endif #ifdef _CLEARCOAT float CoatMask = 0; float CoatSmoothness = 0; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif InputData inputData = (InputData)0; inputData.positionWS = WorldPosition; inputData.viewDirectionWS = WorldViewDirection; #ifdef _NORMALMAP #if _NORMAL_DROPOFF_TS inputData.normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent, WorldBiTangent, WorldNormal)); #elif _NORMAL_DROPOFF_OS inputData.normalWS = TransformObjectToWorldNormal(Normal); #elif _NORMAL_DROPOFF_WS inputData.normalWS = Normal; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); #else inputData.normalWS = WorldNormal; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) inputData.shadowCoord = ShadowCoords; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); #else inputData.shadowCoord = float4(0, 0, 0, 0); #endif #ifdef ASE_FOG inputData.fogCoord = IN.fogFactorAndVertexLight.x; #endif inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float3 SH = SampleSH(inputData.normalWS.xyz); #else float3 SH = IN.lightmapUVOrVertexSH.xyz; #endif #if defined(DYNAMICLIGHTMAP_ON) inputData.bakedGI = SAMPLE_GI(IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, SH, inputData.normalWS); #else inputData.bakedGI = SAMPLE_GI(IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS); #endif #ifdef ASE_BAKEDGI inputData.bakedGI = BakedGI; #endif inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV; inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy); #if defined(DEBUG_DISPLAY) #if defined(DYNAMICLIGHTMAP_ON) inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy; #endif #if defined(LIGHTMAP_ON) inputData.staticLightmapUV = IN.lightmapUVOrVertexSH.xy; #else inputData.vertexSH = SH; #endif #endif SurfaceData surfaceData; surfaceData.albedo = BaseColor; surfaceData.metallic = saturate(Metallic); surfaceData.specular = Specular; surfaceData.smoothness = saturate(Smoothness), surfaceData.occlusion = Occlusion, surfaceData.emission = Emission, surfaceData.alpha = saturate(Alpha); surfaceData.normalTS = Normal; surfaceData.clearCoatMask = 0; surfaceData.clearCoatSmoothness = 1; #ifdef _CLEARCOAT surfaceData.clearCoatMask = saturate(CoatMask); surfaceData.clearCoatSmoothness = saturate(CoatSmoothness); #endif #ifdef _DBUFFER ApplyDecalToSurfaceData(IN.positionCS, surfaceData, inputData); #endif half4 color = UniversalFragmentPBR( inputData, surfaceData); #ifdef ASE_TRANSMISSION { float shadow = _TransmissionShadow; #define SUM_LIGHT_TRANSMISSION(Light)\ float3 atten = Light.color * Light.distanceAttenuation;\ atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\ half3 transmission = max( 0, -dot( inputData.normalWS, Light.direction ) ) * atten * Transmission;\ color.rgb += BaseColor * transmission; SUM_LIGHT_TRANSMISSION( GetMainLight( inputData.shadowCoord ) ); #if defined(_ADDITIONAL_LIGHTS) uint meshRenderingLayers = GetMeshRenderingLayer(); uint pixelLightCount = GetAdditionalLightsCount(); #if USE_FORWARD_PLUS for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) { FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK Light light = GetAdditionalLight(lightIndex, inputData.positionWS); #ifdef _LIGHT_LAYERS if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) #endif { SUM_LIGHT_TRANSMISSION( light ); } } #endif LIGHT_LOOP_BEGIN( pixelLightCount ) Light light = GetAdditionalLight(lightIndex, inputData.positionWS); #ifdef _LIGHT_LAYERS if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) #endif { SUM_LIGHT_TRANSMISSION( light ); } LIGHT_LOOP_END #endif } #endif #ifdef ASE_TRANSLUCENCY { float shadow = _TransShadow; float normal = _TransNormal; float scattering = _TransScattering; float direct = _TransDirect; float ambient = _TransAmbient; float strength = _TransStrength; #define SUM_LIGHT_TRANSLUCENCY(Light)\ float3 atten = Light.color * Light.distanceAttenuation;\ atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\ half3 lightDir = Light.direction + inputData.normalWS * normal;\ half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );\ half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;\ color.rgb += BaseColor * translucency * strength; SUM_LIGHT_TRANSLUCENCY( GetMainLight( inputData.shadowCoord ) ); #if defined(_ADDITIONAL_LIGHTS) uint meshRenderingLayers = GetMeshRenderingLayer(); uint pixelLightCount = GetAdditionalLightsCount(); #if USE_FORWARD_PLUS for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) { FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK Light light = GetAdditionalLight(lightIndex, inputData.positionWS); #ifdef _LIGHT_LAYERS if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) #endif { SUM_LIGHT_TRANSLUCENCY( light ); } } #endif LIGHT_LOOP_BEGIN( pixelLightCount ) Light light = GetAdditionalLight(lightIndex, inputData.positionWS); #ifdef _LIGHT_LAYERS if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) #endif { SUM_LIGHT_TRANSLUCENCY( light ); } LIGHT_LOOP_END #endif } #endif #ifdef ASE_REFRACTION float4 projScreenPos = ScreenPos / ScreenPos.w; float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) ); projScreenPos.xy += refractionOffset.xy; float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor; color.rgb = lerp( refraction, color.rgb, color.a ); color.a = 1; #endif #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY color.rgb *= color.a; #endif #ifdef ASE_FOG #ifdef TERRAIN_SPLAT_ADDPASS color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x ); #else color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x); #endif #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif #ifdef _WRITE_RENDERING_LAYERS uint renderingLayers = GetMeshRenderingLayer(); outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 ); #endif return color; } ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask R AlphaToMask Off HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #define ASE_FOG 1 #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_TESSELLATION 1 #pragma require tessellation tessHW #pragma hull HullFunction #pragma domain DomainFunction #define ASE_LENGTH_CULL_TESSELLATION #define _NORMALMAP 1 #define ASE_SRP_VERSION 140009 #define REQUIRE_DEPTH_TEXTURE 1 #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_DEPTHONLY #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_FRAG_SCREEN_POSITION #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float4 clipPosV : TEXCOORD0; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 positionWS : TEXCOORD1; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD2; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _ColorDepth; float4 _ColorSurface; float2 _RefractionDirection; float2 _RefractionTillingNoise; float _WaveSmallScale; float _ShoreWidth; float _FoamWidth; float _FoamDistortionSpeed; float _FoamDistortionScale; float _FoamDistortionAmount; float _FoamScale; float _WaveSmallPower; float _WaveBigPower; float _WavesMultiply; float _WavesNormalStr; float _ShoreWaveScale; float _ShoreWaveSpeed; float _FresnelPower; float _DepthMultiply; float _Metallic; float _FresnelScale; float _FresnelBias; float _Depth; float _RefractionStr; float _RefractionScale; float _RefractionSpeed; float _DisplacementAmount; float _WaveBigSpeed; float _WaveBigScale; float _WaveSmallSpeed; float _ShoreWaveWidth; float _Smoothness; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif uniform float4 _CameraDepthTexture_TexelSize; float2 voronoihash130( float2 p ) { p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) ); return frac( sin( p ) *43758.5453); } float voronoi130( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId ) { float2 n = floor( v ); float2 f = frac( v ); float F1 = 8.0; float F2 = 8.0; float2 mg = 0; for ( int j = -1; j <= 1; j++ ) { for ( int i = -1; i <= 1; i++ ) { float2 g = float2( i, j ); float2 o = voronoihash130( n + g ); o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o; float d = 0.5 * dot( r, r ); if( d= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth317 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth317 = abs( ( screenDepth317 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 5.0 ) ); float lerpResult319 = lerp( 0.0 , ( temp_output_314_0 * _DisplacementAmount ) , saturate( distanceDepth317 )); float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = ( ( lerpResult319 * ase_worldNormal.y ) * v.normalOS ); #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS.xyz = vertexValue; #else v.positionOS.xyz += vertexValue; #endif v.normalOS = v.normalOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.positionWS = vertexInput.positionWS; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.positionCS = vertexInput.positionCS; o.clipPosV = vertexInput.positionCS; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.positionOS; o.normalOS = v.normalOS; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag( VertexOutput IN #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.positionWS; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); float4 ClipPos = IN.clipPosV; float4 ScreenPos = ComputeScreenPos( IN.clipPosV ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float4 ase_screenPosNorm = ScreenPos / ScreenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth81 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth81 = abs( ( screenDepth81 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 0.2 ) ); float Alpha = saturate( distanceDepth81 ); float AlphaClipThreshold = 0.5; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = IN.positionCS.z; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODFadeCrossFade( IN.positionCS ); #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif return 0; } ENDHLSL } Pass { Name "Meta" Tags { "LightMode"="Meta" } Cull Off HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_TESSELLATION 1 #pragma require tessellation tessHW #pragma hull HullFunction #pragma domain DomainFunction #define ASE_LENGTH_CULL_TESSELLATION #define _NORMALMAP 1 #define ASE_SRP_VERSION 140009 #define REQUIRE_DEPTH_TEXTURE 1 #define REQUIRE_OPAQUE_TEXTURE 1 #pragma vertex vert #pragma fragment frag #pragma shader_feature EDITOR_VISUALIZATION #define SHADERPASS SHADERPASS_META #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_FRAG_WORLD_POSITION struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 texcoord0 : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_tangent : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 positionWS : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif #ifdef EDITOR_VISUALIZATION float4 VizUV : TEXCOORD2; float4 LightCoord : TEXCOORD3; #endif float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; float4 ase_texcoord6 : TEXCOORD6; float4 ase_texcoord7 : TEXCOORD7; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _ColorDepth; float4 _ColorSurface; float2 _RefractionDirection; float2 _RefractionTillingNoise; float _WaveSmallScale; float _ShoreWidth; float _FoamWidth; float _FoamDistortionSpeed; float _FoamDistortionScale; float _FoamDistortionAmount; float _FoamScale; float _WaveSmallPower; float _WaveBigPower; float _WavesMultiply; float _WavesNormalStr; float _ShoreWaveScale; float _ShoreWaveSpeed; float _FresnelPower; float _DepthMultiply; float _Metallic; float _FresnelScale; float _FresnelBias; float _Depth; float _RefractionStr; float _RefractionScale; float _RefractionSpeed; float _DisplacementAmount; float _WaveBigSpeed; float _WaveBigScale; float _WaveSmallSpeed; float _ShoreWaveWidth; float _Smoothness; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif uniform float4 _CameraDepthTexture_TexelSize; float2 voronoihash130( float2 p ) { p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) ); return frac( sin( p ) *43758.5453); } float voronoi130( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId ) { float2 n = floor( v ); float2 f = frac( v ); float F1 = 8.0; float F2 = 8.0; float2 mg = 0; for ( int j = -1; j <= 1; j++ ) { for ( int i = -1; i <= 1; i++ ) { float2 g = float2( i, j ); float2 o = voronoihash130( n + g ); o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o; float d = 0.5 * dot( r, r ); if( d x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } float3 PerturbNormal107_g1( float3 surf_pos, float3 surf_norm, float height, float scale ) { // "Bump Mapping Unparametrized Surfaces on the GPU" by Morten S. Mikkelsen float3 vSigmaS = ddx( surf_pos ); float3 vSigmaT = ddy( surf_pos ); float3 vN = surf_norm; float3 vR1 = cross( vSigmaT , vN ); float3 vR2 = cross( vN , vSigmaS ); float fDet = dot( vSigmaS , vR1 ); float dBs = ddx( height ); float dBt = ddy( height ); float3 vSurfGrad = scale * 0.05 * sign( fDet ) * ( dBs * vR1 + dBt * vR2 ); return normalize ( abs( fDet ) * vN - vSurfGrad ); } VertexOutput VertexFunction( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float mulTime124 = _TimeParameters.x * _WaveSmallSpeed; float time130 = mulTime124; float2 voronoiSmoothId130 = 0; float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz ); float2 coords130 = (ase_worldPos).xz * _WaveSmallScale; float2 id130 = 0; float2 uv130 = 0; float voroi130 = voronoi130( coords130, time130, id130, uv130, 0, voronoiSmoothId130 ); float mulTime112 = _TimeParameters.x * _WaveBigSpeed; float time109 = mulTime112; float2 voronoiSmoothId109 = 0; float2 coords109 = (ase_worldPos).xz * _WaveBigScale; float2 id109 = 0; float2 uv109 = 0; float voroi109 = voronoi109( coords109, time109, id109, uv109, 0, voronoiSmoothId109 ); float temp_output_314_0 = max( voroi130 , voroi109 ); float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth317 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth317 = abs( ( screenDepth317 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 5.0 ) ); float lerpResult319 = lerp( 0.0 , ( temp_output_314_0 * _DisplacementAmount ) , saturate( distanceDepth317 )); float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS); o.ase_texcoord4 = screenPos; o.ase_texcoord5.xyz = ase_worldNormal; float3 ase_worldTangent = TransformObjectToWorldDir(v.ase_tangent.xyz); o.ase_texcoord6.xyz = ase_worldTangent; float ase_vertexTangentSign = v.ase_tangent.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 ); float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign; o.ase_texcoord7.xyz = ase_worldBitangent; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord5.w = 0; o.ase_texcoord6.w = 0; o.ase_texcoord7.