//////////////////////////////////////// // Generated with Better Shaders // // Auto-generated shader code, don't hand edit! // // Unity Version: 2019.4.16f1 // Render Pipeline: URP2023 // Platform: WindowsEditor //////////////////////////////////////// Shader "AllIn1Vfx/AllIn1VfxLit" { Properties { _RenderingMode("Rendering Mode", float) = 0 // 0 _SrcMode("SrcMode", float) = 5 // 1 _DstMode("DstMode", float) = 10 // 2 _CullingOption("Culling Option", float) = 0 // 3 _ZWrite("Depth Write", float) = 0.0 // 4 _ZTestMode("Z Test Mode", float) = 4 // 5 _ColorMask("Color Write Mask", float) = 15 // 6 _Alpha("Global Alpha", Range(0, 1)) = 1 //7 _Color("Global Color", Color) = (1,1,1,1) //8 _TimingSeed("Random Seed", Float) = 0.0 //9 _EditorDrawers("Editor Drawers", Int) = 60 //10 _MainTex("Shape1 Texture", 2D) = "white" {} //11 [HDR] _ShapeColor("Shape1 Color", Color) = (1,1,1,1) //12 _ShapeXSpeed("Shape1 X Speed", Float) = 0 //13 _ShapeYSpeed("Shape1 Y Speed", Float) = 0 //14 _ShapeContrast("Shape1 Contrast", Range (0, 10)) = 1 //15 _ShapeBrightness("Shape1 Brightness", Range (-1, 1)) = 0 //16 _ShapeDistortTex("Distortion Texture", 2D) = "black" {} //17 _ShapeDistortAmount("Distortion Amount", Range(0, 10)) = 0.5 //18 _ShapeDistortXSpeed("Scroll speed X", Float) = 0.1 //19 _ShapeDistortYSpeed("Scroll speed Y", Float) = 0.1 //20 _ShapeColorWeight("Shape1 RGB Weight", Range(0, 5)) = 1 //21 _ShapeAlphaWeight("Shape1 A Weight", Range(0, 5)) = 1 //22 _Shape2Tex ("Shape2 Texture", 2D) = "white" {} //23 [HDR] _Shape2Color("Shape2 Color", Color) = (1,1,1,1) _Shape2XSpeed("Shape2 X Speed", Float) = 0 _Shape2YSpeed("Shape2 Y Speed", Float) = 0 _Shape2Contrast("Shape2 Contrast", Range (0, 10)) = 1 _Shape2Brightness("Shape2 Brightness", Range (-1, 1)) = 0 _Shape2DistortTex("Distortion Texture", 2D) = "black" {} _Shape2DistortAmount("Distortion Amount", Range(0,10)) = 0.5 _Shape2DistortXSpeed("Scroll Speed X", Float) = 0.1 _Shape2DistortYSpeed("Scroll Speed Y", Float) = 0.1 _Shape2ColorWeight("Shape2 RGB Weight", Range(0, 5)) = 2 _Shape2AlphaWeight("Shape2 A Weight", Range(0, 5)) = 2 //34 _Shape3Tex("Shape3 Texture", 2D) = "white" {} //35 [HDR] _Shape3Color("Shape3 Color", Color) = (1,1,1,1) _Shape3XSpeed("Shape3 X Speed", Float) = 0 _Shape3YSpeed("Shape3 Y Speed", Float) = 0 _Shape3Contrast("Shape3 Contrast", Range (0, 10)) = 1 _Shape3Brightness("Shape3 Brightness", Range (-1, 1)) = 0 _Shape3DistortTex("Distortion Texture", 2D) = "black" {} _Shape3DistortAmount("Distortion Amount", Range(0, 10)) = 0.5 _Shape3DistortXSpeed("Scroll Speed X", Float) = 0.1 _Shape3DistortYSpeed("Scroll Speed Y", Float) = 0.1 _Shape3ColorWeight("Shape3 RGB Weight", Range(0, 5)) = 2 _Shape3AlphaWeight("Shape3 A Weight", Range(0, 5)) = 2 //46 _SoftFactor("Soft Particles Factor", Range(0.01, 3.0)) = 0.5 //47 [NoScaleOffset] _ColorRampTex("Color Ramp Texture", 2D) = "white" {} //48 _ColorRampLuminosity("Color Ramp luminosity", Range(-1, 1)) = 0 //49 [AllIn1VfxGradient] _ColorRampTexGradient("Color Ramp Gradient", 2D) = "white" {} //50 _ColorRampBlend ("Color Ramp Blend", Range(0, 1)) = 1 // 51 _AlphaCutoffValue("Alpha cutoff value", Range(0, 1)) = 0.25 //52 _AlphaStepMin("Smoothstep Min", Range(0, 1)) = 0.0 //53 _AlphaStepMax("Smoothstep Max", Range(0, 1)) = 0.075 //54 _AlphaFadeAmount("Fade Amount", Range(-0.1, 1)) = -0.1 //55 _AlphaFadeSmooth("Fade Transition", Range(0.0, 1.5)) = 0.075 //56 _AlphaFadePow("Fade Power", Range(0.001, 10)) = 1 //57 _TrailWidthPower("Trail Width Power", Range(0.1, 5.0)) = 1.0 //58 [AllIn1VfxGradient] _TrailWidthGradient("Trail Width Gradient", 2D) = "white" {} //59 _GlowColor("Glow Color", Color) = (1,1,1,1) //60 _Glow("Glow Color Intensity", float) = 0 //61 _GlowGlobal("Global Glow Intensity", float) = 1 //62 _GlowTex("Glow Mask Texture", 2D) = "white" {} //63 _DepthGlowDist("Depth Distance", Range(0.01, 10.0)) = 0.5 //64 _DepthGlowPow("Depth Power", Range(0.01, 10.0)) = 1 //65 _DepthGlowColor("Glow Color", Color) = (1,1,1,1) //66 _DepthGlow("Glow Color Intensity", float) = 1 //67 _DepthGlowGlobal("Global Glow Intensity", float) = 1 //68 _MaskTex("Mask Texture", 2D) = "white" {} //69 _MaskPow("Mask Power", Range(0.001, 10)) = 1 //70 _HsvShift("Hue Shift", Range(0, 360)) = 180 //71 _HsvSaturation("Saturation", Range(0, 2)) = 1 //72 _HsvBright("Brightness", Range(0, 2)) = 1 //73 _RandomSh1Mult("Shape 1 Mult", Range(0, 1)) = 1.0 //74 _RandomSh2Mult("Shape 2 Mult", Range(0, 1)) = 1.0 //75 _RandomSh3Mult("Shape 3 Mult", Range(0, 1)) = 1.0 //76 _PixelateSize("Pixelate size", Range(4, 512)) = 32 //77 _DistortTex("Distortion Texture", 2D) = "black" {} //78 _DistortAmount("Distortion Amount", Range(0, 10)) = 0.5 //79 _DistortTexXSpeed("Scroll Speed X", Range(-50, 50)) = 5 //80 _DistortTexYSpeed("Scroll Speed Y", Range(-50, 50)) = 5 //81 [HDR] _BackFaceTint("Backface Tint", Color) = (0.5, 0.5, 0.5, 1) //82 [HDR] _FrontFaceTint("Frontface Tint", Color) = (1, 1, 1, 1) //83 _ShakeUvSpeed("Shake Speed", Range(0, 50)) = 20 //84 _ShakeUvX("X Multiplier", Range(-15, 15)) = 5 //85 _ShakeUvY("Y Multiplier", Range(-15, 15)) = 4 //86 _WaveAmount("Wave Amount", Range(0, 25)) = 7 //87 _WaveSpeed("Wave Speed", Range(0, 25)) = 10 //88 _WaveStrength("Wave Strength", Range(0, 25)) = 7.5 //89 _WaveX("Wave X Axis", Range(0, 1)) = 0 //90 _WaveY("Wave Y Axis", Range(0, 1)) = 0.5 //91 _RoundWaveStrength("Wave Strength", Range(0, 1)) = 0.7 //92 _RoundWaveSpeed("Wave Speed", Range(0, 5)) = 2 //93 _TwistUvAmount("Twist Amount", Range(0, 3.1416)) = 1 //94 _TwistUvPosX("Twist Pos X Axis", Range(0, 1)) = 0.5 //95 _TwistUvPosY("Twist Pos Y Axis", Range(0, 1)) = 0.5 //96 _TwistUvRadius("Twist Radius", Range(0, 3)) = 0.75 //97 _HandDrawnAmount("Hand Drawn Amount", Range(0, 40)) = 10 //98 _HandDrawnSpeed("Hand Drawn Speed", Range(1, 30)) = 5 //99 _OffsetSh1("Shape 1 Offset Mult", Range(-5, 5)) = 1 //100 _OffsetSh2("Shape 2 Offset Mult", Range(-5, 5)) = 1 //101 _OffsetSh3("Shape 3 Offset Mult", Range(-5, 5)) = 1 //102 _DistNormalMap("Normal Map", 2D) = "bump" {} //103 _DistortionPower("Distortion Power", Float) = 10 //104 _DistortionBlend("Distortion Blend", Range(0, 1)) = 1 //105 _DistortionScrollXSpeed("Scroll speed X Axis", Float) = 0 //106 _DistortionScrollYSpeed("Scroll speed Y Axis", Float) = 0 //107 _TextureScrollXSpeed("Speed X Axis", Float) = 1 //108 _TextureScrollYSpeed("Speed Y Axis", Float) = 0 //109 _VertOffsetTex("Offset Noise Texture", 2D) = "white" {} //110 _VertOffsetAmount("Offset Amount", Range(0, 2)) = 0.5 //111 _VertOffsetPower("Offset Power", Range(0.01, 10)) = 1 //112 _VertOffsetTexXSpeed("Scroll Speed X", Range(-2, 2)) = 0.1 //113 _VertOffsetTexYSpeed("Scroll Speed Y", Range(-2, 2)) = 0.1 //114 _FadeTex("Fade Texture", 2D) = "white" {} //115 _FadeAmount("Fade Amount", Range(-0.1, 1)) = -0.1 //116 _FadeTransition("Fade Transition", Range(0.01, 0.75)) = 0.075 //117 _FadePower("Fade Power", Range(0.001, 10)) = 1 //118 _FadeScrollXSpeed("Speed X Axis", Float) = 0 //119 _FadeScrollYSpeed("Speed Y Axis", Float) = 0 //120 _FadeBurnTex("Fade Burn Texture", 2D) = "white" {} //121 [HDR] _FadeBurnColor("Fade Burn Color", Color) = (1,1,0,1) //122 _FadeBurnWidth("Fade Burn Width", Range(0, 0.2)) = 0.01 //123 _FadeBurnGlow("Fade Burn Glow", Range(1, 250)) = 5//124 [HDR] _ColorGradingLight("Light Color Tint", Color) = (1,1,1,1) //125 [HDR] _ColorGradingMiddle("Mid Tone Color Tint", Color) = (1,1,1,1) //126 [HDR] _ColorGradingDark("Dark/Shadow Color Tint", Color) = (1,1,1,1) //127 _ColorGradingMidPoint("Mid Point", Range(0.01, 0.99)) = 0.5 //128 _CamDistFadeStepMin("Far Fade Start Point", Range(0, 1000)) = 0.0 //129 _CamDistFadeStepMax("Far Fade End Point", Range(0, 1000)) = 100 //130 _CamDistProximityFade("Close Fade Start Point", Range(0, 250)) = 0.0 //131 _ScreenUvShDistScale("Scale With Dist Amount", Range(0, 1)) = 1 //132 _ScreenUvSh2DistScale("Scale With Dist Amount", Range(0, 1)) = 1 //133 _ScreenUvSh3DistScale("Scale With Dist Amount", Range(0, 1)) = 1 //134 [HDR] _RimColor("Rim Color", Color) = (1, 1, 1, 1) //135 _RimBias("Rim Bias", Range(0, 1)) = 0 //136 _RimScale("Rim Scale", Range(0, 25)) = 1 //137 _RimPower("Rim Power", Range(0.1, 20.0)) = 5.0 //138 _RimIntensity("Rim Intensity", Range(0.0, 50.0)) = 1 //139 _RimAddAmount("Add Amount (0 is mult)", Range(0.0, 1.0)) = 1 //140 _RimErodesAlpha("Erode Transparency", Range(0.0, 2.0)) = 0 //141 _Shape1MaskTex("Shape 1 Mask Texture", 2D) = "white" {} //142 _Shape1MaskPow("Shape 1 Mask Power", Range(0.001, 10)) = 1 //143 _LightAmount("Light Amount", Range(0, 1)) = 0//144 [HDR] _LightColor("Light Color", Color) = (1,1,1,1) //147 _ShadowAmount("Shadow Amount", Range(0, 1)) = 0.4//148 _ShadowStepMin("Shadow Min", Range(0, 1)) = 0.0 //149 _ShadowStepMax("Shadow Max", Range(0, 1)) = 1.0 //148 _PosterizeNumColors("Number of Colors", Range(1, 30)) = 5 //149 _ShapeRotationOffset("Rotation Offset", Range(0, 6.28318530718)) = 0 //150 _ShapeRotationSpeed("Rotation Speed", Float) = 0 //151 _Shape2RotationOffset("Rotation Offset", Range(0, 6.28318530718)) = 0 //152 _Shape2RotationSpeed("Rotation Speed", Float) = 0 //153 _Shape3RotationOffset("Rotation Offset", Range(0, 6.28318530718)) = 0 //154 _Shape3RotationSpeed("Rotation Speed", Float) = 0 //155 _Sh1BlendOffset("Shape 1 Blend Offset", Range(-5, 5)) = 0 //156 _Sh2BlendOffset("Shape 2 Blend Offset", Range(-5, 5)) = 0 //157 _Sh3BlendOffset("Shape 3 Blend Offset", Range(-5, 5)) = 0 //158 [Normal][NoScaleOffset] _NormalMap("Normal Map", 2D) = "bump" {} _NormalStrength("Normal Strength", Range(0, 15)) = 1.0 _DebugShape("Shape Debug Number", Int) = 1 //160 Needs to be last property [HideInInspector]_QueueOffset("_QueueOffset", Float) = 0 [HideInInspector]_QueueControl("_QueueControl", Float) = -1 [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} } SubShader { Tags { "RenderPipeline"="UniversalPipeline" "RenderType" = "Opaque" "UniversalMaterialType" = "Lit" "Queue" = "Geometry" } Pass { Name "Universal Forward" Tags { "LightMode" = "UniversalForward" } Cull Back Blend One Zero ZTest LEqual ZWrite On Blend One Zero, One Zero Cull Back ZTest LEqual ZWrite On Tags { "RenderType" = "Opaque" "Queue" = "Geometry" "PreviewType" = "Sphere" } Cull [_CullingOption] ZWrite [_ZWrite] ZTest [_ZTestMode] ColorMask [_ColorMask] Lighting Off HLSLPROGRAM #pragma vertex Vert #pragma fragment Frag #pragma target 3.0 #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma multi_compile_fog #pragma multi_compile_instancing #pragma instancing_options renderinglayer // Keywords #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile_fragment _ _SHADOWS_SOFT_LOW #pragma multi_compile_fragment _ _SHADOWS_SOFT_MEDIUM #pragma multi_compile_fragment _ _SHADOWS_SOFT_HIGH #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _LIGHT_LAYERS #pragma multi_compile_fragment _ DEBUG_DISPLAY #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile _ _FORWARD_PLUS #pragma multi_compile _ EVALUATE_SH_VERTEX #pragma multi_compile _ EVALUATE_SH_MIXED #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE // GraphKeywords: #define SHADER_PASS SHADERPASS_FORWARD #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT #define _PASSFORWARD 1 #define _FOG_FRAGMENT 1 #pragma shader_feature_local TIMEISCUSTOM_ON #pragma shader_feature_local ADDITIVECONFIG_ON #pragma shader_feature_local PREMULTIPLYALPHA_ON #pragma shader_feature_local PREMULTIPLYCOLOR_ON #pragma shader_feature_local SPLITRGBA_ON #pragma shader_feature_local SHAPEADD_ON #pragma shader_feature_local SHAPE1SCREENUV_ON /////////////////Pipeline specific implementation #pragma shader_feature_local SHAPE2SCREENUV_ON /////////////////Pipeline specific implementation #pragma shader_feature_local SHAPE3SCREENUV_ON /////////////////Pipeline specific implementation #pragma shader_feature_local SHAPEDEBUG_ON #pragma shader_feature_local SHAPE1CONTRAST_ON #pragma shader_feature_local SHAPE1DISTORT_ON #pragma shader_feature_local SHAPE1ROTATE_ON #pragma shader_feature_local SHAPE1SHAPECOLOR_ON #pragma shader_feature_local SHAPE2_ON #pragma shader_feature_local SHAPE2CONTRAST_ON #pragma shader_feature_local SHAPE2DISTORT_ON #pragma shader_feature_local SHAPE2ROTATE_ON #pragma shader_feature_local SHAPE2SHAPECOLOR_ON #pragma shader_feature_local SHAPE3_ON #pragma shader_feature_local SHAPE3CONTRAST_ON #pragma shader_feature_local SHAPE3DISTORT_ON #pragma shader_feature_local SHAPE3ROTATE_ON #pragma shader_feature_local SHAPE3SHAPECOLOR_ON #pragma shader_feature_local GLOW_ON #pragma shader_feature_local GLOWTEX_ON #pragma shader_feature_local DEPTHGLOW_ON /////////////////Pipeline specific implementation #pragma shader_feature_local MASK_ON #pragma shader_feature_local COLORRAMP_ON #pragma shader_feature_local COLORRAMPGRAD_ON #pragma shader_feature_local COLORGRADING_ON #pragma shader_feature_local HSV_ON #pragma shader_feature_local POSTERIZE_ON #pragma shader_feature_local PIXELATE_ON #pragma shader_feature_local DISTORT_ON #pragma shader_feature_local SHAKEUV_ON #pragma shader_feature_local WAVEUV_ON #pragma shader_feature_local ROUNDWAVEUV_ON #pragma shader_feature_local TWISTUV_ON #pragma shader_feature_local DOODLE_ON #pragma shader_feature_local OFFSETSTREAM_ON #pragma shader_feature_local TEXTURESCROLL_ON #pragma shader_feature_local VERTOFFSET_ON #pragma shader_feature_local RIM_ON /////////////////Pipeline specific implementation #pragma shader_feature_local BACKFACETINT_ON /////////////////Pipeline specific implementation #pragma shader_feature_local POLARUV_ON #pragma shader_feature_local POLARUVDISTORT_ON #pragma shader_feature_local SHAPE1MASK_ON #pragma shader_feature_local TRAILWIDTH_ON #pragma shader_feature_local LIGHTANDSHADOW_ON #pragma shader_feature_local SHAPETEXOFFSET_ON #pragma shader_feature_local SHAPEWEIGHTS_ON #pragma shader_feature_local ALPHACUTOFF_ON #pragma shader_feature_local ALPHASMOOTHSTEP_ON #pragma shader_feature_local FADE_ON #pragma shader_feature_local FADEBURN_ON #pragma shader_feature_local ALPHAFADE_ON #pragma shader_feature_local ALPHAFADEUSESHAPE1_ON #pragma shader_feature_local ALPHAFADEUSEREDCHANNEL_ON #pragma shader_feature_local ALPHAFADETRANSPARENCYTOO_ON #pragma shader_feature_local ALPHAFADEINPUTSTREAM_ON #pragma shader_feature_local CAMDISTFADE_ON #pragma shader_feature NORMALMAP_ON #define _URP 1 #define REQUIRE_DEPTH_TEXTURE // this has to be here or specular color will be ignored. Not in SG code #if _SIMPLELIT #define _SPECULAR_COLOR #endif // Includes #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #undef WorldNormalVector #define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix) #define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal) #define _WorldSpaceLightPos0 _MainLightPosition #define UNITY_DECLARE_TEX2D(name) TEXTURE2D(name); SAMPLER(sampler##name); #define UNITY_DECLARE_TEX2D_NOSAMPLER(name) TEXTURE2D(name); #define UNITY_DECLARE_TEX2DARRAY(name) TEXTURE2D_ARRAY(name); SAMPLER(sampler##name); #define UNITY_DECLARE_TEX2DARRAY_NOSAMPLER(name) TEXTURE2D_ARRAY(name); #define UNITY_SAMPLE_TEX2DARRAY(tex,coord) SAMPLE_TEXTURE2D_ARRAY(tex, sampler##tex, coord.xy, coord.z) #define UNITY_SAMPLE_TEX2DARRAY_LOD(tex,coord,lod) SAMPLE_TEXTURE2D_ARRAY_LOD(tex, sampler##tex, coord.xy, coord.z, lod) #define UNITY_SAMPLE_TEX2D(tex, coord) SAMPLE_TEXTURE2D(tex, sampler##tex, coord) #define UNITY_SAMPLE_TEX2D_SAMPLER(tex, samp, coord) SAMPLE_TEXTURE2D(tex, sampler##samp, coord) #define UNITY_SAMPLE_TEX2D_LOD(tex,coord, lod) SAMPLE_TEXTURE2D_LOD(tex, sampler_##tex, coord, lod) #define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord, lod) SAMPLE_TEXTURE2D_LOD (tex, sampler##samplertex,coord, lod) #if defined(UNITY_COMPILER_HLSL) #define UNITY_INITIALIZE_OUTPUT(type,name) name = (type)0; #else #define UNITY_INITIALIZE_OUTPUT(type,name) #endif #define sampler2D_float sampler2D #define sampler2D_half sampler2D // data across stages, stripped like the above. struct VertexToPixel { float4 pos : SV_POSITION; float3 worldPos : TEXCOORD0; float3 worldNormal : TEXCOORD1; float4 worldTangent : TEXCOORD2; float4 texcoord0 : TEXCOORD3; // float4 texcoord1 : TEXCOORD4; // float4 texcoord2 : TEXCOORD5; // #if %TEXCOORD3REQUIREKEY% // float4 texcoord3 : TEXCOORD6; // #endif // #if %SCREENPOSREQUIREKEY% float4 screenPos : TEXCOORD7; // #endif // #if %VERTEXCOLORREQUIREKEY% half4 vertexColor : COLOR; // #endif #if defined(LIGHTMAP_ON) float2 lightmapUV : TEXCOORD8; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV : TEXCOORD9; #endif #if !defined(LIGHTMAP_ON) float4 probeOcclusion : TEXCOORD8; float3 sh : TEXCOORD10; #endif #if defined(VARYINGS_NEED_FOG_AND_VERTEX_LIGHT) float4 fogFactorAndVertexLight : TEXCOORD11; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD12; #endif // #if %EXTRAV2F0REQUIREKEY% float4 extraV2F0 : TEXCOORD13; // #endif // #if %EXTRAV2F1REQUIREKEY% float4 extraV2F1 : TEXCOORD14; // #endif // #if %EXTRAV2F2REQUIREKEY% float4 extraV2F2 : TEXCOORD15; // #endif // #if %EXTRAV2F3REQUIREKEY% float4 extraV2F3 : TEXCOORD16; // #endif // #if %EXTRAV2F4REQUIREKEY% // float4 extraV2F4 : TEXCOORD17; // #endif // #if %EXTRAV2F5REQUIREKEY% // float4 extraV2F5 : TEXCOORD18; // #endif // #if %EXTRAV2F6REQUIREKEY% // float4 extraV2F6 : TEXCOORD19; // #endif // #if %EXTRAV2F7REQUIREKEY% // float4 extraV2F7 : TEXCOORD20; // #endif #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) float4 previousPositionCS : TEXCOORD21; // Contain previous transform position (in case of skinning for example) float4 positionCS : TEXCOORD22; #endif }; // data describing the user output of a pixel struct Surface { half3 Albedo; half Height; half3 Normal; half Smoothness; half3 Emission; half Metallic; half3 Specular; half Occlusion; half SpecularPower; // for simple lighting half Alpha; float outputDepth; // if written, SV_Depth semantic is used. ShaderData.clipPos.z is unused value // HDRP Only half SpecularOcclusion; half SubsurfaceMask; half Thickness; half CoatMask; half CoatSmoothness; half Anisotropy; half IridescenceMask; half IridescenceThickness; int DiffusionProfileHash; float SpecularAAThreshold; float SpecularAAScreenSpaceVariance; // requires _OVERRIDE_BAKEDGI to be defined, but is mapped in all pipelines float3 DiffuseGI; float3 BackDiffuseGI; float3 SpecularGI; float ior; float3 transmittanceColor; float atDistance; float transmittanceMask; // requires _OVERRIDE_SHADOWMASK to be defines float4 ShadowMask; // for decals float NormalAlpha; float MAOSAlpha; }; // Data the user declares in blackboard blocks struct Blackboard { float blackboardDummyData; }; // data the user might need, this will grow to be big. But easy to strip struct ShaderData { float4 clipPos; // SV_POSITION float3 localSpacePosition; float3 localSpaceNormal; float3 localSpaceTangent; float3 worldSpacePosition; float3 worldSpaceNormal; float3 worldSpaceTangent; float tangentSign; float3 worldSpaceViewDir; float3 tangentSpaceViewDir; float4 texcoord0; float4 texcoord1; float4 texcoord2; float4 texcoord3; float2 screenUV; float4 screenPos; float4 vertexColor; bool isFrontFace; float4 extraV2F0; float4 extraV2F1; float4 extraV2F2; float4 extraV2F3; float4 extraV2F4; float4 extraV2F5; float4 extraV2F6; float4 extraV2F7; float3x3 TBNMatrix; Blackboard blackboard; }; struct VertexData { #if SHADER_TARGET > 30 // uint vertexID : SV_VertexID; #endif float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 texcoord0 : TEXCOORD0; // optimize out mesh coords when not in use by user or lighting system #if _URP && (_USINGTEXCOORD1 || _PASSMETA || _PASSFORWARD || _PASSGBUFFER) float4 texcoord1 : TEXCOORD1; #endif #if _URP && (_USINGTEXCOORD2 || _PASSMETA || ((_PASSFORWARD || _PASSGBUFFER) && defined(DYNAMICLIGHTMAP_ON))) float4 texcoord2 : TEXCOORD2; #endif #if _STANDARD && (_USINGTEXCOORD1 || (_PASSMETA || ((_PASSFORWARD || _PASSGBUFFER || _PASSFORWARDADD) && LIGHTMAP_ON))) float4 texcoord1 : TEXCOORD1; #endif #if _STANDARD && (_USINGTEXCOORD2 || (_PASSMETA || ((_PASSFORWARD || _PASSGBUFFER) && DYNAMICLIGHTMAP_ON))) float4 texcoord2 : TEXCOORD2; #endif #if _HDRP float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; #endif // #if %TEXCOORD3REQUIREKEY% // float4 texcoord3 : TEXCOORD3; // #endif // #if %VERTEXCOLORREQUIREKEY% float4 vertexColor : COLOR; // #endif #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) float3 previousPositionOS : TEXCOORD4; // Contain previous transform position (in case of skinning for example) #if defined (_ADD_PRECOMPUTED_VELOCITY) float3 precomputedVelocity : TEXCOORD5; // Add Precomputed Velocity (Alembic computes velocities on runtime side). #endif #endif UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessVertex { float4 vertex : INTERNALTESSPOS; float3 normal : NORMAL; float4 tangent : TANGENT; float4 texcoord0 : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; // #if %TEXCOORD3REQUIREKEY% // float4 texcoord3 : TEXCOORD3; // #endif // #if %VERTEXCOLORREQUIREKEY% float4 vertexColor : COLOR; // #endif // #if %EXTRAV2F0REQUIREKEY% float4 extraV2F0 : TEXCOORD5; // #endif // #if %EXTRAV2F1REQUIREKEY% float4 extraV2F1 : TEXCOORD6; // #endif // #if %EXTRAV2F2REQUIREKEY% float4 extraV2F2 : TEXCOORD7; // #endif // #if %EXTRAV2F3REQUIREKEY% float4 extraV2F3 : TEXCOORD8; // #endif // #if %EXTRAV2F4REQUIREKEY% // float4 extraV2F4 : TEXCOORD9; // #endif // #if %EXTRAV2F5REQUIREKEY% // float4 extraV2F5 : TEXCOORD10; // #endif // #if %EXTRAV2F6REQUIREKEY% // float4 extraV2F6 : TEXCOORD11; // #endif // #if %EXTRAV2F7REQUIREKEY% // float4 extraV2F7 : TEXCOORD12; // #endif #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) float3 previousPositionOS : TEXCOORD13; // Contain previous transform position (in case of skinning for example) #if defined (_ADD_PRECOMPUTED_VELOCITY) float3 precomputedVelocity : TEXCOORD14; #endif #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; struct ExtraV2F { float4 extraV2F0; float4 extraV2F1; float4 extraV2F2; float4 extraV2F3; float4 extraV2F4; float4 extraV2F5; float4 extraV2F6; float4 extraV2F7; Blackboard blackboard; float4 time; }; float3 WorldToTangentSpace(ShaderData d, float3 normal) { return mul(d.TBNMatrix, normal); } float3 TangentToWorldSpace(ShaderData d, float3 normal) { return mul(normal, d.TBNMatrix); } // in this case, make standard more like SRPs, because we can't fix // unity_WorldToObject in HDRP, since it already does macro-fu there #if _STANDARD float3 TransformWorldToObject(float3 p) { return mul(unity_WorldToObject, float4(p, 1)); }; float3 TransformObjectToWorld(float3 p) { return mul(unity_ObjectToWorld, float4(p, 1)); }; float4 TransformWorldToObject(float4 p) { return mul(unity_WorldToObject, p); }; float4 TransformObjectToWorld(float4 p) { return mul(unity_ObjectToWorld, p); }; float4x4 GetWorldToObjectMatrix() { return unity_WorldToObject; } float4x4 GetObjectToWorldMatrix() { return unity_ObjectToWorld; } #if (defined(SHADER_API_D3D11) || defined(SHADER_API_XBOXONE) || defined(UNITY_COMPILER_HLSLCC) || defined(SHADER_API_PSSL) || (SHADER_TARGET_SURFACE_ANALYSIS && !SHADER_TARGET_SURFACE_ANALYSIS_MOJOSHADER)) #define UNITY_SAMPLE_TEX2D_LOD(tex,coord, lod) tex.SampleLevel (sampler##tex,coord, lod) #define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord, lod) tex.SampleLevel (sampler##samplertex,coord, lod) #else #define UNITY_SAMPLE_TEX2D_LOD(tex,coord,lod) tex2D (tex,coord,0,lod) #define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord,lod) tex2D (tex,coord,0,lod) #endif #undef GetWorldToObjectMatrix() #define GetWorldToObjectMatrix() unity_WorldToObject #endif float3 GetCameraWorldPosition() { #if _HDRP return GetCameraRelativePositionWS(_WorldSpaceCameraPos); #else return _WorldSpaceCameraPos; #endif } #if _GRABPASSUSED #if _STANDARD TEXTURE2D(%GRABTEXTURE%); SAMPLER(sampler_%GRABTEXTURE%); #endif half3 GetSceneColor(float2 uv) { #if _STANDARD return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, uv).rgb; #else return SHADERGRAPH_SAMPLE_SCENE_COLOR(uv); #endif } #endif #if _STANDARD UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); float GetSceneDepth(float2 uv) { return SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv); } float GetLinear01Depth(float2 uv) { return Linear01Depth(GetSceneDepth(uv)); } float GetLinearEyeDepth(float2 uv) { return LinearEyeDepth(GetSceneDepth(uv)); } #else float GetSceneDepth(float2 uv) { return SHADERGRAPH_SAMPLE_SCENE_DEPTH(uv); } float GetLinear01Depth(float2 uv) { return Linear01Depth(GetSceneDepth(uv), _ZBufferParams); } float GetLinearEyeDepth(float2 uv) { return LinearEyeDepth(GetSceneDepth(uv), _ZBufferParams); } #endif float3 GetWorldPositionFromDepthBuffer(float2 uv, float3 worldSpaceViewDir) { float eye = GetLinearEyeDepth(uv); float3 camView = mul((float3x3)GetObjectToWorldMatrix(), transpose(mul(GetWorldToObjectMatrix(), UNITY_MATRIX_I_V)) [2].xyz); float dt = dot(worldSpaceViewDir, camView); float3 div = worldSpaceViewDir/dt; float3 wpos = (eye * div) + GetCameraWorldPosition(); return wpos; } #if _HDRP float3 ObjectToWorldSpacePosition(float3 pos) { return GetAbsolutePositionWS(TransformObjectToWorld(pos)); } #else float3 ObjectToWorldSpacePosition(float3 pos) { return TransformObjectToWorld(pos); } #endif #if _STANDARD UNITY_DECLARE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture); float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir) { float4 depthNorms = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture, uv); float3 norms = DecodeViewNormalStereo(depthNorms); norms = mul((float3x3)GetWorldToViewMatrix(), norms) * 0.5 + 0.5; return norms; } #elif _HDRP && !_DECALSHADER float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir) { NormalData nd; DecodeFromNormalBuffer(_ScreenSize.xy * uv, nd); return nd.normalWS; } #elif _URP #if (SHADER_LIBRARY_VERSION_MAJOR >= 10) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl" #endif float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir) { #if (SHADER_LIBRARY_VERSION_MAJOR >= 10) return SampleSceneNormals(uv); #else float3 wpos = GetWorldPositionFromDepthBuffer(uv, worldSpaceViewDir); return normalize(-cross(ddx(wpos), ddy(wpos))) * 0.5 + 0.5; #endif } #endif #if _HDRP half3 UnpackNormalmapRGorAG(half4 packednormal) { // This do the trick packednormal.x *= packednormal.w; half3 normal; normal.xy = packednormal.xy * 2 - 1; normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy))); return normal; } half3 UnpackNormal(half4 packednormal) { #if defined(UNITY_NO_DXT5nm) return packednormal.xyz * 2 - 1; #else return UnpackNormalmapRGorAG(packednormal); #endif } #endif #if _HDRP || _URP half3 UnpackScaleNormal(half4 packednormal, half scale) { #ifndef UNITY_NO_DXT5nm // Unpack normal as DXT5nm (1, y, 1, x) or BC5 (x, y, 0, 1) // Note neutral texture like "bump" is (0, 0, 1, 1) to work with both plain RGB normal and DXT5nm/BC5 packednormal.x *= packednormal.w; #endif half3 normal; normal.xy = (packednormal.xy * 2 - 1) * scale; normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy))); return normal; } #endif void GetSun(out float3 lightDir, out float3 color) { lightDir = float3(0.5, 0.5, 0); color = 1; #if _HDRP if (_DirectionalLightCount > 0) { DirectionalLightData light = _DirectionalLightDatas[0]; lightDir = -light.forward.xyz; color = light.color; } #elif _STANDARD lightDir = normalize(_WorldSpaceLightPos0.xyz); color = _LightColor0.rgb; #elif _URP Light light = GetMainLight(); lightDir = light.direction; color = light.color; #endif } CBUFFER_START(UnityPerMaterial) half4 _Color; half _Alpha; half _AlphaCutoffValue; half _TimingSeed; #if TIMEISCUSTOM_ON float4 globalCustomTime; #endif half4 _MainTex_ST, _ShapeColor; half _ShapeXSpeed, _ShapeYSpeed, _ShapeColorWeight, _ShapeAlphaWeight; #if SHAPE1CONTRAST_ON half _ShapeContrast, _ShapeBrightness; #endif #if SHAPE1DISTORT_ON half4 _ShapeDistortTex_ST; half _ShapeDistortAmount, _ShapeDistortXSpeed, _ShapeDistortYSpeed; #endif #if SHAPE1ROTATE_ON half _ShapeRotationOffset, _ShapeRotationSpeed; #endif #if OFFSETSTREAM_ON half _OffsetSh1; #endif #if SHAPEWEIGHTS_ON half _Sh1BlendOffset; #endif #if SHAPE2_ON half4 _Shape2Tex_ST, _Shape2Color; half _Shape2XSpeed, _Shape2YSpeed, _Shape2ColorWeight, _Shape2AlphaWeight; #if SHAPE2CONTRAST_ON half _Shape2Contrast, _Shape2Brightness; #endif #if SHAPE2DISTORT_ON half4 _Shape2DistortTex_ST; half _Shape2DistortAmount, _Shape2DistortXSpeed, _Shape2DistortYSpeed; #endif #if SHAPE2ROTATE_ON half _Shape2RotationOffset, _Shape2RotationSpeed; #endif #if OFFSETSTREAM_ON half _OffsetSh2; #endif #if SHAPEWEIGHTS_ON half _Sh2BlendOffset; #endif #endif #if SHAPE3_ON half4 _Shape3Tex_ST, _Shape3Color; half _Shape3XSpeed, _Shape3YSpeed, _Shape3ColorWeight, _Shape3AlphaWeight; #if SHAPE3CONTRAST_ON half _Shape3Contrast, _Shape3Brightness; #endif #if SHAPE3DISTORT_ON half4 _Shape3DistortTex_ST; half _Shape3DistortAmount, _Shape3DistortXSpeed, _Shape3DistortYSpeed; #endif #if SHAPE3ROTATE_ON half _Shape3RotationOffset, _Shape3RotationSpeed; #endif #if OFFSETSTREAM_ON half _OffsetSh3; #endif #if SHAPEWEIGHTS_ON half _Sh3BlendOffset; #endif #endif #if GLOW_ON half4 _GlowColor; half _Glow, _GlowGlobal; #if GLOWTEX_ON half4 _GlowTex_ST; #endif #endif #if MASK_ON half4 _MaskTex_ST; half _MaskPow; #endif #if COLORRAMP_ON half _ColorRampLuminosity, _ColorRampBlend; #endif #if ALPHASMOOTHSTEP_ON half _AlphaStepMin, _AlphaStepMax; #endif #if ALPHAFADE_ON half _AlphaFadeAmount, _AlphaFadeSmooth, _AlphaFadePow; #endif #if HSV_ON half _HsvShift, _HsvSaturation, _HsvBright; #endif #if POSTERIZE_ON half _PosterizeNumColors; #endif #if PIXELATE_ON half _PixelateSize; #endif #if DISTORT_ON half4 _DistortTex_ST; half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount; #endif #if TEXTURESCROLL_ON half _TextureScrollXSpeed, _TextureScrollYSpeed; #endif #if SHAKEUV_ON half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY; #endif #if WAVEUV_ON half _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY; #endif #if ROUNDWAVEUV_ON half _RoundWaveStrength, _RoundWaveSpeed; #endif #if TWISTUV_ON half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius; #endif #if DOODLE_ON half _HandDrawnAmount, _HandDrawnSpeed; #endif #if ROUNDWAVEUV_ON || PIXELATE_ON half4 _MainTex_TexelSize; #endif #if VERTOFFSET_ON half4 _VertOffsetTex_ST; half _VertOffsetAmount, _VertOffsetPower, _VertOffsetTexXSpeed, _VertOffsetTexYSpeed; #endif #if FADE_ON half4 _FadeTex_ST; half _FadeAmount, _FadeTransition, _FadePower, _FadeScrollXSpeed, _FadeScrollYSpeed; #if FADEBURN_ON half4 _FadeBurnColor, _FadeBurnTex_ST; half _FadeBurnWidth, _FadeBurnGlow; #endif #endif #if COLORGRADING_ON half3 _ColorGradingLight, _ColorGradingMiddle, _ColorGradingDark; half _ColorGradingMidPoint; #endif #if CAMDISTFADE_ON half _CamDistFadeStepMin, _CamDistFadeStepMax, _CamDistProximityFade; #endif #if RIM_ON half _RimBias, _RimScale, _RimPower, _RimIntensity, _RimAddAmount, _RimErodesAlpha; half4 _RimColor; #endif #if BACKFACETINT_ON half4 _BackFaceTint, _FrontFaceTint; #endif #if SHAPEDEBUG_ON half _DebugShape; #endif #if SHAPE1MASK_ON half4 _Shape1MaskTex_ST; half _Shape1MaskPow; #endif #if TRAILWIDTH_ON half _TrailWidthPower; #endif #if LIGHTANDSHADOW_ON half3 _All1VfxLightDir; half _ShadowAmount, _ShadowStepMin, _ShadowStepMax, _LightAmount; half4 _LightColor; #endif #if SHAPETEXOFFSET_ON half _RandomSh1Mult, _RandomSh2Mult, _RandomSh3Mult; #endif #if DEPTHGLOW_ON half _DepthGlowDist, _DepthGlowPow, _DepthGlow, _DepthGlowGlobal; half4 _DepthGlowColor; #endif #if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON half _ScreenUvShDistScale,_ScreenUvSh2DistScale, _ScreenUvSh3DistScale; #endif #if NORMALMAP_ON half _NormalStrength; #endif CBUFFER_END TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); #if SHAPE1DISTORT_ON TEXTURE2D(_ShapeDistortTex); SAMPLER(sampler_ShapeDistortTex); #endif #if SHAPE2_ON TEXTURE2D(_Shape2Tex); SAMPLER(sampler_Shape2Tex); #if SHAPE2DISTORT_ON TEXTURE2D(_Shape2DistortTex); SAMPLER(sampler_Shape2DistortTex); #endif #endif #if SHAPE3_ON TEXTURE2D(_Shape3Tex); SAMPLER(sampler_Shape3Tex); #if SHAPE3DISTORT_ON TEXTURE2D(_Shape3DistortTex); SAMPLER(sampler_Shape3DistortTex); #endif #endif #if GLOW_ON #if GLOWTEX_ON TEXTURE2D(_GlowTex); SAMPLER(sampler_GlowTex); #endif #endif #if MASK_ON TEXTURE2D(_MaskTex); SAMPLER(sampler_MaskTex); #endif #if COLORRAMP_ON TEXTURE2D(_ColorRampTex); SAMPLER(sampler_ColorRampTex); #endif #if COLORRAMPGRAD_ON TEXTURE2D(_ColorRampTexGradient); SAMPLER(sampler_ColorRampTexGradient); #endif #if DISTORT_ON TEXTURE2D(_DistortTex); SAMPLER(sampler_DistortTex); #endif #if VERTOFFSET_ON TEXTURE2D(_VertOffsetTex); SAMPLER(sampler_VertOffsetTex); #endif #if FADE_ON TEXTURE2D(_FadeTex); SAMPLER(sampler_FadeTex); #if FADEBURN_ON TEXTURE2D(_FadeBurnTex); SAMPLER(sampler_FadeBurnTex); #endif #endif #if SHAPE1MASK_ON TEXTURE2D(_Shape1MaskTex); SAMPLER(sampler_Shape1MaskTex); #endif #if TRAILWIDTH_ON TEXTURE2D(_TrailWidthGradient); SAMPLER(sampler_TrailWidthGradient); #endif #if NORMALMAP_ON TEXTURE2D(_NormalMap); SAMPLER(sampler_NormalMap); #endif half4 SampleTextureWithScroll(in Texture2D _tex, in SamplerState _sampler, in float2 uv, in half scrollXSpeed, in half scrollYSpeed, in float time) { half2 _uv = uv; _uv.x += (time * scrollXSpeed) % 1; _uv.y += (time * scrollYSpeed) % 1; return SAMPLE_TEXTURE2D(_tex, _sampler, _uv); } half EaseOutQuint(half x) { return 1 - pow(1 - x, 5); } half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax) { return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin); } float2 RotateUvs(float2 uv, half rotation, half4 scaleAndTranslate) { half2 center = half2(0.5 * scaleAndTranslate.x + scaleAndTranslate.z, 0.5 * scaleAndTranslate.y + scaleAndTranslate.w); half cosAngle = cos(rotation); half sinAngle = sin(rotation); uv -= center; uv = mul(half2x2(cosAngle, -sinAngle, sinAngle, cosAngle), uv); uv += center; return uv; } half4 GetDebugColor(float4 resColor, half4 shape1, half4 shape2, half4 shape3) { half4 res = resColor; //MAKE SURE THE FOLLOWING CODE BLOCK IS UNCOMMENTED------------------------------------------- #if SHAPEDEBUG_ON if(_DebugShape < 1.5) return shape1; #if SHAPE2_ON else if (_DebugShape < 2.5) return shape2; #endif #if SHAPE3_ON else return shape3; #endif #endif return res; } void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) { //uvDistTex --> extraV2F0 //uvSh1DistTex --> extraV2F1 //uvSh2DistTex --> extraV2F2 //uvSh3DistTex --> extraV2F3 #if VERTOFFSET_ON #if TIMEISCUSTOM_ON const half time = v.texcoord0.z + globalCustomTime.y; #else const half time = v.texcoord0.z + _Time.y; #endif half4 offsetUv = half4(TRANSFORM_TEX(v.texcoord0.xy, _VertOffsetTex), 0, 0); offsetUv.x += (time * _VertOffsetTexXSpeed) % 1; offsetUv.y += (time * _VertOffsetTexYSpeed) % 1; v.vertex.xyz += v.normal * _VertOffsetAmount * pow(SAMPLE_TEXTURE2D_LOD(_VertOffsetTex, sampler_VertOffsetTex, offsetUv, 0).r, _VertOffsetPower); #endif #if DISTORT_ON && !POLARUVDISTORT_ON d.extraV2F0.xy = TRANSFORM_TEX(v.texcoord0.xy, _DistortTex); #endif #if SHAPE1DISTORT_ON && !POLARUVDISTORT_ON d.extraV2F1.xy = TRANSFORM_TEX(v.texcoord0.xy, _ShapeDistortTex); #endif #if SHAPE2_ON #if SHAPE2DISTORT_ON && !POLARUVDISTORT_ON d.extraV2F2.xy = TRANSFORM_TEX(v.texcoord0.xy, _Shape2DistortTex);; #endif #endif #if SHAPE3_ON #if SHAPE3DISTORT_ON && !POLARUVDISTORT_ON d.extraV2F3.xy = TRANSFORM_TEX(v.texcoord0.xy, _Shape3DistortTex); #endif #endif } void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) { //i.uvSeed -> d.texcoord0.xy float seed = d.texcoord0.z + _TimingSeed; #if TIMEISCUSTOM_ON const float4 shaderTime = globalCustomTime; #else const float4 shaderTime = _Time; #endif float time = shaderTime.y + seed; #if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON half2 originalUvs = d.texcoord0.xy; #endif #if PIXELATE_ON half aspectRatio = _MainTex_TexelSize.x / _MainTex_TexelSize.y; half2 pixelSize = float2(_PixelateSize, _PixelateSize * aspectRatio); d.texcoord0.xy = floor(d.texcoord0.xy * pixelSize) / pixelSize; #endif #if NORMALMAP_ON half4 normalSample = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, d.texcoord0.xy); half3 normalTS = UnpackNormal(normalSample); normalTS.xy *= _NormalStrength; o.Normal = normalTS; #endif #if TWISTUV_ON half2 tempUv = d.texcoord0.xy - half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y); _TwistUvRadius *= (_MainTex_ST.x + _MainTex_ST.y) / 2; half percent = (_TwistUvRadius - length(tempUv)) / _TwistUvRadius; half theta = percent * percent * (2.0 * sin(_TwistUvAmount)) * 8.0; half s = sin(theta); half c = cos(theta); half beta = max(sign(_TwistUvRadius - length(tempUv)), 0.0); tempUv = half2(dot(tempUv, half2(c, -s)), dot(tempUv, half2(s, c))) * beta + tempUv * (1 - beta); tempUv += half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y); d.texcoord0.xy = tempUv; #endif #if DOODLE_ON half2 uvCopy = d.texcoord0.xy; _HandDrawnSpeed = (floor((shaderTime.x + seed) * 20 * _HandDrawnSpeed) / _HandDrawnSpeed) * _HandDrawnSpeed; uvCopy.x = sin((uvCopy.x * _HandDrawnAmount + _HandDrawnSpeed) * 4); uvCopy.y = cos((uvCopy.y * _HandDrawnAmount + _HandDrawnSpeed) * 4); d.texcoord0.xy = lerp(d.texcoord0.xy, d.texcoord0.xy + uvCopy, 0.0005 * _HandDrawnAmount); #endif #if SHAKEUV_ON half xShake = sin((shaderTime.x + seed) * _ShakeUvSpeed * 50) * _ShakeUvX; half yShake = cos((shaderTime.x + seed) * _ShakeUvSpeed * 50) * _ShakeUvY; d.texcoord0.xy += half2(xShake * 0.012, yShake * 0.01); #endif #if WAVEUV_ON half2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - d.texcoord0.xy; #if ATLAS_ON uvWave = half2(_WaveX, _WaveY) - uvRect; #endif uvWave.x *= _ScreenParams.x / _ScreenParams.y; half angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((time * _WaveSpeed) % 360.0); d.texcoord0.xy = d.texcoord0.xy + normalize(uvWave) * sin(angWave) * (_WaveStrength / 1000.0); #endif #if ROUNDWAVEUV_ON half xWave = ((0.5 * _MainTex_ST.x) - d.texcoord0.x); half yWave = ((0.5 * _MainTex_ST.y) - d.texcoord0.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z); half ripple = -sqrt(xWave*xWave + yWave* yWave); d.texcoord0.xy += (sin((ripple + time * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1; #endif #if POLARUV_ON half2 prePolarUvs = d.texcoord0.xy; d.texcoord0.xy = d.texcoord0.xy - half2(0.5, 0.5); d.texcoord0.xy = half2(atan2(d.texcoord0.y, d.texcoord0.x) / (1.0 * 6.28318530718), length(d.texcoord0.xy) * 2.0); d.texcoord0.xy *= _MainTex_ST.xy; #endif #if DISTORT_ON #if POLARUVDISTORT_ON half2 distortUvs = TRANSFORM_TEX(d.texcoord0.xy, _DistortTex); #else half2 distortUvs = d.extraV2F0.xy; #endif distortUvs.x += ((shaderTime.x + seed) * _DistortTexXSpeed) % 1; distortUvs.y += ((shaderTime.x + seed) * _DistortTexYSpeed) % 1; #if ATLAS_ON d.extraV2F0.xy = half2((d.extraV2F0.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.extraV2F0.