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Eversoul support WIP
Updated line renderer material for handles Handle fixes Fixes
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objectReference: {fileID: 0}
|
||||
m_RemovedComponents: []
|
||||
m_SourcePrefab: {fileID: 100100000, guid: 43204d1c227fee442a505dddd825ad93, type: 3}
|
||||
--- !u!1001 &2648405317185078881
|
||||
PrefabInstance:
|
||||
m_ObjectHideFlags: 0
|
||||
@@ -2203,6 +2459,10 @@ PrefabInstance:
|
||||
m_Modification:
|
||||
m_TransformParent: {fileID: 2041328474}
|
||||
m_Modifications:
|
||||
- target: {fileID: 1434189861388518318, guid: 2041614864914994c8e1015b2f0a4d51, type: 3}
|
||||
propertyPath: m_AnchoredPosition.y
|
||||
value: -15
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 2973369283140423270, guid: 2041614864914994c8e1015b2f0a4d51, type: 3}
|
||||
propertyPath: m_Name
|
||||
value: SelectedObjectPanel
|
||||
@@ -2245,7 +2505,7 @@ PrefabInstance:
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 2973369283140423271, guid: 2041614864914994c8e1015b2f0a4d51, type: 3}
|
||||
propertyPath: m_SizeDelta.y
|
||||
value: 1080
|
||||
value: 1050
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 2973369283140423271, guid: 2041614864914994c8e1015b2f0a4d51, type: 3}
|
||||
propertyPath: m_LocalPosition.x
|
||||
@@ -2315,6 +2575,10 @@ PrefabInstance:
|
||||
propertyPath: m_text
|
||||
value: Character Spawn
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 4878202427174256853, guid: 2041614864914994c8e1015b2f0a4d51, type: 3}
|
||||
propertyPath: m_AnchoredPosition.y
|
||||
value: -15
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 5162240553826311251, guid: 2041614864914994c8e1015b2f0a4d51, type: 3}
|
||||
propertyPath: m_IsActive
|
||||
value: 0
|
||||
|
||||
@@ -103,7 +103,7 @@ public class DanMachiCharacterContainer : DanMachiObjectContainer, IAnimated
|
||||
{
|
||||
if (materials.Contains(material)) continue;
|
||||
materials.Add(material);
|
||||
material.shader = Shader.Find("UniversalStandard");
|
||||
material.shader = Shader.Find("DanMachiUnlit");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -112,24 +112,24 @@ public class DanMachiCharacterContainer : DanMachiObjectContainer, IAnimated
|
||||
{
|
||||
var humanBones = new Dictionary<HumanBodyBones, Transform>();
|
||||
var allBones = _animator.transform.GetComponentsInChildren<Transform>().ToDictionary(b=>b.name, b=>b);
|
||||
humanBones.Add(HumanBodyBones.Hips, TryGet(allBones,"Hips"));
|
||||
humanBones.Add(HumanBodyBones.Spine, TryGet(allBones,"Spine"));
|
||||
humanBones.Add(HumanBodyBones.RightUpperLeg, TryGet(allBones,"RightUpLeg"));
|
||||
humanBones.Add(HumanBodyBones.RightLowerLeg, TryGet(allBones,"RightLeg"));
|
||||
humanBones.Add(HumanBodyBones.RightFoot, TryGet(allBones,"RightFoot"));
|
||||
humanBones.Add(HumanBodyBones.RightToes, TryGet(allBones,"RightToeBase"));
|
||||
humanBones.Add(HumanBodyBones.LeftUpperLeg, TryGet(allBones,"LeftUpLeg"));
|
||||
humanBones.Add(HumanBodyBones.LeftLowerLeg, TryGet(allBones,"LeftLeg"));
|
||||
humanBones.Add(HumanBodyBones.LeftFoot, TryGet(allBones,"LeftFoot"));
|
||||
humanBones.Add(HumanBodyBones.LeftToes, TryGet(allBones,"LeftToeBase"));
|
||||
humanBones.Add(HumanBodyBones.Chest, TryGet(allBones,"Spine1"));
|
||||
humanBones.Add(HumanBodyBones.UpperChest, TryGet(allBones,"Spine2"));
|
||||
humanBones.Add(HumanBodyBones.Neck, TryGet(allBones,"Neck"));
|
||||
humanBones.Add(HumanBodyBones.Head, TryGet(allBones,"Head"));
|
||||
humanBones.Add(HumanBodyBones.RightShoulder, TryGet(allBones,"RightShoulder"));
|
||||
humanBones.Add(HumanBodyBones.RightUpperArm, TryGet(allBones,"RightArm"));
|
||||
humanBones.Add(HumanBodyBones.RightLowerArm, TryGet(allBones,"RightForeArm"));
|
||||
humanBones.Add(HumanBodyBones.RightHand, TryGet(allBones,"RightHand"));
|
||||
humanBones.Add(HumanBodyBones.Hips, TryGet(allBones,"Hips"));
|
||||
humanBones.Add(HumanBodyBones.Spine, TryGet(allBones,"Spine"));
|
||||
humanBones.Add(HumanBodyBones.RightUpperLeg, TryGet(allBones,"RightUpLeg"));
|
||||
humanBones.Add(HumanBodyBones.RightLowerLeg, TryGet(allBones,"RightLeg"));
|
||||
humanBones.Add(HumanBodyBones.RightFoot, TryGet(allBones,"RightFoot"));
|
||||
humanBones.Add(HumanBodyBones.RightToes, TryGet(allBones,"RightToeBase"));
|
||||
humanBones.Add(HumanBodyBones.LeftUpperLeg, TryGet(allBones,"LeftUpLeg"));
|
||||
humanBones.Add(HumanBodyBones.LeftLowerLeg, TryGet(allBones,"LeftLeg"));
|
||||
humanBones.Add(HumanBodyBones.LeftFoot, TryGet(allBones,"LeftFoot"));