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = ( ( lerpResult319 * ase_worldNormal.y ) * v.normalOS ); #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS.xyz = vertexValue; #else v.positionOS.xyz += vertexValue; #endif v.normalOS = v.normalOS; float3 positionWS = TransformObjectToWorld( v.positionOS.xyz ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.positionWS = positionWS; #endif o.positionCS = MetaVertexPosition( v.positionOS, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST ); #ifdef EDITOR_VISUALIZATION float2 VizUV = 0; float4 LightCoord = 0; UnityEditorVizData(v.positionOS.xyz, v.texcoord0.xy, v.texcoord1.xy, v.texcoord2.xy, VizUV, LightCoord); o.VizUV = float4(VizUV, 0, 0); o.LightCoord = LightCoord; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = o.positionCS; o.shadowCoord = GetShadowCoord( vertexInput ); #endif return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 texcoord0 : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_tangent : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.positionOS; o.normalOS = v.normalOS; o.texcoord0 = v.texcoord0; o.texcoord1 = v.texcoord1; o.texcoord2 = v.texcoord2; o.ase_tangent = v.ase_tangent; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.texcoord0 = patch[0].texcoord0 * bary.x + patch[1].texcoord0 * bary.y + patch[2].texcoord0 * bary.z; o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag(VertexOutput IN ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.positionWS; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float4 screenPos = IN.ase_texcoord4; float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float3 surf_pos107_g1 = WorldPosition; float3 ase_worldNormal = IN.ase_texcoord5.xyz; float3 surf_norm107_g1 = ase_worldNormal; float2 panner322 = ( _TimeParameters.x * ( _RefractionSpeed * _RefractionDirection ) + ( (WorldPosition).xz * _RefractionTillingNoise )); float simplePerlin2D275 = snoise( panner322*_RefractionScale ); simplePerlin2D275 = simplePerlin2D275*0.5 + 0.5; float height107_g1 = simplePerlin2D275; float scale107_g1 = 1.0; float3 localPerturbNormal107_g1 = PerturbNormal107_g1( surf_pos107_g1 , surf_norm107_g1 , height107_g1 , scale107_g1 ); float3 ase_worldTangent = IN.ase_texcoord6.xyz; float3 ase_worldBitangent = IN.ase_texcoord7.xyz; float3x3 ase_worldToTangent = float3x3(ase_worldTangent,ase_worldBitangent,ase_worldNormal); float3 worldToTangentDir42_g1 = mul( ase_worldToTangent, localPerturbNormal107_g1); float4 fetchOpaqueVal27 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ( float3( (ase_screenPosNorm).xy , 0.0 ) + ( worldToTangentDir42_g1 * _RefractionStr ) ).xy ), 1.0 ); float4 Refraction77 = fetchOpaqueVal27; float eyeDepth182 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float temp_output_181_0 = saturate( ( ( eyeDepth182 - screenPos.w ) / _Depth ) ); float4 lerpResult277 = lerp( _ColorSurface , _ColorDepth , temp_output_181_0); float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition ); ase_worldViewDir = normalize(ase_worldViewDir); float fresnelNdotV262 = dot( ase_worldNormal, ase_worldViewDir ); float fresnelNode262 = ( _FresnelBias + _FresnelScale * pow( 1.0 - fresnelNdotV262, _FresnelPower ) ); float4 lerpResult282 = lerp( Refraction77 , ( lerpResult277 + fresnelNode262 ) , saturate( ( temp_output_181_0 * _DepthMultiply ) )); float4 temp_cast_2 = (1.0).xxxx; float screenDepth247 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth247 = abs( ( screenDepth247 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 1.0 ) ); float simplePerlin2D245 = snoise( (WorldPosition).xz*_ShoreWaveScale ); simplePerlin2D245 = simplePerlin2D245*0.5 + 0.5; float screenDepth249 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth249 = abs( ( screenDepth249 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 1.0 ) ); float clampResult248 = clamp( ( sin( ( ( 1.0 - ( distanceDepth247 / _ShoreWaveWidth ) ) + ( _TimeParameters.x * _ShoreWaveSpeed ) ) ) + simplePerlin2D245 ) , 0.0 , ( 1.0 - ( distanceDepth249 / _ShoreWidth ) ) ); float screenDepth97 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth97 = abs( ( screenDepth97 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _FoamWidth ) ); float2 temp_output_104_0 = (WorldPosition).xz; float2 temp_cast_3 = (_FoamDistortionSpeed).xx; float2 panner105 = ( 0.2 * _Time.y * temp_cast_3 + temp_output_104_0); float simplePerlin2D290 = snoise( panner105*_FoamDistortionScale ); simplePerlin2D290 = simplePerlin2D290*0.5 + 0.5; float simplePerlin2D100 = snoise( ( temp_output_104_0 + ( simplePerlin2D290 * _FoamDistortionAmount ) )*_FoamScale ); simplePerlin2D100 = simplePerlin2D100*0.5 + 0.5; float4 lerpResult265 = lerp( lerpResult282 , temp_cast_2 , saturate( max( step( ( 1.0 - clampResult248 ) , 0.9 ) , saturate( step( distanceDepth97 , simplePerlin2D100 ) ) ) )); float4 temp_cast_4 = (1.0).xxxx; float mulTime124 = _TimeParameters.x * _WaveSmallSpeed; float time130 = mulTime124; float2 voronoiSmoothId130 = 0; float2 coords130 = (WorldPosition).xz * _WaveSmallScale; float2 id130 = 0; float2 uv130 = 0; float voroi130 = voronoi130( coords130, time130, id130, uv130, 0, voronoiSmoothId130 ); float mulTime112 = _TimeParameters.x * _WaveBigSpeed; float time109 = mulTime112; float2 voronoiSmoothId109 = 0; float2 coords109 = (WorldPosition).xz * _WaveBigScale; float2 id109 = 0; float2 uv109 = 0; float voroi109 = voronoi109( coords109, time109, id109, uv109, 0, voronoiSmoothId109 ); float4 lerpResult307 = lerp( lerpResult265 , temp_cast_4 , saturate( ( ( pow( voroi130 , _WaveSmallPower ) + pow( voroi109 , _WaveBigPower ) ) * _WavesMultiply ) )); float screenDepth81 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth81 = abs( ( screenDepth81 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 0.2 ) ); float3 BaseColor = lerpResult307.rgb; float3 Emission = 0; float Alpha = saturate( distanceDepth81 ); float AlphaClipThreshold = 0.5; #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif MetaInput metaInput = (MetaInput)0; metaInput.Albedo = BaseColor; metaInput.Emission = Emission; #ifdef EDITOR_VISUALIZATION metaInput.VizUV = IN.VizUV.xy; metaInput.LightCoord = IN.LightCoord; #endif return UnityMetaFragment(metaInput); } ENDHLSL } Pass { Name "Universal2D" Tags { "LightMode"="Universal2D" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_TESSELLATION 1 #pragma require tessellation tessHW #pragma hull HullFunction #pragma domain DomainFunction #define ASE_LENGTH_CULL_TESSELLATION #define _NORMALMAP 1 #define ASE_SRP_VERSION 140009 #define REQUIRE_DEPTH_TEXTURE 1 #define REQUIRE_OPAQUE_TEXTURE 1 #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_2D #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_FRAG_WORLD_POSITION struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_tangent : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 positionWS : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _ColorDepth; float4 _ColorSurface; float2 _RefractionDirection; float2 _RefractionTillingNoise; float _WaveSmallScale; float _ShoreWidth; float _FoamWidth; float _FoamDistortionSpeed; float _FoamDistortionScale; float _FoamDistortionAmount; float _FoamScale; float _WaveSmallPower; float _WaveBigPower; float _WavesMultiply; float _WavesNormalStr; float _ShoreWaveScale; float _ShoreWaveSpeed; float _FresnelPower; float _DepthMultiply; float _Metallic; float _FresnelScale; float _FresnelBias; float _Depth; float _RefractionStr; float _RefractionScale; float _RefractionSpeed; float _DisplacementAmount; float _WaveBigSpeed; float _WaveBigScale; float _WaveSmallSpeed; float _ShoreWaveWidth; float _Smoothness; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif uniform float4 _CameraDepthTexture_TexelSize; float2 voronoihash130( float2 p ) { p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) ); return frac( sin( p ) *43758.5453); } float voronoi130( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId ) { float2 n = floor( v ); float2 f = frac( v ); float F1 = 8.0; float F2 = 8.0; float2 mg = 0; for ( int j = -1; j <= 1; j++ ) { for ( int i = -1; i <= 1; i++ ) { float2 g = float2( i, j ); float2 o = voronoihash130( n + g ); o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o; float d = 0.5 * dot( r, r ); if( d x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } float3 PerturbNormal107_g1( float3 surf_pos, float3 surf_norm, float height, float scale ) { // "Bump Mapping Unparametrized Surfaces on the GPU" by Morten S. Mikkelsen float3 vSigmaS = ddx( surf_pos ); float3 vSigmaT = ddy( surf_pos ); float3 vN = surf_norm; float3 vR1 = cross( vSigmaT , vN ); float3 vR2 = cross( vN , vSigmaS ); float fDet = dot( vSigmaS , vR1 ); float dBs = ddx( height ); float dBt = ddy( height ); float3 vSurfGrad = scale * 0.05 * sign( fDet ) * ( dBs * vR1 + dBt * vR2 ); return normalize ( abs( fDet ) * vN - vSurfGrad ); } VertexOutput VertexFunction( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID( v ); UNITY_TRANSFER_INSTANCE_ID( v, o ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); float mulTime124 = _TimeParameters.x * _WaveSmallSpeed; float time130 = mulTime124; float2 voronoiSmoothId130 = 0; float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz ); float2 coords130 = (ase_worldPos).xz * _WaveSmallScale; float2 id130 = 0; float2 uv130 = 0; float voroi130 = voronoi130( coords130, time130, id130, uv130, 0, voronoiSmoothId130 ); float mulTime112 = _TimeParameters.x * _WaveBigSpeed; float time109 = mulTime112; float2 voronoiSmoothId109 = 0; float2 coords109 = (ase_worldPos).xz * _WaveBigScale; float2 id109 = 0; float2 uv109 = 0; float voroi109 = voronoi109( coords109, time109, id109, uv109, 0, voronoiSmoothId109 ); float temp_output_314_0 = max( voroi130 , voroi109 ); float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth317 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth317 = abs( ( screenDepth317 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 5.0 ) ); float lerpResult319 = lerp( 0.0 , ( temp_output_314_0 * _DisplacementAmount ) , saturate( distanceDepth317 )); float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS); o.ase_texcoord2 = screenPos; o.ase_texcoord3.xyz = ase_worldNormal; float3 ase_worldTangent = TransformObjectToWorldDir(v.ase_tangent.xyz); o.ase_texcoord4.xyz = ase_worldTangent; float ase_vertexTangentSign = v.ase_tangent.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 ); float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign; o.ase_texcoord5.xyz = ase_worldBitangent; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord3.w = 0; o.ase_texcoord4.w = 0; o.ase_texcoord5.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = ( ( lerpResult319 * ase_worldNormal.y ) * v.normalOS ); #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS.xyz = vertexValue; #else v.positionOS.xyz += vertexValue; #endif v.normalOS = v.normalOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.positionWS = vertexInput.positionWS; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.positionCS = vertexInput.positionCS; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 ase_tangent : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.positionOS; o.normalOS = v.normalOS; o.ase_tangent = v.ase_tangent; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag(VertexOutput IN ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID( IN ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.positionWS; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float4 screenPos = IN.ase_texcoord2; float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float3 surf_pos107_g1 = WorldPosition; float3 ase_worldNormal = IN.ase_texcoord3.xyz; float3 surf_norm107_g1 = ase_worldNormal; float2 panner322 = ( _TimeParameters.x * ( _RefractionSpeed * _RefractionDirection ) + ( (WorldPosition).xz * _RefractionTillingNoise )); float simplePerlin2D275 = snoise( panner322*_RefractionScale ); simplePerlin2D275 = simplePerlin2D275*0.5 + 0.5; float height107_g1 = simplePerlin2D275; float scale107_g1 = 1.0; float3 localPerturbNormal107_g1 = PerturbNormal107_g1( surf_pos107_g1 , surf_norm107_g1 , height107_g1 , scale107_g1 ); float3 ase_worldTangent = IN.ase_texcoord4.xyz; float3 ase_worldBitangent = IN.ase_texcoord5.xyz; float3x3 ase_worldToTangent = float3x3(ase_worldTangent,ase_worldBitangent,ase_worldNormal); float3 worldToTangentDir42_g1 = mul( ase_worldToTangent, localPerturbNormal107_g1); float4 fetchOpaqueVal27 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ( float3( (ase_screenPosNorm).xy , 0.0 ) + ( worldToTangentDir42_g1 * _RefractionStr ) ).xy ), 1.0 ); float4 Refraction77 = fetchOpaqueVal27; float eyeDepth182 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float temp_output_181_0 = saturate( ( ( eyeDepth182 - screenPos.w ) / _Depth ) ); float4 lerpResult277 = lerp( _ColorSurface , _ColorDepth , temp_output_181_0); float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition ); ase_worldViewDir = normalize(ase_worldViewDir); float fresnelNdotV262 = dot( ase_worldNormal, ase_worldViewDir ); float fresnelNode262 = ( _FresnelBias + _FresnelScale * pow( 1.0 - fresnelNdotV262, _FresnelPower ) ); float4 lerpResult282 = lerp( Refraction77 , ( lerpResult277 + fresnelNode262 ) , saturate( ( temp_output_181_0 * _DepthMultiply ) )); float4 temp_cast_2 = (1.0).xxxx; float screenDepth247 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth247 = abs( ( screenDepth247 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 1.0 ) ); float simplePerlin2D245 = snoise( (WorldPosition).xz*_ShoreWaveScale ); simplePerlin2D245 = simplePerlin2D245*0.5 + 0.5; float screenDepth249 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth249 = abs( ( screenDepth249 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 1.0 ) ); float clampResult248 = clamp( ( sin( ( ( 1.0 - ( distanceDepth247 / _ShoreWaveWidth ) ) + ( _TimeParameters.x * _ShoreWaveSpeed ) ) ) + simplePerlin2D245 ) , 0.0 , ( 1.0 - ( distanceDepth249 / _ShoreWidth ) ) ); float screenDepth97 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth97 = abs( ( screenDepth97 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _FoamWidth ) ); float2 temp_output_104_0 = (WorldPosition).xz; float2 temp_cast_3 = (_FoamDistortionSpeed).xx; float2 panner105 = ( 0.2 * _Time.y * temp_cast_3 + temp_output_104_0); float simplePerlin2D290 = snoise( panner105*_FoamDistortionScale ); simplePerlin2D290 = simplePerlin2D290*0.5 + 0.5; float simplePerlin2D100 = snoise( ( temp_output_104_0 + ( simplePerlin2D290 * _FoamDistortionAmount ) )*_FoamScale ); simplePerlin2D100 = simplePerlin2D100*0.5 + 0.5; float4 lerpResult265 = lerp( lerpResult282 , temp_cast_2 , saturate( max( step( ( 1.0 - clampResult248 ) , 0.9 ) , saturate( step( distanceDepth97 , simplePerlin2D100 ) ) ) )); float4 temp_cast_4 = (1.0).xxxx; float mulTime124 = _TimeParameters.x * _WaveSmallSpeed; float time130 = mulTime124; float2 voronoiSmoothId130 = 0; float2 coords130 = (WorldPosition).xz * _WaveSmallScale; float2 id130 = 0; float2 uv130 = 0; float voroi130 = voronoi130( coords130, time130, id130, uv130, 0, voronoiSmoothId130 ); float mulTime112 = _TimeParameters.x * _WaveBigSpeed; float time109 = mulTime112; float2 voronoiSmoothId109 = 0; float2 coords109 = (WorldPosition).xz * _WaveBigScale; float2 id109 = 0; float2 uv109 = 0; float voroi109 = voronoi109( coords109, time109, id109, uv109, 