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							compatibility improvements
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		| @@ -29,7 +29,7 @@ public class DanMachiAssetLibrary : AssetLibrary | ||||
|         //    ParseList(str); | ||||
|         //}); | ||||
|  | ||||
|         string catalogPath = Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData) + "Low\\aiming\\DanChro\\com.unity.addressables\\catalog_0.0.0.json"; | ||||
|         string catalogPath = ModelViewerSettings.Get("CatalogPath", new ModelViewerSettings.Setting(Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData) + "Low\\aiming\\DanChro\\com.unity.addressables\\catalog_0.0.0.json", ModelViewerSettings.SettingType.FilePath)); | ||||
|         LocalFilesPath = ModelViewerSettings.Get("AssetsPath", new ModelViewerSettings.Setting(Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData) + "Low\\Unity\\aiming_DanChro\\", ModelViewerSettings.SettingType.FolderPath)); | ||||
|  | ||||
|         yield return LoadAddressableCatalog(catalogPath); | ||||
|   | ||||
| @@ -1,8 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 8d9a8ae65577b9f48bc652b91f6536a1 | ||||
| folderAsset: yes | ||||
| DefaultImporter: | ||||
|   externalObjects: {} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,8 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 35fd648d1f4857e47b184c71c4d216d1 | ||||
| folderAsset: yes | ||||
| DefaultImporter: | ||||
|   externalObjects: {} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,18 +0,0 @@ | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
|  | ||||
| public class CharacterEyeBlinking : MonoBehaviour | ||||
| { | ||||
|     // Start is called before the first frame update | ||||
|     void Start() | ||||
|     { | ||||
|          | ||||
|     } | ||||
|  | ||||
|     // Update is called once per frame | ||||
|     void Update() | ||||
|     { | ||||
|          | ||||
|     } | ||||
| } | ||||
| @@ -1,11 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 0da77613677e36945a087dcdcb85096c | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,18 +0,0 @@ | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
|  | ||||
| public class EffectAttacher : MonoBehaviour | ||||
| { | ||||
|     // Start is called before the first frame update | ||||
|     void Start() | ||||
|     { | ||||
|          | ||||
|     } | ||||
|  | ||||
|     // Update is called once per frame | ||||
|     void Update() | ||||
|     { | ||||
|          | ||||
|     } | ||||
| } | ||||
| @@ -1,11 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: b6581776173d8c244882ffacaa29a230 | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,18 +0,0 @@ | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
|  | ||||
| public class FaceAnimator : MonoBehaviour | ||||
| { | ||||
|     // Start is called before the first frame update | ||||
|     void Start() | ||||
|     { | ||||
|          | ||||
|     } | ||||
|  | ||||
|     // Update is called once per frame | ||||
|     void Update() | ||||
|     { | ||||
|          | ||||
|     } | ||||
| } | ||||
| @@ -1,11 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 7b603998492e610489e4c188cf1b9552 | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,18 +0,0 @@ | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
|  | ||||
| public class FxRoot : MonoBehaviour | ||||
| { | ||||
|     // Start is called before the first frame update | ||||
|     void Start() | ||||
|     { | ||||
|          | ||||
|     } | ||||
|  | ||||
|     // Update is called once per frame | ||||
|     void Update() | ||||
|     { | ||||
|          | ||||
|     } | ||||
| } | ||||
| @@ -1,11 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 5ff0606741620644d83ace975aa12742 | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,18 +0,0 @@ | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
|  | ||||
| public class FxSystem : MonoBehaviour | ||||
| { | ||||
|     // Start is called before the first frame update | ||||
|     void Start() | ||||
|     { | ||||
|          | ||||
|     } | ||||
|  | ||||
|     // Update is called once per frame | ||||
|     void Update() | ||||
|     { | ||||
|          | ||||
|     } | ||||
| } | ||||
| @@ -1,11 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 60e8425966ec7d9438fb14be90d61490 | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,18 +0,0 @@ | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
|  | ||||
| public class ParticleLOD : MonoBehaviour | ||||
| { | ||||
|     // Start is called before the first frame update | ||||
|     void Start() | ||||
|     { | ||||
|          | ||||
|     } | ||||
|  | ||||
|     // Update is called once per frame | ||||
|     void Update() | ||||
|     { | ||||
|          | ||||
|     } | ||||
| } | ||||
| @@ -1,11 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 0854b99e0a5ee2a4cae84dde17b906ff | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,18 +0,0 @@ | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
|  | ||||
| public class ParticleRendererExceptBlackOut : MonoBehaviour | ||||
| { | ||||
|     // Start is called before the first frame update | ||||
|     void Start() | ||||
|     { | ||||
|          | ||||
|     } | ||||
|  | ||||
|     // Update is called once per frame | ||||
|     void Update() | ||||
|     { | ||||
|          | ||||
|     } | ||||
| } | ||||
| @@ -1,11 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 8ac4bee54200b324f8e418cb8ce2958a | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,18 +0,0 @@ | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
|  | ||||
| public class PlaySound : MonoBehaviour | ||||
| { | ||||
|     // Start is called before the first frame update | ||||
|     void Start() | ||||
|     { | ||||
|          | ||||
|     } | ||||
|  | ||||
|     // Update is called once per frame | ||||
|     void Update() | ||||
|     { | ||||
|          | ||||
|     } | ||||
| } | ||||
| @@ -1,11 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 750c5e109be0d574f8fc637e2614bf93 | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,18 +0,0 @@ | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
|  | ||||
| public class ProjectileEffect : MonoBehaviour | ||||
| { | ||||
|     // Start is called before the first frame update | ||||
|     void Start() | ||||
|     { | ||||
|          | ||||
|     } | ||||
|  | ||||
|     // Update is called once per frame | ||||
|     void Update() | ||||
|     { | ||||
|          | ||||
|     } | ||||
| } | ||||
| @@ -1,11 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 525d0a085b5ae2f4db5ee6ce2ff1f5f4 | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,10 +0,0 @@ | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
|  | ||||
| namespace SpringBone | ||||
| { | ||||
|     public class SpringBone : MonoBehaviour | ||||
|     { | ||||
|     } | ||||
| } | ||||
| @@ -1,11 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: c9a4c60e8bd95fd4a8ef368a556110ce | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,9 +0,0 @@ | ||||
|  | ||||
| using UnityEngine; | ||||
|  | ||||
| namespace SpringBone | ||||
| { | ||||
|     public class SpringCollider : MonoBehaviour | ||||
|     { | ||||
|     } | ||||
| } | ||||
| @@ -1,11 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 248d78439383f7749abb8893522a98b9 | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,9 +0,0 @@ | ||||
|  | ||||
| using UnityEngine; | ||||
|  | ||||
| namespace SpringBone | ||||
| { | ||||
|     public class SpringManager : MonoBehaviour | ||||
|     { | ||||
|     } | ||||
| } | ||||
| @@ -1,11 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 43cfb52b885058f4789456abf95804e6 | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,18 +0,0 @@ | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
|  | ||||
| public class UIGlow : MonoBehaviour | ||||
| { | ||||
|     // Start is called before the first frame update | ||||
|     void Start() | ||||
|     { | ||||
|          | ||||
|     } | ||||
|  | ||||
|     // Update is called once per frame | ||||
|     void Update() | ||||
|     { | ||||
|          | ||||
|     } | ||||
| } | ||||
| @@ -1,11 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
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|   userData:  | ||||
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|   assetBundleVariant:  | ||||
| @@ -1,957 +0,0 @@ | ||||
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|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,8 +0,0 @@ | ||||
| using UnityEngine; | ||||
|  | ||||
| namespace Pathfinding | ||||
| { | ||||
|     public class AIDestinationSetter : MonoBehaviour | ||||
|     { | ||||
|     } | ||||
| } | ||||
| @@ -1,11 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 47de6a8c3e0ddba4da0208c384fbe9aa | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,8 +0,0 @@ | ||||
| using UnityEngine; | ||||
|  | ||||
| namespace Pathfinding | ||||
| { | ||||
|     public class AIPath : MonoBehaviour | ||||
|     { | ||||
|     } | ||||
| } | ||||
| @@ -1,11 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 5902a9699d7e98447a066f5a5013ca36 | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,3 +0,0 @@ | ||||
| { | ||||
| 	"name": "AstarPathfindingProject" | ||||
| } | ||||
| @@ -1,7 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 1e606303b7150ca498867dc02cdd3621 | ||||
| AssemblyDefinitionImporter: | ||||
|   externalObjects: {} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,8 +0,0 @@ | ||||
| using UnityEngine; | ||||
|  | ||||
| namespace Pathfinding | ||||
| { | ||||
|     public class FunnelModifier : MonoBehaviour | ||||
|     { | ||||
|     } | ||||
| } | ||||
| @@ -1,11 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 46cb11d99d6bd9a49b8bd347ffca42ec | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,8 +0,0 @@ | ||||
| using UnityEngine; | ||||
|  | ||||
| namespace Pathfinding | ||||
| { | ||||
|     public class Seeker : MonoBehaviour | ||||
|     { | ||||
|     } | ||||
| } | ||||
| @@ -1,11 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 6ecf065a825ce97498178124d6e2c8cf | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,19 +0,0 @@ | ||||
| using System; | ||||
| using System.IO; | ||||
|  | ||||
| [Serializable] | ||||
| public class CharacterAsset : AssetSpawnData | ||||
| { | ||||
|     public string Name; | ||||
|     public string Prefab; | ||||
|  | ||||
|     public CharacterAsset(string assetName) | ||||
|     { | ||||
|         var split = assetName.Split(new char[] { '/', '.' }); | ||||
|  | ||||
|         ResourceName = assetName; | ||||
|         AssetType = AssetTypes.Character; | ||||
|         Prefab = Path.GetFileNameWithoutExtension(assetName); | ||||
|         Name = split[split.Length - 4]; | ||||
|     } | ||||
| } | ||||
| @@ -1,11 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 2a4a399198c639146ae7a44e9b70ca02 | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,8 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 7d5bef7f2ad289347b89e09aafc21308 | ||||
| folderAsset: yes | ||||
| DefaultImporter: | ||||
|   externalObjects: {} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,274 +0,0 @@ | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using System.Linq; | ||||
| using UnityEngine; | ||||
|  | ||||
| public class EversoulCharacterContainer : ObjectContainer, IAnimated | ||||
| { | ||||
|     public CharacterAsset Data; | ||||
|     public string AnimationSet; | ||||
|     public string Animation; | ||||
|  | ||||
|     public MorphPanel MorphPanel; | ||||
|     public List<AnimationClip> Animations; | ||||
|     private Animator _animator; | ||||
|     private AnimatorOverrideController _animatorController; | ||||
|     private Dictionary<HumanBodyBones, Transform> _humanBones = new Dictionary<HumanBodyBones, Transform>(); | ||||
|  | ||||
|     public override void Select() | ||||
|     { | ||||
|         if (MorphPanel != null) | ||||
|         { | ||||
|             MorphPanel.gameObject.SetActive(true); | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     public override void Deselect() | ||||
|     { | ||||
|         if (MorphPanel != null) | ||||
|         { | ||||
|             MorphPanel.gameObject.SetActive(false); | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     public IEnumerator Build(CharacterAsset model) | ||||
|     { | ||||
|         Data = model; | ||||
|         var path = EversoulAssetLibrary.Instance.GetResourcePath(model.ResourceName, out var dependencies); | ||||
|         var modelPath = EversoulAssetLibrary.Instance.LocalFilesPath + path; | ||||
|         var dependencyPaths = dependencies.Select(path => EversoulAssetLibrary.Instance.LocalFilesPath + path).ToList(); | ||||
|         Debug.LogError(modelPath); | ||||
|  | ||||
|         yield return EversoulAssetLibrary.Instance.LoadAssets(dependencyPaths); | ||||
|  | ||||
|         var bundle = AssetLibrary.LoadFromFile(modelPath); | ||||
|         var asset = bundle.LoadAsset<GameObject>(model.ResourceName); | ||||
|         var go = Instantiate(asset, this.transform); | ||||
|  | ||||
|         AssetLibrary.UnloadAssets(dependencyPaths); | ||||
|         AssetLibrary.UnloadAsset(modelPath); | ||||
|  | ||||
|         SetDefaultMaterials(transform); | ||||
|  | ||||
|         Init(); | ||||
|     } | ||||
|  | ||||
|     public void Init() | ||||
|     { | ||||
|         _animator = GetComponentInChildren<Animator>(); | ||||
|         _animator.applyRootMotion = false; | ||||
|         _animator.runtimeAnimatorController = _animatorController = Instantiate(SharedResources.Instance.GenericAnimatorController); | ||||
|         SetBones(); | ||||
|         CreateMorphPanel(); | ||||
|     } | ||||
|  | ||||
|     public void PlayAnimation(AnimationClip anim) | ||||
|     { | ||||
|         if (anim == null) | ||||
|         { | ||||
|             Animation = ""; | ||||
|             _animator.enabled = false; | ||||
|         } | ||||
|         else | ||||
|         { | ||||
|             Animation = anim.name; | ||||
|             _animator.enabled = true; | ||||
|             _animatorController["Anim"] = anim; | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     public void SetDefaultMaterials(Transform t) | ||||
|     { | ||||
|         List<Material> materials = new List<Material>(); | ||||
|         foreach (var renderer in t.GetComponentsInChildren<Renderer>()) | ||||
|         { | ||||
|             foreach (var material in renderer.sharedMaterials) | ||||
|             { | ||||
|                 if (materials.Contains(material)) continue; | ||||
|                 materials.Add(material); | ||||
|                 switch (material.shader.name) | ||||
|                 { | ||||
|                     case "NineArk/Character/PC_Basic_Body": | ||||
|                         material.shader = Shader.Find("Eversoul/Lit"); | ||||
|                         break; | ||||
|                     case "NineArk/Character/PC_Basic_Body_Transparent": | ||||
|                         material.shader = Shader.Find("Eversoul/Lit Transparent"); | ||||
|                         break; | ||||
|                     case "NineArk/Character/NPC_Glass": | ||||
|                         material.shader = Shader.Find("Eversoul/Glass"); | ||||
|                         break; | ||||
|                     case "NineArk/Character/PC_Basic_Face": | ||||
|                         material.shader = Shader.Find("Eversoul/Unlit"); | ||||
|                         break; | ||||
|                     case "NineArk/Character/PC_Basic_Eye": | ||||
|                         material.shader = Shader.Find("Eversoul/BasicEye"); | ||||
|                         break; | ||||
|                     case "NineArk/Outline/PC_Outline": | ||||
|                         material.shader = Shader.Find("Eversoul/Outline"); | ||||
|                         break; | ||||
|                     case "NineArk/Outline/PC_Outline_Transparent": | ||||
|                         material.shader = Shader.Find("Eversoul/Outline Transparent"); | ||||
|                         break; | ||||
|                     default: | ||||
|                         Debug.LogError("Shader not found: " + material.shader.name); | ||||
|                         //material.shader = Shader.Find("Eversoul/Lit"); | ||||
|                         break; | ||||
|                 } | ||||
|             } | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     public void SetBones() | ||||
|     { | ||||
|         var humanBones = new Dictionary<HumanBodyBones, Transform>(); | ||||
|         var allBones = new Dictionary<string, Transform>(); | ||||
|         foreach(var bone in _animator.transform.GetComponentsInChildren<Transform>()) | ||||
|         { | ||||
|             if (!allBones.ContainsKey(bone.name)) | ||||
|             { | ||||
|                 allBones.Add(bone.name, bone); | ||||
|             } | ||||
|             else | ||||
|             { | ||||
|                 Debug.LogWarning("Duplicate bone: " + bone.name); | ||||
|             } | ||||
|         } | ||||
|         humanBones.Add(HumanBodyBones.Hips,                     TryGet(allBones, "Bip001 Pelvis")); | ||||
|         humanBones.Add(HumanBodyBones.Spine,                    TryGet(allBones, "Bip001 Spine")); | ||||
|         humanBones.Add(HumanBodyBones.RightUpperLeg,            TryGet(allBones, "Bip001 R Thigh")); | ||||
|         humanBones.Add(HumanBodyBones.RightLowerLeg,            TryGet(allBones, "Bip001 R Calf")); | ||||
|         humanBones.Add(HumanBodyBones.RightFoot,                TryGet(allBones, "Bip001 R Foot")); | ||||
|         humanBones.Add(HumanBodyBones.RightToes,                TryGet(allBones, "Bip001 R Toe0")); | ||||
|         humanBones.Add(HumanBodyBones.LeftUpperLeg,             TryGet(allBones, "Bip001 L Thigh")); | ||||
|         humanBones.Add(HumanBodyBones.LeftLowerLeg,             TryGet(allBones, "Bip001 L Calf")); | ||||
|         humanBones.Add(HumanBodyBones.LeftFoot,                 TryGet(allBones, "Bip001 L Foot")); | ||||
|         humanBones.Add(HumanBodyBones.LeftToes,                 TryGet(allBones, "Bip001 L Toe0")); | ||||
|         humanBones.Add(HumanBodyBones.Chest,                    TryGet(allBones, "Bip001 Spine1")); | ||||
|         humanBones.Add(HumanBodyBones.Neck,                     TryGet(allBones, "Bip001 Neck")); | ||||
|         humanBones.Add(HumanBodyBones.Head,                     TryGet(allBones, "Bip001 Head")); | ||||
|         humanBones.Add(HumanBodyBones.RightShoulder,            TryGet(allBones, "Bip001 R Clavicle")); | ||||
|         humanBones.Add(HumanBodyBones.RightUpperArm,            TryGet(allBones, "Bip001 R UpperArm")); | ||||
|         humanBones.Add(HumanBodyBones.RightLowerArm,            TryGet(allBones, "Bip001 R Forearm")); | ||||
|         humanBones.Add(HumanBodyBones.RightHand,                TryGet(allBones, "Bip001 R Hand")); | ||||
|         humanBones.Add(HumanBodyBones.RightIndexProximal,       TryGet(allBones, "Bip001 R Finger1")); | ||||
|         humanBones.Add(HumanBodyBones.RightIndexIntermediate,   TryGet(allBones, "Bip001 R Finger11")); | ||||
|         humanBones.Add(HumanBodyBones.RightMiddleProximal,      TryGet(allBones, "Bip001 R Finger2")); | ||||
|         humanBones.Add(HumanBodyBones.RightMiddleIntermediate,  TryGet(allBones, "Bip001 R Finger21")); | ||||
|         humanBones.Add(HumanBodyBones.RightRingProximal,        TryGet(allBones, "Bip001 R Finger3")); | ||||
|         humanBones.Add(HumanBodyBones.RightRingIntermediate,    TryGet(allBones, "Bip001 R Finger31")); | ||||
|         humanBones.Add(HumanBodyBones.RightLittleProximal,      TryGet(allBones, "Bip001 R Finger4")); | ||||
|         humanBones.Add(HumanBodyBones.RightLittleIntermediate,  TryGet(allBones, "Bip001 R Finger41")); | ||||
|         humanBones.Add(HumanBodyBones.RightThumbProximal,       TryGet(allBones, "Bip001 R Finger0")); | ||||
|         humanBones.Add(HumanBodyBones.RightThumbIntermediate,   TryGet(allBones, "Bip001 R Finger01")); | ||||
|         humanBones.Add(HumanBodyBones.LeftShoulder,             TryGet(allBones, "Bip001 L Clavicle")); | ||||
|         humanBones.Add(HumanBodyBones.LeftUpperArm,             TryGet(allBones, "Bip001 L UpperArm")); | ||||
|         humanBones.Add(HumanBodyBones.LeftLowerArm,             TryGet(allBones, "Bip001 L Forearm")); | ||||
|         humanBones.Add(HumanBodyBones.LeftHand,                 TryGet(allBones, "Bip001 L Hand")); | ||||
|         humanBones.Add(HumanBodyBones.LeftIndexProximal,        TryGet(allBones, "Bip001 L Finger1")); | ||||
|         humanBones.Add(HumanBodyBones.LeftIndexIntermediate,    TryGet(allBones, "Bip001 L Finger11")); | ||||
|         humanBones.Add(HumanBodyBones.LeftMiddleProximal,       TryGet(allBones, "Bip001 L Finger2")); | ||||
|         humanBones.Add(HumanBodyBones.LeftMiddleIntermediate,   TryGet(allBones, "Bip001 L Finger21")); | ||||
|         humanBones.Add(HumanBodyBones.LeftRingProximal,         TryGet(allBones, "Bip001 L Finger3")); | ||||
|         humanBones.Add(HumanBodyBones.LeftRingIntermediate,     TryGet(allBones, "Bip001 L Finger31")); | ||||
|         humanBones.Add(HumanBodyBones.LeftLittleProximal,       TryGet(allBones, "Bip001 L Finger4")); | ||||
|         humanBones.Add(HumanBodyBones.LeftLittleIntermediate,   TryGet(allBones, "Bip001 L Finger41")); | ||||
|         humanBones.Add(HumanBodyBones.LeftThumbProximal,        TryGet(allBones, "Bip001 L Finger0")); | ||||
|         humanBones.Add(HumanBodyBones.LeftThumbIntermediate,    TryGet(allBones, "Bip001 L Finger01")); | ||||
|         foreach (var bone in humanBones) | ||||
|         { | ||||
|             if (bone.Value != null) | ||||
|             { | ||||
|                 var tags = new List<SerializableBone.BoneTags>() { SerializableBone.BoneTags.Humanoid }; | ||||
|                 if (bone.Value.name.Contains(" L ")) | ||||
|                 { | ||||
|                     tags.Add(SerializableBone.BoneTags.Left); | ||||
|                 } | ||||
|                 else if (bone.Value.name.Contains(" R ")) | ||||
|                 { | ||||
|                     tags.Add(SerializableBone.BoneTags.Right); | ||||
|                 } | ||||
|                 if ((bone.Key >= HumanBodyBones.LeftThumbProximal && bone.Key <= HumanBodyBones.LeftLittleDistal) | ||||
|                     || (bone.Key >= HumanBodyBones.RightThumbProximal && bone.Key <= HumanBodyBones.RightLittleDistal)) | ||||
|                 { | ||||
|                     tags.Add(SerializableBone.BoneTags.Finger); | ||||
|                 } | ||||
|                 UIHandle.CreateAsChild<UIHandleBone>(bone.Value).Init(this, tags).WithLineRenderer(); ; | ||||
|             } | ||||
|         } | ||||
|         foreach (var bone in allBones.Values.Except(humanBones.Values)) | ||||
|         { | ||||
|             var tags = new List<SerializableBone.BoneTags>(); | ||||
|             UIHandle.CreateAsChild<UIHandleBone>(bone).Init(this, tags).WithLineRenderer(); ; | ||||
|         } | ||||
|  | ||||
|         _humanBones = humanBones; | ||||
|     } | ||||
|  | ||||
|     public void CreateMorphPanel() | ||||
|     { | ||||
|         if (MorphPanel != null) | ||||
|         { | ||||
|             Destroy(MorphPanel.gameObject); | ||||
|         } | ||||
|  | ||||
|         var morphRenderers = new Dictionary<SkinnedMeshRenderer, List<MorphHelper>>(); | ||||
|         foreach (var rend in gameObject.GetComponentsInChildren<SkinnedMeshRenderer>()) | ||||
|         { | ||||
|             if (rend.sharedMesh.blendShapeCount > 0) | ||||
|             { | ||||
|                 morphRenderers.Add(rend, new List<MorphHelper>()); | ||||
|             } | ||||
|         } | ||||
|  | ||||
|         if (morphRenderers.Count == 0) return; | ||||
|  | ||||
|         MorphPanel = MorphPanel.Create(morphRenderers.Select(mr => mr.Key.sharedMesh.name).ToList()); | ||||
|         MorphPanel.name = $"{Data.Name} Morphs"; | ||||
|  | ||||
|         foreach (var rend in morphRenderers) | ||||
|         { | ||||
|             var mesh = rend.Key.sharedMesh; | ||||
|             for (int i = 0; i < mesh.blendShapeCount; i++) | ||||
|             { | ||||
|                 MorphPanel.CreateMorph(mesh.name, this, rend.Key, i, mesh.GetBlendShapeName(i)); | ||||
|             } | ||||
|         } | ||||
|  | ||||
|         Morphs = morphRenderers; | ||||
|         EversoulInterface.Instance.SelectedObjectToolbar.AttachToThis(MorphPanel.GetComponent<UIElementDragger>()); | ||||
|     } | ||||
|  | ||||
|  | ||||
|     public T TryGet<T>(Dictionary<string, T> dict, string key) | ||||
|     { | ||||
|         if (dict.ContainsKey(key)) | ||||
|         { | ||||
|             return dict[key]; | ||||
|         } | ||||
|         return default(T); | ||||
|     } | ||||
|  | ||||
|     public override Vector3 GetCenter() | ||||
|     { | ||||
|         if (_humanBones.ContainsKey(HumanBodyBones.Hips)) | ||||
|         { | ||||