|
||||
humanBones.Add(HumanBodyBones.LeftToes, TryGet(allBones,"LeftToeBase"));
|
||||
humanBones.Add(HumanBodyBones.Chest, TryGet(allBones,"Spine1"));
|
||||
humanBones.Add(HumanBodyBones.UpperChest, TryGet(allBones,"Spine2"));
|
||||
humanBones.Add(HumanBodyBones.Neck, TryGet(allBones,"Neck"));
|
||||
humanBones.Add(HumanBodyBones.Head, TryGet(allBones,"Head"));
|
||||
humanBones.Add(HumanBodyBones.RightShoulder, TryGet(allBones,"RightShoulder"));
|
||||
humanBones.Add(HumanBodyBones.RightUpperArm, TryGet(allBones,"RightArm"));
|
||||
humanBones.Add(HumanBodyBones.RightLowerArm, TryGet(allBones,"RightForeArm"));
|
||||
humanBones.Add(HumanBodyBones.RightHand, TryGet(allBones,"RightHand"));
|
||||
humanBones.Add(HumanBodyBones.RightIndexProximal, TryGet(allBones,"RightHandIndex1"));
|
||||
humanBones.Add(HumanBodyBones.RightIndexIntermediate, TryGet(allBones,"RightHandIndex2"));
|
||||
humanBones.Add(HumanBodyBones.RightMiddleProximal, TryGet(allBones,"RightHandMiddle1"));
|
||||
@@ -140,20 +140,20 @@ public class DanMachiCharacterContainer : DanMachiObjectContainer, IAnimated
|
||||
humanBones.Add(HumanBodyBones.RightLittleIntermediate, TryGet(allBones,"RightHandPinky2"));
|
||||
humanBones.Add(HumanBodyBones.RightThumbProximal, TryGet(allBones,"RightHandThumb1"));
|
||||
humanBones.Add(HumanBodyBones.RightThumbIntermediate, TryGet(allBones,"RightHandThumb2"));
|
||||
humanBones.Add(HumanBodyBones.LeftShoulder, TryGet(allBones,"LeftShoulder"));
|
||||
humanBones.Add(HumanBodyBones.LeftUpperArm, TryGet(allBones,"LeftArm"));
|
||||
humanBones.Add(HumanBodyBones.LeftLowerArm, TryGet(allBones,"LeftForeArm"));
|
||||
humanBones.Add(HumanBodyBones.LeftHand, TryGet(allBones,"LeftHand"));
|
||||
humanBones.Add(HumanBodyBones.LeftIndexProximal, TryGet(allBones,"LeftHandIndex1"));
|
||||
humanBones.Add(HumanBodyBones.LeftIndexIntermediate, TryGet(allBones,"LeftHandIndex2"));
|
||||
humanBones.Add(HumanBodyBones.LeftMiddleProximal, TryGet(allBones,"LeftHandMiddle1"));
|
||||
humanBones.Add(HumanBodyBones.LeftMiddleIntermediate, TryGet(allBones,"LeftHandMiddle2"));
|
||||
humanBones.Add(HumanBodyBones.LeftRingProximal, TryGet(allBones,"LeftHandRing1"));
|
||||
humanBones.Add(HumanBodyBones.LeftRingIntermediate, TryGet(allBones,"LeftHandRing2"));
|
||||
humanBones.Add(HumanBodyBones.LeftLittleProximal, TryGet(allBones,"LeftHandPinky1"));
|
||||
humanBones.Add(HumanBodyBones.LeftLittleIntermediate, TryGet(allBones,"LeftHandPinky2"));
|
||||
humanBones.Add(HumanBodyBones.LeftThumbProximal, TryGet(allBones,"LeftHandThumb1"));
|
||||
humanBones.Add(HumanBodyBones.LeftThumbIntermediate, TryGet(allBones,"LeftHandThumb2"));
|
||||
humanBones.Add(HumanBodyBones.LeftShoulder, TryGet(allBones,"LeftShoulder"));
|
||||
humanBones.Add(HumanBodyBones.LeftUpperArm, TryGet(allBones,"LeftArm"));
|
||||
humanBones.Add(HumanBodyBones.LeftLowerArm, TryGet(allBones,"LeftForeArm"));
|
||||
humanBones.Add(HumanBodyBones.LeftHand, TryGet(allBones,"LeftHand"));
|
||||
humanBones.Add(HumanBodyBones.LeftIndexProximal, TryGet(allBones,"LeftHandIndex1"));
|
||||
humanBones.Add(HumanBodyBones.LeftIndexIntermediate, TryGet(allBones,"LeftHandIndex2"));
|
||||
humanBones.Add(HumanBodyBones.LeftMiddleProximal, TryGet(allBones,"LeftHandMiddle1"));
|
||||
humanBones.Add(HumanBodyBones.LeftMiddleIntermediate, TryGet(allBones,"LeftHandMiddle2"));
|
||||
humanBones.Add(HumanBodyBones.LeftRingProximal, TryGet(allBones,"LeftHandRing1"));
|
||||
humanBones.Add(HumanBodyBones.LeftRingIntermediate, TryGet(allBones,"LeftHandRing2"));
|
||||
humanBones.Add(HumanBodyBones.LeftLittleProximal, TryGet(allBones,"LeftHandPinky1"));
|
||||
humanBones.Add(HumanBodyBones.LeftLittleIntermediate, TryGet(allBones,"LeftHandPinky2"));
|
||||
humanBones.Add(HumanBodyBones.LeftThumbProximal, TryGet(allBones,"LeftHandThumb1"));
|
||||
humanBones.Add(HumanBodyBones.LeftThumbIntermediate, TryGet(allBones,"LeftHandThumb2"));
|
||||
foreach(var bone in humanBones)
|
||||
{
|
||||
if(bone.Value != null)
|
||||
@@ -172,7 +172,7 @@ public class DanMachiCharacterContainer : DanMachiObjectContainer, IAnimated
|
||||
{
|
||||
tags.Add(SerializableBone.BoneTags.Finger);
|
||||
}
|
||||
UIHandle.CreateAsChild<UIHandleBone>(bone.Value).Init(this, tags);
|
||||
UIHandle.CreateAsChild<UIHandleBone>(bone.Value).Init(this, tags).WithLineRenderer();
|
||||
}
|
||||
}
|
||||
foreach(var bone in allBones.Values.Except(humanBones.Values))
|
||||