0, voronoiSmoothId109 ); float4 lerpResult307 = lerp( lerpResult265 , temp_cast_4 , saturate( ( ( pow( voroi130 , _WaveSmallPower ) + pow( voroi109 , _WaveBigPower ) ) * _WavesMultiply ) )); float screenDepth81 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth81 = abs( ( screenDepth81 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 0.2 ) ); float3 BaseColor = lerpResult307.rgb; float Alpha = saturate( distanceDepth81 ); float AlphaClipThreshold = 0.5; half4 color = half4(BaseColor, Alpha ); #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif return color; } ENDHLSL } Pass { Name "DepthNormals" Tags { "LightMode"="DepthNormals" } ZWrite On Blend One Zero ZTest LEqual ZWrite On HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #define ASE_FOG 1 #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_TESSELLATION 1 #pragma require tessellation tessHW #pragma hull HullFunction #pragma domain DomainFunction #define ASE_LENGTH_CULL_TESSELLATION #define _NORMALMAP 1 #define ASE_SRP_VERSION 140009 #define REQUIRE_DEPTH_TEXTURE 1 #pragma vertex vert #pragma fragment frag #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_NORMAL #define ASE_NEEDS_FRAG_WORLD_TANGENT #define ASE_NEEDS_VERT_TANGENT #define ASE_NEEDS_FRAG_SCREEN_POSITION #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float4 clipPosV : TEXCOORD0; float3 worldNormal : TEXCOORD1; float4 worldTangent : TEXCOORD2; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 positionWS : TEXCOORD3; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD4; #endif float4 ase_texcoord5 : TEXCOORD5; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _ColorDepth; float4 _ColorSurface; float2 _RefractionDirection; float2 _RefractionTillingNoise; float _WaveSmallScale; float _ShoreWidth; float _FoamWidth; float _FoamDistortionSpeed; float _FoamDistortionScale; float _FoamDistortionAmount; float _FoamScale; float _WaveSmallPower; float _WaveBigPower; float _WavesMultiply; float _WavesNormalStr; float _ShoreWaveScale; float _ShoreWaveSpeed; float _FresnelPower; float _DepthMultiply; float _Metallic; float _FresnelScale; float _FresnelBias; float _Depth; float _RefractionStr; float _RefractionScale; float _RefractionSpeed; float _DisplacementAmount; float _WaveBigSpeed; float _WaveBigScale; float _WaveSmallSpeed; float _ShoreWaveWidth; float _Smoothness; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif uniform float4 _CameraDepthTexture_TexelSize; float2 voronoihash130( float2 p ) { p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) ); return frac( sin( p ) *43758.5453); } float voronoi130( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId ) { float2 n = floor( v ); float2 f = frac( v ); float F1 = 8.0; float F2 = 8.0; float2 mg = 0; for ( int j = -1; j <= 1; j++ ) { for ( int i = -1; i <= 1; i++ ) { float2 g = float2( i, j ); float2 o = voronoihash130( n + g ); o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o; float d = 0.5 * dot( r, r ); if( d= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth317 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth317 = abs( ( screenDepth317 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 5.0 ) ); float lerpResult319 = lerp( 0.0 , ( temp_output_314_0 * _DisplacementAmount ) , saturate( distanceDepth317 )); float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS); float3 ase_worldTangent = TransformObjectToWorldDir(v.tangentOS.xyz); float ase_vertexTangentSign = v.tangentOS.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 ); float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign; o.ase_texcoord5.xyz = ase_worldBitangent; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord5.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = ( ( lerpResult319 * ase_worldNormal.y ) * v.normalOS ); #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS.xyz = vertexValue; #else v.positionOS.xyz += vertexValue; #endif v.normalOS = v.normalOS; v.tangentOS = v.tangentOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz ); float3 normalWS = TransformObjectToWorldNormal( v.normalOS ); float4 tangentWS = float4( TransformObjectToWorldDir( v.tangentOS.xyz ), v.tangentOS.w ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.positionWS = vertexInput.positionWS; #endif o.worldNormal = normalWS; o.worldTangent = tangentWS; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.positionCS = vertexInput.positionCS; o.clipPosV = vertexInput.positionCS; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.positionOS; o.normalOS = v.normalOS; o.tangentOS = v.tangentOS; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif void frag( VertexOutput IN , out half4 outNormalWS : SV_Target0 #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif #ifdef _WRITE_RENDERING_LAYERS , out float4 outRenderingLayers : SV_Target1 #endif ) { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.positionWS; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); float3 WorldNormal = IN.worldNormal; float4 WorldTangent = IN.worldTangent; float4 ClipPos = IN.clipPosV; float4 ScreenPos = ComputeScreenPos( IN.clipPosV ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float3 surf_pos107_g6 = WorldPosition; float3 surf_norm107_g6 = WorldNormal; float mulTime124 = _TimeParameters.x * _WaveSmallSpeed; float time130 = mulTime124; float2 voronoiSmoothId130 = 0; float2 coords130 = (WorldPosition).xz * _WaveSmallScale; float2 id130 = 0; float2 uv130 = 0; float voroi130 = voronoi130( coords130, time130, id130, uv130, 0, voronoiSmoothId130 ); float mulTime112 = _TimeParameters.x * _WaveBigSpeed; float time109 = mulTime112; float2 voronoiSmoothId109 = 0; float2 coords109 = (WorldPosition).xz * _WaveBigScale; float2 id109 = 0; float2 uv109 = 0; float voroi109 = voronoi109( coords109, time109, id109, uv109, 0, voronoiSmoothId109 ); float temp_output_314_0 = max( voroi130 , voroi109 ); float height107_g6 = temp_output_314_0; float scale107_g6 = _WavesNormalStr; float3 localPerturbNormal107_g6 = PerturbNormal107_g6( surf_pos107_g6 , surf_norm107_g6 , height107_g6 , scale107_g6 ); float3 ase_worldBitangent = IN.ase_texcoord5.xyz; float3x3 ase_worldToTangent = float3x3(WorldTangent.xyz,ase_worldBitangent,WorldNormal); float3 worldToTangentDir42_g6 = mul( ase_worldToTangent, localPerturbNormal107_g6); float4 ase_screenPosNorm = ScreenPos / ScreenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth81 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth81 = abs( ( screenDepth81 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 0.2 ) ); float3 Normal = worldToTangentDir42_g6; float Alpha = saturate( distanceDepth81 ); float AlphaClipThreshold = 0.5; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = IN.positionCS.z; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODFadeCrossFade( IN.positionCS ); #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif #if defined(_GBUFFER_NORMALS_OCT) float2 octNormalWS = PackNormalOctQuadEncode(WorldNormal); float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); outNormalWS = half4(packedNormalWS, 0.0); #else #if defined(_NORMALMAP) #if _NORMAL_DROPOFF_TS float crossSign = (WorldTangent.