Shader /*ase_name*/ "Hidden/Legacy/Lit" /*end*/ { Properties { /*ase_props*/ //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1 //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5 //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2 //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9 //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1 //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5 //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 //_TessMin( "Tess Min Distance", Float ) = 10 //_TessMax( "Tess Max Distance", Float ) = 25 //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 //_SpecularHighlights("Specular Highlights", Float) = 1.0 //_GlossyReflections("Reflections", Float) = 1.0 } SubShader { /*ase_subshader_options:Name=Additional Options Option:Workflow,InvertActionOnDeselection:Specular,Metallic:Metallic Metallic:ShowPort:Metallic Specular:ShowPort:Specular Specular:SetDefine:_SPECULAR_SETUP 1 Option:Surface:Opaque,Transparent:Opaque Opaque:SetPropertyOnSubShader:RenderType,Opaque Opaque:SetPropertyOnSubShader:RenderQueue,Geometry Opaque:SetPropertyOnSubShader:ZWrite,On Opaque:HideOption: Blend Opaque:HideOption: Dither Shadows Opaque:HideOption: Refraction Model Transparent:SetPropertyOnSubShader:RenderType,Transparent Transparent:SetPropertyOnSubShader:RenderQueue,Transparent Transparent:SetPropertyOnSubShader:ZWrite,Off Transparent:ShowOption: Blend Transparent:ShowOption: Dither Shadows Transparent:ShowOption: Refraction Model Option: Blend:Alpha,Premultiply,Additive,Multiply,Translucent,Custom:Alpha Alpha:SetPropertyOnPass:ForwardBase:BlendRGB,SrcAlpha,OneMinusSrcAlpha Alpha:SetPropertyOnPass:ForwardAdd:BlendRGB,SrcAlpha,One Alpha:SetDefine:_ALPHABLEND_ON 1 Premultiply:SetPropertyOnPass:ForwardBase:BlendRGB,One,OneMinusSrcAlpha disable,Premultiply,Additive,Multiply,Translucent,Custom:SetPropertyOnPass:ForwardAdd:BlendRGB,One,One Premultiply:SetDefine:_ALPHAPREMULTIPLY_ON 1 Additive:SetPropertyOnPass:ForwardBase:BlendRGB,One,One Multiply:SetPropertyOnPass:ForwardBase:BlendRGB,DstColor,Zero disable,Premultiply,Additive,Multiply,Translucent,Custom:RemoveDefine:_ALPHABLEND_ON 1 disable,Alpha,Additive,Multiply,Translucent,Custom:RemoveDefine:_ALPHAPREMULTIPLY_ON 1 disable,Translucent:SetPropertyOnPass:ForwardBase:BlendRGB,One,Zero Option: Refraction Model:None:None None,disable:HidePort:ForwardBase:Refraction Index None,disable:HidePort:ForwardBase:Refraction Color None,disable:RemoveDefine:_REFRACTION_ASE 1 None,disable:RemoveDefine:ASE_NEEDS_FRAG_SCREEN_POSITION Legacy:ShowPort:ForwardBase:Refraction Index Legacy:ShowPort:ForwardBase:Refraction Color Legacy:SetDefine:_REFRACTION_ASE 1 Legacy:SetDefine:ASE_NEEDS_FRAG_SCREEN_POSITION Option: Dither Shadows:false,true:true true:SetDefine:UNITY_STANDARD_USE_DITHER_MASK 1 false,disable:RemoveDefine:UNITY_STANDARD_USE_DITHER_MASK 1 Option:Two Sided:On,Cull Back,Cull Front:Cull Back On:SetPropertyOnSubShader:CullMode,Off Cull Back:SetPropertyOnSubShader:CullMode,Back Cull Front:SetPropertyOnSubShader:CullMode,Front Option:Deferred Pass:false,true:true true:IncludePass:Deferred false:ExcludePass:Deferred Option:Transmission:false,true:false false:RemoveDefine:_TRANSMISSION_ASE 1 false:HidePort:ForwardBase:Transmission false:HideOption: Transmission Shadow true:SetDefine:_TRANSMISSION_ASE 1 true:ShowPort:ForwardBase:Transmission true:ShowOption: Transmission Shadow true:SetOption:Deferred Pass,0 Field: Transmission Shadow:Float:0.5:0:1:_TransmissionShadow Change:SetMaterialProperty:_TransmissionShadow Change:SetShaderProperty:_TransmissionShadow,_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 Inline,disable:SetShaderProperty:_TransmissionShadow,//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 Option:Translucency:false,true:false false:RemoveDefine:_TRANSLUCENCY_ASE 1 false:HidePort:ForwardBase:Translucency false:HideOption: Translucency Strength false:HideOption: Normal Distortion false:HideOption: Scattering false:HideOption: Direct false:HideOption: Ambient false:HideOption: Shadow true:SetDefine:_TRANSLUCENCY_ASE 1 true:ShowPort:ForwardBase:Translucency true:ShowOption: Translucency Strength true:ShowOption: Normal Distortion true:ShowOption: Scattering true:ShowOption: Direct true:ShowOption: Ambient true:ShowOption: Shadow true:SetOption:Deferred Pass,0 Field: Translucency Strength:Float:1:0:50:_TransStrength Change:SetMaterialProperty:_TransStrength Change:SetShaderProperty:_TransStrength,_TransStrength( "Strength", Range( 0, 50 ) ) = 1 Inline,disable:SetShaderProperty:_TransStrength,//_TransStrength( "Strength", Range( 0, 50 ) ) = 1 Field: Normal Distortion:Float:0.5:0:1:_TransNormal Change:SetMaterialProperty:_TransNormal Change:SetShaderProperty:_TransNormal,_TransNormal( "Normal Distortion", Range( 0, 1 ) ) = 0.5 Inline,disable:SetShaderProperty:_TransNormal,//_TransNormal( "Normal Distortion", Range( 0, 1 ) ) = 0.5 Field: Scattering:Float:2:1:50:_TransScattering Change:SetMaterialProperty:_TransScattering Change:SetShaderProperty:_TransScattering,_TransScattering( "Scattering", Range( 1, 50 ) ) = 2 Inline,disable:SetShaderProperty:_TransScattering,//_TransScattering( "Scattering", Range( 1, 50 ) ) = 2 Field: Direct:Float:0.9:0:1:_TransDirect Change:SetMaterialProperty:_TransDirect Change:SetShaderProperty:_TransDirect,_TransDirect( "Direct", Range( 0, 1 ) ) = 0.9 Inline,disable:SetShaderProperty:_TransDirect,//_TransDirect( "Direct", Range( 0, 1 ) ) = 0.9 Field: Ambient:Float:0.1:0:1:_TransAmbient Change:SetMaterialProperty:_TransAmbient Change:SetShaderProperty:_TransAmbient,_TransAmbient( "Ambient", Range( 0, 1 ) ) = 0.1 Inline,disable:SetShaderProperty:_TransAmbient,//_TransAmbient( "Ambient", Range( 0, 1 ) ) = 0.1 Field: Shadow:Float:0.5:0:1:_TransShadow Change:SetMaterialProperty:_TransShadow Change:SetShaderProperty:_TransShadow,_TransShadow( "Shadow", Range( 0, 1 ) ) = 0.5 Inline,disable:SetShaderProperty:_TransShadow,//_TransShadow( "Shadow", Range( 0, 1 ) ) = 0.5 Option:Cast Shadows:false,true:true true:IncludePass:ShadowCaster false,disable:ExcludePass:ShadowCaster true:ShowOption: Use Shadow Threshold false:HideOption: Use Shadow Threshold Option: Use Shadow Threshold:false,true:false true:ShowPort:ForwardBase:Alpha Clip Threshold Shadow false,disable:HidePort:ForwardBase:Alpha Clip Threshold Shadow Option:Receive Shadows:false,true:true true:SetDefine:ASE_NEEDS_FRAG_SHADOWCOORDS