@@ -182,7 +182,7 @@ public class DanMachiCharacterContainer : DanMachiObjectContainer, IAnimated
|
||||
{
|
||||
tags.Add(SerializableBone.BoneTags.Dynamic);
|
||||
}
|
||||
UIHandle.CreateAsChild<UIHandleBone>(bone).Init(this, tags);
|
||||
UIHandle.CreateAsChild<UIHandleBone>(bone).Init(this, tags).WithLineRenderer();
|
||||
}
|
||||
|
||||
_humanBones = humanBones;
|
||||
|
||||
@@ -21,11 +21,6 @@ public class DanMachiAssetLibrary : AssetLibrary
|
||||
|
||||
public CharacterPanel CharacterPanel;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_mainInstance = this;
|
||||
}
|
||||
|
||||
IEnumerator Start()
|
||||
{
|
||||
//string assetListUrl = "https://jp-prd-cdn-danmachi-danchro.akamaized.net/resources/assetbundles/catalogs/Android_En/5c8b4dd0ca65f2751ba243ff773db969/catalog_0.0.0.json";
|
||||
@@ -54,13 +49,13 @@ public class DanMachiAssetLibrary : AssetLibrary
|
||||
if (entry.Contains("_anim_"))
|
||||
{
|
||||
AnimationAssets.Add(entry);
|
||||
var chara = new CharacterAsset(entry, localFilesPath + GetResourcePath(entry));
|
||||
var chara = new CharacterAsset(entry, localFilesPath + GetResourcePath(entry, out _));
|
||||
Animations.Add(chara);
|
||||
}
|
||||
else
|
||||
{
|
||||
CharacterAssets.Add(entry);
|
||||
var chara = new CharacterAsset(entry, localFilesPath + GetResourcePath(entry));
|
||||
var chara = new CharacterAsset(entry, localFilesPath + GetResourcePath(entry, out _));
|
||||
Characters.Add(chara);
|
||||
}
|
||||
}
|
||||
@@ -114,15 +109,4 @@ public class DanMachiAssetLibrary : AssetLibrary
|
||||
{
|
||||
return CharacterAssets.First(c => c.StartsWith($"chara_{group}_{id}_{costume}"));
|
||||
}
|
||||
|
||||
public string GetAssetPathByName(string name)
|
||||
{
|
||||
if (assetHashes.ContainsKey(name))
|
||||
{
|
||||
var assetHash = assetHashes[name];
|
||||
var fullPath = Path.Combine(hashDirectories[assetHash], "__data");
|
||||
return fullPath;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,11 +8,6 @@ public class DanMachiModelBuilder : ModelBuilder
|
||||
{
|
||||
public static DanMachiModelBuilder Instance => GetInstance<DanMachiModelBuilder>();
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_mainInstance = this;
|
||||
}
|
||||
|
||||
public override IEnumerator SpawnAsset(Enum assetType, string assetPath, Action<ObjectContainer> callback = null)
|
||||
{
|
||||
switch (assetType)
|
||||
|
||||
@@ -7,9 +7,4 @@ public class DanMachiModelViewerInterface : ModelViewerInterface
|
||||
|
||||
public CharacterDropdown CharacterSelection;
|
||||
public UIToolbar SelectedObjectToolbar;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_mainInstance = this;
|
||||
}
|
||||
}
|
||||
@@ -10,7 +10,7 @@ public class DanMachiModelViewerMain : ModelViewerMain
|
||||
protected DanMachiAssetLibrary _assets => DanMachiAssetLibrary.Instance;
|
||||
protected DanMachiModelBuilder _modelBuilder => DanMachiModelBuilder.Instance;
|
||||
|
||||
private void Awake()
|
||||
protected override void Awake()
|
||||
{
|
||||
_backupTimers = _backupTimes.ToArray();
|
||||
CurrentScene = SceneContainer.Create<DanMachiSceneContainer>(this);
|
||||
|
||||
8
Assets/DanMachi/Shaders.meta
Normal file
8
Assets/DanMachi/Shaders.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 830e8161687160347a1f178936e252bc
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
844
Assets/DanMachi/Shaders/DanMachiUnlit.shader
Normal file
844
Assets/DanMachi/Shaders/DanMachiUnlit.shader
Normal file
@@ -0,0 +1,844 @@
|
||||
// Made with Amplify Shader Editor
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||
Shader "DanMachiUnlit"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
|
||||
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
|
||||
[ASEEnd][ASEBegin]_MainTex("MainTex", 2D) = "white" {}
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
|
||||
//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
|
||||
//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
|
||||
//_TessMin( "Tess Min Distance", Float ) = 10
|
||||
//_TessMax( "Tess Max Distance", Float ) = 25
|
||||
//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
|
||||
//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
LOD 0
|
||||
|
||||
|
||||
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
|
||||
|
||||
Cull Back
|
||||
AlphaToMask Off
|
||||
HLSLINCLUDE
|
||||
#pragma target 2.0
|
||||
|
||||
float4 FixedTess( float tessValue )
|
||||
{
|
||||
return tessValue;
|
||||
}
|
||||
|
||||
float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
|
||||
{
|
||||