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale(); float3 bitangent = crossSign * cross(WorldNormal.xyz, WorldTangent.xyz); float3 normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent.xyz, bitangent, WorldNormal.xyz)); #elif _NORMAL_DROPOFF_OS float3 normalWS = TransformObjectToWorldNormal(Normal); #elif _NORMAL_DROPOFF_WS float3 normalWS = Normal; #endif #else float3 normalWS = WorldNormal; #endif outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0); #endif #ifdef _WRITE_RENDERING_LAYERS uint renderingLayers = GetMeshRenderingLayer(); outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 ); #endif } ENDHLSL } Pass { Name "GBuffer" Tags { "LightMode"="UniversalGBuffer" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_TESSELLATION 1 #pragma require tessellation tessHW #pragma hull HullFunction #pragma domain DomainFunction #define ASE_LENGTH_CULL_TESSELLATION #define _NORMALMAP 1 #define ASE_SRP_VERSION 140009 #define REQUIRE_DEPTH_TEXTURE 1 #define REQUIRE_OPAQUE_TEXTURE 1 #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_GBUFFER #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) #define ENABLE_TERRAIN_PERPIXEL_NORMAL #endif #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_FRAG_SCREEN_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_NORMAL #define ASE_NEEDS_FRAG_WORLD_TANGENT #define ASE_NEEDS_FRAG_WORLD_BITANGENT #define ASE_NEEDS_FRAG_WORLD_VIEW_DIR #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float4 clipPosV : TEXCOORD0; float4 lightmapUVOrVertexSH : TEXCOORD1; half4 fogFactorAndVertexLight : TEXCOORD2; float4 tSpace0 : TEXCOORD3; float4 tSpace1 : TEXCOORD4; float4 tSpace2 : TEXCOORD5; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD6; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV : TEXCOORD7; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _ColorDepth; float4 _ColorSurface; float2 _RefractionDirection; float2 _RefractionTillingNoise; float _WaveSmallScale; float _ShoreWidth; float _FoamWidth; float _FoamDistortionSpeed; float _FoamDistortionScale; float _FoamDistortionAmount; float _FoamScale; float _WaveSmallPower; float _WaveBigPower; float _WavesMultiply; float _WavesNormalStr; float _ShoreWaveScale; float _ShoreWaveSpeed; float _FresnelPower; float _DepthMultiply; float _Metallic; float _FresnelScale; float _FresnelBias; float _Depth; float _RefractionStr; float _RefractionScale; float _RefractionSpeed; float _DisplacementAmount; float _WaveBigSpeed; float _WaveBigScale; float _WaveSmallSpeed; float _ShoreWaveWidth; float _Smoothness; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif uniform float4 _CameraDepthTexture_TexelSize; #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" float2 voronoihash130( float2 p ) { p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) ); return frac( sin( p ) *43758.5453); } float voronoi130( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId ) { float2 n = floor( v ); float2 f = frac( v ); float F1 = 8.0; float F2 = 8.0; float2 mg = 0; for ( int j = -1; j <= 1; j++ ) { for ( int i = -1; i <= 1; i++ ) { float2 g = float2( i, j ); float2 o = voronoihash130( n + g ); o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o; float d = 0.5 * dot( r, r ); if( d x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } float3 PerturbNormal107_g1( float3 surf_pos, float3 surf_norm, float height, float scale ) { // "Bump Mapping Unparametrized Surfaces on the GPU" by Morten S. Mikkelsen float3 vSigmaS = ddx( surf_pos ); float3 vSigmaT = ddy( surf_pos ); float3 vN = surf_norm; float3 vR1 = cross( vSigmaT , vN ); float3 vR2 = cross( vN , vSigmaS ); float fDet = dot( vSigmaS , vR1 ); float dBs = ddx( height ); float dBt = ddy( height ); float3 vSurfGrad = scale * 0.05 * sign( fDet ) * ( dBs * vR1 + dBt * vR2 ); return normalize ( abs( fDet ) * vN - vSurfGrad ); } float3 PerturbNormal107_g6( float3 surf_pos, float3 surf_norm, float height, float scale ) { // "Bump Mapping Unparametrized Surfaces on the GPU" by Morten S. Mikkelsen float3 vSigmaS = ddx( surf_pos ); float3 vSigmaT = ddy( surf_pos ); float3 vN = surf_norm; float3 vR1 = cross( vSigmaT , vN ); float3 vR2 = cross( vN , vSigmaS ); float fDet = dot( vSigmaS , vR1 ); float dBs = ddx( height ); float dBt = ddy( height ); float3 vSurfGrad = scale * 0.05 * sign( fDet ) * ( dBs * vR1 + dBt * vR2 ); return normalize ( abs( fDet ) * vN - vSurfGrad ); } VertexOutput VertexFunction( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float mulTime124 = _TimeParameters.x * _WaveSmallSpeed; float time130 = mulTime124; float2 voronoiSmoothId130 = 0; float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz ); float2 coords130 = (ase_worldPos).xz * _WaveSmallScale; float2 id130 = 0; float2 uv130 = 0; float voroi130 = voronoi130( coords130, time130, id130, uv130, 0, voronoiSmoothId130 ); float mulTime112 = _TimeParameters.x * _WaveBigSpeed; float time109 = mulTime112; float2 voronoiSmoothId109 = 0; float2 coords109 = (ase_worldPos).xz * _WaveBigScale; float2 id109 = 0; float2 uv109 = 0; float voroi109 = voronoi109( coords109, time109, id109, uv109, 0, voronoiSmoothId109 ); float temp_output_314_0 = max( voroi130 , voroi109 ); float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth317 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth317 = abs( ( screenDepth317 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 5.0 ) ); float lerpResult319 = lerp( 0.0 , ( temp_output_314_0 * _DisplacementAmount ) , saturate( distanceDepth317 )); float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = ( ( lerpResult319 * ase_worldNormal.y ) * v.normalOS ); #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS.xyz = vertexValue; #else v.positionOS.xyz += vertexValue; #endif v.normalOS = v.normalOS; v.tangentOS = v.tangentOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz ); VertexNormalInputs normalInput = GetVertexNormalInputs( v.normalOS, v.tangentOS ); o.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x); o.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y); o.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z); #if defined(LIGHTMAP_ON) OUTPUT_LIGHTMAP_UV(v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy); #endif #if defined(DYNAMICLIGHTMAP_ON) o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif #if !defined(LIGHTMAP_ON) OUTPUT_SH(normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz); #endif #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) o.lightmapUVOrVertexSH.zw = v.texcoord.xy; o.lightmapUVOrVertexSH.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; #endif half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS ); o.fogFactorAndVertexLight = half4(0, vertexLight); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.positionCS = vertexInput.positionCS; o.clipPosV = vertexInput.positionCS; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.positionOS; o.normalOS = v.normalOS; o.tangentOS = v.tangentOS; o.texcoord = v.texcoord; o.texcoord1 = v.texcoord1; o.texcoord2 = v.texcoord2; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif FragmentOutput frag ( VertexOutput IN #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif ) { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); #ifdef LOD_FADE_CROSSFADE LODFadeCrossFade( IN.positionCS ); #endif #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal); float3 WorldBiTangent = cross(WorldNormal, -WorldTangent); #else float3 WorldNormal = normalize( IN.tSpace0.xyz ); float3 WorldTangent = IN.tSpace1.xyz; float3 WorldBiTangent = IN.tSpace2.xyz; #endif float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition; float4 ShadowCoords = float4( 0, 0, 0, 0 ); float4 ClipPos = IN.clipPosV; float4 