|             return _humanBones[HumanBodyBones.Hips].position; | ||||
|         } | ||||
|         return base.GetCenter(); | ||||
|     } | ||||
|  | ||||
|     protected override void OnDestroy() | ||||
|     { | ||||
|         if (_applicationQuitting) return; | ||||
|         if (MorphPanel != null) | ||||
|         { | ||||
|             Destroy(MorphPanel.gameObject); | ||||
|         } | ||||
|         base.OnDestroy(); | ||||
|     } | ||||
|  | ||||
|     public Animator GetAnimator() | ||||
|     { | ||||
|         return _animator; | ||||
|     } | ||||
| } | ||||
| @@ -1,11 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 3622e2dc0c9881b4b87e74ba76f78a30 | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,19 +0,0 @@ | ||||
| { | ||||
|     "name": "Eversoul", | ||||
|     "rootNamespace": "", | ||||
|     "references": [ | ||||
|         "GUID:1f135e4ce2898524aa1e81c5cd7f1242", | ||||
|         "GUID:24ad1c085c49dc34dbe16c3d92c6f299", | ||||
|         "GUID:6055be8ebefd69e48b49212b09b47b2f", | ||||
|         "GUID:605c065ed537aa34fa525e662cb3d117" | ||||
|     ], | ||||
|     "includePlatforms": [], | ||||
|     "excludePlatforms": [], | ||||
|     "allowUnsafeCode": false, | ||||
|     "overrideReferences": false, | ||||
|     "precompiledReferences": [], | ||||
|     "autoReferenced": true, | ||||
|     "defineConstraints": [], | ||||
|     "versionDefines": [], | ||||
|     "noEngineReferences": false | ||||
| } | ||||
| @@ -1,7 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 2a41aa13ffd78e344858175ae3227e72 | ||||
| AssemblyDefinitionImporter: | ||||
|   externalObjects: {} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,75 +0,0 @@ | ||||
| using Newtonsoft.Json.Linq; | ||||
| using SFB; | ||||
| using System; | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using System.IO; | ||||
| using System.Linq; | ||||
| using UnityEngine; | ||||
|  | ||||
| public class EversoulAssetLibrary : AssetLibrary | ||||
| { | ||||
|     public static EversoulAssetLibrary Instance => GetInstance<EversoulAssetLibrary>(); | ||||
|  | ||||
|     public List<string> CharacterAssets = new List<string>(); | ||||
|     public List<string> AnimationAssets = new List<string>(); | ||||
|  | ||||
|     public List<CharacterAsset> Characters; | ||||
|  | ||||
|     IEnumerator Start() | ||||
|     { | ||||
|         var selectedFilePath = new string[0]; | ||||
|         var catalogPath = ModelViewerSettings.Get("CatalogPath", new ModelViewerSettings.Setting("", ModelViewerSettings.SettingType.FilePath)); | ||||
|         var assetsPath = ModelViewerSettings.Get("AssetsPath", new ModelViewerSettings.Setting("", ModelViewerSettings.SettingType.FolderPath)); | ||||
|  | ||||
|         if (!File.Exists(catalogPath)) | ||||
|         { | ||||
|             selectedFilePath = new string[0]; | ||||
|             while (true) | ||||
|             { | ||||
|                 selectedFilePath = StandaloneFileBrowser.OpenFilePanel("Select catalog_eversoul.json", catalogPath, "json", false); | ||||
|                 if (selectedFilePath.Length > 0 && !string.IsNullOrEmpty(selectedFilePath[0])) | ||||
|                 { | ||||
|                     break; | ||||
|                 } | ||||
|                 yield return new WaitForSeconds(5); | ||||
|             } | ||||
|             catalogPath = selectedFilePath[0]; | ||||
|             ModelViewerSettings.Set("CatalogPath", catalogPath); | ||||
|         } | ||||
|  | ||||
|         if (!Directory.Exists(assetsPath)) | ||||
|         { | ||||
|             selectedFilePath = new string[0]; | ||||
|             while (true) | ||||
|             { | ||||
|                 selectedFilePath = StandaloneFileBrowser.OpenFolderPanel("Select folder with converted assets", assetsPath, false); | ||||
|                 if (selectedFilePath.Length > 0 && !string.IsNullOrEmpty(selectedFilePath[0])) | ||||
|                 { | ||||
|                     break; | ||||
|                 } | ||||
|                 yield return new WaitForSeconds(5); | ||||
|             } | ||||
|             assetsPath = selectedFilePath[0] + "\\"; | ||||
|             ModelViewerSettings.Set("AssetsPath", assetsPath); | ||||
|         } | ||||
|  | ||||
|         ModelViewerSettings.Save(); | ||||
|  | ||||
|         yield return LoadAddressableCatalog(catalogPath); | ||||
|  | ||||
|         var keys = GetAddressableKeys(); | ||||
|         var charas = keys.Where(k => k.Contains("Character") && k.Contains("/Prefabs/") && k.EndsWith(".prefab")).ToList(); | ||||
|  | ||||
|         foreach(var chara in charas) | ||||
|         { | ||||
|             Characters.Add(new CharacterAsset(chara)); | ||||
|         } | ||||
|  | ||||
|         CharacterAssets = charas; | ||||
|  | ||||
|         EversoulInterface.Instance.CharacterSelection.SetData(Characters); | ||||
|  | ||||
|         yield break; | ||||
|     } | ||||
| } | ||||
| @@ -1,11 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 9a3fe97e0d74524448796020eedb40c5 | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,10 +0,0 @@ | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
|  | ||||
| public class EversoulInterface : ModelViewerInterface | ||||
| { | ||||
|     public static EversoulInterface Instance => GetInstance<EversoulInterface>(); | ||||
|  | ||||
|     public EversoulCharacterDropdown CharacterSelection; | ||||
| } | ||||
| @@ -1,11 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 7f4a84e77c5798348ae47eea0f9b5866 | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,13 +0,0 @@ | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
|  | ||||
| public class EversoulMain : ModelViewerMain | ||||
| { | ||||
|     public static EversoulMain Instance => GetInstance<EversoulMain>(); | ||||
|  | ||||
|     private void Awake() | ||||
|     { | ||||
|         base.Awake(); | ||||
|     } | ||||
| } | ||||
| @@ -1,11 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: fe89d0059f151d3419097989e3ab1a8d | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,21 +0,0 @@ | ||||
| using System; | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using System.IO; | ||||
| using System.Linq; | ||||
| using System.Security.Cryptography; | ||||
| using UnityEngine; | ||||
|  | ||||
| public class EversoulModelBuilder : ModelBuilder | ||||
| { | ||||
|     public static EversoulModelBuilder Instance => GetInstance<EversoulModelBuilder>(); | ||||
|  | ||||
|     public ObjectContainer SpawnCharacter(CharacterAsset asset) | ||||
|     { | ||||
|         EversoulMain.Instance.PrepareForLoad(); | ||||
|         var container = ObjectContainer.Create<EversoulCharacterContainer>("Character"); | ||||
|         var handle = UIHandle.CreateAsChild<UIHandleMain>(container.transform).Init(container); | ||||
|         StartCoroutine(container.Build(asset)); | ||||
|         return container; | ||||
|     } | ||||
| } | ||||
| @@ -1,11 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 1830b139865203d438294245dcc0fea1 | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,8 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: dee50cfbe0c1bae409c0563bc60c6891 | ||||
| folderAsset: yes | ||||
| DefaultImporter: | ||||
|   externalObjects: {} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,3 +0,0 @@ | ||||
| { | ||||
| 	"name": "ParticleImage" | ||||
| } | ||||
| @@ -1,7 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 52b1de94b6247034eac9abce73da52b2 | ||||
| AssemblyDefinitionImporter: | ||||
|   externalObjects: {} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,22 +0,0 @@ | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
|  | ||||
| namespace AssetKits.ParticleImage | ||||
| { | ||||
|     public class ParticleImage : MonoBehaviour | ||||
|     { | ||||
|         // Start is called before the first frame update | ||||
|         void Start() | ||||
|         { | ||||
|  | ||||
|         } | ||||
|  | ||||
|         // Update is called once per frame | ||||
|         void Update() | ||||
|         { | ||||
|  | ||||
|         } | ||||
|     } | ||||
|  | ||||
| } | ||||
| @@ -1,11 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: b54c20244825d7d48b445415c8db1a6d | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,8 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 95eea1888cdedff438424111300f0883 | ||||
| folderAsset: yes | ||||
| DefaultImporter: | ||||
|   externalObjects: {} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,131 +0,0 @@ | ||||
| using TMPro; | ||||
| using System.Linq; | ||||
| using UnityEngine; | ||||
| using UnityEngine.Events; | ||||
| using System.Collections.Generic; | ||||
| using System; | ||||
|  | ||||
| public class EversoulCharacterDropdown : MonoBehaviour | ||||
| { | ||||
|     [SerializeField] private TMP_Dropdown MainDropdown; | ||||
|     [SerializeField] private TMP_InputField MainLabel; | ||||
|     public List<string> DropdownLabels = new List<string>() { "Character", "Costume" }; | ||||
|     public List<TMP_Dropdown> Dropdowns = new List<TMP_Dropdown>(); | ||||
|     public List<TMP_InputField> Labels = new List<TMP_InputField>(); | ||||
|     private bool _awake; | ||||
|  | ||||
|     private void Awake() | ||||
|     { | ||||
|         if (_awake) return; | ||||
|         _awake = true; | ||||
|         Rebuild(); | ||||
|     } | ||||
|  | ||||
|     private void Rebuild() | ||||
|     { | ||||
|         var labelParent = MainLabel.transform.parent; | ||||
|         var dropdownParent = MainDropdown.transform.parent; | ||||
|  | ||||
|         MainDropdown.ClearOptions(); | ||||
|         Dropdowns.Clear(); | ||||
|         Dropdowns.Add(MainDropdown); | ||||
|  | ||||
|         foreach (var child in dropdownParent.GetComponentsInChildren<TMP_Dropdown>()) | ||||
|         { | ||||
|             if (child != MainDropdown) Destroy(child); | ||||
|         } | ||||
|         foreach (var child in labelParent.GetComponentsInChildren<TMP_Dropdown>()) | ||||
|         { | ||||
|             if (child != MainLabel) Destroy(child); | ||||
|         } | ||||
|  | ||||
|         MainDropdown.name = DropdownLabels[0]; | ||||
|         MainLabel.text = DropdownLabels[0]; | ||||
|  | ||||
|         foreach (var label in DropdownLabels.Skip(1)) | ||||
|         { | ||||
|             var dd = Instantiate(MainDropdown, dropdownParent); | ||||
|             dd.name = "dropdown_" + label; | ||||
|             var ll = Instantiate(MainLabel, labelParent); | ||||
|             ll.name = label + " (TMP)"; | ||||
|             ll.text = label; | ||||
|             Dropdowns.Add(dd); | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     public void SetData(List<CharacterAsset> characters) | ||||
|     { | ||||
|         Awake(); | ||||
|         SetDropdownData(0, characters.Select(c => c.Name).Distinct().ToList(), true, true); | ||||
|  | ||||
|         UnityAction<int> groupCallback = (index) => | ||||
|         { | ||||
|             if (index == 0) return; | ||||
|  | ||||
|             var name = GetOption(0); | ||||
|             SetDropdownData(1, characters.Where(c => c.Name == name).Select(c => c.Prefab).Distinct().ToList(), true, true); | ||||
|             //SetDropdownData(2, new List<string>(), true, true); | ||||
|         }; | ||||
|  | ||||
|         UnityAction<int> charaCallback = (index) => | ||||
|         { | ||||
|             if (index == 0) return; | ||||
|  | ||||
|             var name = GetOption(0); | ||||
|             var prefab = GetOption(1); | ||||
|             var costume = characters.First(c => c.Name == name && c.Prefab == prefab); | ||||
|             EversoulModelBuilder.Instance.SpawnCharacter(costume); | ||||
|         }; | ||||
|  | ||||
|         SetCallbacks(new List<UnityAction<int>>() | ||||
|         { | ||||
|             groupCallback, | ||||
|             charaCallback | ||||
|         }); | ||||
|     } | ||||
|  | ||||
|     public void SetCallbacks(List<UnityAction<int>> callbacks) | ||||
|     { | ||||
|         if (callbacks.Count < Dropdowns.Count) | ||||
|         { | ||||
|             Error.Log(Color.red, $"Incorrect number of callbacks for dropdowns. Got {callbacks.Count}, required {Dropdowns.Count}"); | ||||
|         } | ||||
|  | ||||
|         for (int i = 0; i < Dropdowns.Count; i++) | ||||
|         { | ||||
|             Dropdowns[i].onValueChanged.RemoveAllListeners(); | ||||
|             Dropdowns[i].onValueChanged.AddListener(callbacks[i]); | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     public void OnDropdownSelected(int selection) | ||||
|     { | ||||
|         if (selection == 0) | ||||
|         { | ||||
|             Debug.LogError("Delete Current"); | ||||
|         } | ||||
|         StartCoroutine(ModelBuilder.GetInstance().SpawnAssetCoroutine(AssetTypes.Character, MainDropdown.options[selection].text)); | ||||
|     } | ||||
|  | ||||
|     public void SetDropdownData(string label, List<string> options, bool nullValue = false, bool sortValues = false) | ||||
|     { | ||||
|         var depth = DropdownLabels.IndexOf(label); | ||||
|         SetDropdownData(depth, options, nullValue, sortValues); | ||||
|     } | ||||
|  | ||||
|     public string GetOption(int depth) | ||||
|     { | ||||
|         if (Dropdowns[depth].value == 0) return null; | ||||
|         return Dropdowns[depth].options[Dropdowns[depth].value].text; | ||||
|     } | ||||
|  | ||||
|     public void SetDropdownData(int depth, List<string> options, bool nullValue = false, bool sortValues = false) | ||||
|     { | ||||
|         if (depth >= Dropdowns.Count || depth < 0) | ||||
|         { | ||||
|             Error.Log(Color.red, $"Dropdown {depth} out of range"); | ||||
|             return; | ||||
|         } | ||||
|         ModelViewerInterface.SetDropdownData(Dropdowns[depth], options, nullValue, sortValues); | ||||
|     } | ||||
| } | ||||
| @@ -1,11 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 0cae67f461265ba41a969d8db4bc6093 | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,8 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 776ad8ac70c67f74b8f9bdf386b7f242 | ||||
| folderAsset: yes | ||||
| DefaultImporter: | ||||
|   externalObjects: {} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,852 +0,0 @@ | ||||
| // Made with Amplify Shader Editor | ||||
| // Available at the Unity Asset Store - http://u3d.as/y3X  | ||||
| Shader "Eversoul/BasicEye" | ||||
| { | ||||
| 	Properties | ||||
| 	{ | ||||
| 		[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 | ||||
| 		[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) | ||||
| 		[ASEBegin]_IrisTex("IrisTex", 2D) = "white" {} | ||||
| 		[ASEEnd]_IrisColor("_IrisColor", Color) = (1,1,1,1) | ||||
| 		[HideInInspector] _texcoord( "", 2D ) = "white" {} | ||||
|  | ||||
| 		//_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 | ||||
| 	} | ||||
|  | ||||
| 	SubShader | ||||
| 	{ | ||||
| 		LOD 0 | ||||
|  | ||||
| 		 | ||||
| 		Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" } | ||||
| 		 | ||||
| 		Cull Back | ||||
| 		AlphaToMask Off | ||||
| 		HLSLINCLUDE | ||||
| 		#pragma target 2.0 | ||||
|  | ||||
| 		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; | ||||
| 		} | ||||
| 		ENDHLSL | ||||
|  | ||||
| 		 | ||||
| 		Pass | ||||
| 		{ | ||||
| 			 | ||||
| 			Name "Forward" | ||||
| 			Tags { "LightMode"="UniversalForward" } | ||||
| 			 | ||||
| 			Blend One Zero, One Zero | ||||
| 			ZWrite On | ||||
| 			ZTest LEqual | ||||
| 			Offset 0 , 0 | ||||
| 			ColorMask RGBA | ||||
| 			 | ||||
|  | ||||
| 			HLSLPROGRAM | ||||
| 			#pragma multi_compile_instancing | ||||
| 			#define ASE_SRP_VERSION 999999 | ||||
|  | ||||
| 			#pragma prefer_hlslcc gles | ||||
| 			#pragma exclude_renderers d3d11_9x | ||||
|  | ||||
| 			#pragma vertex vert | ||||
| 			#pragma fragment frag | ||||
|  | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" | ||||
|  | ||||
| 			#if ASE_SRP_VERSION <= 70108 | ||||
| 			#define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR | ||||
| 			#endif | ||||
|  | ||||
| 			 | ||||
|  | ||||
| 			struct VertexInput | ||||
| 			{ | ||||
| 				float4 vertex : POSITION; | ||||
| 				float3 ase_normal : NORMAL; | ||||
| 				float4 ase_texcoord : TEXCOORD0; | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 			}; | ||||
|  | ||||
| 			struct VertexOutput | ||||
| 			{ | ||||
| 				float4 clipPos : SV_POSITION; | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				float3 worldPos : TEXCOORD0; | ||||
| 				#endif | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 				float4 shadowCoord : TEXCOORD1; | ||||
| 				#endif | ||||
| 				#ifdef ASE_FOG | ||||
| 				float fogFactor : TEXCOORD2; | ||||
| 				#endif | ||||
| 				float4 ase_texcoord3 : TEXCOORD3; | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 				UNITY_VERTEX_OUTPUT_STEREO | ||||
| 			}; | ||||
|  | ||||
| 			CBUFFER_START(UnityPerMaterial) | ||||
| 			float4 _IrisTex_ST; | ||||
| 			float4 _IrisColor; | ||||
| 			#ifdef TESSELLATION_ON | ||||
| 				float _TessPhongStrength; | ||||
| 				float _TessValue; | ||||
| 				float _TessMin; | ||||
| 				float _TessMax; | ||||
| 				float _TessEdgeLength; | ||||
| 				float _TessMaxDisp; | ||||
| 			#endif | ||||
| 			CBUFFER_END | ||||
| 			sampler2D _IrisTex; | ||||
|  | ||||
|  | ||||
| 						 | ||||
| 			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); | ||||
|  | ||||
| 				o.ase_texcoord3.xy = v.ase_texcoord.xy; | ||||
| 				 | ||||
| 				//setting value to unused interpolator channels and avoid initialization warnings | ||||
| 				o.ase_texcoord3.zw = 0; | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					float3 defaultVertexValue = v.vertex.xyz; | ||||
| 				#else | ||||
| 					float3 defaultVertexValue = float3(0, 0, 0); | ||||
| 				#endif | ||||
| 				float3 vertexValue = defaultVertexValue; | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					v.vertex.xyz = vertexValue; | ||||
| 				#else | ||||
| 					v.vertex.xyz += vertexValue; | ||||
| 				#endif | ||||
| 				v.ase_normal = v.ase_normal; | ||||
|  | ||||
| 				float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); | ||||
| 				float4 positionCS = TransformWorldToHClip( positionWS ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				o.worldPos = positionWS; | ||||
| 				#endif | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 				VertexPositionInputs vertexInput = (VertexPositionInputs)0; | ||||
| 				vertexInput.positionWS = positionWS; | ||||
| 				vertexInput.positionCS = positionCS; | ||||
| 				o.shadowCoord = GetShadowCoord( vertexInput ); | ||||
| 				#endif | ||||
| 				#ifdef ASE_FOG | ||||
| 				o.fogFactor = ComputeFogFactor( positionCS.z ); | ||||
| 				#endif | ||||
| 				o.clipPos = positionCS; | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			#if defined(TESSELLATION_ON) | ||||
| 			struct VertexControl | ||||
| 			{ | ||||
| 				float4 vertex : INTERNALTESSPOS; | ||||
| 				float3 ase_normal : NORMAL; | ||||
| 				float4 ase_texcoord : TEXCOORD0; | ||||
|  | ||||
| 				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.vertex; | ||||
| 				o.ase_normal = v.ase_normal; | ||||
| 				o.ase_texcoord = v.ase_texcoord; | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v) | ||||
| 			{ | ||||
| 				TessellationFactors o; | ||||
| 				float4 tf = 1; | ||||
| 				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; | ||||
| 				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; | ||||
| 				#if defined(ASE_FIXED_TESSELLATION) | ||||
| 				tf = FixedTess( tessValue ); | ||||
| 				#elif defined(ASE_DISTANCE_TESSELLATION) | ||||
| 				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID) | ||||
| 			{ | ||||
| 			   return patch[id]; | ||||
| 			} | ||||
|  | ||||
| 			[domain("tri")] | ||||
| 			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation) | ||||
| 			{ | ||||
| 				VertexInput o = (VertexInput) 0; | ||||
| 				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; | ||||
| 				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; | ||||
| 				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; | ||||
| 				#if defined(ASE_PHONG_TESSELLATION) | ||||
| 				float3 pp[3]; | ||||
| 				for (int i = 0; i < 3; ++i) | ||||
| 					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); | ||||
| 				float phongStrength = _TessPhongStrength; | ||||
| 				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; | ||||
| 				#endif | ||||
| 				UNITY_TRANSFER_INSTANCE_ID(patch[0], o); | ||||
| 				return VertexFunction(o); | ||||
| 			} | ||||
| 			#else | ||||
| 			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.worldPos; | ||||
| 				#endif | ||||
| 				float4 ShadowCoords = float4( 0, 0, 0, 0 ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) | ||||
| 						ShadowCoords = IN.shadowCoord; | ||||
| 					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) | ||||
| 						ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); | ||||
| 					#endif | ||||
| 				#endif | ||||
| 				float2 uv_IrisTex = IN.ase_texcoord3.xy * _IrisTex_ST.xy + _IrisTex_ST.zw; | ||||
| 				 | ||||
| 				float3 BakedAlbedo = 0; | ||||
| 				float3 BakedEmission = 0; | ||||
| 				float3 Color = ( tex2D( _IrisTex, uv_IrisTex ) * _IrisColor ).rgb; | ||||
| 				float Alpha = 1; | ||||
| 				float AlphaClipThreshold = 0.5; | ||||
| 				float AlphaClipThresholdShadow = 0.5; | ||||
|  | ||||
| 				#ifdef _ALPHATEST_ON | ||||
| 					clip( Alpha - AlphaClipThreshold ); | ||||
| 				#endif | ||||
|  | ||||
| 				#ifdef LOD_FADE_CROSSFADE | ||||
| 					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); | ||||
| 				#endif | ||||
|  | ||||
| 				#ifdef ASE_FOG | ||||
| 					Color = MixFog( Color, IN.fogFactor ); | ||||
| 				#endif | ||||
|  | ||||
| 				return half4( Color, Alpha ); | ||||
| 			} | ||||
|  | ||||
| 			ENDHLSL | ||||
| 		} | ||||
|  | ||||
| 		 | ||||
| 		Pass | ||||
| 		{ | ||||
| 			 | ||||
| 			Name "ShadowCaster" | ||||
| 			Tags { "LightMode"="ShadowCaster" } | ||||
|  | ||||
| 			ZWrite On | ||||
| 			ZTest LEqual | ||||
| 			AlphaToMask Off | ||||
|  | ||||
| 			HLSLPROGRAM | ||||
| 			#pragma multi_compile_instancing | ||||
| 			#define ASE_SRP_VERSION 999999 | ||||
|  | ||||
| 			#pragma prefer_hlslcc gles | ||||
| 			#pragma exclude_renderers d3d11_9x | ||||
|  | ||||
| 			#pragma vertex vert | ||||
| 			#pragma fragment frag | ||||
|  | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" | ||||
|  | ||||
| 			 | ||||
|  | ||||
| 			struct VertexInput | ||||
| 			{ | ||||
| 				float4 vertex : POSITION; | ||||
| 				float3 ase_normal : NORMAL; | ||||
| 				 | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 			}; | ||||
|  | ||||
| 			struct VertexOutput | ||||
| 			{ | ||||
| 				float4 clipPos : SV_POSITION; | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				float3 worldPos : TEXCOORD0; | ||||
| 				#endif | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 				float4 shadowCoord : TEXCOORD1; | ||||
| 				#endif | ||||
| 				 | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 				UNITY_VERTEX_OUTPUT_STEREO | ||||
| 			}; | ||||
|  | ||||
| 			CBUFFER_START(UnityPerMaterial) | ||||
| 			float4 _IrisTex_ST; | ||||
| 			float4 _IrisColor; | ||||
| 			#ifdef TESSELLATION_ON | ||||
| 				float _TessPhongStrength; | ||||
| 				float _TessValue; | ||||
| 				float _TessMin; | ||||
| 				float _TessMax; | ||||
| 				float _TessEdgeLength; | ||||
| 				float _TessMaxDisp; | ||||
| 			#endif | ||||
| 			CBUFFER_END | ||||
| 			 | ||||
|  | ||||
| 			 | ||||
| 			float3 _LightDirection; | ||||
|  | ||||
| 			VertexOutput VertexFunction( VertexInput v ) | ||||
| 			{ | ||||
| 				VertexOutput o; | ||||
| 				UNITY_SETUP_INSTANCE_ID(v); | ||||
| 				UNITY_TRANSFER_INSTANCE_ID(v, o); | ||||
| 				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); | ||||
|  | ||||
| 				 | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					float3 defaultVertexValue = v.vertex.xyz; | ||||
| 				#else | ||||
| 					float3 defaultVertexValue = float3(0, 0, 0); | ||||
| 				#endif | ||||
| 				float3 vertexValue = defaultVertexValue; | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					v.vertex.xyz = vertexValue; | ||||
| 				#else | ||||
| 					v.vertex.xyz += vertexValue; | ||||
| 				#endif | ||||
|  | ||||
| 				v.ase_normal = v.ase_normal; | ||||
|  | ||||
| 				float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				o.worldPos = positionWS; | ||||
| 				#endif | ||||
|  | ||||
| 				float3 normalWS = TransformObjectToWorldDir( v.ase_normal ); | ||||
|  | ||||
| 				float4 clipPos = TransformWorldToHClip( ApplyShadowBias( positionWS, normalWS, _LightDirection ) ); | ||||
|  | ||||
| 				#if UNITY_REVERSED_Z | ||||
| 					clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); | ||||
| 				#else | ||||
| 					clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); | ||||
| 				#endif | ||||
|  | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					VertexPositionInputs vertexInput = (VertexPositionInputs)0; | ||||
| 					vertexInput.positionWS = positionWS; | ||||
| 					vertexInput.positionCS = clipPos; | ||||