float3 wpos = mul(o2w,vertex).xyz;
|
||||
float dist = distance (wpos, cameraPos);
|
||||
float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
|
||||
return f;
|
||||
}
|
||||
|
||||
float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
|
||||
{
|
||||
float4 tess;
|
||||
tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
|
||||
tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
|
||||
tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
|
||||
tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
|
||||
return tess;
|
||||
}
|
||||
|
||||
float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
|
||||
{
|
||||
float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
|
||||
float len = distance(wpos0, wpos1);
|
||||
float f = max(len * scParams.y / (edgeLen * dist), 1.0);
|
||||
return f;
|
||||
}
|
||||
|
||||
float DistanceFromPlane (float3 pos, float4 plane)
|
||||
{
|
||||
float d = dot (float4(pos,1.0f), plane);
|
||||
return d;
|
||||
}
|
||||
|
||||
bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
|
||||
{
|
||||
float4 planeTest;
|
||||
planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
|
||||
(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
|
||||
(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
|
||||
planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
|
||||
(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
|
||||
(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
|
||||
planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
|
||||
(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
|
||||
(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
|
||||
planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
|
||||
(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
|
||||
(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
|
||||
return !all (planeTest);
|
||||
}
|
||||
|
||||
float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
|
||||
{
|
||||
float3 f;
|
||||
f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
|
||||
f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
|
||||
f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
|
||||
|
||||
return CalcTriEdgeTessFactors (f);
|
||||
}
|
||||
|
||||
float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
|
||||
{
|
||||
float3 pos0 = mul(o2w,v0).xyz;
|
||||
float3 pos1 = mul(o2w,v1).xyz;
|
||||
float3 pos2 = mul(o2w,v2).xyz;
|
||||
float4 tess;
|
||||
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
|
||||
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
|
||||
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
|
||||
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
|
||||
return tess;
|
||||
}
|
||||
|
||||
float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
|
||||
{
|
||||
float3 pos0 = mul(o2w,v0).xyz;
|
||||
float3 pos1 = mul(o2w,v1).xyz;
|
||||
float3 pos2 = mul(o2w,v2).xyz;
|
||||
float4 tess;
|
||||
|
||||
if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
|
||||
{
|
||||
tess = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
|
||||
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
|
||||
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
|
||||
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
|
||||
}
|
||||
return tess;
|
||||
}
|
||||
ENDHLSL
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "Forward"
|
||||
Tags { "LightMode"="UniversalForward" }
|
||||
|
||||
Blend One Zero, One Zero
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
Offset 0 , 0
|
||||
ColorMask RGBA
|
||||
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma multi_compile_instancing
|
||||
#define ASE_SRP_VERSION 999999
|
||||
|
||||
#pragma prefer_hlslcc gles
|
||||
#pragma exclude_renderers d3d11_9x
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
|
||||
#if ASE_SRP_VERSION <= 70108
|
||||
#define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 ase_normal : NORMAL;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 clipPos : SV_POSITION;
|
||||
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||||
float3 worldPos : TEXCOORD0;
|
||||
#endif
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||||
float4 shadowCoord : TEXCOORD1;
|
||||
#endif
|
||||
#ifdef ASE_FOG
|
||||
float fogFactor : TEXCOORD2;
|
||||
#endif
|
||||
float4 ase_texcoord3 : TEXCOORD3;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _MainTex_ST;
|
||||
#ifdef TESSELLATION_ON
|
||||
float _TessPhongStrength;
|
||||
float _TessValue;
|
||||
float _TessMin;
|
||||