false:RemoveDefine:ASE_NEEDS_FRAG_SHADOWCOORDS Option:GPU Instancing:false,true:true true:SetDefine:pragma multi_compile_instancing false:RemoveDefine:pragma multi_compile_instancing Option:LOD CrossFade:false,true:true true:SetDefine:pragma multi_compile __ LOD_FADE_CROSSFADE false:RemoveDefine:pragma multi_compile __ LOD_FADE_CROSSFADE Option:Built-in Fog:false,true:true true:SetDefine:pragma multi_compile_fog false:RemoveDefine:pragma multi_compile_fog true:SetDefine:ASE_FOG 1 false:RemoveDefine:ASE_FOG 1 Option:Ambient Light:false,true:true true:RemoveDefine:ASE_NO_AMBIENT 1 false:SetDefine:ASE_NO_AMBIENT 1 Option:Meta Pass:false,true:true true:IncludePass:Meta false,disable:ExcludePass:Meta Option:Add Pass:false,true:true true:IncludePass:ForwardAdd false,disable:ExcludePass:ForwardAdd Option:Override Baked GI:false,true:false true:ShowPort:ForwardBase:Baked GI false:HidePort:ForwardBase:Baked GI true:SetDefine:ASE_BAKEDGI 1 false:RemoveDefine:ASE_BAKEDGI 1 Option:Extra Pre Pass:false,true:false true:IncludePass:ExtraPrePass false,disable:ExcludePass:ExtraPrePass Option:Tessellation:false,true:false true:SetDefine:TESSELLATION_ON 1 true:SetDefine:pragma require tessellation tessHW true:SetDefine:pragma hull HullFunction true:SetDefine:pragma domain DomainFunction true:ShowOption: Phong true:ShowOption: Type false,disable:RemoveDefine:TESSELLATION_ON 1 false,disable:RemoveDefine:pragma require tessellation tessHW false,disable:RemoveDefine:pragma hull HullFunction false,disable:RemoveDefine:pragma domain DomainFunction false,disable:HideOption: Phong false,disable:HideOption: Type Option: Phong:false,true:false true:SetDefine:ASE_PHONG_TESSELLATION false,disable:RemoveDefine:ASE_PHONG_TESSELLATION true:ShowOption: Strength false,disable:HideOption: Strength Field: Strength:Float:0.5:0:1:_TessPhongStrength Change:SetMaterialProperty:_TessPhongStrength Change:SetShaderProperty:_TessPhongStrength,_TessPhongStrength( "Phong Tess Strength", Range( 0, 1 ) ) = 0.5 Inline,disable:SetShaderProperty:_TessPhongStrength,//_TessPhongStrength( "Phong Tess Strength", Range( 0, 1 ) ) = 0.5 Option: Type:Fixed,Distance Based,Edge Length,Edge Length Cull:Fixed Fixed:SetDefine:ASE_FIXED_TESSELLATION Fixed,Distance Based:ShowOption: Tess Distance Based:SetDefine:ASE_DISTANCE_TESSELLATION Distance Based:ShowOption: Min Distance Based:ShowOption: Max Edge Length:SetDefine:ASE_LENGTH_TESSELLATION Edge Length,Edge Length Cull:ShowOption: Edge Length Edge Length Cull:SetDefine:ASE_LENGTH_CULL_TESSELLATION Edge Length Cull:ShowOption: Max Displacement disable,Distance Based,Edge Length,Edge Length Cull:RemoveDefine:ASE_FIXED_TESSELLATION disable,Fixed,Edge Length,Edge Length Cull:RemoveDefine:ASE_DISTANCE_TESSELLATION disable,Fixed,Distance Based,Edge Length Cull:RemoveDefine:ASE_LENGTH_TESSELLATION disable,Fixed,Distance Based,Edge Length:RemoveDefine:ASE_LENGTH_CULL_TESSELLATION disable,Edge Length,Edge Length Cull:HideOption: Tess disable,Fixed,Edge Length,Edge Length Cull:HideOption: Min disable,Fixed,Edge Length,Edge Length Cull:HideOption: Max disable,Fixed,Distance Based:HideOption: Edge Length disable,Fixed,Distance Based,Edge Length:HideOption: Max Displacement Field: Tess:Float:16:1:32:_TessValue Change:SetMaterialProperty:_TessValue Change:SetShaderProperty:_TessValue,_TessValue( "Max Tessellation", Range( 1, 32 ) ) = 16 Inline,disable:SetShaderProperty:_TessValue,//_TessValue( "Max Tessellation", Range( 1, 32 ) ) = 16 Field: Min:Float:10:_TessMin Change:SetMaterialProperty:_TessMin Change:SetShaderProperty:_TessMin,_TessMin( "Tess Min Distance", Float ) = 10 Inline,disable:SetShaderProperty:_TessMin,//_TessMin( "Tess Min Distance", Float ) = 10 Field: Max:Float:25:_TessMax Change:SetMaterialProperty:_TessMax Change:SetShaderProperty:_TessMax,_TessMax( "Tess Max Distance", Float ) = 25 Inline,disable:SetShaderProperty:_TessMax,//_TessMax( "Tess Max Distance", Float ) = 25 Field: Edge Length:Float:16:2:50:_TessEdgeLength Change:SetMaterialProperty:_TessEdgeLength Change:SetShaderProperty:_TessEdgeLength,_TessEdgeLength ( "Edge length", Range( 2, 50 ) ) = 16 Inline,disable:SetShaderProperty:_TessEdgeLength,//_TessEdgeLength ( "Edge length", Range( 2, 50 ) ) = 16 Field: Max Displacement:Float:25:_TessMaxDisp Change:SetMaterialProperty:_TessMaxDisp Change:SetShaderProperty:_TessMaxDisp,_TessMaxDisp( "Max Displacement", Float ) = 25 Inline,disable:SetShaderProperty:_TessMaxDisp,//_TessMaxDisp( "Max Displacement", Float ) = 25 Option:Fwd Specular Highlights Toggle:false,true:false true:SetShaderProperty:_SpecularHighlights,[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 false:SetShaderProperty:_SpecularHighlights,//[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 true:SetDefine:pragma shader_feature _SPECULARHIGHLIGHTS_OFF false:RemoveDefine:pragma shader_feature _SPECULARHIGHLIGHTS_OFF Option:Fwd Reflections Toggle:false,true:false true:SetShaderProperty:_GlossyReflections,[ToggleOff] _GlossyReflections("Reflections", Float) = 1.0 false:SetShaderProperty:_GlossyReflections,//[ToggleOff] _GlossyReflections("Reflections", Float) = 1.0 true:SetDefine:pragma shader_feature _GLOSSYREFLECTIONS_OFF false:RemoveDefine:pragma shader_feature _GLOSSYREFLECTIONS_OFF Option:Disable Batching:False,True,LOD Fading:False False:SetPropertyOnSubShader:DisableBatching,False True:SetPropertyOnSubShader:DisableBatching,True LOD Fading:SetPropertyOnSubShader:DisableBatching,LODFading Option:Vertex Position,InvertActionOnDeselection:Absolute,Relative:Relative Absolute:SetDefine:ASE_ABSOLUTE_VERTEX_POS 1 Absolute:SetPortName:ForwardBase:15,Vertex Position Relative:SetPortName:ForwardBase:15,Vertex Offset Absolute:SetPortName:ExtraPrePass:3,Vertex Position Relative:SetPortName:ExtraPrePass:3,Vertex Offset Port:ForwardBase:Alpha Clip Threshold On:SetDefine:_ALPHATEST_ON 1 Port:ForwardBase:Alpha Clip Threshold Shadow On:SetDefine:_ALPHATEST_SHADOW_ON 1 */ Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "DisableBatching" = "False" } LOD 0 Cull Back AlphaToMask Off ZWrite On ZTest LEqual ColorMask RGBA /*ase_stencil*/ /*ase_all_modules*/ CGINCLUDE #pragma target 3.0 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; } ENDCG /*ase_pass*/ Pass { Name "ExtraPrePass" Tags { "LightMode" = "ForwardBase" } Blend One Zero Cull Back ZWrite On ZTest LEqual Offset 0,0 ColorMask RGBA /*ase_stencil*/ CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fwdbase #ifndef UNITY_PASS_FORWARDBASE #define UNITY_PASS_FORWARDBASE #endif #include "HLSLSupport.cginc" #ifndef UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_LOD_FADE #endif #ifndef UNITY_INSTANCED_SH #define UNITY_INSTANCED_SH #endif #ifndef UNITY_INSTANCED_LIGHTMAPSTS #define UNITY_INSTANCED_LIGHTMAPSTS #endif #include "UnityShaderVariables.cginc" #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "AutoLight.cginc" /*ase_pragma*/ struct appdata { float4 vertex : POSITION; float4 tangent : TANGENT; float3 normal : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; /*ase_vdata:p=p;t=t;n=n;uv1=tc1.xyzw;uv2=tc2.xyzw*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { #if UNITY_VERSION >= 201810 UNITY_POSITION(pos); #else float4 pos : SV_POSITION; #endif #if defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) && UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) UNITY_LIGHTING_COORDS(2,3) #elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if UNITY_VERSION >= 201710 UNITY_SHADOW_COORDS(2) #else SHADOW_COORDS(2) #endif #endif #ifdef ASE_FOG UNITY_FOG_COORDS(4) #endif float4 tSpace0 : TEXCOORD5; float4 tSpace1 : TEXCOORD6; float4 tSpace2 : TEXCOORD7; /*ase_interp(8,):sp=sp.xyzw;sc=tc2;wn.xyz=tc5.xyz;wt.xyz=tc6.xyz;wbt.xyz=tc7.xyz;wp.x=tc5.w;wp.y=tc6.w;wp.z=tc7.w*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif /*ase_globals*/ /*ase_funcs*/ v2f VertexFunction (appdata v /*ase_vert_input*/ ) { UNITY_SETUP_INSTANCE_ID(v); v2f o; UNITY_INITIALIZE_OUTPUT(v2f,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); /*ase_vert_code:v=appdata;o=v2f*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;3;-1;_VertexP*/defaultVertexValue/*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.vertex.w = 1; v.normal = /*ase_vert_out:Vertex Normal;Float3;4;-1;_VertexNormalP*/v.normal/*end*/; v.tangent = /*ase_vert_out:Vertex Tangent;Float4;5;-1;_VertexTangentP*/v.tangent/*end*/; o.pos = UnityObjectToClipPos(v.vertex); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign; o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); #if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy); #elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if UNITY_VERSION >= 201710 UNITY_TRANSFER_SHADOW(o, v.texcoord1.xy); #else TRANSFER_SHADOW(o); #endif #endif #ifdef ASE_FOG UNITY_TRANSFER_FOG(o,o.pos); #endif return o; } #if defined(TESSELLATION_ON) struct VertexControl { float4 vertex : INTERNALTESSPOS; float4 tangent : TANGENT; float3 normal : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; /*ase_vcontrol*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( appdata v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.tangent = v.tangent; o.normal = v.normal; o.texcoord1 = v.texcoord1; o.texcoord2 = v.texcoord2; /*ase_control_code:v=appdata;o=VertexControl*/ return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { appdata o = (appdata) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; /*ase_domain_code:patch=VertexControl;o=appdata;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else v2f vert ( appdata v ) { return VertexFunction( v ); } #endif fixed4 frag (v2f IN /*ase_frag_input*/ #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); #ifdef LOD_FADE_CROSSFADE UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); #endif #if defined(_SPECULAR_SETUP) SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; #else SurfaceOutputStandard o = (SurfaceOutputStandard)0; #endif /*ase_local_var:wt*/float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x); /*ase_local_var:wbt*/float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y); /*ase_local_var:wn*/float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z); /*ase_local_var:wp*/float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); /*ase_local_var:wvd*/float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos)); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) UNITY_LIGHT_ATTENUATION(atten, IN, worldPos) #else /*ase_local_var:sc*/half atten = 1; #endif /*ase_frag_code:IN=v2f*/ float3 Color = /*ase_frag_out:Color;Float3;0;-1;_ColorP*/fixed3( 0, 0, 0 )/*end*/; float Alpha = /*ase_frag_out:Alpha;Float;1;-1;_AlphaP*/1/*end*/; float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;2;-1;_AlphaClipP*/0.5/*end*/; float4 c = float4( Color, Alpha ); #ifdef _ALPHATEST_ON clip( Alpha - AlphaClipThreshold ); #endif #ifdef _DEPTHOFFSET_ON outputDepth = IN.pos.z; #endif #ifdef ASE_FOG UNITY_APPLY_FOG(IN.fogCoord, c); #endif return c; } ENDCG } /*ase_pass*/ Pass { /*ase_main_pass*/ Name "ForwardBase" Tags { "LightMode" = "ForwardBase" } Blend One Zero CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fwdbase #ifndef UNITY_PASS_FORWARDBASE #define UNITY_PASS_FORWARDBASE #endif #include "HLSLSupport.cginc" #ifndef UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_LOD_FADE #endif #ifndef UNITY_INSTANCED_SH #define UNITY_INSTANCED_SH #endif #ifndef UNITY_INSTANCED_LIGHTMAPSTS #define UNITY_INSTANCED_LIGHTMAPSTS #endif #include "UnityShaderVariables.cginc" #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "AutoLight.cginc" /*ase_pragma*/ struct appdata { float4 vertex : POSITION; float4 tangent : TANGENT; float3 normal : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; /*ase_vdata:p=p;t=t;n=n;uv1=tc1.xyzw;uv2=tc2.xyzw*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { #if UNITY_VERSION >= 201810 UNITY_POSITION(pos); #else float4 pos : SV_POSITION; #endif #if defined(LIGHTMAP_ON) || (!defined(LIGHTMAP_ON) && SHADER_TARGET >= 30) float4 lmap : TEXCOORD0; #endif #if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH half3 sh : TEXCOORD1; #endif #if defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) && UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) UNITY_LIGHTING_COORDS(2,3) #elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if UNITY_VERSION >= 201710 UNITY_SHADOW_COORDS(2) #else SHADOW_COORDS(2) #endif #endif #ifdef ASE_FOG UNITY_FOG_COORDS(4) #endif float4 tSpace0 : TEXCOORD5; float4 tSpace1 : TEXCOORD6; float4 tSpace2 : TEXCOORD7; #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) float4 screenPos : TEXCOORD8; #endif /*ase_interp(9,):sp=sp.xyzw;sc=tc2;wn.xyz=tc5.xyz;wt.xyz=tc6.xyz;wbt.xyz=tc7.xyz;wp.x=tc5.w;wp.y=tc6.w;wp.z=tc7.w;spu=tc8*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #ifdef _TRANSMISSION_ASE float _TransmissionShadow; #endif #ifdef _TRANSLUCENCY_ASE