| 					o.shadowCoord = GetShadowCoord( vertexInput ); | ||||
| 				#endif | ||||
| 				o.clipPos = clipPos; | ||||
|  | ||||
| 				return o; | ||||
| 			} | ||||
| 			 | ||||
| 			#if defined(TESSELLATION_ON) | ||||
| 			struct VertexControl | ||||
| 			{ | ||||
| 				float4 vertex : INTERNALTESSPOS; | ||||
| 				float3 ase_normal : 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.vertex; | ||||
| 				o.ase_normal = v.ase_normal; | ||||
| 				 | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v) | ||||
| 			{ | ||||
| 				TessellationFactors o; | ||||
| 				float4 tf = 1; | ||||
| 				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; | ||||
| 				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; | ||||
| 				#if defined(ASE_FIXED_TESSELLATION) | ||||
| 				tf = FixedTess( tessValue ); | ||||
| 				#elif defined(ASE_DISTANCE_TESSELLATION) | ||||
| 				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID) | ||||
| 			{ | ||||
| 			   return patch[id]; | ||||
| 			} | ||||
|  | ||||
| 			[domain("tri")] | ||||
| 			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation) | ||||
| 			{ | ||||
| 				VertexInput o = (VertexInput) 0; | ||||
| 				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; | ||||
| 				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; | ||||
| 				 | ||||
| 				#if defined(ASE_PHONG_TESSELLATION) | ||||
| 				float3 pp[3]; | ||||
| 				for (int i = 0; i < 3; ++i) | ||||
| 					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); | ||||
| 				float phongStrength = _TessPhongStrength; | ||||
| 				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; | ||||
| 				#endif | ||||
| 				UNITY_TRANSFER_INSTANCE_ID(patch[0], o); | ||||
| 				return VertexFunction(o); | ||||
| 			} | ||||
| 			#else | ||||
| 			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.worldPos; | ||||
| 				#endif | ||||
| 				float4 ShadowCoords = float4( 0, 0, 0, 0 ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) | ||||
| 						ShadowCoords = IN.shadowCoord; | ||||
| 					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) | ||||
| 						ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); | ||||
| 					#endif | ||||
| 				#endif | ||||
|  | ||||
| 				 | ||||
| 				float Alpha = 1; | ||||
| 				float AlphaClipThreshold = 0.5; | ||||
| 				float AlphaClipThresholdShadow = 0.5; | ||||
|  | ||||
| 				#ifdef _ALPHATEST_ON | ||||
| 					#ifdef _ALPHATEST_SHADOW_ON | ||||
| 						clip(Alpha - AlphaClipThresholdShadow); | ||||
| 					#else | ||||
| 						clip(Alpha - AlphaClipThreshold); | ||||
| 					#endif | ||||
| 				#endif | ||||
|  | ||||
| 				#ifdef LOD_FADE_CROSSFADE | ||||
| 					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); | ||||
| 				#endif | ||||
| 				return 0; | ||||
| 			} | ||||
|  | ||||
| 			ENDHLSL | ||||
| 		} | ||||
|  | ||||
| 		 | ||||
| 		Pass | ||||
| 		{ | ||||
| 			 | ||||
| 			Name "DepthOnly" | ||||
| 			Tags { "LightMode"="DepthOnly" } | ||||
|  | ||||
| 			ZWrite On | ||||
| 			ColorMask 0 | ||||
| 			AlphaToMask Off | ||||
|  | ||||
| 			HLSLPROGRAM | ||||
| 			#pragma multi_compile_instancing | ||||
| 			#define ASE_SRP_VERSION 999999 | ||||
|  | ||||
| 			#pragma prefer_hlslcc gles | ||||
| 			#pragma exclude_renderers d3d11_9x | ||||
|  | ||||
| 			#pragma vertex vert | ||||
| 			#pragma fragment frag | ||||
|  | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" | ||||
|  | ||||
| 			 | ||||
|  | ||||
| 			struct VertexInput | ||||
| 			{ | ||||
| 				float4 vertex : POSITION; | ||||
| 				float3 ase_normal : NORMAL; | ||||
| 				 | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 			}; | ||||
|  | ||||
| 			struct VertexOutput | ||||
| 			{ | ||||
| 				float4 clipPos : SV_POSITION; | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				float3 worldPos : TEXCOORD0; | ||||
| 				#endif | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 				float4 shadowCoord : TEXCOORD1; | ||||
| 				#endif | ||||
| 				 | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 				UNITY_VERTEX_OUTPUT_STEREO | ||||
| 			}; | ||||
|  | ||||
| 			CBUFFER_START(UnityPerMaterial) | ||||
| 			float4 _IrisTex_ST; | ||||
| 			float4 _IrisColor; | ||||
| 			#ifdef TESSELLATION_ON | ||||
| 				float _TessPhongStrength; | ||||
| 				float _TessValue; | ||||
| 				float _TessMin; | ||||
| 				float _TessMax; | ||||
| 				float _TessEdgeLength; | ||||
| 				float _TessMaxDisp; | ||||
| 			#endif | ||||
| 			CBUFFER_END | ||||
| 			 | ||||
|  | ||||
| 			 | ||||
| 			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); | ||||
|  | ||||
| 				 | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					float3 defaultVertexValue = v.vertex.xyz; | ||||
| 				#else | ||||
| 					float3 defaultVertexValue = float3(0, 0, 0); | ||||
| 				#endif | ||||
| 				float3 vertexValue = defaultVertexValue; | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					v.vertex.xyz = vertexValue; | ||||
| 				#else | ||||
| 					v.vertex.xyz += vertexValue; | ||||
| 				#endif | ||||
|  | ||||
| 				v.ase_normal = v.ase_normal; | ||||
|  | ||||
| 				float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				o.worldPos = positionWS; | ||||
| 				#endif | ||||
|  | ||||
| 				o.clipPos = TransformWorldToHClip( positionWS ); | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					VertexPositionInputs vertexInput = (VertexPositionInputs)0; | ||||
| 					vertexInput.positionWS = positionWS; | ||||
| 					vertexInput.positionCS = clipPos; | ||||
| 					o.shadowCoord = GetShadowCoord( vertexInput ); | ||||
| 				#endif | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			#if defined(TESSELLATION_ON) | ||||
| 			struct VertexControl | ||||
| 			{ | ||||
| 				float4 vertex : INTERNALTESSPOS; | ||||
| 				float3 ase_normal : 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.vertex; | ||||
| 				o.ase_normal = v.ase_normal; | ||||
| 				 | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v) | ||||
| 			{ | ||||
| 				TessellationFactors o; | ||||
| 				float4 tf = 1; | ||||
| 				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; | ||||
| 				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; | ||||
| 				#if defined(ASE_FIXED_TESSELLATION) | ||||
| 				tf = FixedTess( tessValue ); | ||||
| 				#elif defined(ASE_DISTANCE_TESSELLATION) | ||||
| 				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID) | ||||
| 			{ | ||||
| 			   return patch[id]; | ||||
| 			} | ||||
|  | ||||
| 			[domain("tri")] | ||||
| 			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation) | ||||
| 			{ | ||||
| 				VertexInput o = (VertexInput) 0; | ||||
| 				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; | ||||
| 				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; | ||||
| 				 | ||||
| 				#if defined(ASE_PHONG_TESSELLATION) | ||||
| 				float3 pp[3]; | ||||
| 				for (int i = 0; i < 3; ++i) | ||||
| 					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); | ||||
| 				float phongStrength = _TessPhongStrength; | ||||
| 				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; | ||||
| 				#endif | ||||
| 				UNITY_TRANSFER_INSTANCE_ID(patch[0], o); | ||||
| 				return VertexFunction(o); | ||||
| 			} | ||||
| 			#else | ||||
| 			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.worldPos; | ||||
| 				#endif | ||||
| 				float4 ShadowCoords = float4( 0, 0, 0, 0 ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) | ||||
| 						ShadowCoords = IN.shadowCoord; | ||||
| 					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) | ||||
| 						ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); | ||||
| 					#endif | ||||
| 				#endif | ||||
|  | ||||
| 				 | ||||
| 				float Alpha = 1; | ||||
| 				float AlphaClipThreshold = 0.5; | ||||
|  | ||||
| 				#ifdef _ALPHATEST_ON | ||||
| 					clip(Alpha - AlphaClipThreshold); | ||||
| 				#endif | ||||
|  | ||||
| 				#ifdef LOD_FADE_CROSSFADE | ||||
| 					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); | ||||
| 				#endif | ||||
| 				return 0; | ||||
| 			} | ||||
| 			ENDHLSL | ||||
| 		} | ||||
|  | ||||
| 	 | ||||
| 	} | ||||
| 	CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI" | ||||
| 	Fallback "Hidden/InternalErrorShader" | ||||
| 	 | ||||
| } | ||||
| /*ASEBEGIN | ||||
| Version=18500 | ||||
| 234;516;995;443;1555.12;755.6974;1.732671;True;False | ||||
| Node;AmplifyShaderEditor.SamplerNode;6;-563.2662,-139.1945;Inherit;True;Property;_MaskTex;Mask Texture (R:Emissive, G:Shadow, B:Specular);1;0;Create;False;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 | ||||
| Node;AmplifyShaderEditor.ColorNode;7;-978.7308,-311.4169;Inherit;False;Property;_BaseColor;_BaseColor;2;0;Create;True;0;0;False;0;False;1,1,1,1;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 | ||||
| Node;AmplifyShaderEditor.ColorNode;8;-987.2006,-119.6642;Inherit;False;Property;_Color;_Color;3;0;Create;True;0;0;False;0;False;1,1,1,1;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 | ||||
| Node;AmplifyShaderEditor.ColorNode;9;-764.6183,-601.8691;Inherit;False;Property;_IrisColor;_IrisColor;4;0;Create;True;0;0;False;0;False;1,1,1,1;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 | ||||
| Node;AmplifyShaderEditor.SamplerNode;5;-839.7493,-796.374;Inherit;True;Property;_IrisTex;IrisTex;0;0;Create;True;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 | ||||
| Node;AmplifyShaderEditor.SimpleMultiplyOpNode;10;-426.8922,-630.7787;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 | ||||
| Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;0;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;3;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;True;1;1;False;-1;0;False;-1;0;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;True;0;False;-1;True;True;True;True;True;0;False;-1;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;0;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 | ||||
| Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1;0,0;Float;False;True;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;3;Eversoul/BasicEye;2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;8;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;True;1;1;False;-1;0;False;-1;1;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;-1;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;1;LightMode=UniversalForward;False;0;Hidden/InternalErrorShader;0;0;Standard;22;Surface;0;  Blend;0;Two Sided;1;Cast Shadows;1;  Use Shadow Threshold;0;Receive Shadows;1;GPU Instancing;1;LOD CrossFade;0;Built-in Fog;0;DOTS Instancing;0;Meta Pass;0;Extra Pre Pass;0;Tessellation;0;  Phong;0;  Strength;0.5,False,-1;  Type;0;  Tess;16,False,-1;  Min;10,False,-1;  Max;25,False,-1;  Edge Length;16,False,-1;  Max Displacement;25,False,-1;Vertex Position,InvertActionOnDeselection;1;0;5;False;True;True;True;False;False;;False;0 | ||||
| Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;2;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;3;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;False;False;False;False;False;False;False;False;True;0;False;-1;False;False;False;False;False;False;True;1;False;-1;True;3;False;-1;False;True;1;LightMode=ShadowCaster;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 | ||||
| Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;3;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;3;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;False;False;False;False;0;False;-1;False;False;False;False;True;1;False;-1;False;False;True;1;LightMode=DepthOnly;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 | ||||
| Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;4;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;3;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;False;False;False;False;False;False;False;False;False;True;2;False;-1;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 | ||||
| WireConnection;10;0;5;0 | ||||
| WireConnection;10;1;9;0 | ||||
| WireConnection;1;2;10;0 | ||||
| ASEEND*/ | ||||
| //CHKSM=CBF8DA574045E301DD36E2CA450CF02929721161 | ||||
| @@ -1,10 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 4cc65c7a69946b240b4954d393a1e021 | ||||
| ShaderImporter: | ||||
|   externalObjects: {} | ||||
|   defaultTextures: [] | ||||
|   nonModifiableTextures: [] | ||||
|   preprocessorOverride: 0 | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,874 +0,0 @@ | ||||
| // Made with Amplify Shader Editor | ||||
| // Available at the Unity Asset Store - http://u3d.as/y3X  | ||||
| Shader "Eversoul/Glass" | ||||
| { | ||||
| 	Properties | ||||
| 	{ | ||||
| 		[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 | ||||
| 		[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) | ||||
| 		[ASEBegin]_MainTex("BaseColor Texture", 2D) = "white" {} | ||||
| 		[ASEEnd]_Color("Color", Color) = (0,0,0,0) | ||||
| 		[HideInInspector] _texcoord( "", 2D ) = "white" {} | ||||
|  | ||||
| 		//_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 | ||||
| 	} | ||||
|  | ||||
| 	SubShader | ||||
| 	{ | ||||
| 		LOD 0 | ||||
|  | ||||
| 		 | ||||
| 		Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" } | ||||
| 		 | ||||
| 		Cull Back | ||||
| 		AlphaToMask Off | ||||
| 		HLSLINCLUDE | ||||
| 		#pragma target 2.0 | ||||
|  | ||||
| 		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; | ||||
| 		} | ||||
| 		ENDHLSL | ||||
|  | ||||
| 		 | ||||
| 		Pass | ||||
| 		{ | ||||
| 			 | ||||
| 			Name "Forward" | ||||
| 			Tags { "LightMode"="UniversalForward" } | ||||
| 			 | ||||
| 			Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha | ||||
| 			ZWrite Off | ||||
| 			ZTest LEqual | ||||
| 			Offset 0 , 0 | ||||
| 			ColorMask RGBA | ||||
| 			Stencil | ||||
| 			{ | ||||
| 				Ref 1 | ||||
| 				Comp Always | ||||
| 				Pass Replace | ||||
| 				Fail Keep | ||||
| 				ZFail Keep | ||||
| 			} | ||||
|  | ||||
| 			HLSLPROGRAM | ||||
| 			#pragma multi_compile_instancing | ||||
| 			#define ASE_SRP_VERSION 999999 | ||||
|  | ||||
| 			#pragma prefer_hlslcc gles | ||||
| 			#pragma exclude_renderers d3d11_9x | ||||
|  | ||||
| 			#pragma vertex vert | ||||
| 			#pragma fragment frag | ||||
|  | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" | ||||
|  | ||||
| 			#if ASE_SRP_VERSION <= 70108 | ||||
| 			#define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR | ||||
| 			#endif | ||||
|  | ||||
| 			 | ||||
|  | ||||
| 			struct VertexInput | ||||
| 			{ | ||||
| 				float4 vertex : POSITION; | ||||
| 				float3 ase_normal : NORMAL; | ||||
| 				float4 ase_texcoord : TEXCOORD0; | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 			}; | ||||
|  | ||||
| 			struct VertexOutput | ||||
| 			{ | ||||
| 				float4 clipPos : SV_POSITION; | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				float3 worldPos : TEXCOORD0; | ||||
| 				#endif | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 				float4 shadowCoord : TEXCOORD1; | ||||
| 				#endif | ||||
| 				#ifdef ASE_FOG | ||||
| 				float fogFactor : TEXCOORD2; | ||||
| 				#endif | ||||
| 				float4 ase_texcoord3 : TEXCOORD3; | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 				UNITY_VERTEX_OUTPUT_STEREO | ||||
| 			}; | ||||
|  | ||||
| 			CBUFFER_START(UnityPerMaterial) | ||||
| 			float4 _MainTex_ST; | ||||
| 			float4 _Color; | ||||
| 			#ifdef TESSELLATION_ON | ||||
| 				float _TessPhongStrength; | ||||
| 				float _TessValue; | ||||
| 				float _TessMin; | ||||
| 				float _TessMax; | ||||
| 				float _TessEdgeLength; | ||||
| 				float _TessMaxDisp; | ||||
| 			#endif | ||||
| 			CBUFFER_END | ||||
| 			sampler2D _MainTex; | ||||
|  | ||||
|  | ||||
| 						 | ||||
| 			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); | ||||
|  | ||||
| 				o.ase_texcoord3.xy = v.ase_texcoord.xy; | ||||
| 				 | ||||
| 				//setting value to unused interpolator channels and avoid initialization warnings | ||||
| 				o.ase_texcoord3.zw = 0; | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					float3 defaultVertexValue = v.vertex.xyz; | ||||
| 				#else | ||||
| 					float3 defaultVertexValue = float3(0, 0, 0); | ||||
| 				#endif | ||||
| 				float3 vertexValue = defaultVertexValue; | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					v.vertex.xyz = vertexValue; | ||||
| 				#else | ||||
| 					v.vertex.xyz += vertexValue; | ||||
| 				#endif | ||||
| 				v.ase_normal = v.ase_normal; | ||||
|  | ||||
| 				float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); | ||||
| 				float4 positionCS = TransformWorldToHClip( positionWS ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				o.worldPos = positionWS; | ||||
| 				#endif | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 				VertexPositionInputs vertexInput = (VertexPositionInputs)0; | ||||
| 				vertexInput.positionWS = positionWS; | ||||
| 				vertexInput.positionCS = positionCS; | ||||
| 				o.shadowCoord = GetShadowCoord( vertexInput ); | ||||
| 				#endif | ||||
| 				#ifdef ASE_FOG | ||||
| 				o.fogFactor = ComputeFogFactor( positionCS.z ); | ||||
| 				#endif | ||||
| 				o.clipPos = positionCS; | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			#if defined(TESSELLATION_ON) | ||||
| 			struct VertexControl | ||||
| 			{ | ||||
| 				float4 vertex : INTERNALTESSPOS; | ||||
| 				float3 ase_normal : NORMAL; | ||||
| 				float4 ase_texcoord : TEXCOORD0; | ||||
|  | ||||
| 				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.vertex; | ||||
| 				o.ase_normal = v.ase_normal; | ||||
| 				o.ase_texcoord = v.ase_texcoord; | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v) | ||||
| 			{ | ||||
| 				TessellationFactors o; | ||||
| 				float4 tf = 1; | ||||
| 				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; | ||||
| 				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; | ||||
| 				#if defined(ASE_FIXED_TESSELLATION) | ||||
| 				tf = FixedTess( tessValue ); | ||||
| 				#elif defined(ASE_DISTANCE_TESSELLATION) | ||||
| 				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID) | ||||
| 			{ | ||||
| 			   return patch[id]; | ||||
| 			} | ||||
|  | ||||
| 			[domain("tri")] | ||||
| 			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation) | ||||
| 			{ | ||||
| 				VertexInput o = (VertexInput) 0; | ||||
| 				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; | ||||
| 				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; | ||||
| 				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; | ||||
| 				#if defined(ASE_PHONG_TESSELLATION) | ||||
| 				float3 pp[3]; | ||||
| 				for (int i = 0; i < 3; ++i) | ||||
| 					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); | ||||
| 				float phongStrength = _TessPhongStrength; | ||||
| 				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; | ||||
| 				#endif | ||||
| 				UNITY_TRANSFER_INSTANCE_ID(patch[0], o); | ||||
| 				return VertexFunction(o); | ||||
| 			} | ||||
| 			#else | ||||
| 			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.worldPos; | ||||
| 				#endif | ||||
| 				float4 ShadowCoords = float4( 0, 0, 0, 0 ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) | ||||
| 						ShadowCoords = IN.shadowCoord; | ||||
| 					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) | ||||
| 						ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); | ||||
| 					#endif | ||||
| 				#endif | ||||
| 				float2 uv_MainTex = IN.ase_texcoord3.xy * _MainTex_ST.xy + _MainTex_ST.zw; | ||||
| 				float4 temp_output_47_0 = ( tex2D( _MainTex, uv_MainTex ) * _Color ); | ||||
| 				 | ||||
| 				float3 BakedAlbedo = 0; | ||||
| 				float3 BakedEmission = 0; | ||||
| 				float3 Color = temp_output_47_0.rgb; | ||||
| 				float Alpha = temp_output_47_0.a; | ||||
| 				float AlphaClipThreshold = 0.5; | ||||
| 				float AlphaClipThresholdShadow = 0.5; | ||||
|  | ||||
| 				#ifdef _ALPHATEST_ON | ||||
| 					clip( Alpha - AlphaClipThreshold ); | ||||
| 				#endif | ||||
|  | ||||
| 				#ifdef LOD_FADE_CROSSFADE | ||||
| 					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); | ||||
| 				#endif | ||||
|  | ||||
| 				#ifdef ASE_FOG | ||||
| 					Color = MixFog( Color, IN.fogFactor ); | ||||
| 				#endif | ||||
|  | ||||
| 				return half4( Color, Alpha ); | ||||
| 			} | ||||
|  | ||||
| 			ENDHLSL | ||||
| 		} | ||||
|  | ||||
| 		 | ||||
| 		Pass | ||||
| 		{ | ||||
| 			 | ||||
| 			Name "ShadowCaster" | ||||
| 			Tags { "LightMode"="ShadowCaster" } | ||||
|  | ||||
| 			ZWrite On | ||||
| 			ZTest LEqual | ||||
| 			AlphaToMask Off | ||||
|  | ||||
| 			HLSLPROGRAM | ||||
| 			#pragma multi_compile_instancing | ||||
| 			#define ASE_SRP_VERSION 999999 | ||||
|  | ||||
| 			#pragma prefer_hlslcc gles | ||||
| 			#pragma exclude_renderers d3d11_9x | ||||
|  | ||||
| 			#pragma vertex vert | ||||
| 			#pragma fragment frag | ||||
|  | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" | ||||
|  | ||||
| 			 | ||||
|  | ||||
| 			struct VertexInput | ||||
| 			{ | ||||
| 				float4 vertex : POSITION; | ||||
| 				float3 ase_normal : NORMAL; | ||||
| 				float4 ase_texcoord : TEXCOORD0; | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 			}; | ||||
|  | ||||
| 			struct VertexOutput | ||||
| 			{ | ||||
| 				float4 clipPos : SV_POSITION; | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				float3 worldPos : TEXCOORD0; | ||||
| 				#endif | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 				float4 shadowCoord : TEXCOORD1; | ||||
| 				#endif | ||||
| 				float4 ase_texcoord2 : TEXCOORD2; | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 				UNITY_VERTEX_OUTPUT_STEREO | ||||
| 			}; | ||||
|  | ||||
| 			CBUFFER_START(UnityPerMaterial) | ||||
| 			float4 _MainTex_ST; | ||||
| 			float4 _Color; | ||||
| 			#ifdef TESSELLATION_ON | ||||
| 				float _TessPhongStrength; | ||||
| 				float _TessValue; | ||||
| 				float _TessMin; | ||||
| 				float _TessMax; | ||||
| 				float _TessEdgeLength; | ||||
| 				float _TessMaxDisp; | ||||
| 			#endif | ||||
| 			CBUFFER_END | ||||
| 			sampler2D _MainTex; | ||||
|  | ||||
|  | ||||
| 			 | ||||
| 			float3 _LightDirection; | ||||
|  | ||||
| 			VertexOutput VertexFunction( VertexInput v ) | ||||
| 			{ | ||||
| 				VertexOutput o; | ||||
| 				UNITY_SETUP_INSTANCE_ID(v); | ||||
| 				UNITY_TRANSFER_INSTANCE_ID(v, o); | ||||
| 				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); | ||||
|  | ||||
| 				o.ase_texcoord2.xy = v.ase_texcoord.xy; | ||||
| 				 | ||||
| 				//setting value to unused interpolator channels and avoid initialization warnings | ||||
| 				o.ase_texcoord2.zw = 0; | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					float3 defaultVertexValue = v.vertex.xyz; | ||||
| 				#else | ||||
| 					float3 defaultVertexValue = float3(0, 0, 0); | ||||
| 				#endif | ||||
| 				float3 vertexValue = defaultVertexValue; | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					v.vertex.xyz = vertexValue; | ||||
| 				#else | ||||
| 					v.vertex.xyz += vertexValue; | ||||
| 				#endif | ||||
|  | ||||
| 				v.ase_normal = v.ase_normal; | ||||
|  | ||||
| 				float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				o.worldPos = positionWS; | ||||
| 				#endif | ||||
|  | ||||
| 				float3 normalWS = TransformObjectToWorldDir( v.ase_normal ); | ||||
|  | ||||
| 				float4 clipPos = TransformWorldToHClip( ApplyShadowBias( positionWS, normalWS, _LightDirection ) ); | ||||
|  | ||||
| 				#if UNITY_REVERSED_Z | ||||
| 					clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); | ||||
| 				#else | ||||
| 					clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); | ||||
| 				#endif | ||||
|  | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					VertexPositionInputs vertexInput = (VertexPositionInputs)0; | ||||
| 					vertexInput.positionWS = positionWS; | ||||
| 					vertexInput.positionCS = clipPos; | ||||
| 					o.shadowCoord = GetShadowCoord( vertexInput ); | ||||
| 				#endif | ||||
| 				o.clipPos = clipPos; | ||||
|  | ||||
| 				return o; | ||||
| 			} | ||||
| 			 | ||||
| 			#if defined(TESSELLATION_ON) | ||||
| 			struct VertexControl | ||||
| 			{ | ||||
| 				float4 vertex : INTERNALTESSPOS; | ||||
| 				float3 ase_normal : NORMAL; | ||||
| 				float4 ase_texcoord : TEXCOORD0; | ||||
|  | ||||
| 				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.vertex; | ||||
| 				o.ase_normal = v.ase_normal; | ||||
| 				o.ase_texcoord = v.ase_texcoord; | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v) | ||||
| 			{ | ||||
| 				TessellationFactors o; | ||||
| 				float4 tf = 1; | ||||
| 				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; | ||||
| 				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; | ||||
| 				#if defined(ASE_FIXED_TESSELLATION) | ||||
| 				tf = FixedTess( tessValue ); | ||||
| 				#elif defined(ASE_DISTANCE_TESSELLATION) | ||||
| 				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID) | ||||
| 			{ | ||||
| 			   return patch[id]; | ||||
| 			} | ||||
|  | ||||
| 			[domain("tri")] | ||||
| 			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation) | ||||
| 			{ | ||||
| 				VertexInput o = (VertexInput) 0; | ||||
| 				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; | ||||