float _TessMax;
|
||||
float _TessEdgeLength;
|
||||
float _TessMaxDisp;
|
||||
#endif
|
||||
CBUFFER_END
|
||||
sampler2D _MainTex;
|
||||
|
||||
|
||||
|
||||
VertexOutput VertexFunction ( VertexInput v )
|
||||
{
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
o.ase_texcoord3.xy = v.ase_texcoord.xy;
|
||||
|
||||
//setting value to unused interpolator channels and avoid initialization warnings
|
||||
o.ase_texcoord3.zw = 0;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
float3 defaultVertexValue = v.vertex.xyz;
|
||||
#else
|
||||
float3 defaultVertexValue = float3(0, 0, 0);
|
||||
#endif
|
||||
float3 vertexValue = defaultVertexValue;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
v.vertex.xyz = vertexValue;
|
||||
#else
|
||||
v.vertex.xyz += vertexValue;
|
||||
#endif
|
||||
v.ase_normal = v.ase_normal;
|
||||
|
||||
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
||||
float4 positionCS = TransformWorldToHClip( positionWS );
|
||||
|
||||
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||||
o.worldPos = positionWS;
|
||||
#endif
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||||
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
||||
vertexInput.positionWS = positionWS;
|
||||
vertexInput.positionCS = positionCS;
|
||||
o.shadowCoord = GetShadowCoord( vertexInput );
|
||||
#endif
|
||||
#ifdef ASE_FOG
|
||||
o.fogFactor = ComputeFogFactor( positionCS.z );
|
||||
#endif
|
||||
o.clipPos = positionCS;
|
||||
return o;
|
||||
}
|
||||
|
||||
#if defined(TESSELLATION_ON)
|
||||
struct VertexControl
|
||||
{
|
||||
float4 vertex : INTERNALTESSPOS;
|
||||
float3 ase_normal : NORMAL;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct TessellationFactors
|
||||
{
|
||||
float edge[3] : SV_TessFactor;
|
||||
float inside : SV_InsideTessFactor;
|
||||
};
|
||||
|
||||
VertexControl vert ( VertexInput v )
|
||||
{
|
||||
VertexControl o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
o.vertex = v.vertex;
|
||||
o.ase_normal = v.ase_normal;
|
||||
o.ase_texcoord = v.ase_texcoord;
|
||||
return o;
|
||||
}
|
||||
|
||||
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
||||
{
|
||||
TessellationFactors o;
|
||||
float4 tf = 1;
|
||||
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||||
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||||
#if defined(ASE_FIXED_TESSELLATION)
|
||||
tf = FixedTess( tessValue );
|
||||
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||||
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||||
#elif defined(ASE_LENGTH_TESSELLATION)
|
||||
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||||
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||||
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||||
#endif
|
||||
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
||||
return o;
|
||||
}
|
||||
|
||||
[domain("tri")]
|
||||
[partitioning("fractional_odd")]
|
||||
[outputtopology("triangle_cw")]
|
||||
[patchconstantfunc("TessellationFunction")]
|
||||
[outputcontrolpoints(3)]
|
||||
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||||
{
|
||||
return patch[id];
|
||||
}
|
||||
|
||||
[domain("tri")]
|
||||
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||||
{
|
||||
VertexInput o = (VertexInput) 0;
|
||||
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
||||
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
||||
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
||||
#if defined(ASE_PHONG_TESSELLATION)
|
||||
float3 pp[3];
|
||||
for (int i = 0; i < 3; ++i)
|
||||
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
||||
float phongStrength = _TessPhongStrength;
|
||||
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
||||
#endif
|
||||
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||||
return VertexFunction(o);
|
||||
}
|
||||
#else
|
||||
VertexOutput vert ( VertexInput v )
|
||||
{
|
||||
return VertexFunction( v );
|
||||
}
|
||||
#endif
|
||||
|
||||
half4 frag ( VertexOutput IN ) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( IN );
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
||||
|
||||
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||||
float3 WorldPosition = IN.worldPos;
|
||||
#endif
|
||||
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
||||
|
||||
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||||
ShadowCoords = IN.shadowCoord;
|
||||
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||||
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
||||