float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif /*ase_globals*/ /*ase_funcs*/ v2f VertexFunction (appdata v /*ase_vert_input*/ ) { UNITY_SETUP_INSTANCE_ID(v); v2f o; UNITY_INITIALIZE_OUTPUT(v2f,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); /*ase_vert_code:v=appdata;o=v2f*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;15;-1;_Vertex*/defaultVertexValue/*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.vertex.w = 1; v.normal = /*ase_vert_out:Vertex Normal;Float3;16;-1;_VertexNormal*/v.normal/*end*/; v.tangent = /*ase_vert_out:Vertex Tangent;Float4;17;-1;_VertexTangent*/v.tangent/*end*/; o.pos = UnityObjectToClipPos(v.vertex); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign; o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); #ifdef DYNAMICLIGHTMAP_ON o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif #ifdef LIGHTMAP_ON o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; #endif #ifndef LIGHTMAP_ON #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL o.sh = 0; #ifdef VERTEXLIGHT_ON o.sh += Shade4PointLights ( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, unity_4LightAtten0, worldPos, worldNormal); #endif o.sh = ShadeSHPerVertex (worldNormal, o.sh); #endif #endif #if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy); #elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if UNITY_VERSION >= 201710 UNITY_TRANSFER_SHADOW(o, v.texcoord1.xy); #else TRANSFER_SHADOW(o); #endif #endif #ifdef ASE_FOG UNITY_TRANSFER_FOG(o,o.pos); #endif #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) o.screenPos = ComputeScreenPos(o.pos); #endif return o; } #if defined(TESSELLATION_ON) struct VertexControl { float4 vertex : INTERNALTESSPOS; float4 tangent : TANGENT; float3 normal : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; /*ase_vcontrol*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( appdata v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.tangent = v.tangent; o.normal = v.normal; o.texcoord1 = v.texcoord1; o.texcoord2 = v.texcoord2; /*ase_control_code:v=appdata;o=VertexControl*/ return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { appdata o = (appdata) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; /*ase_domain_code:patch=VertexControl;o=appdata;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else v2f vert ( appdata v ) { return VertexFunction( v ); } #endif fixed4 frag (v2f IN /*ase_frag_input*/ #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); #ifdef LOD_FADE_CROSSFADE UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); #endif #if defined(_SPECULAR_SETUP) SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; #else SurfaceOutputStandard o = (SurfaceOutputStandard)0; #endif /*ase_local_var:wt*/float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x); /*ase_local_var:wbt*/float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y); /*ase_local_var:wn*/float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z); /*ase_local_var:wp*/float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); /*ase_local_var:wvd*/float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos)); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) UNITY_LIGHT_ATTENUATION(atten, IN, worldPos) #else /*ase_local_var:sc*/half atten = 1; #endif #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) /*ase_local_var:spu*/float4 ScreenPos = IN.screenPos; #endif /*ase_frag_code:IN=v2f*/ o.Albedo = /*ase_frag_out:Albedo;Float3;0;-1;_Albedo*/fixed3( 0.5, 0.5, 0.5 )/*end*/; o.Normal = /*ase_frag_out:Normal;Float3;1;-1;_Normal*/fixed3( 0, 0, 1 )/*end*/; o.Emission = /*ase_frag_out:Emission;Float3;2;-1;_Emission*/half3( 0, 0, 0 )/*end*/; #if defined(_SPECULAR_SETUP) o.Specular = /*ase_frag_out:Specular;Float3;3;-1;_Specular*/fixed3( 0, 0, 0 )/*end*/; #else o.Metallic = /*ase_frag_out:Metallic;Float;4;-1;_Metallic*/0/*end*/; #endif o.Smoothness = /*ase_frag_out:Smoothness;Float;5;-1;_Smoothness*/0/*end*/; o.Occlusion = /*ase_frag_out:Occlusion;Float;6;-1;_Occlusion*/1/*end*/; o.Alpha = /*ase_frag_out:Alpha;Float;7;-1;_Alpha*/1/*end*/; float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;8;-1;_AlphaClip*/0.5/*end*/; float AlphaClipThresholdShadow = /*ase_frag_out:Alpha Clip Threshold Shadow;Float;9;-1;_AlphaClipShadow*/0.5/*end*/; float3 BakedGI = /*ase_frag_out:Baked GI;Float3;10;-1;_BakedGI*/0/*end*/; float3 RefractionColor = /*ase_frag_out:Refraction Color;Float3;11;-1;_RefractionColor*/1/*end*/; float RefractionIndex = /*ase_frag_out:Refraction Index;Float;12;-1;_RefractionIndex*/1/*end*/; float3 Transmission = /*ase_frag_out:Transmission;Float3;13;-1;_Transmission*/1/*end*/; float3 Translucency = /*ase_frag_out:Translucency;Float3;14;-1;_Translucency*/1/*end*/; #ifdef _ALPHATEST_ON clip( o.Alpha - AlphaClipThreshold ); #endif #ifdef _DEPTHOFFSET_ON outputDepth = IN.pos.z; #endif #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif fixed4 c = 0; float3 worldN; worldN.x = dot(IN.tSpace0.xyz, o.Normal); worldN.y = dot(IN.tSpace1.xyz, o.Normal); worldN.z = dot(IN.tSpace2.xyz, o.Normal); worldN = normalize(worldN); o.Normal = worldN; UnityGI gi; UNITY_INITIALIZE_OUTPUT(UnityGI, gi); gi.indirect.diffuse = 0; gi.indirect.specular = 0; gi.light.color = _LightColor0.rgb; gi.light.dir = lightDir; UnityGIInput giInput; UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput); giInput.light = gi.light; giInput.worldPos = worldPos; giInput.worldViewDir = worldViewDir; giInput.atten = atten; #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) giInput.lightmapUV = IN.lmap; #else giInput.lightmapUV = 0.0; #endif #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL giInput.ambient = IN.sh; #else giInput.ambient.rgb = 0.0; #endif giInput.probeHDR[0] = unity_SpecCube0_HDR; giInput.probeHDR[1] = unity_SpecCube1_HDR; #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) giInput.boxMin[0] = unity_SpecCube0_BoxMin; #endif #ifdef UNITY_SPECCUBE_BOX_PROJECTION giInput.boxMax[0] = unity_SpecCube0_BoxMax; giInput.probePosition[0] = unity_SpecCube0_ProbePosition; giInput.boxMax[1] = unity_SpecCube1_BoxMax; giInput.boxMin[1] = unity_SpecCube1_BoxMin; giInput.probePosition[1] = unity_SpecCube1_ProbePosition; #endif #if defined(_SPECULAR_SETUP) LightingStandardSpecular_GI(o, giInput, gi); #else LightingStandard_GI( o, giInput, gi ); #endif #ifdef ASE_BAKEDGI gi.indirect.diffuse = BakedGI; #endif #if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT) gi.indirect.diffuse = 0; #endif #if defined(_SPECULAR_SETUP) c += LightingStandardSpecular (o, worldViewDir, gi); #else c += LightingStandard( o, worldViewDir, gi ); #endif #ifdef _TRANSMISSION_ASE { float shadow = /*ase_inline_begin*/_TransmissionShadow/*ase_inline_end*/; #ifdef DIRECTIONAL float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow ); #else float3 lightAtten = gi.light.color; #endif half3 transmission = max(0 , -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission; c.rgb += o.Albedo * transmission; } #endif #ifdef _TRANSLUCENCY_ASE { float shadow = /*ase_inline_begin*/_TransShadow/*ase_inline_end*/; float normal = /*ase_inline_begin*/_TransNormal/*ase_inline_end*/; float scattering = /*ase_inline_begin*/_TransScattering/*ase_inline_end*/; float direct = /*ase_inline_begin*/_TransDirect/*ase_inline_end*/; float ambient = /*ase_inline_begin*/_TransAmbient/*ase_inline_end*/; float strength = /*ase_inline_begin*/_TransStrength/*ase_inline_end*/; #ifdef DIRECTIONAL float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow ); #else float3 lightAtten = gi.light.color; #endif half3 lightDir = gi.light.dir + o.Normal * normal; half transVdotL = pow( saturate( dot( worldViewDir, -lightDir ) ), scattering ); half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency; c.rgb += o.Albedo * translucency * strength; } #endif //#ifdef _REFRACTION_ASE // float4 projScreenPos = ScreenPos / ScreenPos.w; // float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, WorldNormal ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) ); // projScreenPos.xy += refractionOffset.xy; // float3 refraction = UNITY_SAMPLE_SCREENSPACE_TEXTURE( _GrabTexture, projScreenPos ) * RefractionColor; // color.rgb = lerp( refraction, color.rgb, color.a ); // color.a = 1; //#endif c.rgb += o.Emission; #ifdef ASE_FOG UNITY_APPLY_FOG(IN.fogCoord, c); #endif return c; } ENDCG } /*ase_pass*/ Pass { /*ase_hide_pass*/ Name "ForwardAdd" Tags { "LightMode"="ForwardAdd" } ZWrite Off Blend One One CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma skip_variants INSTANCING_ON #pragma multi_compile_fwdadd_fullshadows #ifndef UNITY_PASS_FORWARDADD #define UNITY_PASS_FORWARDADD #endif #include "HLSLSupport.cginc" #if !defined( UNITY_INSTANCED_LOD_FADE ) #define UNITY_INSTANCED_LOD_FADE #endif #if !defined( UNITY_INSTANCED_SH ) #define UNITY_INSTANCED_SH #endif #if !defined( UNITY_INSTANCED_LIGHTMAPSTS ) #define UNITY_INSTANCED_LIGHTMAPSTS #endif #include "UnityShaderVariables.cginc" #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "AutoLight.cginc" /*ase_pragma*/ struct appdata { float4 vertex : POSITION; float4 tangent : TANGENT; float3 normal : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; /*ase_vdata:p=p;t=t;n=n;uv1=tc1.xyzw;uv2=tc2.xyzw*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { #if UNITY_VERSION >= 201810 UNITY_POSITION(pos); #else float4 pos : SV_POSITION; #endif #if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) UNITY_LIGHTING_COORDS(1,2) #elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if UNITY_VERSION >= 201710 UNITY_SHADOW_COORDS(1) #else SHADOW_COORDS(1) #endif #endif #ifdef ASE_FOG UNITY_FOG_COORDS(3) #endif float4 tSpace0 : TEXCOORD5; float4 tSpace1 : TEXCOORD6; float4 tSpace2 : TEXCOORD7; #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) float4 screenPos : TEXCOORD8; #endif /*ase_interp(9,):sp=sp.xyzw;sc=tc1;wn.xyz=tc5.xyz;wt.xyz=tc6.xyz;wbt.xyz=tc7.xyz;wp.x=tc5.w;wp.y=tc6.w;wp.z=tc7.w;spu=tc8*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #ifdef _TRANSMISSION_ASE float _TransmissionShadow; #endif #ifdef _TRANSLUCENCY_ASE float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif /*ase_globals*/ /*ase_funcs*/ v2f VertexFunction (appdata v /*ase_vert_input*/ ) { UNITY_SETUP_INSTANCE_ID(v); v2f o; UNITY_INITIALIZE_OUTPUT(v2f,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); /*ase_vert_code:v=appdata;o=v2f*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;11;-1;_Vertex*/defaultVertexValue/*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.vertex.w = 1; v.normal = /*ase_vert_out:Vertex Normal;Float3;12;-1;_VertexNormal*/v.normal/*end*/; v.tangent = /*ase_vert_out:Vertex Tangent;Float4;13;-1;_VertexTangent*/v.tangent/*end*/; o.pos = UnityObjectToClipPos(v.vertex); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign; o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); #if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy); #elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if UNITY_VERSION >= 201710 UNITY_TRANSFER_SHADOW(o, v.texcoord1.xy); #else TRANSFER_SHADOW(o); #endif #endif #ifdef ASE_FOG UNITY_TRANSFER_FOG(o,o.pos); #endif #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) o.screenPos = ComputeScreenPos(o.pos); #endif return o; } #if defined(TESSELLATION_ON) struct VertexControl { float4 vertex : INTERNALTESSPOS; float4 tangent : TANGENT; float3 normal : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; /*ase_vcontrol*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( appdata v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.tangent = v.tangent; o.normal = v.normal; o.texcoord1 = v.texcoord1; o.texcoord2 = v.texcoord2; /*ase_control_code:v=appdata;o=VertexControl*/ return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { appdata o = (appdata) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; /*ase_domain_code:patch=VertexControl;o=appdata;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else v2f vert ( appdata v ) { return VertexFunction( v ); } #endif fixed4 frag ( v2f IN /*ase_frag_input*/ #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); #ifdef LOD_FADE_CROSSFADE UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); #endif #if defined(_SPECULAR_SETUP) SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; #else SurfaceOutputStandard o = (SurfaceOutputStandard)0; #endif /*ase_local_var:wt*/float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x); /*ase_local_var:wbt*/float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y); /*ase_local_var:wn*/float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z); /*ase_local_var:wp*/float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); /*ase_local_var:wvd*/float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos)); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) UNITY_LIGHT_ATTENUATION(atten, IN, worldPos) #else /*ase_local_var:sc*/half atten = 1; #endif #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) /*ase_local_var:spu*/float4 ScreenPos = IN.screenPos; #endif /*ase_frag_code:IN=v2f*/ o.Albedo = /*ase_frag_out:Albedo;Float3;0;-1;_Albedo*/fixed3( 0.5, 0.5, 0.5 )/*end*/; o.Normal = /*ase_frag_out:Normal;Float3;1;-1;_Normal*/fixed3( 0, 0, 1 )/*end*/; o.Emission = /*ase_frag_out:Emission;Float3;2;-1;_Emission*/half3( 0, 0, 0 )/*end*/; #if defined(_SPECULAR_SETUP) o.Specular = /*ase_frag_out:Specular;Float3;3;-1;_Specular*/fixed3( 0, 0, 0 )/*end*/; #else o.Metallic = /*ase_frag_out:Metallic;Float;4;-1;_Metallic*/0/*end*/; #endif o.Smoothness = /*ase_frag_out:Smoothness;Float;5;-1;_Smoothness*/0/*end*/; o.Occlusion = /*ase_frag_out:Occlusion;Float;6;-1;_Occlusion*/1/*end*/; o.Alpha = /*ase_frag_out:Alpha;Float;7;-1;_Alpha*/1/*end*/; float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;8;-1;_AlphaClip*/0.5/*end*/; float3 Transmission = /*ase_frag_out:Transmission;Float3;9;-1;_Transmission*/1/*end*/; float3 Translucency = /*ase_frag_out:Translucency;Float3;10;-1;_Translucency*/1/*end*/; #ifdef _ALPHATEST_ON clip( o.Alpha - AlphaClipThreshold ); #endif #ifdef _DEPTHOFFSET_ON outputDepth = IN.pos.z; #endif #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif fixed4 c = 0; float3 worldN; worldN.x = dot(IN.tSpace0.xyz, o.Normal); worldN.y = dot(IN.tSpace1.xyz, o.Normal); worldN.z = dot(IN.tSpace2.xyz, o.Normal); worldN = normalize(worldN); o.Normal = worldN; UnityGI gi; UNITY_INITIALIZE_OUTPUT(UnityGI, gi); gi.indirect.diffuse = 0; gi.indirect.specular = 0; gi.light.color = _LightColor0.rgb; gi.light.dir = lightDir; gi.light.color *= atten; #if defined(_SPECULAR_SETUP) c += LightingStandardSpecular( o, worldViewDir, gi ); #else c += LightingStandard( o, worldViewDir, gi ); #endif #ifdef _TRANSMISSION_ASE { float shadow = /*ase_inline_begin*/_TransmissionShadow/*ase_inline_end*/; #ifdef DIRECTIONAL float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow ); #else float3 lightAtten = gi.light.color; #endif half3 transmission = max(0 , -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission; c.rgb += o.Albedo * transmission; } #endif #ifdef _TRANSLUCENCY_ASE { float shadow = /*ase_inline_begin*/_TransShadow/*ase_inline_end*/; float normal = /*ase_inline_begin*/_TransNormal/*ase_inline_end*/; float scattering = /*ase_inline_begin*/_TransScattering/*ase_inline_end*/; float direct = /*ase_inline_begin*/_TransDirect/*ase_inline_end*/; float ambient = /*ase_inline_begin*/_TransAmbient/*ase_inline_end*/; float strength = /*ase_inline_begin*/_TransStrength/*ase_inline_end*/; #ifdef DIRECTIONAL float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow ); #else float3 lightAtten = gi.light.color; #endif half3 lightDir = gi.light.dir + o.Normal * normal; half transVdotL = pow( saturate( dot( worldViewDir, -lightDir ) ), scattering ); half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency; c.rgb += o.Albedo * translucency * strength; } #endif //#ifdef _REFRACTION_ASE // float4 projScreenPos = ScreenPos / ScreenPos.w; // float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, WorldNormal ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) ); // projScreenPos.xy += refractionOffset.xy; // float3 refraction = UNITY_SAMPLE_SCREENSPACE_TEXTURE( _GrabTexture, projScreenPos ) * RefractionColor; // color.rgb = lerp( refraction, color.rgb, color.a ); // color.a = 1; //#endif #ifdef ASE_FOG UNITY_APPLY_FOG(IN.fogCoord, c); #endif return c; } ENDCG } /*ase_pass*/ Pass { /*ase_hide_pass*/ Name "Deferred" Tags { "LightMode"="Deferred" } AlphaToMask Off CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma exclude_renderers nomrt #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #pragma multi_compile_prepassfinal #ifndef UNITY_PASS_DEFERRED #define UNITY_PASS_DEFERRED #endif #include "HLSLSupport.cginc" #if !defined( UNITY_INSTANCED_LOD_FADE ) #define UNITY_INSTANCED_LOD_FADE #endif #if !defined( UNITY_INSTANCED_SH ) #define UNITY_INSTANCED_SH #endif #if !defined( UNITY_INSTANCED_LIGHTMAPSTS ) #define UNITY_INSTANCED_LIGHTMAPSTS #endif #include "UnityShaderVariables.cginc" #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" /*ase_pragma*/ struct appdata { float4 vertex : POSITION; float4 tangent : TANGENT; float3 normal : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; /*ase_vdata:p=p;t=t;n=n;uv1=tc1.xyzw;uv2=tc2.xyzw*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { #if UNITY_VERSION >= 201810 UNITY_POSITION(pos); #else float4 pos : SV_POSITION; #endif float4 lmap : TEXCOORD2; #ifndef LIGHTMAP_ON #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL half3 sh : TEXCOORD3; #endif #else #ifdef DIRLIGHTMAP_OFF float4 lmapFadePos : TEXCOORD4; #endif #endif float4 tSpace0 : TEXCOORD5; float4 tSpace1 : TEXCOORD6; float4 tSpace2 : TEXCOORD7; /*ase_interp(8,):sp=sp.xyzw;wn.xyz=tc5.xyz;wt.xyz=tc6.xyz;wbt.xyz=tc7.xyz;wp.x=tc5.w;wp.y=tc6.w;wp.z=tc7.w*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #ifdef LIGHTMAP_ON float4 unity_LightmapFade; #endif fixed4 unity_Ambient; #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif /*ase_globals*/ /*ase_funcs*/ v2f VertexFunction (appdata v /*ase_vert_input*/ ) { UNITY_SETUP_INSTANCE_ID(v); v2f o; UNITY_INITIALIZE_OUTPUT(v2f,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); /*ase_vert_code:v=appdata;o=v2f*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;10;-1;_Vertex*/defaultVertexValue/*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.vertex.w = 1; v.normal = /*ase_vert_out:Vertex Normal;Float3;11;-1;_VertexNormal*/v.normal/*end*/; v.tangent = /*ase_vert_out:Vertex Tangent;Float4;12;-1;_VertexTangent*/v.tangent/*end*/; o.pos = UnityObjectToClipPos(v.vertex); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign; o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); #ifdef DYNAMICLIGHTMAP_ON o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #else o.lmap.zw = 0; #endif #ifdef LIGHTMAP_ON o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; #ifdef DIRLIGHTMAP_OFF o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w; o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w); #endif #else o.lmap.xy = 0; #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL o.sh = 0; o.sh = ShadeSHPerVertex (worldNormal, o.sh); #endif #endif return o; } #if defined(TESSELLATION_ON) struct VertexControl { float4 vertex : INTERNALTESSPOS; float4 tangent : TANGENT; float3 normal : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; /*ase_vcontrol*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( appdata v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.tangent = v.tangent; o.normal = v.normal; o.texcoord1 = v.texcoord1; o.texcoord2 = v.texcoord2; /*ase_control_code:v=appdata;o=VertexControl*/ return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { appdata o = (appdata) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; /*ase_domain_code:patch=VertexControl;o=appdata;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else v2f vert ( appdata v ) { return VertexFunction( v ); } #endif void frag (v2f IN /*ase_frag_input*/ , out half4 outGBuffer0 : SV_Target0 , out half4 outGBuffer1 : SV_Target1 , out half4 outGBuffer2 : SV_Target2 , out half4 outEmission : SV_Target3 #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) , out half4 outShadowMask : SV_Target4 #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif ) { UNITY_SETUP_INSTANCE_ID(IN); #ifdef LOD_FADE_CROSSFADE UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); #endif #if defined(_SPECULAR_SETUP) SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; #else SurfaceOutputStandard o = (SurfaceOutputStandard)0; #endif /*ase_local_var:wt*/float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x); /*ase_local_var:wbt*/float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y); /*ase_local_var:wn*/float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z); /*ase_local_var:wp*/float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); /*ase_local_var:wvd*/float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos)); /*ase_local_var:sc*/half atten = 1; /*ase_frag_code:IN=v2f*/ o.Albedo = /*ase_frag_out:Albedo;Float3;0;-1;_Albedo*/fixed3( 0.5, 0.5, 0.5 )/*end*/; o.Normal = /*ase_frag_out:Normal;Float3;1;-1;_Normal*/fixed3( 0, 0, 1 )/*end*/; o.Emission = /*ase_frag_out:Emission;Float3;2;-1;_Emission*/half3( 0, 0, 0 )/*end*/; #if defined(_SPECULAR_SETUP) o.Specular = /*ase_frag_out:Specular;Float3;3;-1;_Specular*/fixed3( 0, 0, 0 )/*end*/; #else o.Metallic = /*ase_frag_out:Metallic;Float;4;-1;_Metallic*/0/*end*/; #endif o.Smoothness = /*ase_frag_out:Smoothness;Float;5;-1;_Smoothness*/0/*end*/; o.Occlusion = /*ase_frag_out:Occlusion;Float;6;-1;_Occlusion*/1/*end*/; o.Alpha = /*ase_frag_out:Alpha;Float;7;-1;_Alpha*/1/*end*/; float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;8;-1;_AlphaClip*/0.5/*end*/; float3 BakedGI = /*ase_frag_out:Baked GI;Float3;9;-1;_BakedGI*/0/*end*/; #ifdef _ALPHATEST_ON clip( o.Alpha - AlphaClipThreshold ); #endif #ifdef _DEPTHOFFSET_ON outputDepth = IN.pos.z; #endif #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif float3 worldN; worldN.x = dot(IN.tSpace0.xyz, o.Normal); worldN.y = dot(IN.tSpace1.xyz, o.Normal); worldN.z = dot(IN.tSpace2.xyz, o.Normal); worldN = normalize(worldN); o.Normal = worldN; UnityGI gi; UNITY_INITIALIZE_OUTPUT(UnityGI, gi); gi.indirect.diffuse = 0; gi.indirect.specular = 0; gi.light.color = 0; gi.light.dir = half3(0,1,0); UnityGIInput giInput; UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput); giInput.light = gi.light; giInput.worldPos = worldPos; giInput.worldViewDir = worldViewDir; giInput.atten = atten; #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) giInput.lightmapUV = IN.lmap; #else giInput.lightmapUV = 0.0; #endif #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL giInput.ambient = IN.sh; #else giInput.ambient.rgb = 0.0; #endif giInput.probeHDR[0] = unity_SpecCube0_HDR; giInput.probeHDR[1] = unity_SpecCube1_HDR; #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) giInput.boxMin[0] = unity_SpecCube0_BoxMin; #endif #ifdef UNITY_SPECCUBE_BOX_PROJECTION giInput.boxMax[0] = unity_SpecCube0_BoxMax; giInput.probePosition[0] = unity_SpecCube0_ProbePosition; giInput.boxMax[1] = unity_SpecCube1_BoxMax; giInput.boxMin[1] = unity_SpecCube1_BoxMin; giInput.probePosition[1] = unity_SpecCube1_ProbePosition; #endif #if defined(_SPECULAR_SETUP) LightingStandardSpecular_GI( o, giInput, gi ); #else LightingStandard_GI( o, giInput, gi ); #endif #ifdef ASE_BAKEDGI gi.indirect.diffuse = BakedGI; #endif #if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT) gi.indirect.diffuse = 0; #endif #if defined(_SPECULAR_SETUP) outEmission = LightingStandardSpecular_Deferred( o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2 ); #else outEmission = LightingStandard_Deferred( o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2 ); #endif #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) outShadowMask = UnityGetRawBakedOcclusions (IN.lmap.xy, float3(0, 0, 0)); #endif #ifndef UNITY_HDR_ON outEmission.rgb = exp2(-outEmission.rgb); #endif } ENDCG } /*ase_pass*/ Pass { /*ase_hide_pass*/ Name "Meta" Tags { "LightMode"="Meta" } Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #pragma shader_feature EDITOR_VISUALIZATION #ifndef UNITY_PASS_META #define UNITY_PASS_META #endif #include "HLSLSupport.cginc" #if !defined( UNITY_INSTANCED_LOD_FADE ) #define UNITY_INSTANCED_LOD_FADE #endif #if !defined( UNITY_INSTANCED_SH ) #define UNITY_INSTANCED_SH #endif #if !defined( UNITY_INSTANCED_LIGHTMAPSTS ) #define UNITY_INSTANCED_LIGHTMAPSTS #endif #include "UnityShaderVariables.cginc" #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "UnityMetaPass.cginc" /*ase_pragma*/ struct appdata { float4 vertex : POSITION; float4 tangent : TANGENT; float3 normal : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; /*ase_vdata:p=p;t=t;n=n;uv1=tc1.xyzw;uv2=tc2.xyzw*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { #if UNITY_VERSION >= 201810 UNITY_POSITION(pos); #else float4 pos : SV_POSITION; #endif #ifdef EDITOR_VISUALIZATION float2 vizUV : TEXCOORD1; float4 lightCoord : TEXCOORD2; #endif /*ase_interp(3,):sp=sp.xyzw*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif /*ase_globals*/ /*ase_funcs*/ v2f VertexFunction (appdata v /*ase_vert_input*/ ) { UNITY_SETUP_INSTANCE_ID(v); v2f o; UNITY_INITIALIZE_OUTPUT(v2f,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); /*ase_vert_code:v=appdata;o=v2f*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;4;-1;_Vertex*/defaultVertexValue/*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.vertex.w = 1; v.normal = /*ase_vert_out:Vertex Normal;Float3;5;-1;_VertexNormal*/v.normal/*end*/; v.tangent = /*ase_vert_out:Vertex