| 				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; | ||||
| 				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; | ||||
| 				#if defined(ASE_PHONG_TESSELLATION) | ||||
| 				float3 pp[3]; | ||||
| 				for (int i = 0; i < 3; ++i) | ||||
| 					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); | ||||
| 				float phongStrength = _TessPhongStrength; | ||||
| 				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; | ||||
| 				#endif | ||||
| 				UNITY_TRANSFER_INSTANCE_ID(patch[0], o); | ||||
| 				return VertexFunction(o); | ||||
| 			} | ||||
| 			#else | ||||
| 			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.worldPos; | ||||
| 				#endif | ||||
| 				float4 ShadowCoords = float4( 0, 0, 0, 0 ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) | ||||
| 						ShadowCoords = IN.shadowCoord; | ||||
| 					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) | ||||
| 						ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); | ||||
| 					#endif | ||||
| 				#endif | ||||
|  | ||||
| 				float2 uv_MainTex = IN.ase_texcoord2.xy * _MainTex_ST.xy + _MainTex_ST.zw; | ||||
| 				float4 temp_output_47_0 = ( tex2D( _MainTex, uv_MainTex ) * _Color ); | ||||
| 				 | ||||
| 				float Alpha = temp_output_47_0.a; | ||||
| 				float AlphaClipThreshold = 0.5; | ||||
| 				float AlphaClipThresholdShadow = 0.5; | ||||
|  | ||||
| 				#ifdef _ALPHATEST_ON | ||||
| 					#ifdef _ALPHATEST_SHADOW_ON | ||||
| 						clip(Alpha - AlphaClipThresholdShadow); | ||||
| 					#else | ||||
| 						clip(Alpha - AlphaClipThreshold); | ||||
| 					#endif | ||||
| 				#endif | ||||
|  | ||||
| 				#ifdef LOD_FADE_CROSSFADE | ||||
| 					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); | ||||
| 				#endif | ||||
| 				return 0; | ||||
| 			} | ||||
|  | ||||
| 			ENDHLSL | ||||
| 		} | ||||
|  | ||||
| 		 | ||||
| 		Pass | ||||
| 		{ | ||||
| 			 | ||||
| 			Name "DepthOnly" | ||||
| 			Tags { "LightMode"="DepthOnly" } | ||||
|  | ||||
| 			ZWrite On | ||||
| 			ColorMask 0 | ||||
| 			AlphaToMask Off | ||||
|  | ||||
| 			HLSLPROGRAM | ||||
| 			#pragma multi_compile_instancing | ||||
| 			#define ASE_SRP_VERSION 999999 | ||||
|  | ||||
| 			#pragma prefer_hlslcc gles | ||||
| 			#pragma exclude_renderers d3d11_9x | ||||
|  | ||||
| 			#pragma vertex vert | ||||
| 			#pragma fragment frag | ||||
|  | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" | ||||
|  | ||||
| 			 | ||||
|  | ||||
| 			struct VertexInput | ||||
| 			{ | ||||
| 				float4 vertex : POSITION; | ||||
| 				float3 ase_normal : NORMAL; | ||||
| 				float4 ase_texcoord : TEXCOORD0; | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 			}; | ||||
|  | ||||
| 			struct VertexOutput | ||||
| 			{ | ||||
| 				float4 clipPos : SV_POSITION; | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				float3 worldPos : TEXCOORD0; | ||||
| 				#endif | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 				float4 shadowCoord : TEXCOORD1; | ||||
| 				#endif | ||||
| 				float4 ase_texcoord2 : TEXCOORD2; | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 				UNITY_VERTEX_OUTPUT_STEREO | ||||
| 			}; | ||||
|  | ||||
| 			CBUFFER_START(UnityPerMaterial) | ||||
| 			float4 _MainTex_ST; | ||||
| 			float4 _Color; | ||||
| 			#ifdef TESSELLATION_ON | ||||
| 				float _TessPhongStrength; | ||||
| 				float _TessValue; | ||||
| 				float _TessMin; | ||||
| 				float _TessMax; | ||||
| 				float _TessEdgeLength; | ||||
| 				float _TessMaxDisp; | ||||
| 			#endif | ||||
| 			CBUFFER_END | ||||
| 			sampler2D _MainTex; | ||||
|  | ||||
|  | ||||
| 			 | ||||
| 			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); | ||||
|  | ||||
| 				o.ase_texcoord2.xy = v.ase_texcoord.xy; | ||||
| 				 | ||||
| 				//setting value to unused interpolator channels and avoid initialization warnings | ||||
| 				o.ase_texcoord2.zw = 0; | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					float3 defaultVertexValue = v.vertex.xyz; | ||||
| 				#else | ||||
| 					float3 defaultVertexValue = float3(0, 0, 0); | ||||
| 				#endif | ||||
| 				float3 vertexValue = defaultVertexValue; | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					v.vertex.xyz = vertexValue; | ||||
| 				#else | ||||
| 					v.vertex.xyz += vertexValue; | ||||
| 				#endif | ||||
|  | ||||
| 				v.ase_normal = v.ase_normal; | ||||
|  | ||||
| 				float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				o.worldPos = positionWS; | ||||
| 				#endif | ||||
|  | ||||
| 				o.clipPos = TransformWorldToHClip( positionWS ); | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					VertexPositionInputs vertexInput = (VertexPositionInputs)0; | ||||
| 					vertexInput.positionWS = positionWS; | ||||
| 					vertexInput.positionCS = clipPos; | ||||
| 					o.shadowCoord = GetShadowCoord( vertexInput ); | ||||
| 				#endif | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			#if defined(TESSELLATION_ON) | ||||
| 			struct VertexControl | ||||
| 			{ | ||||
| 				float4 vertex : INTERNALTESSPOS; | ||||
| 				float3 ase_normal : NORMAL; | ||||
| 				float4 ase_texcoord : TEXCOORD0; | ||||
|  | ||||
| 				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.vertex; | ||||
| 				o.ase_normal = v.ase_normal; | ||||
| 				o.ase_texcoord = v.ase_texcoord; | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v) | ||||
| 			{ | ||||
| 				TessellationFactors o; | ||||
| 				float4 tf = 1; | ||||
| 				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; | ||||
| 				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; | ||||
| 				#if defined(ASE_FIXED_TESSELLATION) | ||||
| 				tf = FixedTess( tessValue ); | ||||
| 				#elif defined(ASE_DISTANCE_TESSELLATION) | ||||
| 				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID) | ||||
| 			{ | ||||
| 			   return patch[id]; | ||||
| 			} | ||||
|  | ||||
| 			[domain("tri")] | ||||
| 			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation) | ||||
| 			{ | ||||
| 				VertexInput o = (VertexInput) 0; | ||||
| 				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; | ||||
| 				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; | ||||
| 				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; | ||||
| 				#if defined(ASE_PHONG_TESSELLATION) | ||||
| 				float3 pp[3]; | ||||
| 				for (int i = 0; i < 3; ++i) | ||||
| 					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); | ||||
| 				float phongStrength = _TessPhongStrength; | ||||
| 				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; | ||||
| 				#endif | ||||
| 				UNITY_TRANSFER_INSTANCE_ID(patch[0], o); | ||||
| 				return VertexFunction(o); | ||||
| 			} | ||||
| 			#else | ||||
| 			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.worldPos; | ||||
| 				#endif | ||||
| 				float4 ShadowCoords = float4( 0, 0, 0, 0 ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) | ||||
| 						ShadowCoords = IN.shadowCoord; | ||||
| 					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) | ||||
| 						ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); | ||||
| 					#endif | ||||
| 				#endif | ||||
|  | ||||
| 				float2 uv_MainTex = IN.ase_texcoord2.xy * _MainTex_ST.xy + _MainTex_ST.zw; | ||||
| 				float4 temp_output_47_0 = ( tex2D( _MainTex, uv_MainTex ) * _Color ); | ||||
| 				 | ||||
| 				float Alpha = temp_output_47_0.a; | ||||
| 				float AlphaClipThreshold = 0.5; | ||||
|  | ||||
| 				#ifdef _ALPHATEST_ON | ||||
| 					clip(Alpha - AlphaClipThreshold); | ||||
| 				#endif | ||||
|  | ||||
| 				#ifdef LOD_FADE_CROSSFADE | ||||
| 					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); | ||||
| 				#endif | ||||
| 				return 0; | ||||
| 			} | ||||
| 			ENDHLSL | ||||
| 		} | ||||
|  | ||||
| 	 | ||||
| 	} | ||||
| 	CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI" | ||||
| 	Fallback "Hidden/InternalErrorShader" | ||||
| 	 | ||||
| } | ||||
| /*ASEBEGIN | ||||
| Version=18500 | ||||
| 418;573;995;449;996.8841;217.5147;1.135025;True;False | ||||
| Node;AmplifyShaderEditor.ColorNode;46;-557.6697,26.77738;Inherit;False;Property;_Color;Color;1;0;Create;True;0;0;False;0;False;0,0,0,0;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 | ||||
| Node;AmplifyShaderEditor.SamplerNode;6;-551.6948,-153.326;Inherit;True;Property;_MainTex;BaseColor Texture;0;0;Create;False;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 | ||||
| Node;AmplifyShaderEditor.SimpleMultiplyOpNode;47;-254.9497,-19.80906;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 | ||||
| Node;AmplifyShaderEditor.BreakToComponentsNode;48;-272.7649,78.45039;Inherit;False;COLOR;1;0;COLOR;0,0,0,0;False;16;FLOAT;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT;5;FLOAT;6;FLOAT;7;FLOAT;8;FLOAT;9;FLOAT;10;FLOAT;11;FLOAT;12;FLOAT;13;FLOAT;14;FLOAT;15 | ||||
| Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;12;1.3,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;True;1;1;False;-1;0;False;-1;0;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;True;0;False;-1;True;True;True;True;True;0;False;-1;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;0;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 | ||||
| Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;15;1.3,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;False;False;False;False;0;False;-1;False;False;False;False;True;1;False;-1;False;False;True;1;LightMode=DepthOnly;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 | ||||
| Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;16;1.3,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;False;False;False;False;False;False;False;False;False;True;2;False;-1;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 | ||||
| Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;14;1.3,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;False;False;False;False;False;False;False;False;True;0;False;-1;False;False;False;False;False;False;True;1;False;-1;True;3;False;-1;False;True;1;LightMode=ShadowCaster;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 | ||||
| Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;13;1.3,0;Float;False;True;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;3;Eversoul/Glass;2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;8;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;True;0;0;True;1;5;False;-1;10;False;-1;1;1;False;-1;10;False;-1;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;-1;False;False;False;True;True;1;False;-1;255;False;-1;255;False;-1;7;False;-1;3;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;2;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;1;LightMode=UniversalForward;False;0;Hidden/InternalErrorShader;0;0;Standard;22;Surface;1;  Blend;0;Two Sided;1;Cast Shadows;1;  Use Shadow Threshold;0;Receive Shadows;1;GPU Instancing;1;LOD CrossFade;0;Built-in Fog;0;DOTS Instancing;0;Meta Pass;0;Extra Pre Pass;0;Tessellation;0;  Phong;0;  Strength;0.5,False,-1;  Type;0;  Tess;16,False,-1;  Min;10,False,-1;  Max;25,False,-1;  Edge Length;16,False,-1;  Max Displacement;25,False,-1;Vertex Position,InvertActionOnDeselection;1;0;5;False;True;True;True;False;False;;False;0 | ||||
| WireConnection;47;0;6;0 | ||||
| WireConnection;47;1;46;0 | ||||
| WireConnection;48;0;47;0 | ||||
| WireConnection;13;2;47;0 | ||||
| WireConnection;13;3;48;3 | ||||
| ASEEND*/ | ||||
| //CHKSM=71B9E6768483D6B6D4AED65905D4268CF4A6AF9B | ||||
| @@ -1,10 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 1651798b9d47a38498a28526349aa568 | ||||
| ShaderImporter: | ||||
|   externalObjects: {} | ||||
|   defaultTextures: [] | ||||
|   nonModifiableTextures: [] | ||||
|   preprocessorOverride: 0 | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,918 +0,0 @@ | ||||
| // Made with Amplify Shader Editor | ||||
| // Available at the Unity Asset Store - http://u3d.as/y3X  | ||||
| Shader "Eversoul/Lit Transparent" | ||||
| { | ||||
| 	Properties | ||||
| 	{ | ||||
| 		[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 | ||||
| 		[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) | ||||
| 		[ASEBegin]_MainTex("BaseColor Texture", 2D) = "white" {} | ||||
| 		_MaskTex("Mask Texture (R:Emissive, G:Shadow, A:Cubemap)", 2D) = "white" {} | ||||
| 		[ASEEnd]_ShadowColorTexture("Shadow / Specular Color Texture", 2D) = "white" {} | ||||
| 		[HideInInspector] _texcoord( "", 2D ) = "white" {} | ||||
|  | ||||
| 		//_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 | ||||
| 	} | ||||
|  | ||||
| 	SubShader | ||||
| 	{ | ||||
| 		LOD 0 | ||||
|  | ||||
| 		 | ||||
| 		Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" } | ||||
| 		 | ||||
| 		Cull Back | ||||
| 		AlphaToMask Off | ||||
| 		HLSLINCLUDE | ||||
| 		#pragma target 2.0 | ||||
|  | ||||
| 		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; | ||||
| 		} | ||||
| 		ENDHLSL | ||||
|  | ||||
| 		 | ||||
| 		Pass | ||||
| 		{ | ||||
| 			 | ||||
| 			Name "Forward" | ||||
| 			Tags { "LightMode"="UniversalForward" } | ||||
| 			 | ||||
| 			Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha | ||||
| 			ZWrite Off | ||||
| 			ZTest LEqual | ||||
| 			Offset 0 , 0 | ||||
| 			ColorMask RGBA | ||||
| 			Stencil | ||||
| 			{ | ||||
| 				Ref 1 | ||||
| 				Comp Always | ||||
| 				Pass Replace | ||||
| 				Fail Keep | ||||
| 				ZFail Keep | ||||
| 			} | ||||
|  | ||||
| 			HLSLPROGRAM | ||||
| 			#pragma multi_compile_instancing | ||||
| 			#define ASE_SRP_VERSION 999999 | ||||
|  | ||||
| 			#pragma prefer_hlslcc gles | ||||
| 			#pragma exclude_renderers d3d11_9x | ||||
|  | ||||
| 			#pragma vertex vert | ||||
| 			#pragma fragment frag | ||||
|  | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" | ||||
|  | ||||
| 			#if ASE_SRP_VERSION <= 70108 | ||||
| 			#define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR | ||||
| 			#endif | ||||
|  | ||||
| 			#define ASE_NEEDS_VERT_NORMAL | ||||
|  | ||||
|  | ||||
| 			struct VertexInput | ||||
| 			{ | ||||
| 				float4 vertex : POSITION; | ||||
| 				float3 ase_normal : NORMAL; | ||||
| 				float4 ase_texcoord : TEXCOORD0; | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 			}; | ||||
|  | ||||
| 			struct VertexOutput | ||||
| 			{ | ||||
| 				float4 clipPos : SV_POSITION; | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				float3 worldPos : TEXCOORD0; | ||||
| 				#endif | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 				float4 shadowCoord : TEXCOORD1; | ||||
| 				#endif | ||||
| 				#ifdef ASE_FOG | ||||
| 				float fogFactor : TEXCOORD2; | ||||
| 				#endif | ||||
| 				float4 ase_texcoord3 : TEXCOORD3; | ||||
| 				float4 ase_texcoord4 : TEXCOORD4; | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 				UNITY_VERTEX_OUTPUT_STEREO | ||||
| 			}; | ||||
|  | ||||
| 			CBUFFER_START(UnityPerMaterial) | ||||
| 			float4 _ShadowColorTexture_ST; | ||||
| 			float4 _MainTex_ST; | ||||
| 			float4 _MaskTex_ST; | ||||
| 			#ifdef TESSELLATION_ON | ||||
| 				float _TessPhongStrength; | ||||
| 				float _TessValue; | ||||
| 				float _TessMin; | ||||
| 				float _TessMax; | ||||
| 				float _TessEdgeLength; | ||||
| 				float _TessMaxDisp; | ||||
| 			#endif | ||||
| 			CBUFFER_END | ||||
| 			sampler2D _ShadowColorTexture; | ||||
| 			sampler2D _MainTex; | ||||
| 			sampler2D _MaskTex; | ||||
| 			SAMPLER(sampler_MaskTex); | ||||
| 			SAMPLER(sampler_MainTex); | ||||
|  | ||||
|  | ||||
| 						 | ||||
| 			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); | ||||
|  | ||||
| 				float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal); | ||||
| 				o.ase_texcoord4.xyz = ase_worldNormal; | ||||
| 				 | ||||
| 				o.ase_texcoord3.xy = v.ase_texcoord.xy; | ||||
| 				 | ||||
| 				//setting value to unused interpolator channels and avoid initialization warnings | ||||
| 				o.ase_texcoord3.zw = 0; | ||||
| 				o.ase_texcoord4.w = 0; | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					float3 defaultVertexValue = v.vertex.xyz; | ||||
| 				#else | ||||
| 					float3 defaultVertexValue = float3(0, 0, 0); | ||||
| 				#endif | ||||
| 				float3 vertexValue = defaultVertexValue; | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					v.vertex.xyz = vertexValue; | ||||
| 				#else | ||||
| 					v.vertex.xyz += vertexValue; | ||||
| 				#endif | ||||
| 				v.ase_normal = v.ase_normal; | ||||
|  | ||||
| 				float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); | ||||
| 				float4 positionCS = TransformWorldToHClip( positionWS ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				o.worldPos = positionWS; | ||||
| 				#endif | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 				VertexPositionInputs vertexInput = (VertexPositionInputs)0; | ||||
| 				vertexInput.positionWS = positionWS; | ||||
| 				vertexInput.positionCS = positionCS; | ||||
| 				o.shadowCoord = GetShadowCoord( vertexInput ); | ||||
| 				#endif | ||||
| 				#ifdef ASE_FOG | ||||
| 				o.fogFactor = ComputeFogFactor( positionCS.z ); | ||||
| 				#endif | ||||
| 				o.clipPos = positionCS; | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			#if defined(TESSELLATION_ON) | ||||
| 			struct VertexControl | ||||
| 			{ | ||||
| 				float4 vertex : INTERNALTESSPOS; | ||||
| 				float3 ase_normal : NORMAL; | ||||
| 				float4 ase_texcoord : TEXCOORD0; | ||||
|  | ||||
| 				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.vertex; | ||||
| 				o.ase_normal = v.ase_normal; | ||||
| 				o.ase_texcoord = v.ase_texcoord; | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v) | ||||
| 			{ | ||||
| 				TessellationFactors o; | ||||
| 				float4 tf = 1; | ||||
| 				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; | ||||
| 				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; | ||||
| 				#if defined(ASE_FIXED_TESSELLATION) | ||||
| 				tf = FixedTess( tessValue ); | ||||
| 				#elif defined(ASE_DISTANCE_TESSELLATION) | ||||
| 				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID) | ||||
| 			{ | ||||
| 			   return patch[id]; | ||||
| 			} | ||||
|  | ||||
| 			[domain("tri")] | ||||
| 			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation) | ||||
| 			{ | ||||
| 				VertexInput o = (VertexInput) 0; | ||||
| 				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; | ||||
| 				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; | ||||
| 				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; | ||||
| 				#if defined(ASE_PHONG_TESSELLATION) | ||||
| 				float3 pp[3]; | ||||
| 				for (int i = 0; i < 3; ++i) | ||||
| 					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); | ||||
| 				float phongStrength = _TessPhongStrength; | ||||
| 				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; | ||||
| 				#endif | ||||
| 				UNITY_TRANSFER_INSTANCE_ID(patch[0], o); | ||||
| 				return VertexFunction(o); | ||||
| 			} | ||||
| 			#else | ||||
| 			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.worldPos; | ||||
| 				#endif | ||||
| 				float4 ShadowCoords = float4( 0, 0, 0, 0 ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) | ||||
| 						ShadowCoords = IN.shadowCoord; | ||||
| 					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) | ||||
| 						ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); | ||||
| 					#endif | ||||
| 				#endif | ||||
| 				float2 uv_ShadowColorTexture = IN.ase_texcoord3.xy * _ShadowColorTexture_ST.xy + _ShadowColorTexture_ST.zw; | ||||
| 				float2 uv_MainTex = IN.ase_texcoord3.xy * _MainTex_ST.xy + _MainTex_ST.zw; | ||||
| 				float4 tex2DNode6 = tex2D( _MainTex, uv_MainTex ); | ||||
| 				float2 uv_MaskTex = IN.ase_texcoord3.xy * _MaskTex_ST.xy + _MaskTex_ST.zw; | ||||
| 				float ShadowMap38 = tex2D( _MaskTex, uv_MaskTex ).g; | ||||
| 				float3 ase_worldNormal = IN.ase_texcoord4.xyz; | ||||
| 				float dotResult19 = dot( _MainLightPosition.xyz , ase_worldNormal ); | ||||
| 				float Shading25 = ( ShadowMap38 + ( saturate( dotResult19 ) + 0.5 ) ); | ||||
| 				float4 lerpResult27 = lerp( tex2D( _ShadowColorTexture, uv_ShadowColorTexture ) , tex2DNode6 , Shading25); | ||||
| 				 | ||||
| 				float3 BakedAlbedo = 0; | ||||
| 				float3 BakedEmission = 0; | ||||
| 				float3 Color = lerpResult27.rgb; | ||||
| 				float Alpha = tex2DNode6.a; | ||||
| 				float AlphaClipThreshold = 0.5; | ||||
| 				float AlphaClipThresholdShadow = 0.5; | ||||
|  | ||||
| 				#ifdef _ALPHATEST_ON | ||||
| 					clip( Alpha - AlphaClipThreshold ); | ||||
| 				#endif | ||||
|  | ||||
| 				#ifdef LOD_FADE_CROSSFADE | ||||
| 					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); | ||||
| 				#endif | ||||
|  | ||||
| 				#ifdef ASE_FOG | ||||
| 					Color = MixFog( Color, IN.fogFactor ); | ||||
| 				#endif | ||||
|  | ||||
| 				return half4( Color, Alpha ); | ||||
| 			} | ||||
|  | ||||
| 			ENDHLSL | ||||
| 		} | ||||
|  | ||||
| 		 | ||||
| 		Pass | ||||
| 		{ | ||||
| 			 | ||||
| 			Name "ShadowCaster" | ||||
| 			Tags { "LightMode"="ShadowCaster" } | ||||
|  | ||||
| 			ZWrite On | ||||
| 			ZTest LEqual | ||||
| 			AlphaToMask Off | ||||
|  | ||||
| 			HLSLPROGRAM | ||||
| 			#pragma multi_compile_instancing | ||||
| 			#define ASE_SRP_VERSION 999999 | ||||
|  | ||||
| 			#pragma prefer_hlslcc gles | ||||
| 			#pragma exclude_renderers d3d11_9x | ||||
|  | ||||
| 			#pragma vertex vert | ||||
| 			#pragma fragment frag | ||||
|  | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" | ||||
|  | ||||
| 			 | ||||
|  | ||||
| 			struct VertexInput | ||||
| 			{ | ||||
| 				float4 vertex : POSITION; | ||||
| 				float3 ase_normal : NORMAL; | ||||
| 				float4 ase_texcoord : TEXCOORD0; | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 			}; | ||||
|  | ||||
| 			struct VertexOutput | ||||
| 			{ | ||||
| 				float4 clipPos : SV_POSITION; | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				float3 worldPos : TEXCOORD0; | ||||
| 				#endif | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 				float4 shadowCoord : TEXCOORD1; | ||||
| 				#endif | ||||
| 				float4 ase_texcoord2 : TEXCOORD2; | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 				UNITY_VERTEX_OUTPUT_STEREO | ||||
| 			}; | ||||
|  | ||||
| 			CBUFFER_START(UnityPerMaterial) | ||||
| 			float4 _ShadowColorTexture_ST; | ||||
| 			float4 _MainTex_ST; | ||||
| 			float4 _MaskTex_ST; | ||||
| 			#ifdef TESSELLATION_ON | ||||
| 				float _TessPhongStrength; | ||||
| 				float _TessValue; | ||||
| 				float _TessMin; | ||||
| 				float _TessMax; | ||||
| 				float _TessEdgeLength; | ||||
| 				float _TessMaxDisp; | ||||
| 			#endif | ||||
| 			CBUFFER_END | ||||
| 			sampler2D _MainTex; | ||||
| 			SAMPLER(sampler_MainTex); | ||||
|  | ||||
|  | ||||
| 			 | ||||
| 			float3 _LightDirection; | ||||
|  | ||||
| 			VertexOutput VertexFunction( VertexInput v ) | ||||
| 			{ | ||||
| 				VertexOutput o; | ||||
| 				UNITY_SETUP_INSTANCE_ID(v); | ||||
| 				UNITY_TRANSFER_INSTANCE_ID(v, o); | ||||
| 				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); | ||||
|  | ||||
| 				o.ase_texcoord2.xy = v.ase_texcoord.xy; | ||||
| 				 | ||||
| 				//setting value to unused interpolator channels and avoid initialization warnings | ||||
| 				o.ase_texcoord2.zw = 0; | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					float3 defaultVertexValue = v.vertex.xyz; | ||||
| 				#else | ||||
| 					float3 defaultVertexValue = float3(0, 0, 0); | ||||
| 				#endif | ||||
| 				float3 vertexValue = defaultVertexValue; | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					v.vertex.xyz = vertexValue; | ||||
| 				#else | ||||
| 					v.vertex.xyz += vertexValue; | ||||
| 				#endif | ||||
|  | ||||
| 				v.ase_normal = v.ase_normal; | ||||
|  | ||||
| 				float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				o.worldPos = positionWS; | ||||
| 				#endif | ||||
|  | ||||
| 				float3 normalWS = TransformObjectToWorldDir( v.ase_normal ); | ||||
|  | ||||
| 				float4 clipPos = TransformWorldToHClip( ApplyShadowBias( positionWS, normalWS, _LightDirection ) ); | ||||
|  | ||||
| 				#if UNITY_REVERSED_Z | ||||
| 					clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); | ||||
| 				#else | ||||
| 					clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); | ||||
| 				#endif | ||||
|  | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					VertexPositionInputs vertexInput = (VertexPositionInputs)0; | ||||
| 					vertexInput.positionWS = positionWS; | ||||
| 					vertexInput.positionCS = clipPos; | ||||
| 					o.shadowCoord = GetShadowCoord( vertexInput ); | ||||
| 				#endif | ||||
| 				o.clipPos = clipPos; | ||||
|  | ||||
| 				return o; | ||||
| 			} | ||||
| 			 | ||||
| 			#if defined(TESSELLATION_ON) | ||||
| 			struct VertexControl | ||||
| 			{ | ||||
| 				float4 vertex : INTERNALTESSPOS; | ||||
| 				float3 ase_normal : NORMAL; | ||||
| 				float4 ase_texcoord : TEXCOORD0; | ||||
|  | ||||
| 				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.vertex; | ||||
| 				o.ase_normal = v.ase_normal; | ||||
| 				o.ase_texcoord = v.ase_texcoord; | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v) | ||||
| 			{ | ||||
| 				TessellationFactors o; | ||||
| 				float4 tf = 1; | ||||
| 				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; | ||||