#endif
|
||||
#endif
|
||||
float2 uv_MainTex = IN.ase_texcoord3.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float4 tex2DNode5 = tex2D( _MainTex, uv_MainTex );
|
||||
|
||||
float3 BakedAlbedo = 0;
|
||||
float3 BakedEmission = 0;
|
||||
float3 Color = tex2DNode5.rgb;
|
||||
float Alpha = 1;
|
||||
float AlphaClipThreshold = 0.5;
|
||||
float AlphaClipThresholdShadow = 0.5;
|
||||
|
||||
#ifdef _ALPHATEST_ON
|
||||
clip( Alpha - AlphaClipThreshold );
|
||||
#endif
|
||||
|
||||
#ifdef LOD_FADE_CROSSFADE
|
||||
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
||||
#endif
|
||||
|
||||
#ifdef ASE_FOG
|
||||
Color = MixFog( Color, IN.fogFactor );
|
||||
#endif
|
||||
|
||||
return half4( Color, Alpha );
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "ShadowCaster"
|
||||
Tags { "LightMode"="ShadowCaster" }
|
||||
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
AlphaToMask Off
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma multi_compile_instancing
|
||||
#define ASE_SRP_VERSION 999999
|
||||
|
||||
#pragma prefer_hlslcc gles
|
||||
#pragma exclude_renderers d3d11_9x
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 ase_normal : NORMAL;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 clipPos : SV_POSITION;
|
||||
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||||
float3 worldPos : TEXCOORD0;
|
||||
#endif
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||||
float4 shadowCoord : TEXCOORD1;
|
||||
#endif
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _MainTex_ST;
|
||||
#ifdef TESSELLATION_ON
|
||||
float _TessPhongStrength;
|
||||
float _TessValue;
|
||||
float _TessMin;
|
||||
float _TessMax;
|
||||
float _TessEdgeLength;
|
||||
float _TessMaxDisp;
|
||||
#endif
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
|
||||
float3 _LightDirection;
|
||||
|
||||
VertexOutput VertexFunction( VertexInput v )
|
||||
{
|
||||
VertexOutput o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
||||
|
||||
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
float3 defaultVertexValue = v.vertex.xyz;
|
||||
#else
|
||||
float3 defaultVertexValue = float3(0, 0, 0);
|
||||
#endif
|
||||
float3 vertexValue = defaultVertexValue;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
v.vertex.xyz = vertexValue;
|
||||
#else
|
||||
v.vertex.xyz += vertexValue;
|
||||
#endif
|
||||
|
||||
v.ase_normal = v.ase_normal;
|
||||
|
||||
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
||||
|
||||
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||||
o.worldPos = positionWS;
|
||||
#endif
|
||||
|
||||
float3 normalWS = TransformObjectToWorldDir( v.ase_normal );
|
||||
|
||||
float4 clipPos = TransformWorldToHClip( ApplyShadowBias( positionWS, normalWS, _LightDirection ) );
|
||||
|
||||
#if UNITY_REVERSED_Z
|
||||
clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
|
||||
#else
|
||||
clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
|
||||
#endif
|
||||
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||||
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
||||
vertexInput.positionWS = positionWS;
|
||||
vertexInput.positionCS = clipPos;
|
||||
o.shadowCoord = GetShadowCoord( vertexInput );
|
||||
#endif
|
||||
o.clipPos = clipPos;
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
#if defined(TESSELLATION_ON)
|
||||
struct VertexControl
|
||||
{
|
||||
float4 vertex : INTERNALTESSPOS;
|
||||
float3 ase_normal : NORMAL;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct TessellationFactors
|
||||
{
|
||||
float edge[3] : SV_TessFactor;
|
||||
float inside : SV_InsideTessFactor;
|
||||
};
|
||||
|
||||
VertexControl vert ( VertexInput v )
|
||||
{
|
||||
VertexControl o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
o.vertex = v.vertex;
|
||||
o.ase_normal = v.ase_normal;
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
||||
{
|
||||
TessellationFactors o;
|
||||
float4 tf = 1;
|
||||
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||||
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||||
#if defined(ASE_FIXED_TESSELLATION)
|
||||
tf = FixedTess( tessValue );
|
||||
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||||
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||||
#elif defined(ASE_LENGTH_TESSELLATION)
|
||||
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||||
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||||
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||||
#endif
|
||||
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
