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							Eversoul:
-compatibility improvements Core: -new settings class
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| --- !u!1001 &2648405317185078881 | ||||
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| @@ -3669,7 +4082,7 @@ PrefabInstance: | ||||
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|   | ||||
							
								
								
									
										8
									
								
								Assets/Eversoul/Scripts/Containers.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										8
									
								
								Assets/Eversoul/Scripts/Containers.meta
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,8 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 7d5bef7f2ad289347b89e09aafc21308 | ||||
| folderAsset: yes | ||||
| DefaultImporter: | ||||
|   externalObjects: {} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @@ -1,9 +1,6 @@ | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using System.ComponentModel; | ||||
| using System.IO; | ||||
| using System.Linq; | ||||
| using UnityEditor.VersionControl; | ||||
| using UnityEngine; | ||||
| 
 | ||||
| public class EversoulCharacterContainer : ObjectContainer, IAnimated | ||||
| @@ -12,6 +9,7 @@ public class EversoulCharacterContainer : ObjectContainer, IAnimated | ||||
|     public string AnimationSet; | ||||
|     public string Animation; | ||||
| 
 | ||||
|     public MorphPanel MorphPanel; | ||||
|     public List<AnimationClip> Animations; | ||||
|     private Animator _animator; | ||||
|     private AnimatorOverrideController _animatorController; | ||||
| @@ -19,10 +17,18 @@ public class EversoulCharacterContainer : ObjectContainer, IAnimated | ||||
| 
 | ||||
|     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) | ||||
| @@ -31,6 +37,7 @@ public class EversoulCharacterContainer : ObjectContainer, IAnimated | ||||
|         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); | ||||
| 
 | ||||
| @@ -52,6 +59,7 @@ public class EversoulCharacterContainer : ObjectContainer, IAnimated | ||||
|         _animator.applyRootMotion = false; | ||||
|         _animator.runtimeAnimatorController = _animatorController = Instantiate(SharedResources.Instance.GenericAnimatorController); | ||||
|         SetBones(); | ||||
|         CreateMorphPanel(); | ||||
|     } | ||||
| 
 | ||||
|     public void PlayAnimation(AnimationClip anim) | ||||
| @@ -86,9 +94,15 @@ public class EversoulCharacterContainer : ObjectContainer, IAnimated | ||||
|                     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; | ||||
| @@ -96,12 +110,10 @@ public class EversoulCharacterContainer : ObjectContainer, IAnimated | ||||
|                         material.shader = Shader.Find("Eversoul/Outline Transparent"); | ||||
|                         break; | ||||
|                     default: | ||||
|                         Debug.Log("Shader not found: " + material.shader.name); | ||||
|                         Debug.LogError("Shader not found: " + material.shader.name); | ||||
|                         //material.shader = Shader.Find("Eversoul/Lit"); | ||||
|                         break; | ||||
|                 } | ||||
|                 Debug.Log(material.shader); | ||||
|                 // | ||||
|             } | ||||
|         } | ||||
|     } | ||||
| @@ -109,7 +121,18 @@ public class EversoulCharacterContainer : ObjectContainer, IAnimated | ||||
|     public void SetBones() | ||||
|     { | ||||
|         var humanBones = new Dictionary<HumanBodyBones, Transform>(); | ||||
|         var allBones = _animator.transform.GetComponentsInChildren<Transform>().ToDictionary(b => b.name, b => b); | ||||
|         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")); | ||||
| @@ -181,6 +204,41 @@ public class EversoulCharacterContainer : ObjectContainer, IAnimated | ||||
|         _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)) | ||||
| @@ -202,6 +260,10 @@ public class EversoulCharacterContainer : ObjectContainer, IAnimated | ||||
|     protected override void OnDestroy() | ||||
|     { | ||||
|         if (_applicationQuitting) return; | ||||
|         if (MorphPanel != null) | ||||
|         { | ||||
|             Destroy(MorphPanel.gameObject); | ||||
|         } | ||||
|         base.OnDestroy(); | ||||
|     } | ||||
| 
 | ||||
| @@ -11,11 +11,6 @@ public class EversoulAssetLibrary : AssetLibrary | ||||
| { | ||||
|     public static EversoulAssetLibrary Instance => GetInstance<EversoulAssetLibrary>(); | ||||
|  | ||||
|     private List<string> assets = new List<string>(); | ||||
|     private Dictionary<string, string> hashDirectories = new Dictionary<string, string>(); | ||||
|     private Dictionary<string, string> hashAssets = new Dictionary<string, string>(); | ||||
|     private Dictionary<string, string> assetHashes = new Dictionary<string, string>(); | ||||
|  | ||||
|     public List<string> CharacterAssets = new List<string>(); | ||||
|     public List<string> AnimationAssets = new List<string>(); | ||||
|  | ||||
| @@ -24,33 +19,42 @@ public class EversoulAssetLibrary : AssetLibrary | ||||
|     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)); | ||||