| 				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; | ||||
| 				#if defined(ASE_FIXED_TESSELLATION) | ||||
| 				tf = FixedTess( tessValue ); | ||||
| 				#elif defined(ASE_DISTANCE_TESSELLATION) | ||||
| 				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID) | ||||
| 			{ | ||||
| 			   return patch[id]; | ||||
| 			} | ||||
|  | ||||
| 			[domain("tri")] | ||||
| 			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation) | ||||
| 			{ | ||||
| 				VertexInput o = (VertexInput) 0; | ||||
| 				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; | ||||
| 				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; | ||||
| 				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; | ||||
| 				#if defined(ASE_PHONG_TESSELLATION) | ||||
| 				float3 pp[3]; | ||||
| 				for (int i = 0; i < 3; ++i) | ||||
| 					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); | ||||
| 				float phongStrength = _TessPhongStrength; | ||||
| 				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; | ||||
| 				#endif | ||||
| 				UNITY_TRANSFER_INSTANCE_ID(patch[0], o); | ||||
| 				return VertexFunction(o); | ||||
| 			} | ||||
| 			#else | ||||
| 			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.worldPos; | ||||
| 				#endif | ||||
| 				float4 ShadowCoords = float4( 0, 0, 0, 0 ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) | ||||
| 						ShadowCoords = IN.shadowCoord; | ||||
| 					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) | ||||
| 						ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); | ||||
| 					#endif | ||||
| 				#endif | ||||
|  | ||||
| 				float2 uv_MainTex = IN.ase_texcoord2.xy * _MainTex_ST.xy + _MainTex_ST.zw; | ||||
| 				float4 tex2DNode6 = tex2D( _MainTex, uv_MainTex ); | ||||
| 				 | ||||
| 				float Alpha = tex2DNode6.a; | ||||
| 				float AlphaClipThreshold = 0.5; | ||||
| 				float AlphaClipThresholdShadow = 0.5; | ||||
|  | ||||
| 				#ifdef _ALPHATEST_ON | ||||
| 					#ifdef _ALPHATEST_SHADOW_ON | ||||
| 						clip(Alpha - AlphaClipThresholdShadow); | ||||
| 					#else | ||||
| 						clip(Alpha - AlphaClipThreshold); | ||||
| 					#endif | ||||
| 				#endif | ||||
|  | ||||
| 				#ifdef LOD_FADE_CROSSFADE | ||||
| 					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); | ||||
| 				#endif | ||||
| 				return 0; | ||||
| 			} | ||||
|  | ||||
| 			ENDHLSL | ||||
| 		} | ||||
|  | ||||
| 		 | ||||
| 		Pass | ||||
| 		{ | ||||
| 			 | ||||
| 			Name "DepthOnly" | ||||
| 			Tags { "LightMode"="DepthOnly" } | ||||
|  | ||||
| 			ZWrite On | ||||
| 			ColorMask 0 | ||||
| 			AlphaToMask Off | ||||
|  | ||||
| 			HLSLPROGRAM | ||||
| 			#pragma multi_compile_instancing | ||||
| 			#define ASE_SRP_VERSION 999999 | ||||
|  | ||||
| 			#pragma prefer_hlslcc gles | ||||
| 			#pragma exclude_renderers d3d11_9x | ||||
|  | ||||
| 			#pragma vertex vert | ||||
| 			#pragma fragment frag | ||||
|  | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" | ||||
|  | ||||
| 			 | ||||
|  | ||||
| 			struct VertexInput | ||||
| 			{ | ||||
| 				float4 vertex : POSITION; | ||||
| 				float3 ase_normal : NORMAL; | ||||
| 				float4 ase_texcoord : TEXCOORD0; | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 			}; | ||||
|  | ||||
| 			struct VertexOutput | ||||
| 			{ | ||||
| 				float4 clipPos : SV_POSITION; | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				float3 worldPos : TEXCOORD0; | ||||
| 				#endif | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 				float4 shadowCoord : TEXCOORD1; | ||||
| 				#endif | ||||
| 				float4 ase_texcoord2 : TEXCOORD2; | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 				UNITY_VERTEX_OUTPUT_STEREO | ||||
| 			}; | ||||
|  | ||||
| 			CBUFFER_START(UnityPerMaterial) | ||||
| 			float4 _ShadowColorTexture_ST; | ||||
| 			float4 _MainTex_ST; | ||||
| 			float4 _MaskTex_ST; | ||||
| 			#ifdef TESSELLATION_ON | ||||
| 				float _TessPhongStrength; | ||||
| 				float _TessValue; | ||||
| 				float _TessMin; | ||||
| 				float _TessMax; | ||||
| 				float _TessEdgeLength; | ||||
| 				float _TessMaxDisp; | ||||
| 			#endif | ||||
| 			CBUFFER_END | ||||
| 			sampler2D _MainTex; | ||||
| 			SAMPLER(sampler_MainTex); | ||||
|  | ||||
|  | ||||
| 			 | ||||
| 			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); | ||||
|  | ||||
| 				o.ase_texcoord2.xy = v.ase_texcoord.xy; | ||||
| 				 | ||||
| 				//setting value to unused interpolator channels and avoid initialization warnings | ||||
| 				o.ase_texcoord2.zw = 0; | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					float3 defaultVertexValue = v.vertex.xyz; | ||||
| 				#else | ||||
| 					float3 defaultVertexValue = float3(0, 0, 0); | ||||
| 				#endif | ||||
| 				float3 vertexValue = defaultVertexValue; | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					v.vertex.xyz = vertexValue; | ||||
| 				#else | ||||
| 					v.vertex.xyz += vertexValue; | ||||
| 				#endif | ||||
|  | ||||
| 				v.ase_normal = v.ase_normal; | ||||
|  | ||||
| 				float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				o.worldPos = positionWS; | ||||
| 				#endif | ||||
|  | ||||
| 				o.clipPos = TransformWorldToHClip( positionWS ); | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					VertexPositionInputs vertexInput = (VertexPositionInputs)0; | ||||
| 					vertexInput.positionWS = positionWS; | ||||
| 					vertexInput.positionCS = clipPos; | ||||
| 					o.shadowCoord = GetShadowCoord( vertexInput ); | ||||
| 				#endif | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			#if defined(TESSELLATION_ON) | ||||
| 			struct VertexControl | ||||
| 			{ | ||||
| 				float4 vertex : INTERNALTESSPOS; | ||||
| 				float3 ase_normal : NORMAL; | ||||
| 				float4 ase_texcoord : TEXCOORD0; | ||||
|  | ||||
| 				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.vertex; | ||||
| 				o.ase_normal = v.ase_normal; | ||||
| 				o.ase_texcoord = v.ase_texcoord; | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v) | ||||
| 			{ | ||||
| 				TessellationFactors o; | ||||
| 				float4 tf = 1; | ||||
| 				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; | ||||
| 				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; | ||||
| 				#if defined(ASE_FIXED_TESSELLATION) | ||||
| 				tf = FixedTess( tessValue ); | ||||
| 				#elif defined(ASE_DISTANCE_TESSELLATION) | ||||
| 				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID) | ||||
| 			{ | ||||
| 			   return patch[id]; | ||||
| 			} | ||||
|  | ||||
| 			[domain("tri")] | ||||
| 			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation) | ||||
| 			{ | ||||
| 				VertexInput o = (VertexInput) 0; | ||||
| 				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; | ||||
| 				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; | ||||
| 				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; | ||||
| 				#if defined(ASE_PHONG_TESSELLATION) | ||||
| 				float3 pp[3]; | ||||
| 				for (int i = 0; i < 3; ++i) | ||||
| 					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); | ||||
| 				float phongStrength = _TessPhongStrength; | ||||
| 				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; | ||||
| 				#endif | ||||
| 				UNITY_TRANSFER_INSTANCE_ID(patch[0], o); | ||||
| 				return VertexFunction(o); | ||||
| 			} | ||||
| 			#else | ||||
| 			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.worldPos; | ||||
| 				#endif | ||||
| 				float4 ShadowCoords = float4( 0, 0, 0, 0 ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) | ||||
| 						ShadowCoords = IN.shadowCoord; | ||||
| 					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) | ||||
| 						ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); | ||||
| 					#endif | ||||
| 				#endif | ||||
|  | ||||
| 				float2 uv_MainTex = IN.ase_texcoord2.xy * _MainTex_ST.xy + _MainTex_ST.zw; | ||||
| 				float4 tex2DNode6 = tex2D( _MainTex, uv_MainTex ); | ||||
| 				 | ||||
| 				float Alpha = tex2DNode6.a; | ||||
| 				float AlphaClipThreshold = 0.5; | ||||
|  | ||||
| 				#ifdef _ALPHATEST_ON | ||||
| 					clip(Alpha - AlphaClipThreshold); | ||||
| 				#endif | ||||
|  | ||||
| 				#ifdef LOD_FADE_CROSSFADE | ||||
| 					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); | ||||
| 				#endif | ||||
| 				return 0; | ||||
| 			} | ||||
| 			ENDHLSL | ||||
| 		} | ||||
|  | ||||
| 	 | ||||
| 	} | ||||
| 	CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI" | ||||
| 	Fallback "Hidden/InternalErrorShader" | ||||
| 	 | ||||
| } | ||||
| /*ASEBEGIN | ||||
| Version=18500 | ||||
| 205;482;995;455;1134.668;560.8633;1.653024;True;False | ||||
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| Node;AmplifyShaderEditor.SamplerNode;6;-693.8374,-371.1551;Inherit;True;Property;_MainTex;BaseColor Texture;0;0;Create;False;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 | ||||
| Node;AmplifyShaderEditor.SaturateNode;44;-1895.351,445.4771;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 | ||||
| Node;AmplifyShaderEditor.GetLocalVarNode;26;-552.4981,-166.6131;Inherit;False;25;Shading;1;0;OBJECT;;False;1;FLOAT;0 | ||||
| Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;12;1.3,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;True;1;1;False;-1;0;False;-1;0;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;True;0;False;-1;True;True;True;True;True;0;False;-1;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;0;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 | ||||
| Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;15;1.3,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;False;False;False;False;0;False;-1;False;False;False;False;True;1;False;-1;False;False;True;1;LightMode=DepthOnly;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 | ||||
| Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;16;1.3,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;False;False;False;False;False;False;False;False;False;True;2;False;-1;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 | ||||
| Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;14;1.3,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;False;False;False;False;False;False;False;False;True;0;False;-1;False;False;False;False;False;False;True;1;False;-1;True;3;False;-1;False;True;1;LightMode=ShadowCaster;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 | ||||
| Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;13;1.3,0;Float;False;True;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;3;Eversoul/Lit Transparent;2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;8;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;True;0;0;True;1;5;False;-1;10;False;-1;1;1;False;-1;10;False;-1;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;-1;False;False;False;True;True;1;False;-1;255;False;-1;255;False;-1;7;False;-1;3;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;2;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;1;LightMode=UniversalForward;False;0;Hidden/InternalErrorShader;0;0;Standard;22;Surface;1;  Blend;0;Two Sided;1;Cast Shadows;1;  Use Shadow Threshold;0;Receive Shadows;1;GPU Instancing;1;LOD CrossFade;0;Built-in Fog;0;DOTS Instancing;0;Meta Pass;0;Extra Pre Pass;0;Tessellation;0;  Phong;0;  Strength;0.5,False,-1;  Type;0;  Tess;16,False,-1;  Min;10,False,-1;  Max;25,False,-1;  Edge Length;16,False,-1;  Max Displacement;25,False,-1;Vertex Position,InvertActionOnDeselection;1;0;5;False;True;True;True;False;False;;False;0 | ||||
| WireConnection;37;0;39;0 | ||||
| WireConnection;37;1;43;0 | ||||
| WireConnection;27;0;11;0 | ||||
| WireConnection;27;1;6;0 | ||||
| WireConnection;27;2;26;0 | ||||
| WireConnection;19;0;17;0 | ||||
| WireConnection;19;1;18;0 | ||||
| WireConnection;38;0;10;2 | ||||
| WireConnection;43;0;44;0 | ||||
| WireConnection;25;0;37;0 | ||||
| WireConnection;44;0;19;0 | ||||
| WireConnection;13;2;27;0 | ||||
| WireConnection;13;3;6;4 | ||||
| ASEEND*/ | ||||
| //CHKSM=B8A9B1F88C0DC9C0C0682321D8725FD05DD14D98 | ||||
| @@ -1,10 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: ac5df90b96b13e74dbde27dee0628da2 | ||||
| ShaderImporter: | ||||
|   externalObjects: {} | ||||
|   defaultTextures: [] | ||||
|   nonModifiableTextures: [] | ||||
|   preprocessorOverride: 0 | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,891 +0,0 @@ | ||||
| // Made with Amplify Shader Editor | ||||
| // Available at the Unity Asset Store - http://u3d.as/y3X  | ||||
| Shader "Eversoul/Lit" | ||||
| { | ||||
| 	Properties | ||||
| 	{ | ||||
| 		[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 | ||||
| 		[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) | ||||
| 		[ASEBegin]_MainTex("BaseColor Texture", 2D) = "white" {} | ||||
| 		_MaskTex("Mask Texture (R:Emissive, G:Shadow, A:Cubemap)", 2D) = "white" {} | ||||
| 		[ASEEnd]_ShadowColorTexture("Shadow / Specular Color Texture", 2D) = "white" {} | ||||
| 		[HideInInspector] _texcoord( "", 2D ) = "white" {} | ||||
|  | ||||
| 		//_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 | ||||
| 	} | ||||
|  | ||||
| 	SubShader | ||||
| 	{ | ||||
| 		LOD 0 | ||||
|  | ||||
| 		 | ||||
| 		Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" } | ||||
| 		 | ||||
| 		Cull Off | ||||
| 		AlphaToMask Off | ||||
| 		HLSLINCLUDE | ||||
| 		#pragma target 2.0 | ||||
|  | ||||
| 		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; | ||||
| 		} | ||||
| 		ENDHLSL | ||||
|  | ||||
| 		 | ||||
| 		Pass | ||||
| 		{ | ||||
| 			 | ||||
| 			Name "Forward" | ||||
| 			Tags { "LightMode"="UniversalForward" } | ||||
| 			 | ||||
| 			Blend One Zero, One Zero | ||||
| 			ZWrite On | ||||
| 			ZTest LEqual | ||||
| 			Offset 0 , 0 | ||||
| 			ColorMask RGBA | ||||
| 			 | ||||
|  | ||||
| 			HLSLPROGRAM | ||||
| 			#pragma multi_compile_instancing | ||||
| 			#define ASE_SRP_VERSION 999999 | ||||
|  | ||||
| 			#pragma prefer_hlslcc gles | ||||
| 			#pragma exclude_renderers d3d11_9x | ||||
|  | ||||
| 			#pragma vertex vert | ||||
| 			#pragma fragment frag | ||||
|  | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" | ||||
|  | ||||
| 			#if ASE_SRP_VERSION <= 70108 | ||||
| 			#define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR | ||||
| 			#endif | ||||
|  | ||||
| 			#define ASE_NEEDS_VERT_NORMAL | ||||
|  | ||||
|  | ||||
| 			struct VertexInput | ||||
| 			{ | ||||
| 				float4 vertex : POSITION; | ||||
| 				float3 ase_normal : NORMAL; | ||||
| 				float4 ase_texcoord : TEXCOORD0; | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 			}; | ||||
|  | ||||
| 			struct VertexOutput | ||||
| 			{ | ||||
| 				float4 clipPos : SV_POSITION; | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				float3 worldPos : TEXCOORD0; | ||||
| 				#endif | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 				float4 shadowCoord : TEXCOORD1; | ||||
| 				#endif | ||||
| 				#ifdef ASE_FOG | ||||
| 				float fogFactor : TEXCOORD2; | ||||
| 				#endif | ||||
| 				float4 ase_texcoord3 : TEXCOORD3; | ||||
| 				float4 ase_texcoord4 : TEXCOORD4; | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 				UNITY_VERTEX_OUTPUT_STEREO | ||||
| 			}; | ||||
|  | ||||
| 			CBUFFER_START(UnityPerMaterial) | ||||
| 			float4 _ShadowColorTexture_ST; | ||||
| 			float4 _MainTex_ST; | ||||
| 			float4 _MaskTex_ST; | ||||
| 			#ifdef TESSELLATION_ON | ||||
| 				float _TessPhongStrength; | ||||
| 				float _TessValue; | ||||
| 				float _TessMin; | ||||
| 				float _TessMax; | ||||
| 				float _TessEdgeLength; | ||||
| 				float _TessMaxDisp; | ||||
| 			#endif | ||||
| 			CBUFFER_END | ||||
| 			sampler2D _ShadowColorTexture; | ||||
| 			sampler2D _MainTex; | ||||
| 			sampler2D _MaskTex; | ||||
| 			SAMPLER(sampler_MaskTex); | ||||
|  | ||||
|  | ||||
| 						 | ||||
| 			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); | ||||
|  | ||||
| 				float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal); | ||||
| 				o.ase_texcoord4.xyz = ase_worldNormal; | ||||
| 				 | ||||
| 				o.ase_texcoord3.xy = v.ase_texcoord.xy; | ||||
| 				 | ||||
| 				//setting value to unused interpolator channels and avoid initialization warnings | ||||
| 				o.ase_texcoord3.zw = 0; | ||||
| 				o.ase_texcoord4.w = 0; | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					float3 defaultVertexValue = v.vertex.xyz; | ||||
| 				#else | ||||
| 					float3 defaultVertexValue = float3(0, 0, 0); | ||||
| 				#endif | ||||
| 				float3 vertexValue = defaultVertexValue; | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					v.vertex.xyz = vertexValue; | ||||
| 				#else | ||||
| 					v.vertex.xyz += vertexValue; | ||||
| 				#endif | ||||
| 				v.ase_normal = v.ase_normal; | ||||
|  | ||||
| 				float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); | ||||
| 				float4 positionCS = TransformWorldToHClip( positionWS ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				o.worldPos = positionWS; | ||||
| 				#endif | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 				VertexPositionInputs vertexInput = (VertexPositionInputs)0; | ||||
| 				vertexInput.positionWS = positionWS; | ||||
| 				vertexInput.positionCS = positionCS; | ||||
| 				o.shadowCoord = GetShadowCoord( vertexInput ); | ||||
| 				#endif | ||||
| 				#ifdef ASE_FOG | ||||
| 				o.fogFactor = ComputeFogFactor( positionCS.z ); | ||||
| 				#endif | ||||
| 				o.clipPos = positionCS; | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			#if defined(TESSELLATION_ON) | ||||
| 			struct VertexControl | ||||
| 			{ | ||||
| 				float4 vertex : INTERNALTESSPOS; | ||||
| 				float3 ase_normal : NORMAL; | ||||
| 				float4 ase_texcoord : TEXCOORD0; | ||||
|  | ||||
| 				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.vertex; | ||||
| 				o.ase_normal = v.ase_normal; | ||||
| 				o.ase_texcoord = v.ase_texcoord; | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v) | ||||
| 			{ | ||||
| 				TessellationFactors o; | ||||
| 				float4 tf = 1; | ||||
| 				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; | ||||
| 				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; | ||||
| 				#if defined(ASE_FIXED_TESSELLATION) | ||||
| 				tf = FixedTess( tessValue ); | ||||
| 				#elif defined(ASE_DISTANCE_TESSELLATION) | ||||
| 				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID) | ||||
| 			{ | ||||
| 			   return patch[id]; | ||||
| 			} | ||||
|  | ||||
| 			[domain("tri")] | ||||
| 			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation) | ||||
| 			{ | ||||
| 				VertexInput o = (VertexInput) 0; | ||||
| 				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; | ||||
| 				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; | ||||
| 				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; | ||||
| 				#if defined(ASE_PHONG_TESSELLATION) | ||||
| 				float3 pp[3]; | ||||
| 				for (int i = 0; i < 3; ++i) | ||||
| 					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); | ||||
| 				float phongStrength = _TessPhongStrength; | ||||
| 				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; | ||||
| 				#endif | ||||
| 				UNITY_TRANSFER_INSTANCE_ID(patch[0], o); | ||||
| 				return VertexFunction(o); | ||||
| 			} | ||||
| 			#else | ||||
| 			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.worldPos; | ||||
| 				#endif | ||||
| 				float4 ShadowCoords = float4( 0, 0, 0, 0 ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) | ||||
| 						ShadowCoords = IN.shadowCoord; | ||||
| 					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) | ||||
| 						ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); | ||||
| 					#endif | ||||
| 				#endif | ||||
| 				float2 uv_ShadowColorTexture = IN.ase_texcoord3.xy * _ShadowColorTexture_ST.xy + _ShadowColorTexture_ST.zw; | ||||
| 				float2 uv_MainTex = IN.ase_texcoord3.xy * _MainTex_ST.xy + _MainTex_ST.zw; | ||||
| 				float2 uv_MaskTex = IN.ase_texcoord3.xy * _MaskTex_ST.xy + _MaskTex_ST.zw; | ||||
| 				float ShadowMap38 = tex2D( _MaskTex, uv_MaskTex ).g; | ||||
| 				float3 ase_worldNormal = IN.ase_texcoord4.xyz; | ||||
| 				float dotResult19 = dot( _MainLightPosition.xyz , ase_worldNormal ); | ||||
| 				float Shading25 = ( ShadowMap38 + ( saturate( dotResult19 ) + 0.5 ) ); | ||||
| 				float4 lerpResult27 = lerp( tex2D( _ShadowColorTexture, uv_ShadowColorTexture ) , tex2D( _MainTex, uv_MainTex ) , Shading25); | ||||
| 				 | ||||
| 				float3 BakedAlbedo = 0; | ||||
| 				float3 BakedEmission = 0; | ||||
| 				float3 Color = lerpResult27.rgb; | ||||
| 				float Alpha = 1; | ||||
| 				float AlphaClipThreshold = 0.5; | ||||
| 				float AlphaClipThresholdShadow = 0.5; | ||||
|  | ||||
| 				#ifdef _ALPHATEST_ON | ||||
| 					clip( Alpha - AlphaClipThreshold ); | ||||
| 				#endif | ||||
|  | ||||
| 				#ifdef LOD_FADE_CROSSFADE | ||||
| 					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); | ||||
| 				#endif | ||||
|  | ||||
| 				#ifdef ASE_FOG | ||||
| 					Color = MixFog( Color, IN.fogFactor ); | ||||
| 				#endif | ||||
|  | ||||
| 				return half4( Color, Alpha ); | ||||
| 			} | ||||
|  | ||||
| 			ENDHLSL | ||||
| 		} | ||||
|  | ||||
| 		 | ||||
| 		Pass | ||||
| 		{ | ||||
| 			 | ||||
| 			Name "ShadowCaster" | ||||
| 			Tags { "LightMode"="ShadowCaster" } | ||||
|  | ||||
| 			ZWrite On | ||||
| 			ZTest LEqual | ||||
| 			AlphaToMask Off | ||||
|  | ||||
| 			HLSLPROGRAM | ||||
| 			#pragma multi_compile_instancing | ||||
| 			#define ASE_SRP_VERSION 999999 | ||||
|  | ||||
| 			#pragma prefer_hlslcc gles | ||||
| 			#pragma exclude_renderers d3d11_9x | ||||
|  | ||||
| 			#pragma vertex vert | ||||
| 			#pragma fragment frag | ||||
|  | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" | ||||
|  | ||||
| 			 | ||||
|  | ||||
| 			struct VertexInput | ||||
| 			{ | ||||
| 				float4 vertex : POSITION; | ||||
| 				float3 ase_normal : NORMAL; | ||||
| 				 | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 			}; | ||||
|  | ||||
| 			struct VertexOutput | ||||
| 			{ | ||||
| 				float4 clipPos : SV_POSITION; | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				float3 worldPos : TEXCOORD0; | ||||
| 				#endif | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 				float4 shadowCoord : TEXCOORD1; | ||||
| 				#endif | ||||
| 				 | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 				UNITY_VERTEX_OUTPUT_STEREO | ||||
| 			}; | ||||
|  | ||||
| 			CBUFFER_START(UnityPerMaterial) | ||||
| 			float4 _ShadowColorTexture_ST; | ||||
| 			float4 _MainTex_ST; | ||||
| 			float4 _MaskTex_ST; | ||||
| 			#ifdef TESSELLATION_ON | ||||
| 				float _TessPhongStrength; | ||||
| 				float _TessValue; | ||||
| 				float _TessMin; | ||||
| 				float _TessMax; | ||||
| 				float _TessEdgeLength; | ||||
| 				float _TessMaxDisp; | ||||
| 			#endif | ||||
| 			CBUFFER_END | ||||
| 			 | ||||
|  | ||||
| 			 | ||||
| 			float3 _LightDirection; | ||||
|  | ||||
| 			VertexOutput VertexFunction( VertexInput v ) | ||||
| 			{ | ||||
| 				VertexOutput o; | ||||
| 				UNITY_SETUP_INSTANCE_ID(v); | ||||
| 				UNITY_TRANSFER_INSTANCE_ID(v, o); | ||||
| 				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); | ||||
|  | ||||
| 				 | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					float3 defaultVertexValue = v.vertex.xyz; | ||||
| 				#else | ||||
| 					float3 defaultVertexValue = float3(0, 0, 0); | ||||
| 				#endif | ||||
| 				float3 vertexValue = defaultVertexValue; | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					v.vertex.xyz = vertexValue; | ||||
| 				#else | ||||
| 					v.vertex.xyz += vertexValue; | ||||
| 				#endif | ||||
|  | ||||
| 				v.ase_normal = v.ase_normal; | ||||
|  | ||||
| 				float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				o.worldPos = positionWS; | ||||
| 				#endif | ||||
|  | ||||
| 				float3 normalWS = TransformObjectToWorldDir( v.ase_normal ); | ||||
|  | ||||
| 				float4 clipPos = TransformWorldToHClip( ApplyShadowBias( positionWS, normalWS, _LightDirection ) ); | ||||
|  | ||||
| 				#if UNITY_REVERSED_Z | ||||
| 					clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); | ||||
| 				#else | ||||
| 					clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); | ||||
| 				#endif | ||||
|  | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					VertexPositionInputs vertexInput = (VertexPositionInputs)0; | ||||
| 					vertexInput.positionWS = positionWS; | ||||
| 					vertexInput.positionCS = clipPos; | ||||
| 					o.shadowCoord = GetShadowCoord( vertexInput ); | ||||
| 				#endif | ||||
| 				o.clipPos = clipPos; | ||||
|  | ||||
| 				return o; | ||||
| 			} | ||||
| 			 | ||||
| 			#if defined(TESSELLATION_ON) | ||||
| 			struct VertexControl | ||||
| 			{ | ||||
| 				float4 vertex : INTERNALTESSPOS; | ||||
| 				float3 ase_normal : 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.vertex; | ||||
| 				o.ase_normal = v.ase_normal; | ||||
| 				 | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v) | ||||
| 			{ | ||||
| 				TessellationFactors o; | ||||
| 				float4 tf = 1; | ||||
| 				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; | ||||
| 				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; | ||||
| 				#if defined(ASE_FIXED_TESSELLATION) | ||||