||||
return o;
|
||||
}
|
||||
|
||||
[domain("tri")]
|
||||
[partitioning("fractional_odd")]
|
||||
[outputtopology("triangle_cw")]
|
||||
[patchconstantfunc("TessellationFunction")]
|
||||
[outputcontrolpoints(3)]
|
||||
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||||
{
|
||||
return patch[id];
|
||||
}
|
||||
|
||||
[domain("tri")]
|
||||
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||||
{
|
||||
VertexInput o = (VertexInput) 0;
|
||||
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
||||
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
||||
|
||||
#if defined(ASE_PHONG_TESSELLATION)
|
||||
float3 pp[3];
|
||||
for (int i = 0; i < 3; ++i)
|
||||
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
||||
float phongStrength = _TessPhongStrength;
|
||||
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
||||
#endif
|
||||
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||||
return VertexFunction(o);
|
||||
}
|
||||
#else
|
||||
VertexOutput vert ( VertexInput v )
|
||||
{
|
||||
return VertexFunction( v );
|
||||
}
|
||||
#endif
|
||||
|
||||
half4 frag(VertexOutput IN ) : SV_TARGET
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( IN );
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
||||
|
||||
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||||
float3 WorldPosition = IN.worldPos;
|
||||
#endif
|
||||
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
||||
|
||||
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||||
ShadowCoords = IN.shadowCoord;
|
||||
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||||
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
||||
float Alpha = 1;
|
||||
float AlphaClipThreshold = 0.5;
|
||||
float AlphaClipThresholdShadow = 0.5;
|
||||
|
||||
#ifdef _ALPHATEST_ON
|
||||
#ifdef _ALPHATEST_SHADOW_ON
|
||||
clip(Alpha - AlphaClipThresholdShadow);
|
||||
#else
|
||||
clip(Alpha - AlphaClipThreshold);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef LOD_FADE_CROSSFADE
|
||||
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
||||
#endif
|
||||
return 0;
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "DepthOnly"
|
||||
Tags { "LightMode"="DepthOnly" }
|
||||
|
||||
ZWrite On
|
||||
ColorMask 0
|
||||
AlphaToMask Off
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma multi_compile_instancing
|
||||
#define ASE_SRP_VERSION 999999
|
||||
|
||||
#pragma prefer_hlslcc gles
|
||||
#pragma exclude_renderers d3d11_9x
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 ase_normal : NORMAL;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 clipPos : SV_POSITION;
|
||||
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||||
float3 worldPos : TEXCOORD0;
|
||||
#endif
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||||
float4 shadowCoord : TEXCOORD1;
|
||||
#endif
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _MainTex_ST;
|
||||
#ifdef TESSELLATION_ON
|
||||
float _TessPhongStrength;
|
||||
float _TessValue;
|
||||
float _TessMin;
|
||||
float _TessMax;
|
||||
float _TessEdgeLength;
|
||||
float _TessMaxDisp;
|
||||
#endif
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
|
||||
VertexOutput VertexFunction( VertexInput v )
|
||||
{
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
float3 defaultVertexValue = v.vertex.xyz;
|
||||
#else
|
||||
float3 defaultVertexValue = float3(0, 0, 0);
|
||||
#endif
|
||||
float3 vertexValue = defaultVertexValue;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
v.vertex.xyz = vertexValue;
|
||||
#else
|
||||
v.vertex.xyz += vertexValue;
|
||||
#endif
|
||||
|
||||
v.ase_normal = v.ase_normal;
|
||||
|
||||
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
||||
|
||||
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||||
o.worldPos = positionWS;
|
||||
#endif
|
||||
|
||||
o.clipPos = TransformWorldToHClip( positionWS );
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||||
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
||||
vertexInput.positionWS = positionWS;
|
||||
vertexInput.positionCS = clipPos;
|
||||
o.shadowCoord = GetShadowCoord( vertexInput );
|
||||
#endif
|
||||
return o;
|
||||
}
|
||||
|
||||
#if defined(TESSELLATION_ON)
|
||||
struct VertexControl
|
||||
{
|
||||
float4 vertex : INTERNALTESSPOS;
|
||||
float3 ase_normal : NORMAL;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct TessellationFactors
|
||||
{
|
||||
float edge[3] : SV_TessFactor;
|
||||
float inside : SV_InsideTessFactor;
|
||||
};
|
||||