ScreenPos = ComputeScreenPos( IN.clipPosV ); float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.positionCS); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #else ShadowCoords = float4(0, 0, 0, 0); #endif WorldViewDirection = SafeNormalize( WorldViewDirection ); float4 ase_screenPosNorm = ScreenPos / ScreenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float3 surf_pos107_g1 = WorldPosition; float3 surf_norm107_g1 = WorldNormal; float2 panner322 = ( _TimeParameters.x * ( _RefractionSpeed * _RefractionDirection ) + ( (WorldPosition).xz * _RefractionTillingNoise )); float simplePerlin2D275 = snoise( panner322*_RefractionScale ); simplePerlin2D275 = simplePerlin2D275*0.5 + 0.5; float height107_g1 = simplePerlin2D275; float scale107_g1 = 1.0; float3 localPerturbNormal107_g1 = PerturbNormal107_g1( surf_pos107_g1 , surf_norm107_g1 , height107_g1 , scale107_g1 ); float3x3 ase_worldToTangent = float3x3(WorldTangent,WorldBiTangent,WorldNormal); float3 worldToTangentDir42_g1 = mul( ase_worldToTangent, localPerturbNormal107_g1); float4 fetchOpaqueVal27 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ( float3( (ase_screenPosNorm).xy , 0.0 ) + ( worldToTangentDir42_g1 * _RefractionStr ) ).xy ), 1.0 ); float4 Refraction77 = fetchOpaqueVal27; float eyeDepth182 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float temp_output_181_0 = saturate( ( ( eyeDepth182 - ScreenPos.w ) / _Depth ) ); float4 lerpResult277 = lerp( _ColorSurface , _ColorDepth , temp_output_181_0); float fresnelNdotV262 = dot( WorldNormal, WorldViewDirection ); float fresnelNode262 = ( _FresnelBias + _FresnelScale * pow( 1.0 - fresnelNdotV262, _FresnelPower ) ); float4 lerpResult282 = lerp( Refraction77 , ( lerpResult277 + fresnelNode262 ) , saturate( ( temp_output_181_0 * _DepthMultiply ) )); float4 temp_cast_2 = (1.0).xxxx; float screenDepth247 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth247 = abs( ( screenDepth247 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 1.0 ) ); float simplePerlin2D245 = snoise( (WorldPosition).xz*_ShoreWaveScale ); simplePerlin2D245 = simplePerlin2D245*0.5 + 0.5; float screenDepth249 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth249 = abs( ( screenDepth249 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 1.0 ) ); float clampResult248 = clamp( ( sin( ( ( 1.0 - ( distanceDepth247 / _ShoreWaveWidth ) ) + ( _TimeParameters.x * _ShoreWaveSpeed ) ) ) + simplePerlin2D245 ) , 0.0 , ( 1.0 - ( distanceDepth249 / _ShoreWidth ) ) ); float screenDepth97 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth97 = abs( ( screenDepth97 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _FoamWidth ) ); float2 temp_output_104_0 = (WorldPosition).xz; float2 temp_cast_3 = (_FoamDistortionSpeed).xx; float2 panner105 = ( 0.2 * _Time.y * temp_cast_3 + temp_output_104_0); float simplePerlin2D290 = snoise( panner105*_FoamDistortionScale ); simplePerlin2D290 = simplePerlin2D290*0.5 + 0.5; float simplePerlin2D100 = snoise( ( temp_output_104_0 + ( simplePerlin2D290 * _FoamDistortionAmount ) )*_FoamScale ); simplePerlin2D100 = simplePerlin2D100*0.5 + 0.5; float4 lerpResult265 = lerp( lerpResult282 , temp_cast_2 , saturate( max( step( ( 1.0 - clampResult248 ) , 0.9 ) , saturate( step( distanceDepth97 , simplePerlin2D100 ) ) ) )); float4 temp_cast_4 = (1.0).xxxx; float mulTime124 = _TimeParameters.x * _WaveSmallSpeed; float time130 = mulTime124; float2 voronoiSmoothId130 = 0; float2 coords130 = (WorldPosition).xz * _WaveSmallScale; float2 id130 = 0; float2 uv130 = 0; float voroi130 = voronoi130( coords130, time130, id130, uv130, 0, voronoiSmoothId130 ); float mulTime112 = _TimeParameters.x * _WaveBigSpeed; float time109 = mulTime112; float2 voronoiSmoothId109 = 0; float2 coords109 = (WorldPosition).xz * _WaveBigScale; float2 id109 = 0; float2 uv109 = 0; float voroi109 = voronoi109( coords109, time109, id109, uv109, 0, voronoiSmoothId109 ); float4 lerpResult307 = lerp( lerpResult265 , temp_cast_4 , saturate( ( ( pow( voroi130 , _WaveSmallPower ) + pow( voroi109 , _WaveBigPower ) ) * _WavesMultiply ) )); float3 surf_pos107_g6 = WorldPosition; float3 surf_norm107_g6 = WorldNormal; float temp_output_314_0 = max( voroi130 , voroi109 ); float height107_g6 = temp_output_314_0; float scale107_g6 = _WavesNormalStr; float3 localPerturbNormal107_g6 = PerturbNormal107_g6( surf_pos107_g6 , surf_norm107_g6 , height107_g6 , scale107_g6 ); float3 worldToTangentDir42_g6 = mul( ase_worldToTangent, localPerturbNormal107_g6); float screenDepth81 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth81 = abs( ( screenDepth81 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 0.2 ) ); float3 BaseColor = lerpResult307.rgb; float3 Normal = worldToTangentDir42_g6; float3 Emission = 0; float3 Specular = 0.5; float Metallic = _Metallic; float Smoothness = _Smoothness; float Occlusion = 1; float Alpha = saturate( distanceDepth81 ); float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; float3 BakedGI = 0; float3 RefractionColor = 1; float RefractionIndex = 1; float3 Transmission = 1; float3 Translucency = 1; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = IN.positionCS.z; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif InputData inputData = (InputData)0; inputData.positionWS = WorldPosition; inputData.positionCS = IN.positionCS; inputData.shadowCoord = ShadowCoords; #ifdef _NORMALMAP #if _NORMAL_DROPOFF_TS inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal )); #elif _NORMAL_DROPOFF_OS inputData.normalWS = TransformObjectToWorldNormal(Normal); #elif _NORMAL_DROPOFF_WS inputData.normalWS = Normal; #endif #else inputData.normalWS = WorldNormal; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); inputData.viewDirectionWS = SafeNormalize( WorldViewDirection ); inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float3 SH = SampleSH(inputData.normalWS.xyz); #else float3 SH = IN.lightmapUVOrVertexSH.xyz; #endif #ifdef ASE_BAKEDGI inputData.bakedGI = BakedGI; #else #if defined(DYNAMICLIGHTMAP_ON) inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, SH, inputData.normalWS); #else inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS ); #endif #endif inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV; inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy); #if defined(DEBUG_DISPLAY) #if defined(DYNAMICLIGHTMAP_ON) inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy; #endif #if defined(LIGHTMAP_ON) inputData.staticLightmapUV = IN.lightmapUVOrVertexSH.xy; #else inputData.vertexSH = SH; #endif #endif #ifdef _DBUFFER ApplyDecal(IN.positionCS, BaseColor, Specular, inputData.normalWS, Metallic, Occlusion, Smoothness); #endif BRDFData brdfData; InitializeBRDFData (BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData); Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); half4 color; MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); color.a = Alpha; #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY color.rgb *= color.a; #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion); } ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode"="SceneSelectionPass" } Cull Off AlphaToMask Off HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_TESSELLATION 1 #pragma require tessellation tessHW #pragma hull HullFunction #pragma domain DomainFunction #define ASE_LENGTH_CULL_TESSELLATION #define _NORMALMAP 1 #define ASE_SRP_VERSION 140009 #define REQUIRE_DEPTH_TEXTURE 