| 				tf = FixedTess( tessValue ); | ||||
| 				#elif defined(ASE_DISTANCE_TESSELLATION) | ||||
| 				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID) | ||||
| 			{ | ||||
| 			   return patch[id]; | ||||
| 			} | ||||
|  | ||||
| 			[domain("tri")] | ||||
| 			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation) | ||||
| 			{ | ||||
| 				VertexInput o = (VertexInput) 0; | ||||
| 				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; | ||||
| 				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; | ||||
| 				 | ||||
| 				#if defined(ASE_PHONG_TESSELLATION) | ||||
| 				float3 pp[3]; | ||||
| 				for (int i = 0; i < 3; ++i) | ||||
| 					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); | ||||
| 				float phongStrength = _TessPhongStrength; | ||||
| 				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; | ||||
| 				#endif | ||||
| 				UNITY_TRANSFER_INSTANCE_ID(patch[0], o); | ||||
| 				return VertexFunction(o); | ||||
| 			} | ||||
| 			#else | ||||
| 			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.worldPos; | ||||
| 				#endif | ||||
| 				float4 ShadowCoords = float4( 0, 0, 0, 0 ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) | ||||
| 						ShadowCoords = IN.shadowCoord; | ||||
| 					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) | ||||
| 						ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); | ||||
| 					#endif | ||||
| 				#endif | ||||
|  | ||||
| 				 | ||||
| 				float Alpha = 1; | ||||
| 				float AlphaClipThreshold = 0.5; | ||||
| 				float AlphaClipThresholdShadow = 0.5; | ||||
|  | ||||
| 				#ifdef _ALPHATEST_ON | ||||
| 					#ifdef _ALPHATEST_SHADOW_ON | ||||
| 						clip(Alpha - AlphaClipThresholdShadow); | ||||
| 					#else | ||||
| 						clip(Alpha - AlphaClipThreshold); | ||||
| 					#endif | ||||
| 				#endif | ||||
|  | ||||
| 				#ifdef LOD_FADE_CROSSFADE | ||||
| 					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); | ||||
| 				#endif | ||||
| 				return 0; | ||||
| 			} | ||||
|  | ||||
| 			ENDHLSL | ||||
| 		} | ||||
|  | ||||
| 		 | ||||
| 		Pass | ||||
| 		{ | ||||
| 			 | ||||
| 			Name "DepthOnly" | ||||
| 			Tags { "LightMode"="DepthOnly" } | ||||
|  | ||||
| 			ZWrite On | ||||
| 			ColorMask 0 | ||||
| 			AlphaToMask Off | ||||
|  | ||||
| 			HLSLPROGRAM | ||||
| 			#pragma multi_compile_instancing | ||||
| 			#define ASE_SRP_VERSION 999999 | ||||
|  | ||||
| 			#pragma prefer_hlslcc gles | ||||
| 			#pragma exclude_renderers d3d11_9x | ||||
|  | ||||
| 			#pragma vertex vert | ||||
| 			#pragma fragment frag | ||||
|  | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" | ||||
|  | ||||
| 			 | ||||
|  | ||||
| 			struct VertexInput | ||||
| 			{ | ||||
| 				float4 vertex : POSITION; | ||||
| 				float3 ase_normal : NORMAL; | ||||
| 				 | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 			}; | ||||
|  | ||||
| 			struct VertexOutput | ||||
| 			{ | ||||
| 				float4 clipPos : SV_POSITION; | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				float3 worldPos : TEXCOORD0; | ||||
| 				#endif | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 				float4 shadowCoord : TEXCOORD1; | ||||
| 				#endif | ||||
| 				 | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 				UNITY_VERTEX_OUTPUT_STEREO | ||||
| 			}; | ||||
|  | ||||
| 			CBUFFER_START(UnityPerMaterial) | ||||
| 			float4 _ShadowColorTexture_ST; | ||||
| 			float4 _MainTex_ST; | ||||
| 			float4 _MaskTex_ST; | ||||
| 			#ifdef TESSELLATION_ON | ||||
| 				float _TessPhongStrength; | ||||
| 				float _TessValue; | ||||
| 				float _TessMin; | ||||
| 				float _TessMax; | ||||
| 				float _TessEdgeLength; | ||||
| 				float _TessMaxDisp; | ||||
| 			#endif | ||||
| 			CBUFFER_END | ||||
| 			 | ||||
|  | ||||
| 			 | ||||
| 			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); | ||||
|  | ||||
| 				 | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					float3 defaultVertexValue = v.vertex.xyz; | ||||
| 				#else | ||||
| 					float3 defaultVertexValue = float3(0, 0, 0); | ||||
| 				#endif | ||||
| 				float3 vertexValue = defaultVertexValue; | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					v.vertex.xyz = vertexValue; | ||||
| 				#else | ||||
| 					v.vertex.xyz += vertexValue; | ||||
| 				#endif | ||||
|  | ||||
| 				v.ase_normal = v.ase_normal; | ||||
|  | ||||
| 				float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				o.worldPos = positionWS; | ||||
| 				#endif | ||||
|  | ||||
| 				o.clipPos = TransformWorldToHClip( positionWS ); | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					VertexPositionInputs vertexInput = (VertexPositionInputs)0; | ||||
| 					vertexInput.positionWS = positionWS; | ||||
| 					vertexInput.positionCS = clipPos; | ||||
| 					o.shadowCoord = GetShadowCoord( vertexInput ); | ||||
| 				#endif | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			#if defined(TESSELLATION_ON) | ||||
| 			struct VertexControl | ||||
| 			{ | ||||
| 				float4 vertex : INTERNALTESSPOS; | ||||
| 				float3 ase_normal : 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.vertex; | ||||
| 				o.ase_normal = v.ase_normal; | ||||
| 				 | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v) | ||||
| 			{ | ||||
| 				TessellationFactors o; | ||||
| 				float4 tf = 1; | ||||
| 				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; | ||||
| 				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; | ||||
| 				#if defined(ASE_FIXED_TESSELLATION) | ||||
| 				tf = FixedTess( tessValue ); | ||||
| 				#elif defined(ASE_DISTANCE_TESSELLATION) | ||||
| 				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID) | ||||
| 			{ | ||||
| 			   return patch[id]; | ||||
| 			} | ||||
|  | ||||
| 			[domain("tri")] | ||||
| 			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation) | ||||
| 			{ | ||||
| 				VertexInput o = (VertexInput) 0; | ||||
| 				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; | ||||
| 				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; | ||||
| 				 | ||||
| 				#if defined(ASE_PHONG_TESSELLATION) | ||||
| 				float3 pp[3]; | ||||
| 				for (int i = 0; i < 3; ++i) | ||||
| 					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); | ||||
| 				float phongStrength = _TessPhongStrength; | ||||
| 				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; | ||||
| 				#endif | ||||
| 				UNITY_TRANSFER_INSTANCE_ID(patch[0], o); | ||||
| 				return VertexFunction(o); | ||||
| 			} | ||||
| 			#else | ||||
| 			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.worldPos; | ||||
| 				#endif | ||||
| 				float4 ShadowCoords = float4( 0, 0, 0, 0 ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) | ||||
| 						ShadowCoords = IN.shadowCoord; | ||||
| 					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) | ||||
| 						ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); | ||||
| 					#endif | ||||
| 				#endif | ||||
|  | ||||
| 				 | ||||
| 				float Alpha = 1; | ||||
| 				float AlphaClipThreshold = 0.5; | ||||
|  | ||||
| 				#ifdef _ALPHATEST_ON | ||||
| 					clip(Alpha - AlphaClipThreshold); | ||||
| 				#endif | ||||
|  | ||||
| 				#ifdef LOD_FADE_CROSSFADE | ||||
| 					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); | ||||
| 				#endif | ||||
| 				return 0; | ||||
| 			} | ||||
| 			ENDHLSL | ||||
| 		} | ||||
|  | ||||
| 	 | ||||
| 	} | ||||
| 	CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI" | ||||
| 	Fallback "Hidden/InternalErrorShader" | ||||
| 	 | ||||
| } | ||||
| /*ASEBEGIN | ||||
| Version=18500 | ||||
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| Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;13;1.3,0;Float;False;True;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;3;Eversoul/Lit;2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;8;False;False;False;False;False;False;False;False;True;0;False;-1;True;2;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;True;1;1;False;-1;0;False;-1;1;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;-1;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;1;LightMode=UniversalForward;False;0;Hidden/InternalErrorShader;0;0;Standard;22;Surface;0;  Blend;0;Two Sided;0;Cast Shadows;1;  Use Shadow Threshold;0;Receive Shadows;1;GPU Instancing;1;LOD CrossFade;0;Built-in Fog;0;DOTS Instancing;0;Meta Pass;0;Extra Pre Pass;0;Tessellation;0;  Phong;0;  Strength;0.5,False,-1;  Type;0;  Tess;16,False,-1;  Min;10,False,-1;  Max;25,False,-1;  Edge Length;16,False,-1;  Max Displacement;25,False,-1;Vertex Position,InvertActionOnDeselection;1;0;5;False;True;True;True;False;False;;False;0 | ||||
| Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;16;1.3,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;3;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;False;False;False;False;False;False;False;False;False;True;2;False;-1;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 | ||||
| Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;14;1.3,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;3;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;False;False;False;False;False;False;False;False;True;0;False;-1;False;False;False;False;False;False;True;1;False;-1;True;3;False;-1;False;True;1;LightMode=ShadowCaster;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 | ||||
| Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;12;1.3,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;3;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;True;1;1;False;-1;0;False;-1;0;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;True;0;False;-1;True;True;True;True;True;0;False;-1;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;0;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 | ||||
| WireConnection;37;0;39;0 | ||||
| WireConnection;37;1;43;0 | ||||
| WireConnection;27;0;11;0 | ||||
| WireConnection;27;1;6;0 | ||||
| WireConnection;27;2;26;0 | ||||
| WireConnection;43;0;44;0 | ||||
| WireConnection;19;0;17;0 | ||||
| WireConnection;19;1;18;0 | ||||
| WireConnection;25;0;37;0 | ||||
| WireConnection;44;0;19;0 | ||||
| WireConnection;38;0;10;2 | ||||
| WireConnection;13;2;27;0 | ||||
| ASEEND*/ | ||||
| //CHKSM=0DCE8B0A047C6EF3864572B52C81FD7EDA81B576 | ||||
| @@ -1,10 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 6d189178f0830e64eba99ac278f6d858 | ||||
| ShaderImporter: | ||||
|   externalObjects: {} | ||||
|   defaultTextures: [] | ||||
|   nonModifiableTextures: [] | ||||
|   preprocessorOverride: 0 | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,856 +0,0 @@ | ||||
| // Made with Amplify Shader Editor | ||||
| // Available at the Unity Asset Store - http://u3d.as/y3X  | ||||
| Shader "Eversoul/Outline Transparent" | ||||
| { | ||||
| 	Properties | ||||
| 	{ | ||||
| 		[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 | ||||
| 		[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) | ||||
| 		[ASEBegin]_OutlineWidth("_OutlineWidth", Float) = 0 | ||||
| 		[ASEEnd]_OutlineColor("OutlineColor", Color) = (0,0,0,0) | ||||
|  | ||||
| 		//_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 | ||||
| 	} | ||||
|  | ||||
| 	SubShader | ||||
| 	{ | ||||
| 		LOD 0 | ||||
|  | ||||
| 		 | ||||
| 		Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" } | ||||
| 		 | ||||
| 		Cull Back | ||||
| 		AlphaToMask Off | ||||
| 		HLSLINCLUDE | ||||
| 		#pragma target 2.0 | ||||
|  | ||||
| 		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; | ||||
| 		} | ||||
| 		ENDHLSL | ||||
|  | ||||
| 		 | ||||
| 		Pass | ||||
| 		{ | ||||
| 			 | ||||
| 			Name "Forward" | ||||
| 			Tags { "LightMode"="UniversalForward" } | ||||
| 			 | ||||
| 			Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha | ||||
| 			ZWrite Off | ||||
| 			ZTest LEqual | ||||
| 			Offset 0 , 0 | ||||
| 			ColorMask RGBA | ||||
| 			Stencil | ||||
| 			{ | ||||
| 				Ref 1 | ||||
| 				Comp NotEqual | ||||
| 				Pass Replace | ||||
| 				Fail Keep | ||||
| 				ZFail Keep | ||||
| 			} | ||||
|  | ||||
| 			HLSLPROGRAM | ||||
| 			#pragma multi_compile_instancing | ||||
| 			#define ASE_SRP_VERSION 999999 | ||||
|  | ||||
| 			#pragma prefer_hlslcc gles | ||||
| 			#pragma exclude_renderers d3d11_9x | ||||
|  | ||||
| 			#pragma vertex vert | ||||
| 			#pragma fragment frag | ||||
|  | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" | ||||
|  | ||||
| 			#if ASE_SRP_VERSION <= 70108 | ||||
| 			#define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR | ||||
| 			#endif | ||||
|  | ||||
| 			#define ASE_NEEDS_VERT_NORMAL | ||||
|  | ||||
|  | ||||
| 			struct VertexInput | ||||
| 			{ | ||||
| 				float4 vertex : POSITION; | ||||
| 				float3 ase_normal : NORMAL; | ||||
| 				 | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 			}; | ||||
|  | ||||
| 			struct VertexOutput | ||||
| 			{ | ||||
| 				float4 clipPos : SV_POSITION; | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				float3 worldPos : TEXCOORD0; | ||||
| 				#endif | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 				float4 shadowCoord : TEXCOORD1; | ||||
| 				#endif | ||||
| 				#ifdef ASE_FOG | ||||
| 				float fogFactor : TEXCOORD2; | ||||
| 				#endif | ||||
| 				 | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 				UNITY_VERTEX_OUTPUT_STEREO | ||||
| 			}; | ||||
|  | ||||
| 			CBUFFER_START(UnityPerMaterial) | ||||
| 			float4 _OutlineColor; | ||||
| 			float _OutlineWidth; | ||||
| 			#ifdef TESSELLATION_ON | ||||
| 				float _TessPhongStrength; | ||||
| 				float _TessValue; | ||||
| 				float _TessMin; | ||||
| 				float _TessMax; | ||||
| 				float _TessEdgeLength; | ||||
| 				float _TessMaxDisp; | ||||
| 			#endif | ||||
| 			CBUFFER_END | ||||
| 			 | ||||
|  | ||||
| 						 | ||||
| 			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); | ||||
|  | ||||
| 				 | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					float3 defaultVertexValue = v.vertex.xyz; | ||||
| 				#else | ||||
| 					float3 defaultVertexValue = float3(0, 0, 0); | ||||
| 				#endif | ||||
| 				float3 vertexValue = ( v.ase_normal * ( _OutlineWidth * 0.001 ) ); | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					v.vertex.xyz = vertexValue; | ||||
| 				#else | ||||
| 					v.vertex.xyz += vertexValue; | ||||
| 				#endif | ||||
| 				v.ase_normal = v.ase_normal; | ||||
|  | ||||
| 				float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); | ||||
| 				float4 positionCS = TransformWorldToHClip( positionWS ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				o.worldPos = positionWS; | ||||
| 				#endif | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 				VertexPositionInputs vertexInput = (VertexPositionInputs)0; | ||||
| 				vertexInput.positionWS = positionWS; | ||||
| 				vertexInput.positionCS = positionCS; | ||||
| 				o.shadowCoord = GetShadowCoord( vertexInput ); | ||||
| 				#endif | ||||
| 				#ifdef ASE_FOG | ||||
| 				o.fogFactor = ComputeFogFactor( positionCS.z ); | ||||
| 				#endif | ||||
| 				o.clipPos = positionCS; | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			#if defined(TESSELLATION_ON) | ||||
| 			struct VertexControl | ||||
| 			{ | ||||
| 				float4 vertex : INTERNALTESSPOS; | ||||
| 				float3 ase_normal : 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.vertex; | ||||
| 				o.ase_normal = v.ase_normal; | ||||
| 				 | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v) | ||||
| 			{ | ||||
| 				TessellationFactors o; | ||||
| 				float4 tf = 1; | ||||
| 				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; | ||||
| 				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; | ||||
| 				#if defined(ASE_FIXED_TESSELLATION) | ||||
| 				tf = FixedTess( tessValue ); | ||||
| 				#elif defined(ASE_DISTANCE_TESSELLATION) | ||||
| 				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID) | ||||
| 			{ | ||||
| 			   return patch[id]; | ||||
| 			} | ||||
|  | ||||
| 			[domain("tri")] | ||||
| 			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation) | ||||
| 			{ | ||||
| 				VertexInput o = (VertexInput) 0; | ||||
| 				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; | ||||
| 				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; | ||||
| 				 | ||||
| 				#if defined(ASE_PHONG_TESSELLATION) | ||||
| 				float3 pp[3]; | ||||
| 				for (int i = 0; i < 3; ++i) | ||||
| 					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); | ||||
| 				float phongStrength = _TessPhongStrength; | ||||
| 				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; | ||||
| 				#endif | ||||
| 				UNITY_TRANSFER_INSTANCE_ID(patch[0], o); | ||||
| 				return VertexFunction(o); | ||||
| 			} | ||||
| 			#else | ||||
| 			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.worldPos; | ||||
| 				#endif | ||||
| 				float4 ShadowCoords = float4( 0, 0, 0, 0 ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) | ||||
| 						ShadowCoords = IN.shadowCoord; | ||||
| 					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) | ||||
| 						ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); | ||||
| 					#endif | ||||
| 				#endif | ||||
| 				 | ||||
| 				float3 BakedAlbedo = 0; | ||||
| 				float3 BakedEmission = 0; | ||||
| 				float3 Color = _OutlineColor.rgb; | ||||
| 				float Alpha = 1; | ||||
| 				float AlphaClipThreshold = 0.5; | ||||
| 				float AlphaClipThresholdShadow = 0.5; | ||||
|  | ||||
| 				#ifdef _ALPHATEST_ON | ||||
| 					clip( Alpha - AlphaClipThreshold ); | ||||
| 				#endif | ||||
|  | ||||
| 				#ifdef LOD_FADE_CROSSFADE | ||||
| 					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); | ||||
| 				#endif | ||||
|  | ||||
| 				#ifdef ASE_FOG | ||||
| 					Color = MixFog( Color, IN.fogFactor ); | ||||
| 				#endif | ||||
|  | ||||
| 				return half4( Color, Alpha ); | ||||
| 			} | ||||
|  | ||||
| 			ENDHLSL | ||||
| 		} | ||||
|  | ||||
| 		 | ||||
| 		Pass | ||||
| 		{ | ||||
| 			 | ||||
| 			Name "ShadowCaster" | ||||
| 			Tags { "LightMode"="ShadowCaster" } | ||||
|  | ||||
| 			ZWrite On | ||||
| 			ZTest LEqual | ||||
| 			AlphaToMask Off | ||||
|  | ||||
| 			HLSLPROGRAM | ||||
| 			#pragma multi_compile_instancing | ||||
| 			#define ASE_SRP_VERSION 999999 | ||||
|  | ||||
| 			#pragma prefer_hlslcc gles | ||||
| 			#pragma exclude_renderers d3d11_9x | ||||
|  | ||||
| 			#pragma vertex vert | ||||
| 			#pragma fragment frag | ||||
|  | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" | ||||
|  | ||||
| 			#define ASE_NEEDS_VERT_NORMAL | ||||
|  | ||||
|  | ||||
| 			struct VertexInput | ||||
| 			{ | ||||
| 				float4 vertex : POSITION; | ||||
| 				float3 ase_normal : NORMAL; | ||||
| 				 | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 			}; | ||||
|  | ||||
| 			struct VertexOutput | ||||
| 			{ | ||||
| 				float4 clipPos : SV_POSITION; | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				float3 worldPos : TEXCOORD0; | ||||
| 				#endif | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 				float4 shadowCoord : TEXCOORD1; | ||||
| 				#endif | ||||
| 				 | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 				UNITY_VERTEX_OUTPUT_STEREO | ||||
| 			}; | ||||
|  | ||||
| 			CBUFFER_START(UnityPerMaterial) | ||||
| 			float4 _OutlineColor; | ||||
| 			float _OutlineWidth; | ||||
| 			#ifdef TESSELLATION_ON | ||||
| 				float _TessPhongStrength; | ||||
| 				float _TessValue; | ||||
| 				float _TessMin; | ||||
| 				float _TessMax; | ||||
| 				float _TessEdgeLength; | ||||
| 				float _TessMaxDisp; | ||||
| 			#endif | ||||
| 			CBUFFER_END | ||||
| 			 | ||||
|  | ||||
| 			 | ||||
| 			float3 _LightDirection; | ||||
|  | ||||
| 			VertexOutput VertexFunction( VertexInput v ) | ||||
| 			{ | ||||
| 				VertexOutput o; | ||||
| 				UNITY_SETUP_INSTANCE_ID(v); | ||||
| 				UNITY_TRANSFER_INSTANCE_ID(v, o); | ||||
| 				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); | ||||
|  | ||||
| 				 | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					float3 defaultVertexValue = v.vertex.xyz; | ||||
| 				#else | ||||
| 					float3 defaultVertexValue = float3(0, 0, 0); | ||||
| 				#endif | ||||
| 				float3 vertexValue = ( v.ase_normal * ( _OutlineWidth * 0.001 ) ); | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					v.vertex.xyz = vertexValue; | ||||
| 				#else | ||||
| 					v.vertex.xyz += vertexValue; | ||||
| 				#endif | ||||
|  | ||||
| 				v.ase_normal = v.ase_normal; | ||||
|  | ||||
| 				float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				o.worldPos = positionWS; | ||||
| 				#endif | ||||
|  | ||||
| 				float3 normalWS = TransformObjectToWorldDir( v.ase_normal ); | ||||
|  | ||||
| 				float4 clipPos = TransformWorldToHClip( ApplyShadowBias( positionWS, normalWS, _LightDirection ) ); | ||||
|  | ||||
| 				#if UNITY_REVERSED_Z | ||||
| 					clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); | ||||
| 				#else | ||||
| 					clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); | ||||
| 				#endif | ||||
|  | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					VertexPositionInputs vertexInput = (VertexPositionInputs)0; | ||||
| 					vertexInput.positionWS = positionWS; | ||||
| 					vertexInput.positionCS = clipPos; | ||||
| 					o.shadowCoord = GetShadowCoord( vertexInput ); | ||||
| 				#endif | ||||
| 				o.clipPos = clipPos; | ||||
|  | ||||
| 				return o; | ||||
| 			} | ||||
| 			 | ||||
| 			#if defined(TESSELLATION_ON) | ||||
| 			struct VertexControl | ||||
| 			{ | ||||
| 				float4 vertex : INTERNALTESSPOS; | ||||
| 				float3 ase_normal : 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.vertex; | ||||
| 				o.ase_normal = v.ase_normal; | ||||
| 				 | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v) | ||||
| 			{ | ||||
| 				TessellationFactors o; | ||||
| 				float4 tf = 1; | ||||
| 				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; | ||||
| 				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; | ||||
| 				#if defined(ASE_FIXED_TESSELLATION) | ||||
| 				tf = FixedTess( tessValue ); | ||||
| 				#elif defined(ASE_DISTANCE_TESSELLATION) | ||||
| 				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID) | ||||
| 			{ | ||||
| 			   return patch[id]; | ||||
| 			} | ||||
|  | ||||
| 			[domain("tri")] | ||||
| 			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation) | ||||
| 			{ | ||||
| 				VertexInput o = (VertexInput) 0; | ||||
| 				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; | ||||
| 				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; | ||||
| 				 | ||||
| 				#if defined(ASE_PHONG_TESSELLATION) | ||||
| 				float3 pp[3]; | ||||
| 				for (int i = 0; i < 3; ++i) | ||||
| 					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); | ||||
| 				float phongStrength = _TessPhongStrength; | ||||
| 				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; | ||||
| 				#endif | ||||
| 				UNITY_TRANSFER_INSTANCE_ID(patch[0], o); | ||||
| 				return VertexFunction(o); | ||||
| 			} | ||||
| 			#else | ||||
| 			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.worldPos; | ||||
| 				#endif | ||||
| 				float4 ShadowCoords = float4( 0, 0, 0, 0 ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) | ||||
| 						ShadowCoords = IN.shadowCoord; | ||||
| 					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) | ||||
| 						ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); | ||||
| 					#endif | ||||
| 				#endif | ||||
|  | ||||
| 				 | ||||
| 				float Alpha = 1; | ||||
| 				float AlphaClipThreshold = 0.5; | ||||
| 				float AlphaClipThresholdShadow = 0.5; | ||||
|  | ||||
| 				#ifdef _ALPHATEST_ON | ||||
| 					#ifdef _ALPHATEST_SHADOW_ON | ||||
| 						clip(Alpha - AlphaClipThresholdShadow); | ||||
| 					#else | ||||
| 						clip(Alpha - AlphaClipThreshold); | ||||
| 					#endif | ||||
| 				#endif | ||||
|  | ||||
| 				#ifdef LOD_FADE_CROSSFADE | ||||
| 					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); | ||||
| 				#endif | ||||
| 				return 0; | ||||
| 			} | ||||
|  | ||||
| 			ENDHLSL | ||||
| 		} | ||||
|  | ||||
| 		 | ||||
| 		Pass | ||||
| 		{ | ||||
| 			 | ||||
| 			Name "DepthOnly" | ||||
| 			Tags { "LightMode"="DepthOnly" } | ||||
|  | ||||
| 			ZWrite On | ||||
| 			ColorMask 0 | ||||
| 			AlphaToMask Off | ||||
|  | ||||
| 			HLSLPROGRAM | ||||
| 			#pragma multi_compile_instancing | ||||
| 			#define ASE_SRP_VERSION 999999 | ||||
|  | ||||
| 			#pragma prefer_hlslcc gles | ||||
| 			#pragma exclude_renderers d3d11_9x | ||||
|  | ||||
| 			#pragma vertex vert | ||||
| 			#pragma fragment frag | ||||
|  | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" | ||||
|  | ||||
| 			#define ASE_NEEDS_VERT_NORMAL | ||||
|  | ||||
|  | ||||
| 			struct VertexInput | ||||
| 			{ | ||||
| 				float4 vertex : POSITION; | ||||
| 				float3 ase_normal : NORMAL; | ||||
| 				 | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 			}; | ||||
|  | ||||
| 			struct VertexOutput | ||||
| 			{ | ||||
| 				float4 clipPos : SV_POSITION; | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				float3 worldPos : TEXCOORD0; | ||||
| 				#endif | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 				float4 shadowCoord : TEXCOORD1; | ||||
| 				#endif | ||||