|
||||
VertexControl vert ( VertexInput v )
|
||||
{
|
||||
VertexControl o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
o.vertex = v.vertex;
|
||||
o.ase_normal = v.ase_normal;
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
||||
{
|
||||
TessellationFactors o;
|
||||
float4 tf = 1;
|
||||
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||||
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||||
#if defined(ASE_FIXED_TESSELLATION)
|
||||
tf = FixedTess( tessValue );
|
||||
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||||
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||||
#elif defined(ASE_LENGTH_TESSELLATION)
|
||||
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||||
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||||
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||||
#endif
|
||||
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
||||
return o;
|
||||
}
|
||||
|
||||
[domain("tri")]
|
||||
[partitioning("fractional_odd")]
|
||||
[outputtopology("triangle_cw")]
|
||||
[patchconstantfunc("TessellationFunction")]
|
||||
[outputcontrolpoints(3)]
|
||||
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||||
{
|
||||
return patch[id];
|
||||
}
|
||||
|
||||
[domain("tri")]
|
||||
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||||
{
|
||||
VertexInput o = (VertexInput) 0;
|
||||
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
||||
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
||||
|
||||
#if defined(ASE_PHONG_TESSELLATION)
|
||||
float3 pp[3];
|
||||
for (int i = 0; i < 3; ++i)
|
||||
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
||||
float phongStrength = _TessPhongStrength;
|
||||
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
||||
#endif
|
||||
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||||
return VertexFunction(o);
|
||||
}
|
||||
#else
|
||||
VertexOutput vert ( VertexInput v )
|
||||
{
|
||||
return VertexFunction( v );
|
||||
}
|
||||
#endif
|
||||
|
||||
half4 frag(VertexOutput IN ) : SV_TARGET
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(IN);
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
||||
|
||||
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||||
float3 WorldPosition = IN.worldPos;
|
||||
#endif
|
||||
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
||||
|
||||
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||||
ShadowCoords = IN.shadowCoord;
|
||||
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||||
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
||||
float Alpha = 1;
|
||||
float AlphaClipThreshold = 0.5;
|
||||
|
||||
#ifdef _ALPHATEST_ON
|
||||
clip(Alpha - AlphaClipThreshold);
|
||||
#endif
|
||||
|
||||
#ifdef LOD_FADE_CROSSFADE
|
||||
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
||||
#endif
|
||||
return 0;
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI"
|
||||
Fallback "Hidden/InternalErrorShader"
|
||||
|
||||
}
|
||||
/*ASEBEGIN
|
||||
Version=18500
|
||||
486;464;995;473;1288.772;262.3062;1.812428;True;False
|
||||
Node;AmplifyShaderEditor.FunctionNode;6;-258.7642,-20.71493;Inherit;False;Blinn-Phong Light;1;;1;cf814dba44d007a4e958d2ddd5813da6;0;3;42;COLOR;0,0,0,0;False;52;FLOAT3;0,0,0;False;43;COLOR;0,0,0,0;False;2;COLOR;0;FLOAT;57
|
||||
Node;AmplifyShaderEditor.SamplerNode;5;-580.9841,-56.98652;Inherit;True;Property;_MainTex;MainTex;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.TemplateMultiPassMasterNode;0;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;True;1;1;False;-1;0;False;-1;0;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;True;0;False;-1;True;True;True;True;True;0;False;-1;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;0;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;2;0,0;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;3;0,0;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;4;0,0;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;1;0,0;Float;False;True;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;3;DanMachiUnlit;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
|
||||
WireConnection;6;42;5;0
|
||||
WireConnection;1;2;5;0
|
||||
ASEEND*/
|
||||
//CHKSM=4D3B6107D44E6594853500D039E5E071621C9454
|
||||
10
Assets/DanMachi/Shaders/DanMachiUnlit.shader.meta
Normal file
10
Assets/DanMachi/Shaders/DanMachiUnlit.shader.meta
Normal file
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a6400ec71e847bf439ebd3bbec776779
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user