1 #pragma vertex vert #pragma fragment frag #define SCENESELECTIONPASS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define SHADERPASS SHADERPASS_DEPTHONLY #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #define ASE_NEEDS_VERT_NORMAL struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _ColorDepth; float4 _ColorSurface; float2 _RefractionDirection; float2 _RefractionTillingNoise; float _WaveSmallScale; float _ShoreWidth; float _FoamWidth; float _FoamDistortionSpeed; float _FoamDistortionScale; float _FoamDistortionAmount; float _FoamScale; float _WaveSmallPower; float _WaveBigPower; float _WavesMultiply; float _WavesNormalStr; float _ShoreWaveScale; float _ShoreWaveSpeed; float _FresnelPower; float _DepthMultiply; float _Metallic; float _FresnelScale; float _FresnelBias; float _Depth; float _RefractionStr; float _RefractionScale; float _RefractionSpeed; float _DisplacementAmount; float _WaveBigSpeed; float _WaveBigScale; float _WaveSmallSpeed; float _ShoreWaveWidth; float _Smoothness; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif uniform float4 _CameraDepthTexture_TexelSize; float2 voronoihash130( float2 p ) { p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) ); return frac( sin( p ) *43758.5453); } float voronoi130( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId ) { float2 n = floor( v ); float2 f = frac( v ); float F1 = 8.0; float F2 = 8.0; float2 mg = 0; for ( int j = -1; j <= 1; j++ ) { for ( int i = -1; i <= 1; i++ ) { float2 g = float2( i, j ); float2 o = voronoihash130( n + g ); o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o; float d = 0.5 * dot( r, r ); if( d= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth317 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth317 = abs( ( screenDepth317 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 5.0 ) ); float lerpResult319 = lerp( 0.0 , ( temp_output_314_0 * _DisplacementAmount ) , saturate( distanceDepth317 )); float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS); o.ase_texcoord = screenPos; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = ( ( lerpResult319 * ase_worldNormal.y ) * v.normalOS ); #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS.xyz = vertexValue; #else v.positionOS.xyz += vertexValue; #endif v.normalOS = v.normalOS; float3 positionWS = TransformObjectToWorld( v.positionOS.xyz ); o.positionCS = TransformWorldToHClip(positionWS); return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.positionOS; o.normalOS = v.normalOS; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag(VertexOutput IN ) : SV_TARGET { SurfaceDescription surfaceDescription = (SurfaceDescription)0; float4 screenPos = IN.ase_texcoord; float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth81 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth81 = abs( ( screenDepth81 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 0.2 ) ); surfaceDescription.Alpha = saturate( distanceDepth81 ); surfaceDescription.AlphaClipThreshold = 0.5; #if _ALPHATEST_ON float alphaClipThreshold = 0.01f; #if ALPHA_CLIP_THRESHOLD alphaClipThreshold = surfaceDescription.AlphaClipThreshold; #endif clip(surfaceDescription.Alpha - alphaClipThreshold); #endif half4 outColor = 0; #ifdef SCENESELECTIONPASS outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); #elif defined(SCENEPICKINGPASS) outColor = _SelectionID; #endif return outColor; } ENDHLSL } Pass { Name "ScenePickingPass" Tags { "LightMode"="Picking" } AlphaToMask Off HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_TESSELLATION 1 #pragma require tessellation tessHW #pragma hull HullFunction #pragma domain DomainFunction #define ASE_LENGTH_CULL_TESSELLATION #define _NORMALMAP 1 #define ASE_SRP_VERSION 140009 #define REQUIRE_DEPTH_TEXTURE 1 #pragma vertex vert #pragma fragment frag #define SCENEPICKINGPASS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define SHADERPASS SHADERPASS_DEPTHONLY #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #define ASE_NEEDS_VERT_NORMAL struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _ColorDepth; float4 _ColorSurface; float2 _RefractionDirection; float2 _RefractionTillingNoise; float _WaveSmallScale; float _ShoreWidth; float _FoamWidth; float _FoamDistortionSpeed; float _FoamDistortionScale; float _FoamDistortionAmount; float _FoamScale; float _WaveSmallPower; float _WaveBigPower; float _WavesMultiply; float _WavesNormalStr; float _ShoreWaveScale; float _ShoreWaveSpeed; float _FresnelPower; float _DepthMultiply; float _Metallic; float _FresnelScale; float _FresnelBias; float _Depth; float _RefractionStr; float _RefractionScale; float _RefractionSpeed; float _DisplacementAmount; float _WaveBigSpeed; float _WaveBigScale; float _WaveSmallSpeed; float _ShoreWaveWidth; float _Smoothness; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif uniform float4 _CameraDepthTexture_TexelSize; float2 voronoihash130( float2 p ) { p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) ); return frac( sin( p ) *43758.5453); } float voronoi130( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId ) { float2 n = floor( v ); float2 f = frac( v ); float F1 = 8.0; float F2 = 8.0; float2 mg = 0; for ( int j = -1; j <= 1; j++ ) { for ( int i = -1; i <= 1; i++ ) { float2 g = float2( i, j ); float2 o = voronoihash130( n + g ); o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o; float d = 0.5 * dot( r, r ); if( d= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth317 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth317 = abs( ( screenDepth317 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 5.0 ) ); float lerpResult319 = lerp( 0.0 , ( temp_output_314_0 * _DisplacementAmount ) , saturate( distanceDepth317 )); float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS); o.ase_texcoord = screenPos; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = ( ( lerpResult319 * ase_worldNormal.y ) * v.normalOS ); #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS.xyz = vertexValue; #else v.positionOS.xyz += vertexValue; #endif v.normalOS = v.normalOS; float3 positionWS = TransformObjectToWorld( v.positionOS.xyz ); o.positionCS = TransformWorldToHClip(positionWS); return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.positionOS; o.normalOS = v.normalOS; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag(VertexOutput IN ) : SV_TARGET { SurfaceDescription surfaceDescription = (SurfaceDescription)0; float4 screenPos = IN.ase_texcoord; float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth81 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth81 = abs( ( screenDepth81 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( 0.2 ) ); surfaceDescription.Alpha = saturate( distanceDepth81 ); surfaceDescription.AlphaClipThreshold = 0.5; #if _ALPHATEST_ON float alphaClipThreshold = 0.01f; #if ALPHA_CLIP_THRESHOLD alphaClipThreshold = surfaceDescription.AlphaClipThreshold; #endif clip(surfaceDescription.Alpha - alphaClipThreshold); #endif half4 outColor = 0; #ifdef SCENESELECTIONPASS outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); #elif defined(SCENEPICKINGPASS) outColor = _SelectionID; #endif return outColor; } ENDHLSL } } CustomEditor "UnityEditor.ShaderGraphLitGUI" FallBack "Hidden/Shader Graph/FallbackError" Fallback Off } /* Сontacts of the author who created this shader: https://vk.com/maximlm_3d https://gamedev.ru/job/forum/?id=268969 https://www.artstation.com/lapshin */