| 				 | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 				UNITY_VERTEX_OUTPUT_STEREO | ||||
| 			}; | ||||
|  | ||||
| 			CBUFFER_START(UnityPerMaterial) | ||||
| 			float4 _OutlineColor; | ||||
| 			float _OutlineWidth; | ||||
| 			#ifdef TESSELLATION_ON | ||||
| 				float _TessPhongStrength; | ||||
| 				float _TessValue; | ||||
| 				float _TessMin; | ||||
| 				float _TessMax; | ||||
| 				float _TessEdgeLength; | ||||
| 				float _TessMaxDisp; | ||||
| 			#endif | ||||
| 			CBUFFER_END | ||||
| 			 | ||||
|  | ||||
| 			 | ||||
| 			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); | ||||
|  | ||||
| 				 | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					float3 defaultVertexValue = v.vertex.xyz; | ||||
| 				#else | ||||
| 					float3 defaultVertexValue = float3(0, 0, 0); | ||||
| 				#endif | ||||
| 				float3 vertexValue = ( v.ase_normal * ( _OutlineWidth * 0.001 ) ); | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					v.vertex.xyz = vertexValue; | ||||
| 				#else | ||||
| 					v.vertex.xyz += vertexValue; | ||||
| 				#endif | ||||
|  | ||||
| 				v.ase_normal = v.ase_normal; | ||||
|  | ||||
| 				float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				o.worldPos = positionWS; | ||||
| 				#endif | ||||
|  | ||||
| 				o.clipPos = TransformWorldToHClip( positionWS ); | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					VertexPositionInputs vertexInput = (VertexPositionInputs)0; | ||||
| 					vertexInput.positionWS = positionWS; | ||||
| 					vertexInput.positionCS = clipPos; | ||||
| 					o.shadowCoord = GetShadowCoord( vertexInput ); | ||||
| 				#endif | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			#if defined(TESSELLATION_ON) | ||||
| 			struct VertexControl | ||||
| 			{ | ||||
| 				float4 vertex : INTERNALTESSPOS; | ||||
| 				float3 ase_normal : 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.vertex; | ||||
| 				o.ase_normal = v.ase_normal; | ||||
| 				 | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v) | ||||
| 			{ | ||||
| 				TessellationFactors o; | ||||
| 				float4 tf = 1; | ||||
| 				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; | ||||
| 				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; | ||||
| 				#if defined(ASE_FIXED_TESSELLATION) | ||||
| 				tf = FixedTess( tessValue ); | ||||
| 				#elif defined(ASE_DISTANCE_TESSELLATION) | ||||
| 				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID) | ||||
| 			{ | ||||
| 			   return patch[id]; | ||||
| 			} | ||||
|  | ||||
| 			[domain("tri")] | ||||
| 			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation) | ||||
| 			{ | ||||
| 				VertexInput o = (VertexInput) 0; | ||||
| 				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; | ||||
| 				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; | ||||
| 				 | ||||
| 				#if defined(ASE_PHONG_TESSELLATION) | ||||
| 				float3 pp[3]; | ||||
| 				for (int i = 0; i < 3; ++i) | ||||
| 					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); | ||||
| 				float phongStrength = _TessPhongStrength; | ||||
| 				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; | ||||
| 				#endif | ||||
| 				UNITY_TRANSFER_INSTANCE_ID(patch[0], o); | ||||
| 				return VertexFunction(o); | ||||
| 			} | ||||
| 			#else | ||||
| 			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.worldPos; | ||||
| 				#endif | ||||
| 				float4 ShadowCoords = float4( 0, 0, 0, 0 ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) | ||||
| 						ShadowCoords = IN.shadowCoord; | ||||
| 					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) | ||||
| 						ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); | ||||
| 					#endif | ||||
| 				#endif | ||||
|  | ||||
| 				 | ||||
| 				float Alpha = 1; | ||||
| 				float AlphaClipThreshold = 0.5; | ||||
|  | ||||
| 				#ifdef _ALPHATEST_ON | ||||
| 					clip(Alpha - AlphaClipThreshold); | ||||
| 				#endif | ||||
|  | ||||
| 				#ifdef LOD_FADE_CROSSFADE | ||||
| 					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); | ||||
| 				#endif | ||||
| 				return 0; | ||||
| 			} | ||||
| 			ENDHLSL | ||||
| 		} | ||||
|  | ||||
| 	 | ||||
| 	} | ||||
| 	CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI" | ||||
| 	Fallback "Hidden/InternalErrorShader" | ||||
| 	 | ||||
| } | ||||
| /*ASEBEGIN | ||||
| Version=18500 | ||||
| 205;482;995;455;809.7745;112.6524;1;True;False | ||||
| Node;AmplifyShaderEditor.RangedFloatNode;5;-552.0749,241.3593;Inherit;False;Property;_OutlineWidth;_OutlineWidth;0;0;Create;True;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0 | ||||
| Node;AmplifyShaderEditor.NormalVertexDataNode;6;-504.9102,91.62463;Inherit;False;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 | ||||
| Node;AmplifyShaderEditor.SimpleMultiplyOpNode;9;-353.5832,209.7571;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0.001;False;1;FLOAT;0 | ||||
| Node;AmplifyShaderEditor.SimpleMultiplyOpNode;8;-222.3087,100.9489;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0 | ||||
| Node;AmplifyShaderEditor.ColorNode;10;-367.5832,-82.24286;Inherit;False;Property;_OutlineColor;OutlineColor;1;0;Create;True;0;0;False;0;False;0,0,0,0;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 | ||||
| Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;0;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;3;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;True;1;1;False;-1;0;False;-1;0;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;True;0;False;-1;True;True;True;True;True;0;False;-1;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;0;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 | ||||
| Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;2;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;3;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;False;False;False;False;False;False;False;False;True;0;False;-1;False;False;False;False;False;False;True;1;False;-1;True;3;False;-1;False;True;1;LightMode=ShadowCaster;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 | ||||
| Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;3;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;3;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;False;False;False;False;0;False;-1;False;False;False;False;True;1;False;-1;False;False;True;1;LightMode=DepthOnly;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 | ||||
| Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;4;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;3;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;False;False;False;False;False;False;False;False;False;True;2;False;-1;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 | ||||
| Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1;1,0;Float;False;True;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;3;Eversoul/Outline Transparent;2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;8;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;True;0;0;True;1;5;False;-1;10;False;-1;1;1;False;-1;10;False;-1;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;-1;False;False;False;True;True;1;False;-1;255;False;-1;255;False;-1;6;False;-1;3;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;2;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;1;LightMode=UniversalForward;False;0;Hidden/InternalErrorShader;0;0;Standard;22;Surface;1;  Blend;0;Two Sided;1;Cast Shadows;1;  Use Shadow Threshold;0;Receive Shadows;1;GPU Instancing;1;LOD CrossFade;0;Built-in Fog;0;DOTS Instancing;0;Meta Pass;0;Extra Pre Pass;0;Tessellation;0;  Phong;0;  Strength;0.5,False,-1;  Type;0;  Tess;16,False,-1;  Min;10,False,-1;  Max;25,False,-1;  Edge Length;16,False,-1;  Max Displacement;25,False,-1;Vertex Position,InvertActionOnDeselection;1;0;5;False;True;True;True;False;False;;False;0 | ||||
| WireConnection;9;0;5;0 | ||||
| WireConnection;8;0;6;0 | ||||
| WireConnection;8;1;9;0 | ||||
| WireConnection;1;2;10;0 | ||||
| WireConnection;1;5;8;0 | ||||
| ASEEND*/ | ||||
| //CHKSM=E3964DDD0B1EDD56DAA1FC06B7788676E2D9FCF2 | ||||
| @@ -1,10 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 18e10df8c52942544848ec723ace49bb | ||||
| ShaderImporter: | ||||
|   externalObjects: {} | ||||
|   defaultTextures: [] | ||||
|   nonModifiableTextures: [] | ||||
|   preprocessorOverride: 0 | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,849 +0,0 @@ | ||||
| // Made with Amplify Shader Editor | ||||
| // Available at the Unity Asset Store - http://u3d.as/y3X  | ||||
| Shader "Eversoul/Outline" | ||||
| { | ||||
| 	Properties | ||||
| 	{ | ||||
| 		[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 | ||||
| 		[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) | ||||
| 		[ASEBegin]_OutlineWidth("_OutlineWidth", Float) = 0 | ||||
| 		[ASEEnd]_OutlineColor("OutlineColor", Color) = (0,0,0,0) | ||||
|  | ||||
| 		//_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 | ||||
| 	} | ||||
|  | ||||
| 	SubShader | ||||
| 	{ | ||||
| 		LOD 0 | ||||
|  | ||||
| 		 | ||||
| 		Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" } | ||||
| 		 | ||||
| 		Cull Front | ||||
| 		AlphaToMask Off | ||||
| 		HLSLINCLUDE | ||||
| 		#pragma target 2.0 | ||||
|  | ||||
| 		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; | ||||
| 		} | ||||
| 		ENDHLSL | ||||
|  | ||||
| 		 | ||||
| 		Pass | ||||
| 		{ | ||||
| 			 | ||||
| 			Name "Forward" | ||||
| 			Tags { "LightMode"="UniversalForward" } | ||||
| 			 | ||||
| 			Blend One Zero, One Zero | ||||
| 			ZWrite On | ||||
| 			ZTest LEqual | ||||
| 			Offset 0 , 0 | ||||
| 			ColorMask RGBA | ||||
| 			 | ||||
|  | ||||
| 			HLSLPROGRAM | ||||
| 			#pragma multi_compile_instancing | ||||
| 			#define ASE_SRP_VERSION 999999 | ||||
|  | ||||
| 			#pragma prefer_hlslcc gles | ||||
| 			#pragma exclude_renderers d3d11_9x | ||||
|  | ||||
| 			#pragma vertex vert | ||||
| 			#pragma fragment frag | ||||
|  | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" | ||||
|  | ||||
| 			#if ASE_SRP_VERSION <= 70108 | ||||
| 			#define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR | ||||
| 			#endif | ||||
|  | ||||
| 			#define ASE_NEEDS_VERT_NORMAL | ||||
|  | ||||
|  | ||||
| 			struct VertexInput | ||||
| 			{ | ||||
| 				float4 vertex : POSITION; | ||||
| 				float3 ase_normal : NORMAL; | ||||
| 				 | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 			}; | ||||
|  | ||||
| 			struct VertexOutput | ||||
| 			{ | ||||
| 				float4 clipPos : SV_POSITION; | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				float3 worldPos : TEXCOORD0; | ||||
| 				#endif | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 				float4 shadowCoord : TEXCOORD1; | ||||
| 				#endif | ||||
| 				#ifdef ASE_FOG | ||||
| 				float fogFactor : TEXCOORD2; | ||||
| 				#endif | ||||
| 				 | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 				UNITY_VERTEX_OUTPUT_STEREO | ||||
| 			}; | ||||
|  | ||||
| 			CBUFFER_START(UnityPerMaterial) | ||||
| 			float4 _OutlineColor; | ||||
| 			float _OutlineWidth; | ||||
| 			#ifdef TESSELLATION_ON | ||||
| 				float _TessPhongStrength; | ||||
| 				float _TessValue; | ||||
| 				float _TessMin; | ||||
| 				float _TessMax; | ||||
| 				float _TessEdgeLength; | ||||
| 				float _TessMaxDisp; | ||||
| 			#endif | ||||
| 			CBUFFER_END | ||||
| 			 | ||||
|  | ||||
| 						 | ||||
| 			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); | ||||
|  | ||||
| 				 | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					float3 defaultVertexValue = v.vertex.xyz; | ||||
| 				#else | ||||
| 					float3 defaultVertexValue = float3(0, 0, 0); | ||||
| 				#endif | ||||
| 				float3 vertexValue = ( v.ase_normal * ( _OutlineWidth * 0.001 ) ); | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					v.vertex.xyz = vertexValue; | ||||
| 				#else | ||||
| 					v.vertex.xyz += vertexValue; | ||||
| 				#endif | ||||
| 				v.ase_normal = v.ase_normal; | ||||
|  | ||||
| 				float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); | ||||
| 				float4 positionCS = TransformWorldToHClip( positionWS ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				o.worldPos = positionWS; | ||||
| 				#endif | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 				VertexPositionInputs vertexInput = (VertexPositionInputs)0; | ||||
| 				vertexInput.positionWS = positionWS; | ||||
| 				vertexInput.positionCS = positionCS; | ||||
| 				o.shadowCoord = GetShadowCoord( vertexInput ); | ||||
| 				#endif | ||||
| 				#ifdef ASE_FOG | ||||
| 				o.fogFactor = ComputeFogFactor( positionCS.z ); | ||||
| 				#endif | ||||
| 				o.clipPos = positionCS; | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			#if defined(TESSELLATION_ON) | ||||
| 			struct VertexControl | ||||
| 			{ | ||||
| 				float4 vertex : INTERNALTESSPOS; | ||||
| 				float3 ase_normal : 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.vertex; | ||||
| 				o.ase_normal = v.ase_normal; | ||||
| 				 | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v) | ||||
| 			{ | ||||
| 				TessellationFactors o; | ||||
| 				float4 tf = 1; | ||||
| 				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; | ||||
| 				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; | ||||
| 				#if defined(ASE_FIXED_TESSELLATION) | ||||
| 				tf = FixedTess( tessValue ); | ||||
| 				#elif defined(ASE_DISTANCE_TESSELLATION) | ||||
| 				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID) | ||||
| 			{ | ||||
| 			   return patch[id]; | ||||
| 			} | ||||
|  | ||||
| 			[domain("tri")] | ||||
| 			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation) | ||||
| 			{ | ||||
| 				VertexInput o = (VertexInput) 0; | ||||
| 				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; | ||||
| 				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; | ||||
| 				 | ||||
| 				#if defined(ASE_PHONG_TESSELLATION) | ||||
| 				float3 pp[3]; | ||||
| 				for (int i = 0; i < 3; ++i) | ||||
| 					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); | ||||
| 				float phongStrength = _TessPhongStrength; | ||||
| 				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; | ||||
| 				#endif | ||||
| 				UNITY_TRANSFER_INSTANCE_ID(patch[0], o); | ||||
| 				return VertexFunction(o); | ||||
| 			} | ||||
| 			#else | ||||
| 			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.worldPos; | ||||
| 				#endif | ||||
| 				float4 ShadowCoords = float4( 0, 0, 0, 0 ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) | ||||
| 						ShadowCoords = IN.shadowCoord; | ||||
| 					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) | ||||
| 						ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); | ||||
| 					#endif | ||||
| 				#endif | ||||
| 				 | ||||
| 				float3 BakedAlbedo = 0; | ||||
| 				float3 BakedEmission = 0; | ||||
| 				float3 Color = _OutlineColor.rgb; | ||||
| 				float Alpha = 1; | ||||
| 				float AlphaClipThreshold = 0.5; | ||||
| 				float AlphaClipThresholdShadow = 0.5; | ||||
|  | ||||
| 				#ifdef _ALPHATEST_ON | ||||
| 					clip( Alpha - AlphaClipThreshold ); | ||||
| 				#endif | ||||
|  | ||||
| 				#ifdef LOD_FADE_CROSSFADE | ||||
| 					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); | ||||
| 				#endif | ||||
|  | ||||
| 				#ifdef ASE_FOG | ||||
| 					Color = MixFog( Color, IN.fogFactor ); | ||||
| 				#endif | ||||
|  | ||||
| 				return half4( Color, Alpha ); | ||||
| 			} | ||||
|  | ||||
| 			ENDHLSL | ||||
| 		} | ||||
|  | ||||
| 		 | ||||
| 		Pass | ||||
| 		{ | ||||
| 			 | ||||
| 			Name "ShadowCaster" | ||||
| 			Tags { "LightMode"="ShadowCaster" } | ||||
|  | ||||
| 			ZWrite On | ||||
| 			ZTest LEqual | ||||
| 			AlphaToMask Off | ||||
|  | ||||
| 			HLSLPROGRAM | ||||
| 			#pragma multi_compile_instancing | ||||
| 			#define ASE_SRP_VERSION 999999 | ||||
|  | ||||
| 			#pragma prefer_hlslcc gles | ||||
| 			#pragma exclude_renderers d3d11_9x | ||||
|  | ||||
| 			#pragma vertex vert | ||||
| 			#pragma fragment frag | ||||
|  | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" | ||||
|  | ||||
| 			#define ASE_NEEDS_VERT_NORMAL | ||||
|  | ||||
|  | ||||
| 			struct VertexInput | ||||
| 			{ | ||||
| 				float4 vertex : POSITION; | ||||
| 				float3 ase_normal : NORMAL; | ||||
| 				 | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 			}; | ||||
|  | ||||
| 			struct VertexOutput | ||||
| 			{ | ||||
| 				float4 clipPos : SV_POSITION; | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				float3 worldPos : TEXCOORD0; | ||||
| 				#endif | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 				float4 shadowCoord : TEXCOORD1; | ||||
| 				#endif | ||||
| 				 | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 				UNITY_VERTEX_OUTPUT_STEREO | ||||
| 			}; | ||||
|  | ||||
| 			CBUFFER_START(UnityPerMaterial) | ||||
| 			float4 _OutlineColor; | ||||
| 			float _OutlineWidth; | ||||
| 			#ifdef TESSELLATION_ON | ||||
| 				float _TessPhongStrength; | ||||
| 				float _TessValue; | ||||
| 				float _TessMin; | ||||
| 				float _TessMax; | ||||
| 				float _TessEdgeLength; | ||||
| 				float _TessMaxDisp; | ||||
| 			#endif | ||||
| 			CBUFFER_END | ||||
| 			 | ||||
|  | ||||
| 			 | ||||
| 			float3 _LightDirection; | ||||
|  | ||||
| 			VertexOutput VertexFunction( VertexInput v ) | ||||
| 			{ | ||||
| 				VertexOutput o; | ||||
| 				UNITY_SETUP_INSTANCE_ID(v); | ||||
| 				UNITY_TRANSFER_INSTANCE_ID(v, o); | ||||
| 				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); | ||||
|  | ||||
| 				 | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					float3 defaultVertexValue = v.vertex.xyz; | ||||
| 				#else | ||||
| 					float3 defaultVertexValue = float3(0, 0, 0); | ||||
| 				#endif | ||||
| 				float3 vertexValue = ( v.ase_normal * ( _OutlineWidth * 0.001 ) ); | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					v.vertex.xyz = vertexValue; | ||||
| 				#else | ||||
| 					v.vertex.xyz += vertexValue; | ||||
| 				#endif | ||||
|  | ||||
| 				v.ase_normal = v.ase_normal; | ||||
|  | ||||
| 				float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				o.worldPos = positionWS; | ||||
| 				#endif | ||||
|  | ||||
| 				float3 normalWS = TransformObjectToWorldDir( v.ase_normal ); | ||||
|  | ||||
| 				float4 clipPos = TransformWorldToHClip( ApplyShadowBias( positionWS, normalWS, _LightDirection ) ); | ||||
|  | ||||
| 				#if UNITY_REVERSED_Z | ||||
| 					clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); | ||||
| 				#else | ||||
| 					clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); | ||||
| 				#endif | ||||
|  | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					VertexPositionInputs vertexInput = (VertexPositionInputs)0; | ||||
| 					vertexInput.positionWS = positionWS; | ||||
| 					vertexInput.positionCS = clipPos; | ||||
| 					o.shadowCoord = GetShadowCoord( vertexInput ); | ||||
| 				#endif | ||||
| 				o.clipPos = clipPos; | ||||
|  | ||||
| 				return o; | ||||
| 			} | ||||
| 			 | ||||
| 			#if defined(TESSELLATION_ON) | ||||
| 			struct VertexControl | ||||
| 			{ | ||||
| 				float4 vertex : INTERNALTESSPOS; | ||||
| 				float3 ase_normal : 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.vertex; | ||||
| 				o.ase_normal = v.ase_normal; | ||||
| 				 | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v) | ||||
| 			{ | ||||
| 				TessellationFactors o; | ||||
| 				float4 tf = 1; | ||||
| 				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; | ||||
| 				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; | ||||
| 				#if defined(ASE_FIXED_TESSELLATION) | ||||
| 				tf = FixedTess( tessValue ); | ||||
| 				#elif defined(ASE_DISTANCE_TESSELLATION) | ||||
| 				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID) | ||||
| 			{ | ||||
| 			   return patch[id]; | ||||
| 			} | ||||
|  | ||||
| 			[domain("tri")] | ||||
| 			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation) | ||||
| 			{ | ||||
| 				VertexInput o = (VertexInput) 0; | ||||
| 				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; | ||||
| 				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; | ||||
| 				 | ||||
| 				#if defined(ASE_PHONG_TESSELLATION) | ||||
| 				float3 pp[3]; | ||||
| 				for (int i = 0; i < 3; ++i) | ||||
| 					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); | ||||
| 				float phongStrength = _TessPhongStrength; | ||||
| 				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; | ||||
| 				#endif | ||||
| 				UNITY_TRANSFER_INSTANCE_ID(patch[0], o); | ||||
| 				return VertexFunction(o); | ||||
| 			} | ||||
| 			#else | ||||
| 			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.worldPos; | ||||
| 				#endif | ||||
| 				float4 ShadowCoords = float4( 0, 0, 0, 0 ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) | ||||
| 						ShadowCoords = IN.shadowCoord; | ||||
| 					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) | ||||
| 						ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); | ||||
| 					#endif | ||||
| 				#endif | ||||
|  | ||||
| 				 | ||||
| 				float Alpha = 1; | ||||
| 				float AlphaClipThreshold = 0.5; | ||||
| 				float AlphaClipThresholdShadow = 0.5; | ||||
|  | ||||
| 				#ifdef _ALPHATEST_ON | ||||
| 					#ifdef _ALPHATEST_SHADOW_ON | ||||
| 						clip(Alpha - AlphaClipThresholdShadow); | ||||
| 					#else | ||||
| 						clip(Alpha - AlphaClipThreshold); | ||||
| 					#endif | ||||
| 				#endif | ||||
|  | ||||
| 				#ifdef LOD_FADE_CROSSFADE | ||||
| 					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); | ||||
| 				#endif | ||||
| 				return 0; | ||||
| 			} | ||||
|  | ||||
| 			ENDHLSL | ||||
| 		} | ||||
|  | ||||
| 		 | ||||
| 		Pass | ||||
| 		{ | ||||
| 			 | ||||
| 			Name "DepthOnly" | ||||
| 			Tags { "LightMode"="DepthOnly" } | ||||
|  | ||||
| 			ZWrite On | ||||
| 			ColorMask 0 | ||||
| 			AlphaToMask Off | ||||
|  | ||||
| 			HLSLPROGRAM | ||||
| 			#pragma multi_compile_instancing | ||||
| 			#define ASE_SRP_VERSION 999999 | ||||
|  | ||||
| 			#pragma prefer_hlslcc gles | ||||
| 			#pragma exclude_renderers d3d11_9x | ||||
|  | ||||
| 			#pragma vertex vert | ||||
| 			#pragma fragment frag | ||||
|  | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" | ||||
|  | ||||
| 			#define ASE_NEEDS_VERT_NORMAL | ||||
|  | ||||
|  | ||||
| 			struct VertexInput | ||||
| 			{ | ||||
| 				float4 vertex : POSITION; | ||||
| 				float3 ase_normal : NORMAL; | ||||
| 				 | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 			}; | ||||
|  | ||||
| 			struct VertexOutput | ||||
| 			{ | ||||
| 				float4 clipPos : SV_POSITION; | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				float3 worldPos : TEXCOORD0; | ||||
| 				#endif | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 				float4 shadowCoord : TEXCOORD1; | ||||
| 				#endif | ||||
| 				 | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 				UNITY_VERTEX_OUTPUT_STEREO | ||||
| 			}; | ||||
|  | ||||
| 			CBUFFER_START(UnityPerMaterial) | ||||
| 			float4 _OutlineColor; | ||||
| 			float _OutlineWidth; | ||||
| 			#ifdef TESSELLATION_ON | ||||
| 				float _TessPhongStrength; | ||||
| 				float _TessValue; | ||||
| 				float _TessMin; | ||||
| 				float _TessMax; | ||||
| 				float _TessEdgeLength; | ||||
| 				float _TessMaxDisp; | ||||
| 			#endif | ||||
| 			CBUFFER_END | ||||
| 			 | ||||
|  | ||||
| 			 | ||||
| 			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); | ||||
|  | ||||
| 				 | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					float3 defaultVertexValue = v.vertex.xyz; | ||||
| 				#else | ||||
| 					float3 defaultVertexValue = float3(0, 0, 0); | ||||
| 				#endif | ||||
| 				float3 vertexValue = ( v.ase_normal * ( _OutlineWidth * 0.001 ) ); | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					v.vertex.xyz = vertexValue; | ||||
| 				#else | ||||
| 					v.vertex.xyz += vertexValue; | ||||
| 				#endif | ||||
|  | ||||
| 				v.ase_normal = v.ase_normal; | ||||
|  | ||||
| 				float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				o.worldPos = positionWS; | ||||
| 				#endif | ||||
|  | ||||
| 				o.clipPos = TransformWorldToHClip( positionWS ); | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					VertexPositionInputs vertexInput = (VertexPositionInputs)0; | ||||
| 					vertexInput.positionWS = positionWS; | ||||
| 					vertexInput.positionCS = clipPos; | ||||
| 					o.shadowCoord = GetShadowCoord( vertexInput ); | ||||
| 				#endif | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			#if defined(TESSELLATION_ON) | ||||
| 			struct VertexControl | ||||
| 			{ | ||||
| 				float4 vertex : INTERNALTESSPOS; | ||||
| 				float3 ase_normal : 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.vertex; | ||||
| 				o.ase_normal = v.ase_normal; | ||||
| 				 | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v) | ||||
| 			{ | ||||
| 				TessellationFactors o; | ||||
| 				float4 tf = 1; | ||||
| 				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; | ||||
| 				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; | ||||
| 				#if defined(ASE_FIXED_TESSELLATION) | ||||
| 				tf = FixedTess( tessValue ); | ||||
| 				#elif defined(ASE_DISTANCE_TESSELLATION) | ||||