|  | ||||
|         while (true) | ||||
|         if (!File.Exists(catalogPath)) | ||||
|         { | ||||
|             Debug.LogError("IMPLEMENT SETTINGS!"); | ||||
|             selectedFilePath = StandaloneFileBrowser.OpenFilePanel("Select catalog_eversoul.json", "", "json", false); | ||||
|             if(selectedFilePath.Length > 0 && !string.IsNullOrEmpty(selectedFilePath[0])) | ||||
|             selectedFilePath = new string[0]; | ||||
|             while (true) | ||||
|             { | ||||
|                 break; | ||||
|                 selectedFilePath = StandaloneFileBrowser.OpenFilePanel("Select catalog_eversoul.json", catalogPath, "json", false); | ||||
|                 if (selectedFilePath.Length > 0 && !string.IsNullOrEmpty(selectedFilePath[0])) | ||||
|                 { | ||||
|                     break; | ||||
|                 } | ||||
|                 yield return new WaitForSeconds(5); | ||||
|             } | ||||
|             yield return new WaitForSeconds(5); | ||||
|             catalogPath = selectedFilePath[0]; | ||||
|             ModelViewerSettings.Set("CatalogPath", catalogPath); | ||||
|         } | ||||
|  | ||||
|         string catalogPath = selectedFilePath[0]; | ||||
|  | ||||
|         selectedFilePath = new string[0]; | ||||
|         while (true) | ||||
|         if (!Directory.Exists(assetsPath)) | ||||
|         { | ||||
|             Debug.LogError("IMPLEMENT SETTINGS!"); | ||||
|             selectedFilePath = StandaloneFileBrowser.OpenFolderPanel("Select folder with assets", "", false); | ||||
|             if (selectedFilePath.Length > 0 && !string.IsNullOrEmpty(selectedFilePath[0])) | ||||
|             selectedFilePath = new string[0]; | ||||
|             while (true) | ||||
|             { | ||||
|                 break; | ||||
|                 selectedFilePath = StandaloneFileBrowser.OpenFolderPanel("Select folder with converted assets", assetsPath, false); | ||||
|                 if (selectedFilePath.Length > 0 && !string.IsNullOrEmpty(selectedFilePath[0])) | ||||
|                 { | ||||
|                     break; | ||||
|                 } | ||||
|                 yield return new WaitForSeconds(5); | ||||
|             } | ||||
|             yield return new WaitForSeconds(5); | ||||
|             assetsPath = selectedFilePath[0] + "\\"; | ||||
|             ModelViewerSettings.Set("AssetsPath", assetsPath); | ||||
|         } | ||||
|  | ||||
|         LocalFilesPath = selectedFilePath[0] + "\\"; | ||||
|         ModelViewerSettings.Save(); | ||||
|  | ||||
|         yield return LoadAddressableCatalog(catalogPath); | ||||
|  | ||||
|   | ||||
| @@ -7,4 +7,5 @@ public class EversoulInterface : ModelViewerInterface | ||||
|     public static EversoulInterface Instance => GetInstance<EversoulInterface>(); | ||||
|  | ||||
|     public EversoulCharacterDropdown CharacterSelection; | ||||
|     public UIToolbar SelectedObjectToolbar; | ||||
| } | ||||
|   | ||||
| @@ -5,4 +5,9 @@ using UnityEngine; | ||||
| public class EversoulMain : ModelViewerMain | ||||
| { | ||||
|     public static EversoulMain Instance => GetInstance<EversoulMain>(); | ||||
|  | ||||
|     private void Awake() | ||||
|     { | ||||
|         base.Awake(); | ||||
|     } | ||||
| } | ||||
|   | ||||
							
								
								
									
										852
									
								
								Assets/Eversoul/Shaders/BasicEye.shader
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										852
									
								
								Assets/Eversoul/Shaders/BasicEye.shader
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,852 @@ | ||||
| // 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 | ||||
							
								
								
									
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								Assets/Eversoul/Shaders/BasicEye.shader.meta
									
									
									
									
									
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							| @@ -0,0 +1,10 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 4cc65c7a69946b240b4954d393a1e021 | ||||
| ShaderImporter: | ||||
|   externalObjects: {} | ||||
|   defaultTextures: [] | ||||
|   nonModifiableTextures: [] | ||||
|   preprocessorOverride: 0 | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
							
								
								
									
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								Assets/Eversoul/Shaders/Glass.shader
									
									
									
									
									
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							| @@ -0,0 +1,874 @@ | ||||
| // 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 | ||||
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| 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 | ||||
							
								
								
									
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							| @@ -0,0 +1,10 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 1651798b9d47a38498a28526349aa568 | ||||
| ShaderImporter: | ||||
|   externalObjects: {} | ||||
|   defaultTextures: [] | ||||
|   nonModifiableTextures: [] | ||||
|   preprocessorOverride: 0 | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
		Reference in New Issue
	
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