Tangent;Float4;6;-1;_VertexTangent*/v.tangent/*end*/; #ifdef EDITOR_VISUALIZATION o.vizUV = 0; o.lightCoord = 0; if (unity_VisualizationMode == EDITORVIZ_TEXTURE) o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.texcoord.xy, v.texcoord1.xy, v.texcoord2.xy, unity_EditorViz_Texture_ST); else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK) { o.vizUV = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; o.lightCoord = mul(unity_EditorViz_WorldToLight, mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1))); } #endif o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST); return o; } #if defined(TESSELLATION_ON) struct VertexControl { float4 vertex : INTERNALTESSPOS; float4 tangent : TANGENT; float3 normal : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; /*ase_vcontrol*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( appdata v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.tangent = v.tangent; o.normal = v.normal; o.texcoord1 = v.texcoord1; o.texcoord2 = v.texcoord2; /*ase_control_code:v=appdata;o=VertexControl*/ return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { appdata o = (appdata) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; /*ase_domain_code:patch=VertexControl;o=appdata;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else v2f vert ( appdata v ) { return VertexFunction( v ); } #endif fixed4 frag (v2f IN /*ase_frag_input*/ #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); #ifdef LOD_FADE_CROSSFADE UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); #endif #if defined(_SPECULAR_SETUP) SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; #else SurfaceOutputStandard o = (SurfaceOutputStandard)0; #endif /*ase_frag_code:IN=v2f*/ o.Albedo = /*ase_frag_out:Albedo;Float3;0;-1;_Albedo*/fixed3( 0.5, 0.5, 0.5 )/*end*/; o.Normal = fixed3( 0, 0, 1 ); o.Emission = /*ase_frag_out:Emission;Float3;1;-1;_Emission*/half3( 0, 0, 0 )/*end*/; o.Alpha = /*ase_frag_out:Alpha;Float;2;-1;_Alpha*/1/*end*/; float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;3;-1;_AlphaClip*/0.5/*end*/; #ifdef _ALPHATEST_ON clip( o.Alpha - AlphaClipThreshold ); #endif #ifdef _DEPTHOFFSET_ON outputDepth = IN.pos.z; #endif UnityMetaInput metaIN; UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN); metaIN.Albedo = o.Albedo; metaIN.Emission = o.Emission; #ifdef EDITOR_VISUALIZATION metaIN.VizUV = IN.vizUV; metaIN.LightCoord = IN.lightCoord; #endif return UnityMetaFragment(metaIN); } ENDCG } /*ase_pass*/ Pass { /*ase_hide_pass*/ Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } ZWrite On ZTest LEqual AlphaToMask Off CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #pragma multi_compile_shadowcaster #ifndef UNITY_PASS_SHADOWCASTER #define UNITY_PASS_SHADOWCASTER #endif #include "HLSLSupport.cginc" #ifndef UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_LOD_FADE #endif #ifndef UNITY_INSTANCED_SH #define UNITY_INSTANCED_SH #endif #ifndef UNITY_INSTANCED_LIGHTMAPSTS #define UNITY_INSTANCED_LIGHTMAPSTS #endif #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) #define CAN_SKIP_VPOS #endif #include "UnityShaderVariables.cginc" #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" /*ase_pragma*/ struct appdata { float4 vertex : POSITION; float4 tangent : TANGENT; float3 normal : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; /*ase_vdata:p=p;t=t;n=n;uv1=tc1.xyzw;uv2=tc2.xyzw*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { V2F_SHADOW_CASTER; /*ase_interp(2,):sp=sp.xyzw*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #ifdef UNITY_STANDARD_USE_DITHER_MASK sampler3D _DitherMaskLOD; #endif #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif /*ase_globals*/ /*ase_funcs*/ v2f VertexFunction (appdata v /*ase_vert_input*/ ) { UNITY_SETUP_INSTANCE_ID(v); v2f o; UNITY_INITIALIZE_OUTPUT(v2f,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); /*ase_vert_code:v=appdata;o=v2f*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;3;-1;_Vertex*/defaultVertexValue/*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.vertex.w = 1; v.normal = /*ase_vert_out:Vertex Normal;Float3;4;-1;_VertexNormal*/v.normal/*end*/; v.tangent = /*ase_vert_out:Vertex Tangent;Float4;5;-1;_VertexTangent*/v.tangent/*end*/; TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) return o; } #if defined(TESSELLATION_ON) struct VertexControl { float4 vertex : INTERNALTESSPOS; float4 tangent : TANGENT; float3 normal : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; /*ase_vcontrol*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( appdata v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.tangent = v.tangent; o.normal = v.normal; o.texcoord1 = v.texcoord1; o.texcoord2 = v.texcoord2; /*ase_control_code:v=appdata;o=VertexControl*/ return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { appdata o = (appdata) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; /*ase_domain_code:patch=VertexControl;o=appdata;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else v2f vert ( appdata v ) { return VertexFunction( v ); } #endif fixed4 frag (v2f IN /*ase_frag_input*/ #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif #if !defined( CAN_SKIP_VPOS ) , UNITY_VPOS_TYPE vpos : VPOS #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); #ifdef LOD_FADE_CROSSFADE UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); #endif #if defined(_SPECULAR_SETUP) SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; #else SurfaceOutputStandard o = (SurfaceOutputStandard)0; #endif /*ase_frag_code:IN=v2f*/ o.Normal = fixed3( 0, 0, 1 ); o.Occlusion = 1; o.Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/; float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/0.5/*end*/; float AlphaClipThresholdShadow = /*ase_frag_out:Alpha Clip Threshold Shadow;Float;2;-1;_AlphaClipShadow*/0.5/*end*/; #ifdef _ALPHATEST_SHADOW_ON if (unity_LightShadowBias.z != 0.0) clip(o.Alpha - AlphaClipThresholdShadow); #ifdef _ALPHATEST_ON else clip(o.Alpha - AlphaClipThreshold); #endif #else #ifdef _ALPHATEST_ON clip(o.Alpha - AlphaClipThreshold); #endif #endif #if defined( CAN_SKIP_VPOS ) float2 vpos = IN.pos; #endif #ifdef UNITY_STANDARD_USE_DITHER_MASK half alphaRef = tex3D(_DitherMaskLOD, float3(vpos.xy*0.25,o.Alpha*0.9375)).a; clip(alphaRef - 0.01); #endif #ifdef _DEPTHOFFSET_ON outputDepth = IN.pos.z; #endif SHADOW_CASTER_FRAGMENT(IN) } ENDCG } /*ase_pass_end*/ } CustomEditor "ASEMaterialInspector" }