| 				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID) | ||||
| 			{ | ||||
| 			   return patch[id]; | ||||
| 			} | ||||
|  | ||||
| 			[domain("tri")] | ||||
| 			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation) | ||||
| 			{ | ||||
| 				VertexInput o = (VertexInput) 0; | ||||
| 				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; | ||||
| 				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; | ||||
| 				 | ||||
| 				#if defined(ASE_PHONG_TESSELLATION) | ||||
| 				float3 pp[3]; | ||||
| 				for (int i = 0; i < 3; ++i) | ||||
| 					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); | ||||
| 				float phongStrength = _TessPhongStrength; | ||||
| 				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; | ||||
| 				#endif | ||||
| 				UNITY_TRANSFER_INSTANCE_ID(patch[0], o); | ||||
| 				return VertexFunction(o); | ||||
| 			} | ||||
| 			#else | ||||
| 			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.worldPos; | ||||
| 				#endif | ||||
| 				float4 ShadowCoords = float4( 0, 0, 0, 0 ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) | ||||
| 						ShadowCoords = IN.shadowCoord; | ||||
| 					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) | ||||
| 						ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); | ||||
| 					#endif | ||||
| 				#endif | ||||
|  | ||||
| 				 | ||||
| 				float Alpha = 1; | ||||
| 				float AlphaClipThreshold = 0.5; | ||||
|  | ||||
| 				#ifdef _ALPHATEST_ON | ||||
| 					clip(Alpha - AlphaClipThreshold); | ||||
| 				#endif | ||||
|  | ||||
| 				#ifdef LOD_FADE_CROSSFADE | ||||
| 					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); | ||||
| 				#endif | ||||
| 				return 0; | ||||
| 			} | ||||
| 			ENDHLSL | ||||
| 		} | ||||
|  | ||||
| 	 | ||||
| 	} | ||||
| 	CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI" | ||||
| 	Fallback "Hidden/InternalErrorShader" | ||||
| 	 | ||||
| } | ||||
| /*ASEBEGIN | ||||
| Version=18500 | ||||
| 180;666;995;467;922.5884;-95.72496;1;True;False | ||||
| Node;AmplifyShaderEditor.RangedFloatNode;5;-552.0749,241.3593;Inherit;False;Property;_OutlineWidth;_OutlineWidth;0;0;Create;True;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0 | ||||
| Node;AmplifyShaderEditor.NormalVertexDataNode;6;-504.9102,91.62463;Inherit;False;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 | ||||
| Node;AmplifyShaderEditor.SimpleMultiplyOpNode;9;-353.5832,209.7571;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0.001;False;1;FLOAT;0 | ||||
| Node;AmplifyShaderEditor.SimpleMultiplyOpNode;8;-222.3087,100.9489;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0 | ||||
| Node;AmplifyShaderEditor.ColorNode;10;-367.5832,-82.24286;Inherit;False;Property;_OutlineColor;OutlineColor;1;0;Create;True;0;0;False;0;False;0,0,0,0;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 | ||||
| Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;0;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;3;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;True;1;1;False;-1;0;False;-1;0;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;True;0;False;-1;True;True;True;True;True;0;False;-1;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;0;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 | ||||
| Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;2;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;3;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;False;False;False;False;False;False;False;False;True;0;False;-1;False;False;False;False;False;False;True;1;False;-1;True;3;False;-1;False;True;1;LightMode=ShadowCaster;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 | ||||
| Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;3;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;3;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;False;False;False;False;0;False;-1;False;False;False;False;True;1;False;-1;False;False;True;1;LightMode=DepthOnly;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 | ||||
| Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;4;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;3;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;False;False;False;False;False;False;False;False;False;True;2;False;-1;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 | ||||
| Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1;1,0;Float;False;True;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;3;Eversoul/Outline;2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;8;False;False;False;False;False;False;False;False;True;0;False;-1;True;1;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;True;1;1;False;-1;0;False;-1;1;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;-1;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;1;LightMode=UniversalForward;False;0;Hidden/InternalErrorShader;0;0;Standard;22;Surface;0;  Blend;0;Two Sided;2;Cast Shadows;1;  Use Shadow Threshold;0;Receive Shadows;1;GPU Instancing;1;LOD CrossFade;0;Built-in Fog;0;DOTS Instancing;0;Meta Pass;0;Extra Pre Pass;0;Tessellation;0;  Phong;0;  Strength;0.5,False,-1;  Type;0;  Tess;16,False,-1;  Min;10,False,-1;  Max;25,False,-1;  Edge Length;16,False,-1;  Max Displacement;25,False,-1;Vertex Position,InvertActionOnDeselection;1;0;5;False;True;True;True;False;False;;False;0 | ||||
| WireConnection;9;0;5;0 | ||||
| WireConnection;8;0;6;0 | ||||
| WireConnection;8;1;9;0 | ||||
| WireConnection;1;2;10;0 | ||||
| WireConnection;1;5;8;0 | ||||
| ASEEND*/ | ||||
| //CHKSM=0FC52F1E70C8376477C089201D6B1E5EAE26BEF3 | ||||
| @@ -1,10 +0,0 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 7b70faecc875a174c8e11f5dae674f87 | ||||
| ShaderImporter: | ||||
|   externalObjects: {} | ||||
|   defaultTextures: [] | ||||
|   nonModifiableTextures: [] | ||||
|   preprocessorOverride: 0 | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,841 +0,0 @@ | ||||
| // Made with Amplify Shader Editor | ||||
| // Available at the Unity Asset Store - http://u3d.as/y3X  | ||||
| Shader "Eversoul/Unlit" | ||||
| { | ||||
| 	Properties | ||||
| 	{ | ||||
| 		[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 | ||||
| 		[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) | ||||
| 		[ASEEnd][ASEBegin]_MainTex("MainTex", 2D) = "white" {} | ||||
| 		[HideInInspector] _texcoord( "", 2D ) = "white" {} | ||||
|  | ||||
| 		//_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 | ||||
| 	} | ||||
|  | ||||
| 	SubShader | ||||
| 	{ | ||||
| 		LOD 0 | ||||
|  | ||||
| 		 | ||||
| 		Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" } | ||||
| 		 | ||||
| 		Cull Back | ||||
| 		AlphaToMask Off | ||||
| 		HLSLINCLUDE | ||||
| 		#pragma target 2.0 | ||||
|  | ||||
| 		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; | ||||
| 		} | ||||
| 		ENDHLSL | ||||
|  | ||||
| 		 | ||||
| 		Pass | ||||
| 		{ | ||||
| 			 | ||||
| 			Name "Forward" | ||||
| 			Tags { "LightMode"="UniversalForward" } | ||||
| 			 | ||||
| 			Blend One Zero, One Zero | ||||
| 			ZWrite On | ||||
| 			ZTest LEqual | ||||
| 			Offset 0 , 0 | ||||
| 			ColorMask RGBA | ||||
| 			 | ||||
|  | ||||
| 			HLSLPROGRAM | ||||
| 			#pragma multi_compile_instancing | ||||
| 			#define ASE_SRP_VERSION 999999 | ||||
|  | ||||
| 			#pragma prefer_hlslcc gles | ||||
| 			#pragma exclude_renderers d3d11_9x | ||||
|  | ||||
| 			#pragma vertex vert | ||||
| 			#pragma fragment frag | ||||
|  | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" | ||||
|  | ||||
| 			#if ASE_SRP_VERSION <= 70108 | ||||
| 			#define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR | ||||
| 			#endif | ||||
|  | ||||
| 			 | ||||
|  | ||||
| 			struct VertexInput | ||||
| 			{ | ||||
| 				float4 vertex : POSITION; | ||||
| 				float3 ase_normal : NORMAL; | ||||
| 				float4 ase_texcoord : TEXCOORD0; | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 			}; | ||||
|  | ||||
| 			struct VertexOutput | ||||
| 			{ | ||||
| 				float4 clipPos : SV_POSITION; | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				float3 worldPos : TEXCOORD0; | ||||
| 				#endif | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 				float4 shadowCoord : TEXCOORD1; | ||||
| 				#endif | ||||
| 				#ifdef ASE_FOG | ||||
| 				float fogFactor : TEXCOORD2; | ||||
| 				#endif | ||||
| 				float4 ase_texcoord3 : TEXCOORD3; | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 				UNITY_VERTEX_OUTPUT_STEREO | ||||
| 			}; | ||||
|  | ||||
| 			CBUFFER_START(UnityPerMaterial) | ||||
| 			float4 _MainTex_ST; | ||||
| 			#ifdef TESSELLATION_ON | ||||
| 				float _TessPhongStrength; | ||||
| 				float _TessValue; | ||||
| 				float _TessMin; | ||||
| 				float _TessMax; | ||||
| 				float _TessEdgeLength; | ||||
| 				float _TessMaxDisp; | ||||
| 			#endif | ||||
| 			CBUFFER_END | ||||
| 			sampler2D _MainTex; | ||||
|  | ||||
|  | ||||
| 						 | ||||
| 			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); | ||||
|  | ||||
| 				o.ase_texcoord3.xy = v.ase_texcoord.xy; | ||||
| 				 | ||||
| 				//setting value to unused interpolator channels and avoid initialization warnings | ||||
| 				o.ase_texcoord3.zw = 0; | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					float3 defaultVertexValue = v.vertex.xyz; | ||||
| 				#else | ||||
| 					float3 defaultVertexValue = float3(0, 0, 0); | ||||
| 				#endif | ||||
| 				float3 vertexValue = defaultVertexValue; | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					v.vertex.xyz = vertexValue; | ||||
| 				#else | ||||
| 					v.vertex.xyz += vertexValue; | ||||
| 				#endif | ||||
| 				v.ase_normal = v.ase_normal; | ||||
|  | ||||
| 				float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); | ||||
| 				float4 positionCS = TransformWorldToHClip( positionWS ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				o.worldPos = positionWS; | ||||
| 				#endif | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 				VertexPositionInputs vertexInput = (VertexPositionInputs)0; | ||||
| 				vertexInput.positionWS = positionWS; | ||||
| 				vertexInput.positionCS = positionCS; | ||||
| 				o.shadowCoord = GetShadowCoord( vertexInput ); | ||||
| 				#endif | ||||
| 				#ifdef ASE_FOG | ||||
| 				o.fogFactor = ComputeFogFactor( positionCS.z ); | ||||
| 				#endif | ||||
| 				o.clipPos = positionCS; | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			#if defined(TESSELLATION_ON) | ||||
| 			struct VertexControl | ||||
| 			{ | ||||
| 				float4 vertex : INTERNALTESSPOS; | ||||
| 				float3 ase_normal : NORMAL; | ||||
| 				float4 ase_texcoord : TEXCOORD0; | ||||
|  | ||||
| 				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.vertex; | ||||
| 				o.ase_normal = v.ase_normal; | ||||
| 				o.ase_texcoord = v.ase_texcoord; | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v) | ||||
| 			{ | ||||
| 				TessellationFactors o; | ||||
| 				float4 tf = 1; | ||||
| 				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; | ||||
| 				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; | ||||
| 				#if defined(ASE_FIXED_TESSELLATION) | ||||
| 				tf = FixedTess( tessValue ); | ||||
| 				#elif defined(ASE_DISTANCE_TESSELLATION) | ||||
| 				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID) | ||||
| 			{ | ||||
| 			   return patch[id]; | ||||
| 			} | ||||
|  | ||||
| 			[domain("tri")] | ||||
| 			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation) | ||||
| 			{ | ||||
| 				VertexInput o = (VertexInput) 0; | ||||
| 				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; | ||||
| 				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; | ||||
| 				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; | ||||
| 				#if defined(ASE_PHONG_TESSELLATION) | ||||
| 				float3 pp[3]; | ||||
| 				for (int i = 0; i < 3; ++i) | ||||
| 					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); | ||||
| 				float phongStrength = _TessPhongStrength; | ||||
| 				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; | ||||
| 				#endif | ||||
| 				UNITY_TRANSFER_INSTANCE_ID(patch[0], o); | ||||
| 				return VertexFunction(o); | ||||
| 			} | ||||
| 			#else | ||||
| 			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.worldPos; | ||||
| 				#endif | ||||
| 				float4 ShadowCoords = float4( 0, 0, 0, 0 ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) | ||||
| 						ShadowCoords = IN.shadowCoord; | ||||
| 					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) | ||||
| 						ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); | ||||
| 					#endif | ||||
| 				#endif | ||||
| 				float2 uv_MainTex = IN.ase_texcoord3.xy * _MainTex_ST.xy + _MainTex_ST.zw; | ||||
| 				 | ||||
| 				float3 BakedAlbedo = 0; | ||||
| 				float3 BakedEmission = 0; | ||||
| 				float3 Color = tex2D( _MainTex, uv_MainTex ).rgb; | ||||
| 				float Alpha = 1; | ||||
| 				float AlphaClipThreshold = 0.5; | ||||
| 				float AlphaClipThresholdShadow = 0.5; | ||||
|  | ||||
| 				#ifdef _ALPHATEST_ON | ||||
| 					clip( Alpha - AlphaClipThreshold ); | ||||
| 				#endif | ||||
|  | ||||
| 				#ifdef LOD_FADE_CROSSFADE | ||||
| 					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); | ||||
| 				#endif | ||||
|  | ||||
| 				#ifdef ASE_FOG | ||||
| 					Color = MixFog( Color, IN.fogFactor ); | ||||
| 				#endif | ||||
|  | ||||
| 				return half4( Color, Alpha ); | ||||
| 			} | ||||
|  | ||||
| 			ENDHLSL | ||||
| 		} | ||||
|  | ||||
| 		 | ||||
| 		Pass | ||||
| 		{ | ||||
| 			 | ||||
| 			Name "ShadowCaster" | ||||
| 			Tags { "LightMode"="ShadowCaster" } | ||||
|  | ||||
| 			ZWrite On | ||||
| 			ZTest LEqual | ||||
| 			AlphaToMask Off | ||||
|  | ||||
| 			HLSLPROGRAM | ||||
| 			#pragma multi_compile_instancing | ||||
| 			#define ASE_SRP_VERSION 999999 | ||||
|  | ||||
| 			#pragma prefer_hlslcc gles | ||||
| 			#pragma exclude_renderers d3d11_9x | ||||
|  | ||||
| 			#pragma vertex vert | ||||
| 			#pragma fragment frag | ||||
|  | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" | ||||
|  | ||||
| 			 | ||||
|  | ||||
| 			struct VertexInput | ||||
| 			{ | ||||
| 				float4 vertex : POSITION; | ||||
| 				float3 ase_normal : NORMAL; | ||||
| 				 | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 			}; | ||||
|  | ||||
| 			struct VertexOutput | ||||
| 			{ | ||||
| 				float4 clipPos : SV_POSITION; | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				float3 worldPos : TEXCOORD0; | ||||
| 				#endif | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 				float4 shadowCoord : TEXCOORD1; | ||||
| 				#endif | ||||
| 				 | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 				UNITY_VERTEX_OUTPUT_STEREO | ||||
| 			}; | ||||
|  | ||||
| 			CBUFFER_START(UnityPerMaterial) | ||||
| 			float4 _MainTex_ST; | ||||
| 			#ifdef TESSELLATION_ON | ||||
| 				float _TessPhongStrength; | ||||
| 				float _TessValue; | ||||
| 				float _TessMin; | ||||
| 				float _TessMax; | ||||
| 				float _TessEdgeLength; | ||||
| 				float _TessMaxDisp; | ||||
| 			#endif | ||||
| 			CBUFFER_END | ||||
| 			 | ||||
|  | ||||
| 			 | ||||
| 			float3 _LightDirection; | ||||
|  | ||||
| 			VertexOutput VertexFunction( VertexInput v ) | ||||
| 			{ | ||||
| 				VertexOutput o; | ||||
| 				UNITY_SETUP_INSTANCE_ID(v); | ||||
| 				UNITY_TRANSFER_INSTANCE_ID(v, o); | ||||
| 				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); | ||||
|  | ||||
| 				 | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					float3 defaultVertexValue = v.vertex.xyz; | ||||
| 				#else | ||||
| 					float3 defaultVertexValue = float3(0, 0, 0); | ||||
| 				#endif | ||||
| 				float3 vertexValue = defaultVertexValue; | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					v.vertex.xyz = vertexValue; | ||||
| 				#else | ||||
| 					v.vertex.xyz += vertexValue; | ||||
| 				#endif | ||||
|  | ||||
| 				v.ase_normal = v.ase_normal; | ||||
|  | ||||
| 				float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				o.worldPos = positionWS; | ||||
| 				#endif | ||||
|  | ||||
| 				float3 normalWS = TransformObjectToWorldDir( v.ase_normal ); | ||||
|  | ||||
| 				float4 clipPos = TransformWorldToHClip( ApplyShadowBias( positionWS, normalWS, _LightDirection ) ); | ||||
|  | ||||
| 				#if UNITY_REVERSED_Z | ||||
| 					clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); | ||||
| 				#else | ||||
| 					clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); | ||||
| 				#endif | ||||
|  | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					VertexPositionInputs vertexInput = (VertexPositionInputs)0; | ||||
| 					vertexInput.positionWS = positionWS; | ||||
| 					vertexInput.positionCS = clipPos; | ||||
| 					o.shadowCoord = GetShadowCoord( vertexInput ); | ||||
| 				#endif | ||||
| 				o.clipPos = clipPos; | ||||
|  | ||||
| 				return o; | ||||
| 			} | ||||
| 			 | ||||
| 			#if defined(TESSELLATION_ON) | ||||
| 			struct VertexControl | ||||
| 			{ | ||||
| 				float4 vertex : INTERNALTESSPOS; | ||||
| 				float3 ase_normal : 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.vertex; | ||||
| 				o.ase_normal = v.ase_normal; | ||||
| 				 | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v) | ||||
| 			{ | ||||
| 				TessellationFactors o; | ||||
| 				float4 tf = 1; | ||||
| 				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; | ||||
| 				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; | ||||
| 				#if defined(ASE_FIXED_TESSELLATION) | ||||
| 				tf = FixedTess( tessValue ); | ||||
| 				#elif defined(ASE_DISTANCE_TESSELLATION) | ||||
| 				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID) | ||||
| 			{ | ||||
| 			   return patch[id]; | ||||
| 			} | ||||
|  | ||||
| 			[domain("tri")] | ||||
| 			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation) | ||||
| 			{ | ||||
| 				VertexInput o = (VertexInput) 0; | ||||
| 				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; | ||||
| 				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; | ||||
| 				 | ||||
| 				#if defined(ASE_PHONG_TESSELLATION) | ||||
| 				float3 pp[3]; | ||||
| 				for (int i = 0; i < 3; ++i) | ||||
| 					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); | ||||
| 				float phongStrength = _TessPhongStrength; | ||||
| 				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; | ||||
| 				#endif | ||||
| 				UNITY_TRANSFER_INSTANCE_ID(patch[0], o); | ||||
| 				return VertexFunction(o); | ||||
| 			} | ||||
| 			#else | ||||
| 			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.worldPos; | ||||
| 				#endif | ||||
| 				float4 ShadowCoords = float4( 0, 0, 0, 0 ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) | ||||
| 						ShadowCoords = IN.shadowCoord; | ||||
| 					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) | ||||
| 						ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); | ||||
| 					#endif | ||||
| 				#endif | ||||
|  | ||||
| 				 | ||||
| 				float Alpha = 1; | ||||
| 				float AlphaClipThreshold = 0.5; | ||||
| 				float AlphaClipThresholdShadow = 0.5; | ||||
|  | ||||
| 				#ifdef _ALPHATEST_ON | ||||
| 					#ifdef _ALPHATEST_SHADOW_ON | ||||
| 						clip(Alpha - AlphaClipThresholdShadow); | ||||
| 					#else | ||||
| 						clip(Alpha - AlphaClipThreshold); | ||||
| 					#endif | ||||
| 				#endif | ||||
|  | ||||
| 				#ifdef LOD_FADE_CROSSFADE | ||||
| 					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); | ||||
| 				#endif | ||||
| 				return 0; | ||||
| 			} | ||||
|  | ||||
| 			ENDHLSL | ||||
| 		} | ||||
|  | ||||
| 		 | ||||
| 		Pass | ||||
| 		{ | ||||
| 			 | ||||
| 			Name "DepthOnly" | ||||
| 			Tags { "LightMode"="DepthOnly" } | ||||
|  | ||||
| 			ZWrite On | ||||
| 			ColorMask 0 | ||||
| 			AlphaToMask Off | ||||
|  | ||||
| 			HLSLPROGRAM | ||||
| 			#pragma multi_compile_instancing | ||||
| 			#define ASE_SRP_VERSION 999999 | ||||
|  | ||||
| 			#pragma prefer_hlslcc gles | ||||
| 			#pragma exclude_renderers d3d11_9x | ||||
|  | ||||
| 			#pragma vertex vert | ||||
| 			#pragma fragment frag | ||||
|  | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" | ||||
| 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" | ||||
|  | ||||
| 			 | ||||
|  | ||||
| 			struct VertexInput | ||||
| 			{ | ||||
| 				float4 vertex : POSITION; | ||||
| 				float3 ase_normal : NORMAL; | ||||
| 				 | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 			}; | ||||
|  | ||||
| 			struct VertexOutput | ||||
| 			{ | ||||
| 				float4 clipPos : SV_POSITION; | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				float3 worldPos : TEXCOORD0; | ||||
| 				#endif | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 				float4 shadowCoord : TEXCOORD1; | ||||
| 				#endif | ||||
| 				 | ||||
| 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 				UNITY_VERTEX_OUTPUT_STEREO | ||||
| 			}; | ||||
|  | ||||
| 			CBUFFER_START(UnityPerMaterial) | ||||
| 			float4 _MainTex_ST; | ||||
| 			#ifdef TESSELLATION_ON | ||||
| 				float _TessPhongStrength; | ||||
| 				float _TessValue; | ||||
| 				float _TessMin; | ||||
| 				float _TessMax; | ||||
| 				float _TessEdgeLength; | ||||
| 				float _TessMaxDisp; | ||||
| 			#endif | ||||
| 			CBUFFER_END | ||||
| 			 | ||||
|  | ||||
| 			 | ||||
| 			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); | ||||
|  | ||||
| 				 | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					float3 defaultVertexValue = v.vertex.xyz; | ||||
| 				#else | ||||
| 					float3 defaultVertexValue = float3(0, 0, 0); | ||||
| 				#endif | ||||
| 				float3 vertexValue = defaultVertexValue; | ||||
| 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||
| 					v.vertex.xyz = vertexValue; | ||||
| 				#else | ||||
| 					v.vertex.xyz += vertexValue; | ||||
| 				#endif | ||||
|  | ||||
| 				v.ase_normal = v.ase_normal; | ||||
|  | ||||
| 				float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||
| 				o.worldPos = positionWS; | ||||
| 				#endif | ||||
|  | ||||
| 				o.clipPos = TransformWorldToHClip( positionWS ); | ||||
| 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					VertexPositionInputs vertexInput = (VertexPositionInputs)0; | ||||
| 					vertexInput.positionWS = positionWS; | ||||
| 					vertexInput.positionCS = clipPos; | ||||
| 					o.shadowCoord = GetShadowCoord( vertexInput ); | ||||
| 				#endif | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			#if defined(TESSELLATION_ON) | ||||
| 			struct VertexControl | ||||
| 			{ | ||||
| 				float4 vertex : INTERNALTESSPOS; | ||||
| 				float3 ase_normal : 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.vertex; | ||||
| 				o.ase_normal = v.ase_normal; | ||||
| 				 | ||||
| 				return o; | ||||
| 			} | ||||
|  | ||||
| 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v) | ||||
| 			{ | ||||
| 				TessellationFactors o; | ||||
| 				float4 tf = 1; | ||||
| 				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; | ||||
| 				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; | ||||
| 				#if defined(ASE_FIXED_TESSELLATION) | ||||
| 				tf = FixedTess( tessValue ); | ||||
| 				#elif defined(ASE_DISTANCE_TESSELLATION) | ||||
| 				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID) | ||||
| 			{ | ||||
| 			   return patch[id]; | ||||
| 			} | ||||
|  | ||||
| 			[domain("tri")] | ||||
| 			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation) | ||||
| 			{ | ||||
| 				VertexInput o = (VertexInput) 0; | ||||
| 				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; | ||||
| 				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; | ||||
| 				 | ||||
| 				#if defined(ASE_PHONG_TESSELLATION) | ||||
| 				float3 pp[3]; | ||||
| 				for (int i = 0; i < 3; ++i) | ||||
| 					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); | ||||
| 				float phongStrength = _TessPhongStrength; | ||||
| 				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; | ||||
| 				#endif | ||||
| 				UNITY_TRANSFER_INSTANCE_ID(patch[0], o); | ||||
| 				return VertexFunction(o); | ||||
| 			} | ||||
| 			#else | ||||
| 			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.worldPos; | ||||
| 				#endif | ||||
| 				float4 ShadowCoords = float4( 0, 0, 0, 0 ); | ||||
|  | ||||
| 				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||
| 					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) | ||||
| 						ShadowCoords = IN.shadowCoord; | ||||
| 					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) | ||||
| 						ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); | ||||
| 					#endif | ||||
| 				#endif | ||||
|  | ||||
| 				 | ||||
| 				float Alpha = 1; | ||||
| 				float AlphaClipThreshold = 0.5; | ||||
|  | ||||
| 				#ifdef _ALPHATEST_ON | ||||
| 					clip(Alpha - AlphaClipThreshold); | ||||
| 				#endif | ||||
|  | ||||
| 				#ifdef LOD_FADE_CROSSFADE | ||||
| 					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); | ||||
| 				#endif | ||||
| 				return 0; | ||||
| 			} | ||||
| 			ENDHLSL | ||||
| 		} | ||||
|  | ||||
| 	 | ||||
| 	} | ||||
| 	CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI" | ||||
| 	Fallback "Hidden/InternalErrorShader" | ||||
| 	 | ||||
| } | ||||
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