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half distortAmnt = (SAMPLE_TEXTURE2D(_DistortTex, sampler_DistortTex, distortUvs).r - 0.5) * 0.2 * _DistortAmount; d.texcoord0.x += distortAmnt; d.texcoord0.y += distortAmnt; #endif #if TEXTURESCROLL_ON d.texcoord0.x += (time * _TextureScrollXSpeed) % 1; d.texcoord0.y += (time * _TextureScrollYSpeed) % 1; #endif #if TRAILWIDTH_ON half width = pow(SAMPLE_TEXTURE2D(_TrailWidthGradient, sampler_TrailWidthGradient, d.texcoord0).r, _TrailWidthPower); d.texcoord0.y = (d.texcoord0.y * 2 - 1) / width * 0.5 + 0.5; clip(d.texcoord0.y); clip(1 - d.texcoord0.y); #endif float2 shape1Uv = d.texcoord0.xy; #if SHAPE2_ON float2 shape2Uv = shape1Uv; #endif #if SHAPE3_ON float2 shape3Uv = shape1Uv; #endif #if CAMDISTFADE_ON || SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON half camDistance = distance(d.worldSpacePosition, _WorldSpaceCameraPos); #endif #if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON half2 uvOffsetPostFx = d.texcoord0.xy - originalUvs; d.texcoord0.xy = d.screenPos.xy / d.screenPos.w; d.texcoord0.x = d.texcoord0.x * (_ScreenParams.x / _ScreenParams.y); d.texcoord0.x -= 0.5; d.texcoord0.xy -= uvOffsetPostFx; originalUvs += uvOffsetPostFx; half distanceZoom = camDistance * 0.1; half2 scaleWithDistUvs = d.texcoord0.xy * distanceZoom + ((-distanceZoom * 0.5) + 0.5); #if SHAPE1SCREENUV_ON shape1Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvShDistScale); #else shape1Uv = originalUvs; #endif #if SHAPE2SCREENUV_ON && SHAPE2_ON shape2Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvSh2DistScale); #else #if SHAPE2_ON shape2Uv = originalUvs; #endif #endif #if SHAPE3SCREENUV_ON && SHAPE3_ON shape3Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvSh3DistScale); #else #if SHAPE3_ON shape3Uv = originalUvs; #endif #endif #endif shape1Uv = TRANSFORM_TEX(shape1Uv, _MainTex); #if OFFSETSTREAM_ON shape1Uv.x += i.offsetCustomData.x * _OffsetSh1; shape1Uv.y += i.offsetCustomData.y * _OffsetSh1; #endif #if SHAPETEXOFFSET_ON shape1Uv += seed * _RandomSh1Mult; #endif #if SHAPE1DISTORT_ON #if POLARUVDISTORT_ON half2 sh1DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _ShapeDistortTex); #else half2 sh1DistortUvs = d.extraV2F1.xy; #endif sh1DistortUvs.x += ((time + seed) * _ShapeDistortXSpeed) % 1; sh1DistortUvs.y += ((time + seed) * _ShapeDistortYSpeed) % 1; half distortAmount = (SAMPLE_TEXTURE2D(_ShapeDistortTex, sampler_ShapeDistortTex, sh1DistortUvs).r - 0.5) * 0.2 * _ShapeDistortAmount; shape1Uv.x += distortAmount; shape1Uv.y += distortAmount; #endif #if SHAPE1ROTATE_ON shape1Uv = RotateUvs(shape1Uv, _ShapeRotationOffset + ((_ShapeRotationSpeed * time) % 6.28318530718), _MainTex_ST); #endif half4 shape1 = SampleTextureWithScroll(_MainTex, sampler_MainTex, shape1Uv, _ShapeXSpeed, _ShapeYSpeed, time); #if SHAPE1SHAPECOLOR_ON shape1.a = shape1.r; shape1.rgb = _ShapeColor.rgb; #else shape1 *= _ShapeColor; #endif #if SHAPE1CONTRAST_ON #if SHAPE1SHAPECOLOR_ON shape1.a = saturate((shape1.a - 0.5) * _ShapeContrast + 0.5 + _ShapeBrightness); #else shape1.rgb = max(0, (shape1.rgb - half3(0.5, 0.5, 0.5)) * _ShapeContrast + half3(0.5, 0.5, 0.5) + _ShapeBrightness); #endif #endif half4 shape2 = 1.0; #if SHAPE2_ON shape2Uv = TRANSFORM_TEX(shape2Uv, _Shape2Tex); #if OFFSETSTREAM_ON shape2Uv.x += i.offsetCustomData.x * _OffsetSh2; shape2Uv.y += i.offsetCustomData.y * _OffsetSh2; #endif #if SHAPETEXOFFSET_ON shape2Uv += seed * _RandomSh2Mult; #endif #if SHAPE2DISTORT_ON #if POLARUVDISTORT_ON half2 sh2DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _Shape2DistortTex); #else half2 sh2DistortUvs = d.extraV2F2.xy; #endif sh2DistortUvs.x += ((time + seed) * _Shape2DistortXSpeed) % 1; sh2DistortUvs.y += ((time + seed) * _Shape2DistortYSpeed) % 1; half distortAmnt2 = (SAMPLE_TEXTURE2D(_Shape2DistortTex, sampler_Shape2DistortTex, sh2DistortUvs).r - 0.5) * 0.2 * _Shape2DistortAmount; shape2Uv.x += distortAmnt2; shape2Uv.y += distortAmnt2; #endif #if SHAPE2ROTATE_ON shape2Uv = RotateUvs(shape2Uv, _Shape2RotationOffset + ((_Shape2RotationSpeed * time) % 6.28318530718), _Shape2Tex_ST); #endif shape2 = SampleTextureWithScroll(_Shape2Tex, sampler_Shape2Tex, shape2Uv, _Shape2XSpeed, _Shape2YSpeed, time); #if SHAPE2SHAPECOLOR_ON shape2.a = shape2.r; shape2.rgb = _Shape2Color.rgb; #else shape2 *= _Shape2Color; #endif #if SHAPE2CONTRAST_ON #if SHAPE2SHAPECOLOR_ON shape2.a = max(0, (shape2.a - 0.5) * _Shape2Contrast + 0.5 + _Shape2Brightness); #else shape2.rgb = max(0, (shape2.rgb - half3(0.5, 0.5, 0.5)) * _Shape2Contrast + half3(0.5, 0.5, 0.5) + _Shape2Brightness); #endif #endif #endif half4 shape3 = 1.0; #if SHAPE3_ON shape3Uv = TRANSFORM_TEX(shape3Uv, _Shape3Tex); #if OFFSETSTREAM_ON shape3Uv.x += i.offsetCustomData.x * _OffsetSh3; shape3Uv.y += i.offsetCustomData.y * _OffsetSh3; #endif #if SHAPETEXOFFSET_ON shape3Uv += seed * _RandomSh3Mult; #endif #if SHAPE3DISTORT_ON #if POLARUVDISTORT_ON half2 sh3DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _Shape3DistortTex); #else half2 sh3DistortUvs = d.extraV2F3.xy; #endif sh3DistortUvs.x += ((time + seed) * _Shape3DistortXSpeed) % 1; sh3DistortUvs.y += ((time + seed) * _Shape3DistortYSpeed) % 1; half distortAmnt3 = (SAMPLE_TEXTURE2D(_Shape3DistortTex, sampler_Shape3DistortTex, sh3DistortUvs).r - 0.5) * 0.3 * _Shape3DistortAmount; shape3Uv.x += distortAmnt3; shape3Uv.y += distortAmnt3; #endif #if SHAPE3ROTATE_ON shape3Uv = RotateUvs(shape3Uv, _Shape3RotationOffset + ((_Shape3RotationSpeed * time) % 6.28318530718), _Shape3Tex_ST); #endif shape3 = SampleTextureWithScroll(_Shape3Tex, sampler_Shape3Tex, shape3Uv, _Shape3XSpeed, _Shape3YSpeed, time); #if SHAPE3SHAPECOLOR_ON shape3.a = shape3.r; shape3.rgb = _Shape3Color.rgb; #else shape3 *= _Shape3Color; #endif #if SHAPE3CONTRAST_ON #if SHAPE3SHAPECOLOR_ON shape3.a = max(0, (shape3.a - 0.5) * _Shape3Contrast + 0.5 + _Shape3Brightness); #else shape3.rgb = max(0, (shape3.rgb - half3(0.5, 0.5, 0.5)) * _Shape3Contrast + half3(0.5, 0.5, 0.5) + _Shape3Brightness); #endif #endif #endif half4 col = shape1; //Mix all shapes pre: change weights if custom vertex effect active #if SHAPEWEIGHTS_ON half shapeWeightOffset; #if SHAPE2_ON shapeWeightOffset = i.offsetCustomData.z * _Sh1BlendOffset; _ShapeColorWeight = max(0, _ShapeColorWeight + shapeWeightOffset); _ShapeAlphaWeight = max(0, _ShapeAlphaWeight + shapeWeightOffset); shapeWeightOffset = i.offsetCustomData.z * _Sh2BlendOffset; _Shape2ColorWeight = max(0, _Shape2ColorWeight + shapeWeightOffset); _Shape2AlphaWeight = max(0, _Shape2AlphaWeight + shapeWeightOffset); #endif #if SHAPE3_ON shapeWeightOffset = i.offsetCustomData.z * _Sh3BlendOffset; _Shape3ColorWeight = max(0, _Shape3ColorWeight + shapeWeightOffset); _Shape3AlphaWeight = max(0, _Shape3AlphaWeight + shapeWeightOffset); #endif #endif //Mix all shapes #if SHAPE2_ON #if !SPLITRGBA_ON _ShapeAlphaWeight = _ShapeColorWeight; _Shape2AlphaWeight = _Shape2ColorWeight; #endif #if SHAPE3_ON //Shape3 On #if !SPLITRGBA_ON _Shape3AlphaWeight = _Shape3ColorWeight; #endif #if SHAPEADD_ON col.rgb = ((shape1.rgb * _ShapeColorWeight) + (shape2.rgb * _Shape2ColorWeight)) + (shape3.rgb * _Shape3ColorWeight); col.a = saturate(max(shape3.a * _Shape3AlphaWeight, max(shape1.a * _ShapeAlphaWeight, shape2.a * _Shape2AlphaWeight))); #else col.rgb = ((shape1.rgb * _ShapeColorWeight) * (shape2.rgb * _Shape2ColorWeight)) * (shape3.rgb * _Shape3ColorWeight); col.a = saturate(((shape1.a * _ShapeAlphaWeight) * (shape2.a * _Shape2AlphaWeight)) * (shape3.a * _Shape3AlphaWeight)); #endif #else //Shape3 Off #if SHAPEADD_ON col.rgb = (shape1.rgb * _ShapeColorWeight) + (shape2.rgb * _Shape2ColorWeight); col.a = saturate(max(shape1.a * _ShapeAlphaWeight, shape2.a * _Shape2AlphaWeight)); #else col.rgb = (shape1.rgb * _ShapeColorWeight) * (shape2.rgb * _Shape2ColorWeight); col.a = saturate((shape1.a * _ShapeAlphaWeight) * (shape2.a * _Shape2AlphaWeight)); #endif #endif #endif #if SHAPE1MASK_ON col = lerp(col, shape1, pow(SAMPLE_TEXTURE2D(_Shape1MaskTex, sampler_Shape1MaskTex, TRANSFORM_TEX(i.uvSeed.xy, _Shape1MaskTex)).r, _Shape1MaskPow)); #endif #if PREMULTIPLYCOLOR_ON half luminance = 0; luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance *= col.a; col.a = min(luminance, col.a); #endif col.rgb *= _Color.rgb * d.vertexColor.rgb; #if PREMULTIPLYALPHA_ON col.rgb *= col.a; #endif #if !PREMULTIPLYCOLOR_ON && (COLORRAMP_ON || ALPHAFADE_ON || COLORGRADING_ON || FADE_ON || (ADDITIVECONFIG_ON && (GLOW_ON || DEPTHGLOW_ON))) half luminance = 0; luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance *= col.a; #endif #if (FADE_ON || ALPHAFADE_ON) && ALPHAFADEINPUTSTREAM_ON col.a *= d.vertexColor.a; d.vertexColor.a = d.texcoord0.w; #endif #if FADE_ON half preFadeAlpha = col.a; _FadeAmount = saturate(_FadeAmount + (1 - d.vertexColor.a)); _FadeTransition = max(0.01, _FadeTransition * EaseOutQuint(saturate(_FadeAmount))); half2 fadeUv; fadeUv = d.texcoord0.xy + seed; fadeUv.x += (time * _FadeScrollXSpeed) % 1; fadeUv.y += (time * _FadeScrollYSpeed) % 1; half2 tiledUvFade1 = TRANSFORM_TEX(fadeUv, _FadeTex); #if ADDITIVECONFIG_ON && !PREMULTIPLYCOLOR_ON preFadeAlpha *= luminance; #endif _FadeAmount = saturate(pow(_FadeAmount, _FadePower)); #if FADEBURN_ON half2 tiledUvFade2 = TRANSFORM_TEX(fadeUv, _FadeBurnTex); half fadeSample = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r; half fadeNaturalEdge = saturate(smoothstep(0.0 , _FadeTransition, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample)); col.a *= fadeNaturalEdge; half fadeBurn = saturate(smoothstep(0.0 , _FadeTransition + _FadeBurnWidth, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample)); fadeBurn = fadeNaturalEdge - fadeBurn; _FadeBurnColor.rgb *= _FadeBurnGlow; col.rgb += fadeBurn * SAMPLE_TEXTURE2D(_FadeBurnTex, sampler_FadeBurnTex, tiledUvFade2).rgb * _FadeBurnColor.rgb * preFadeAlpha; #else half fadeSample = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r; float fade = saturate(smoothstep(0.0 , _FadeTransition, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample)); col.a *= fade; #endif #if ALPHAFADETRANSPARENCYTOO_ON col.a *= 1 - _FadeAmount; #endif #endif #if ALPHAFADE_ON half alphaFadeLuminance; _AlphaFadeAmount = saturate(_AlphaFadeAmount + (1 - d.vertexColor.a)); _AlphaFadeAmount = saturate(pow(_AlphaFadeAmount, _AlphaFadePow)); _AlphaFadeSmooth = max(0.01, _AlphaFadeSmooth * EaseOutQuint(saturate(_AlphaFadeAmount))); #if ALPHAFADEUSESHAPE1_ON alphaFadeLuminance = shape1.r; #else alphaFadeLuminance = luminance; #endif alphaFadeLuminance = saturate(alphaFadeLuminance - 0.001); #if ALPHAFADEUSEREDCHANNEL_ON col.a *= col.r; #endif col.a = saturate(col.a); float alphaFade = saturate(smoothstep(0.0 , _AlphaFadeSmooth, RemapFloat(1.0 - _AlphaFadeAmount, 0.0, 1.0, -1.0, 1.0) + alphaFadeLuminance)); col.a *= alphaFade; #if ALPHAFADETRANSPARENCYTOO_ON col.a *= 1 - _AlphaFadeAmount; #endif #endif #if BACKFACETINT_ON col.rgb = lerp(col.rgb * _BackFaceTint, col.rgb * _FrontFaceTint, step(0, dot(d.worldSpaceNormal, d.worldSpaceViewDir))); #endif //#if LIGHTANDSHADOW_ON //half NdL = saturate(dot(d.worldSpaceNormal, -_All1VfxLightDir)); //col.rgb += _LightColor * _LightAmount * NdL; //NdL = max(_ShadowAmount, NdL); //NdL = smoothstep(_ShadowStepMin, _ShadowStepMax, NdL); //col.rgb *= NdL; //#endif #if COLORGRADING_ON col.rgb *= lerp(lerp(_ColorGradingDark, _ColorGradingMiddle, luminance/_ColorGradingMidPoint), lerp(_ColorGradingMiddle, _ColorGradingLight, (luminance - _ColorGradingMidPoint)/(1.0 - _ColorGradingMidPoint)), step(_ColorGradingMidPoint, luminance)); #endif #if COLORRAMP_ON half colorRampLuminance = saturate(luminance + _ColorRampLuminosity); #if COLORRAMPGRAD_ON half4 colorRampRes = SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(colorRampLuminance, 0)); #else half4 colorRampRes = SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(colorRampLuminance, 0)); #endif col.rgb = lerp(col.rgb, colorRampRes.rgb, _ColorRampBlend); col.a = lerp(col.a, saturate(col.a * colorRampRes.a), _ColorRampBlend); #endif #if POSTERIZE_ON && !POSTERIZEOUTLINE_ON col.rgb = floor(col.rgb / (1.0 / _PosterizeNumColors)) * (1.0 / _PosterizeNumColors); #endif #if DEPTHGLOW_ON half sceneDepthDiff = GetLinearEyeDepth(d.screenUV) - d.screenPos.w; #endif #if RIM_ON half NdV = 1 - abs(dot(d.worldSpaceNormal, d.worldSpaceViewDir)); half rimFactor = saturate(_RimBias + _RimScale * pow(NdV, _RimPower)); half4 rimCol = _RimColor * rimFactor; rimCol.rgb *= _RimIntensity; col.rgb = lerp(col.rgb * (rimCol.rgb + half3(1,1,1)), col.rgb + rimCol.rgb, _RimAddAmount); col.a = saturate(col.a * (1 - rimFactor * _RimErodesAlpha)); #endif #if DEPTHGLOW_ON half depthGlowMask = saturate(_DepthGlowDist * pow((1 - sceneDepthDiff), _DepthGlowPow)); col.rgb = lerp(col.rgb, _DepthGlowGlobal * col.rgb, depthGlowMask); half depthGlowMult = 1; #if ADDITIVECONFIG_ON depthGlowMult = luminance; #endif col.rgb += _DepthGlowColor.rgb * _DepthGlow * depthGlowMask * col.a * depthGlowMult; #endif #if GLOW_ON half glowMask = 1; #if GLOWTEX_ON glowMask = SAMPLE_TEXTURE2D(_GlowTex, sampler_GlowTex, TRANSFORM_TEX(d.texcoord0.xy, _GlowTex)); #endif col.rgb *= _GlowGlobal * glowMask; half glowMult = 1; #if ADDITIVECONFIG_ON glowMult = luminance; #endif col.rgb += _GlowColor.rgb * _Glow * glowMask * col.a * glowMult; #endif #if HSV_ON half3 resultHsv = half3(col.rgb); half cosHsv = _HsvBright * _HsvSaturation * cos(_HsvShift * 3.14159265 / 180); half sinHsv = _HsvBright * _HsvSaturation * sin(_HsvShift * 3.14159265 / 180); resultHsv.x = (.299 * _HsvBright + .701 * cosHsv + .168 * sinHsv) * col.x + (.587 * _HsvBright - .587 * cosHsv + .330 * sinHsv) * col.y + (.114 * _HsvBright - .114 * cosHsv - .497 * sinHsv) * col.z; resultHsv.y = (.299 * _HsvBright - .299 * cosHsv - .328 * sinHsv) *col.x + (.587 * _HsvBright + .413 * cosHsv + .035 * sinHsv) * col.y + (.114 * _HsvBright - .114 * cosHsv + .292 * sinHsv) * col.z; resultHsv.z = (.299 * _HsvBright - .3 * cosHsv + 1.25 * sinHsv) * col.x + (.587 * _HsvBright - .588 * cosHsv - 1.05 * sinHsv) * col.y + (.114 * _HsvBright + .886 * cosHsv - .203 * sinHsv) * col.z; col.rgb = resultHsv; #endif #if CAMDISTFADE_ON col.a *= 1 - saturate(smoothstep(_CamDistFadeStepMin, _CamDistFadeStepMax, camDistance)); col.a *= smoothstep(0.0, _CamDistProximityFade, camDistance); #endif #if MASK_ON half2 maskUv = d.texcoord0.xy; #if POLARUV_ON maskUv = prePolarUvs; #endif half4 maskSample = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, TRANSFORM_TEX(maskUv, _MaskTex)); half mask = pow(min(maskSample.r, maskSample.a), _MaskPow); col.a *= mask; #endif #if ALPHASMOOTHSTEP_ON col.a = smoothstep(_AlphaStepMin, _AlphaStepMax, col.a); #endif half4 debugColor = col; #if SHAPEDEBUG_ON debugColor = GetDebugColor(col, shape1, shape2, shape3); #endif clip(debugColor.a - _AlphaCutoffValue - 0.01); //#if FOG_ON //UNITY_APPLY_FOG(i.fogCoord, col); //#endif //Don't use a starting i.color.a lower than 1 unless using vertex stream dissolve when using a FADE effect #if !FADE_ON && !ALPHAFADE_ON col.a *= _Alpha * d.vertexColor.a; #endif #if FADE_ON || ALPHAFADE_ON col.a *= _Alpha; #endif #if ADDITIVECONFIG_ON col.rgb *= col.a; #endif #if SHAPEDEBUG_ON o.Albedo = debugColor.rgb; o.Alpha = debugColor.a; #else o.Albedo = col.rgb; o.Alpha = col.a; #endif } void ChainSurfaceFunction(inout Surface l, inout ShaderData d) { Ext_SurfaceFunction0(l, d); // Ext_SurfaceFunction1(l, d); // Ext_SurfaceFunction2(l, d); // Ext_SurfaceFunction3(l, d); // Ext_SurfaceFunction4(l, d); // Ext_SurfaceFunction5(l, d); // Ext_SurfaceFunction6(l, d); // Ext_SurfaceFunction7(l, d); // Ext_SurfaceFunction8(l, d); // Ext_SurfaceFunction9(l, d); // Ext_SurfaceFunction10(l, d); // Ext_SurfaceFunction11(l, d); // Ext_SurfaceFunction12(l, d); // Ext_SurfaceFunction13(l, d); // Ext_SurfaceFunction14(l, d); // Ext_SurfaceFunction15(l, d); // Ext_SurfaceFunction16(l, d); // Ext_SurfaceFunction17(l, d); // Ext_SurfaceFunction18(l, d); // Ext_SurfaceFunction19(l, d); // Ext_SurfaceFunction20(l, d); // Ext_SurfaceFunction21(l, d); // Ext_SurfaceFunction22(l, d); // Ext_SurfaceFunction23(l, d); // Ext_SurfaceFunction24(l, d); // Ext_SurfaceFunction25(l, d); // Ext_SurfaceFunction26(l, d); // Ext_SurfaceFunction27(l, d); // Ext_SurfaceFunction28(l, d); // Ext_SurfaceFunction29(l, d); } #if !_DECALSHADER void ChainModifyVertex(inout VertexData v, inout VertexToPixel v2p, float4 time) { ExtraV2F d; ZERO_INITIALIZE(ExtraV2F, d); ZERO_INITIALIZE(Blackboard, d.blackboard); // due to motion vectors in HDRP, we need to use the last // time in certain spots. So if you are going to use _Time to adjust vertices, // you need to use this time or motion vectors will break. d.time = time; Ext_ModifyVertex0(v, d); // Ext_ModifyVertex1(v, d); // Ext_ModifyVertex2(v, d); // Ext_ModifyVertex3(v, d); // Ext_ModifyVertex4(v, d); // Ext_ModifyVertex5(v, d); // Ext_ModifyVertex6(v, d); // Ext_ModifyVertex7(v, d); // Ext_ModifyVertex8(v, d); // Ext_ModifyVertex9(v, d); // Ext_ModifyVertex10(v, d); // Ext_ModifyVertex11(v, d); // Ext_ModifyVertex12(v, d); // Ext_ModifyVertex13(v, d); // Ext_ModifyVertex14(v, d); // Ext_ModifyVertex15(v, d); // Ext_ModifyVertex16(v, d); // Ext_ModifyVertex17(v, d); // Ext_ModifyVertex18(v, d); // Ext_ModifyVertex19(v, d); // Ext_ModifyVertex20(v, d); // Ext_ModifyVertex21(v, d); // Ext_ModifyVertex22(v, d); // Ext_ModifyVertex23(v, d); // Ext_ModifyVertex24(v, d); // Ext_ModifyVertex25(v, d); // Ext_ModifyVertex26(v, d); // Ext_ModifyVertex27(v, d); // Ext_ModifyVertex28(v, d); // Ext_ModifyVertex29(v, d); // #if %EXTRAV2F0REQUIREKEY% v2p.extraV2F0 = d.extraV2F0; // #endif // #if %EXTRAV2F1REQUIREKEY% v2p.extraV2F1 = d.extraV2F1; // #endif // #if %EXTRAV2F2REQUIREKEY% v2p.extraV2F2 = d.extraV2F2; // #endif // #if %EXTRAV2F3REQUIREKEY% v2p.extraV2F3 = d.extraV2F3; // #endif // #if %EXTRAV2F4REQUIREKEY% // v2p.extraV2F4 = d.extraV2F4; // #endif // #if %EXTRAV2F5REQUIREKEY% // v2p.extraV2F5 = d.extraV2F5; // #endif // #if %EXTRAV2F6REQUIREKEY% // v2p.extraV2F6 = d.extraV2F6; // #endif // #if %EXTRAV2F7REQUIREKEY% // v2p.extraV2F7 = d.extraV2F7; // #endif } void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) { ExtraV2F d; ZERO_INITIALIZE(ExtraV2F, d); ZERO_INITIALIZE(Blackboard, d.blackboard); // #if %EXTRAV2F0REQUIREKEY% d.extraV2F0 = v2p.extraV2F0; // #endif // #if %EXTRAV2F1REQUIREKEY% d.extraV2F1 = v2p.extraV2F1; // #endif // #if %EXTRAV2F2REQUIREKEY% d.extraV2F2 = v2p.extraV2F2; // #endif // #if %EXTRAV2F3REQUIREKEY% d.extraV2F3 = v2p.extraV2F3; // #endif // #if %EXTRAV2F4REQUIREKEY% // d.extraV2F4 = v2p.extraV2F4; // #endif // #if %EXTRAV2F5REQUIREKEY% // d.extraV2F5 = v2p.extraV2F5; // #endif // #if %EXTRAV2F6REQUIREKEY% // d.extraV2F6 = v2p.extraV2F6; // #endif // #if %EXTRAV2F7REQUIREKEY% // d.extraV2F7 = v2p.extraV2F7; // #endif // Ext_ModifyTessellatedVertex0(v, d); // Ext_ModifyTessellatedVertex1(v, d); // Ext_ModifyTessellatedVertex2(v, d); // Ext_ModifyTessellatedVertex3(v, d); // Ext_ModifyTessellatedVertex4(v, d); // Ext_ModifyTessellatedVertex5(v, d); // Ext_ModifyTessellatedVertex6(v, d); // Ext_ModifyTessellatedVertex7(v, d); // Ext_ModifyTessellatedVertex8(v, d); // Ext_ModifyTessellatedVertex9(v, d); // Ext_ModifyTessellatedVertex10(v, d); // Ext_ModifyTessellatedVertex11(v, d); // Ext_ModifyTessellatedVertex12(v, d); // Ext_ModifyTessellatedVertex13(v, d); // Ext_ModifyTessellatedVertex14(v, d); // Ext_ModifyTessellatedVertex15(v, d); // Ext_ModifyTessellatedVertex16(v, d); // Ext_ModifyTessellatedVertex17(v, d); // Ext_ModifyTessellatedVertex18(v, d); // Ext_ModifyTessellatedVertex19(v, d); // Ext_ModifyTessellatedVertex20(v, d); // Ext_ModifyTessellatedVertex21(v, d); // Ext_ModifyTessellatedVertex22(v, d); // Ext_ModifyTessellatedVertex23(v, d); // Ext_ModifyTessellatedVertex24(v, d); // Ext_ModifyTessellatedVertex25(v, d); // Ext_ModifyTessellatedVertex26(v, d); // Ext_ModifyTessellatedVertex27(v, d); // Ext_ModifyTessellatedVertex28(v, d); // Ext_ModifyTessellatedVertex29(v, d); // #if %EXTRAV2F0REQUIREKEY% v2p.extraV2F0 = d.extraV2F0; // #endif // #if %EXTRAV2F1REQUIREKEY% v2p.extraV2F1 = d.extraV2F1; // #endif // #if %EXTRAV2F2REQUIREKEY% v2p.extraV2F2 = d.extraV2F2; // #endif // #if %EXTRAV2F3REQUIREKEY% v2p.extraV2F3 = d.extraV2F3; // #endif // #if %EXTRAV2F4REQUIREKEY% // v2p.extraV2F4 = d.extraV2F4; // #endif // #if %EXTRAV2F5REQUIREKEY% // v2p.extraV2F5 = d.extraV2F5; // #endif // #if %EXTRAV2F6REQUIREKEY% // v2p.extraV2F6 = d.extraV2F6; // #endif // #if %EXTRAV2F7REQUIREKEY% // v2p.extraV2F7 = d.extraV2F7; // #endif } void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) { // Ext_FinalColorForward0(l, d, color); // Ext_FinalColorForward1(l, d, color); // Ext_FinalColorForward2(l, d, color); // Ext_FinalColorForward3(l, d, color); // Ext_FinalColorForward4(l, d, color); // Ext_FinalColorForward5(l, d, color); // Ext_FinalColorForward6(l, d, color); // Ext_FinalColorForward7(l, d, color); // Ext_FinalColorForward8(l, d, color); // Ext_FinalColorForward9(l, d, color); // Ext_FinalColorForward10(l, d, color); // Ext_FinalColorForward11(l, d, color); // Ext_FinalColorForward12(l, d, color); // Ext_FinalColorForward13(l, d, color); // Ext_FinalColorForward14(l, d, color); // Ext_FinalColorForward15(l, d, color); // Ext_FinalColorForward16(l, d, color); // Ext_FinalColorForward17(l, d, color); // Ext_FinalColorForward18(l, d, color); // Ext_FinalColorForward19(l, d, color); // Ext_FinalColorForward20(l, d, color); // Ext_FinalColorForward21(l, d, color); // Ext_FinalColorForward22(l, d, color); // Ext_FinalColorForward23(l, d, color); // Ext_FinalColorForward24(l, d, color); // Ext_FinalColorForward25(l, d, color); // Ext_FinalColorForward26(l, d, color); // Ext_FinalColorForward27(l, d, color); // Ext_FinalColorForward28(l, d, color); // Ext_FinalColorForward29(l, d, color); } void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 outShadowMask) { // Ext_FinalGBufferStandard0(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard1(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard2(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard3(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard4(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard5(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard6(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard7(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard8(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard9(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard10(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard11(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard12(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard13(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard14(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard15(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard16(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard17(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard18(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard19(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard20(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard21(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard22(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard23(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard24(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard25(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard26(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard27(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard28(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard29(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); } #endif #if _DECALSHADER ShaderData CreateShaderData(SurfaceDescriptionInputs IN) { ShaderData d = (ShaderData)0; d.TBNMatrix = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal); d.worldSpaceNormal = IN.WorldSpaceNormal; d.worldSpaceTangent = IN.WorldSpaceTangent; d.worldSpacePosition = IN.WorldSpacePosition; d.texcoord0 = IN.uv0.xyxy; d.screenPos = IN.ScreenPosition; d.worldSpaceViewDir = normalize(_WorldSpaceCameraPos - d.worldSpacePosition); d.tangentSpaceViewDir = mul(d.TBNMatrix, d.worldSpaceViewDir); // these rarely get used, so we back transform them. Usually will be stripped. #if _HDRP // d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(GetCameraRelativePositionWS(d.worldSpacePosition), 1)).xyz; #else // d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(d.worldSpacePosition, 1)).xyz; #endif // d.localSpaceNormal = normalize(mul((float3x3)GetWorldToObjectMatrix(), d.worldSpaceNormal)); // d.localSpaceTangent = normalize(mul((float3x3)GetWorldToObjectMatrix(), d.worldSpaceTangent.xyz)); // #if %SCREENPOSREQUIREKEY% d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); // #endif return d; } #else ShaderData CreateShaderData(VertexToPixel i #if NEED_FACING , bool facing #endif ) { ShaderData d = (ShaderData)0; d.clipPos = i.pos; d.worldSpacePosition = i.worldPos; d.worldSpaceNormal = normalize(i.worldNormal); d.worldSpaceTangent.xyz = normalize(i.worldTangent.xyz); d.tangentSign = i.worldTangent.w * unity_WorldTransformParams.w; float3 bitangent = cross(d.worldSpaceTangent.xyz, d.worldSpaceNormal) * d.tangentSign; d.TBNMatrix = float3x3(d.worldSpaceTangent, -bitangent, d.worldSpaceNormal); d.worldSpaceViewDir = normalize(_WorldSpaceCameraPos - i.worldPos); d.tangentSpaceViewDir = mul(d.TBNMatrix, d.worldSpaceViewDir); d.texcoord0 = i.texcoord0; // d.texcoord1 = i.texcoord1; // d.texcoord2 = i.texcoord2; // #if %TEXCOORD3REQUIREKEY% // d.texcoord3 = i.texcoord3; // #endif // d.isFrontFace = facing; // #if %VERTEXCOLORREQUIREKEY% d.vertexColor = i.vertexColor; // #endif // these rarely get used, so we back transform them. Usually will be stripped. #if _HDRP // d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(GetCameraRelativePositionWS(i.worldPos), 1)).xyz; #else // d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(i.worldPos, 1)).xyz; #endif // d.localSpaceNormal = normalize(mul((float3x3)GetWorldToObjectMatrix(), i.worldNormal)); // d.localSpaceTangent = normalize(mul((float3x3)GetWorldToObjectMatrix(), i.worldTangent.xyz)); // #if %SCREENPOSREQUIREKEY% d.screenPos = i.screenPos; d.screenUV = (i.screenPos.xy / i.screenPos.w); // #endif // #if %EXTRAV2F0REQUIREKEY% d.extraV2F0 = i.extraV2F0; // #endif // #if %EXTRAV2F1REQUIREKEY% d.extraV2F1 = i.extraV2F1; // #endif // #if %EXTRAV2F2REQUIREKEY% d.extraV2F2 = i.extraV2F2; // #endif // #if %EXTRAV2F3REQUIREKEY% d.extraV2F3 = i.extraV2F3; // #endif // #if %EXTRAV2F4REQUIREKEY% // d.extraV2F4 = i.extraV2F4; // #endif // #if %EXTRAV2F5REQUIREKEY% // d.extraV2F5 = i.extraV2F5; // #endif // #if %EXTRAV2F6REQUIREKEY% // d.extraV2F6 = i.extraV2F6; // #endif // #if %EXTRAV2F7REQUIREKEY% // d.extraV2F7 = i.extraV2F7; // #endif return d; } #endif #if defined(_PASSSHADOW) float3 _LightDirection; float3 _LightPosition; #endif #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) #define GetWorldToViewMatrix() _ViewMatrix #define UNITY_MATRIX_I_V _InvViewMatrix #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) #define UNITY_MATRIX_I_P _InvProjMatrix #define GetWorldToHClipMatrix() _ViewProjMatrix #define UNITY_MATRIX_I_VP _InvViewProjMatrix #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix void MotionVectorPositionZBias(VertexToPixel input) { #if UNITY_REVERSED_Z input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; #else input.pos.z += unity_MotionVectorsParams.z * input.pos.w; #endif } #endif // vertex shader VertexToPixel Vert (VertexData v) { VertexToPixel o = (VertexToPixel)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) VertexData previousMesh = v; #endif #if !_TESSELLATION_ON ChainModifyVertex(v, o, _Time); #endif o.texcoord0 = v.texcoord0; // o.texcoord1 = v.texcoord1; // o.texcoord2 = v.texcoord2; // #if %TEXCOORD3REQUIREKEY% // o.texcoord3 = v.texcoord3; // #endif // #if %VERTEXCOLORREQUIREKEY% o.vertexColor = v.vertexColor; // #endif // This return the camera relative position (if enable) float3 positionWS = TransformObjectToWorld(v.vertex.xyz); float3 normalWS = TransformObjectToWorldNormal(v.normal); float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); o.worldPos = positionWS; o.worldNormal = normalWS; o.worldTangent = tangentWS; // For some very odd reason, in 2021.2, we can't use Unity's defines, but have to use our own.. #if _PASSSHADOW #if _CASTING_PUNCTUAL_LIGHT_SHADOW float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); #else float3 lightDirectionWS = _LightDirection; #endif // Define shadow pass specific clip position for Universal o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, lightDirectionWS)); #if UNITY_REVERSED_Z o.pos.z = min(o.pos.z, UNITY_NEAR_CLIP_VALUE); #else o.pos.z = max(o.pos.z, UNITY_NEAR_CLIP_VALUE); #endif #elif _PASSMETA o.pos = MetaVertexPosition(float4(v.vertex.xyz, 0), v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST); #else o.pos = TransformWorldToHClip(o.worldPos); #endif // #if %SCREENPOSREQUIREKEY% o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); // #endif #if _PASSFORWARD || _PASSGBUFFER float2 uv1 = v.texcoord1.xy; OUTPUT_LIGHTMAP_UV(uv1, unity_LightmapST, o.lightmapUV); // o.texcoord1.xy = uv1; #if UNITY_VERSION < 60000009 OUTPUT_SH(o.worldNormal, o.sh); #endif #if defined(DYNAMICLIGHTMAP_ON) o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #if UNITY_VERSION >= 60000009 OUTPUT_SH(o.worldNormal, o.sh); #endif #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); #endif #endif #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT half fogFactor = 0; #if defined(_FOG_FRAGMENT) fogFactor = ComputeFogFactor(o.pos.z); #endif #if _BAKEDLIT o.fogFactorAndVertexLight = half4(fogFactor, 0, 0, 0); #else half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal); o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); #endif #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) o.shadowCoord = GetShadowCoord(vertexInput); #endif #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) #if !defined(TESSELLATION_ON) MotionVectorPositionZBias(o); #endif o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); // Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; if (!forceNoMotion) { #if defined(HAVE_VFX_MODIFICATION) float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) const bool applyDeformation = false; #else const bool applyDeformation = true; #endif #else const bool hasDeformation = unity_MotionVectorsParams.x == 1; // Mesh has skinned deformation float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) const bool applyDeformation = true; #else const bool applyDeformation = hasDeformation; #endif #endif // TODO #if defined(FEATURES_GRAPH_VERTEX) if (applyDeformation) previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); else previousPositionOS = previousMesh.positionOS; #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) previousPositionOS -= previousMesh.precomputedVelocity; #endif #endif #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) // Deformed vertices in DOTS are not cumulative with built-in Unity skinning/blend shapes // Needs to be called after vertex modification has been applied otherwise it will be // overwritten by Compute Deform node ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); #endif #if defined (_ADD_PRECOMPUTED_VELOCITY) previousPositionOS -= previousMesh.precomputedVelocity; #endif o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); #if defined(HAVE_VFX_MODIFICATION) #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. #endif o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); #else #if VFX_WORLD_SPACE //previousPositionOS is already in world space const float3 previousPositionWS = previousPositionOS; #else const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; #endif o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); #endif #else o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); #endif } #endif return o; } #if _UNLIT #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Unlit.hlsl" #endif // fragment shader void Frag (VertexToPixel IN , out half4 outColor : SV_Target0 #ifdef _WRITE_RENDERING_LAYERS , out float4 outRenderingLayers : SV_Target1 #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif #if NEED_FACING , bool facing : SV_IsFrontFace #endif ) { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade(IN.pos); #endif ShaderData d = CreateShaderData(IN #if NEED_FACING , facing #endif ); Surface l = (Surface)0; #ifdef _DEPTHOFFSET_ON l.outputDepth = outputDepth; #endif l.Albedo = half3(0.5, 0.5, 0.5); l.Normal = float3(0,0,1); l.Occlusion = 1; l.Alpha = 1; ChainSurfaceFunction(l, d); #ifdef _DEPTHOFFSET_ON outputDepth = l.outputDepth; #endif #if _USESPECULAR || _SIMPLELIT float3 specular = l.Specular; float metallic = 1; #else float3 specular = 0; float metallic = l.Metallic; #endif InputData inputData = (InputData)0; inputData.positionWS = IN.worldPos; #if _WORLDSPACENORMAL inputData.normalWS = l.Normal; #else inputData.normalWS = normalize(TangentToWorldSpace(d, l.Normal)); #endif inputData.viewDirectionWS = SafeNormalize(d.worldSpaceViewDir); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) inputData.shadowCoord = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) inputData.shadowCoord = TransformWorldToShadowCoord(IN.worldPos); #else inputData.shadowCoord = float4(0, 0, 0, 0); #endif #if _BAKEDLIT inputData.fogCoord = IN.fogFactorAndVertexLight.x; inputData.vertexLighting = 0; #else inputData.fogCoord = InitializeInputDataFog(float4(IN.worldPos, 1.0), IN.fogFactorAndVertexLight.x); inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; #endif #if defined(_OVERRIDE_BAKEDGI) inputData.bakedGI = l.DiffuseGI; l.Emission += l.SpecularGI; #elif _BAKEDLIT inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.sh, inputData.normalWS); #else #if defined(DYNAMICLIGHTMAP_ON) inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.dynamicLightmapUV.xy, IN.sh, inputData.normalWS); #elif defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2) #if UNITY_VERSION >= 60000009 inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos, IN.probeOcclusion, inputData.shadowMask); #else inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos); #endif #else inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.sh, inputData.normalWS); #endif #endif inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.pos); #if !_BAKEDLIT inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); #if defined(_OVERRIDE_SHADOWMASK) float4 mulColor = saturate(dot(l.ShadowMask, _MainLightOcclusionProbes)); //unity_OcclusionMaskSelector)); inputData.shadowMask = mulColor; #endif #else inputData.shadowMask = float4(1,1,1,1); #endif #if defined(DEBUG_DISPLAY) #if defined(DYNAMICLIGHTMAP_ON) inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy; #endif #if defined(LIGHTMAP_ON) inputData.staticLightmapUV = IN.lightmapUV; #else inputData.vertexSH = IN.sh; #endif #endif #if _WORLDSPACENORMAL float3 normalTS = WorldToTangentSpace(d, l.Normal); #else float3 normalTS = l.Normal; #endif SurfaceData surface = (SurfaceData)0; surface.albedo = l.Albedo; surface.metallic = saturate(metallic); surface.specular = specular; surface.smoothness = saturate(l.Smoothness), surface.occlusion = l.Occlusion, surface.emission = l.Emission, surface.alpha = saturate(l.Alpha); surface.clearCoatMask = 0; surface.clearCoatSmoothness = 1; #ifdef _CLEARCOAT surface.clearCoatMask = saturate(l.CoatMask); surface.clearCoatSmoothness = saturate(l.CoatSmoothness); #endif #if !_UNLIT half4 color = half4(l.Albedo, l.Alpha); #ifdef _DBUFFER #if _BAKEDLIT half3 bakeColor = color.rgb; float3 bakeNormal = inputData.normalWS.xyz; ApplyDecalToBaseColorAndNormal(IN.pos, bakeColor, bakeNormal); color.rgb = bakeColor; inputData.normalWS.xyz = bakeNormal; #else ApplyDecalToSurfaceData(IN.pos, surface, inputData); #endif #endif #if _SIMPLELIT color = UniversalFragmentBlinnPhong( inputData, surface); #elif _BAKEDLIT color = UniversalFragmentBakedLit(inputData, color.rgb, color.a, normalTS); #else color = UniversalFragmentPBR(inputData, surface); #endif #if !DISABLEFOG color.rgb = MixFog(color.rgb, inputData.fogCoord); #endif #else // unlit #ifdef _DBUFFER ApplyDecalToSurfaceData(IN.pos, surface, inputData); #endif half4 color = UniversalFragmentUnlit(inputData, l.Albedo, l.Alpha); #if !DISABLEFOG color.rgb = MixFog(color.rgb, inputData.fogCoord); #endif #endif ChainFinalColorForward(l, d, color); outColor = color; #ifdef _WRITE_RENDERING_LAYERS uint renderingLayers = GetMeshRenderingLayer(); outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); #endif } ENDHLSL } Pass { Name "GBuffer" Tags { "LightMode" = "UniversalGBuffer" } Blend One Zero ZTest LEqual ZWrite On Tags { "RenderType" = "Opaque" "Queue" = "Geometry" "PreviewType" = "Sphere" } Cull [_CullingOption] ZWrite [_ZWrite] ZTest [_ZTestMode] ColorMask [_ColorMask] Lighting Off HLSLPROGRAM #pragma vertex Vert #pragma fragment Frag #pragma target 3.0 #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma multi_compile_instancing #pragma multi_compile_fog #pragma instancing_options renderinglayer #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile_fragment _ _SHADOWS_SOFT_LOW #pragma multi_compile_fragment _ _SHADOWS_SOFT_MEDIUM #pragma multi_compile_fragment _ _SHADOWS_SOFT_HIGH #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED #pragma multi_compile_fragment _ DEBUG_DISPLAY #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #define _FOG_FRAGMENT 1 #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT #define SHADERPASS SHADERPASS_GBUFFER #define _PASSGBUFFER 1 #pragma shader_feature_local TIMEISCUSTOM_ON #pragma shader_feature_local ADDITIVECONFIG_ON #pragma shader_feature_local PREMULTIPLYALPHA_ON #pragma shader_feature_local PREMULTIPLYCOLOR_ON #pragma shader_feature_local SPLITRGBA_ON #pragma shader_feature_local SHAPEADD_ON #pragma shader_feature_local SHAPE1SCREENUV_ON /////////////////Pipeline specific implementation #pragma shader_feature_local SHAPE2SCREENUV_ON /////////////////Pipeline specific implementation #pragma shader_feature_local SHAPE3SCREENUV_ON /////////////////Pipeline specific implementation #pragma shader_feature_local SHAPEDEBUG_ON #pragma shader_feature_local SHAPE1CONTRAST_ON #pragma shader_feature_local SHAPE1DISTORT_ON #pragma shader_feature_local SHAPE1ROTATE_ON #pragma shader_feature_local SHAPE1SHAPECOLOR_ON #pragma shader_feature_local SHAPE2_ON #pragma shader_feature_local SHAPE2CONTRAST_ON #pragma shader_feature_local SHAPE2DISTORT_ON #pragma shader_feature_local SHAPE2ROTATE_ON #pragma shader_feature_local SHAPE2SHAPECOLOR_ON #pragma shader_feature_local SHAPE3_ON #pragma shader_feature_local SHAPE3CONTRAST_ON #pragma shader_feature_local SHAPE3DISTORT_ON #pragma shader_feature_local SHAPE3ROTATE_ON #pragma shader_feature_local SHAPE3SHAPECOLOR_ON #pragma shader_feature_local GLOW_ON #pragma shader_feature_local GLOWTEX_ON #pragma shader_feature_local DEPTHGLOW_ON /////////////////Pipeline specific implementation #pragma shader_feature_local MASK_ON #pragma shader_feature_local COLORRAMP_ON #pragma shader_feature_local COLORRAMPGRAD_ON #pragma shader_feature_local COLORGRADING_ON #pragma shader_feature_local HSV_ON #pragma shader_feature_local POSTERIZE_ON #pragma shader_feature_local PIXELATE_ON #pragma shader_feature_local DISTORT_ON #pragma shader_feature_local SHAKEUV_ON #pragma shader_feature_local WAVEUV_ON #pragma shader_feature_local ROUNDWAVEUV_ON #pragma shader_feature_local TWISTUV_ON #pragma shader_feature_local DOODLE_ON #pragma shader_feature_local OFFSETSTREAM_ON #pragma shader_feature_local TEXTURESCROLL_ON #pragma shader_feature_local VERTOFFSET_ON #pragma shader_feature_local RIM_ON /////////////////Pipeline specific implementation #pragma shader_feature_local BACKFACETINT_ON /////////////////Pipeline specific implementation #pragma shader_feature_local POLARUV_ON #pragma shader_feature_local POLARUVDISTORT_ON #pragma shader_feature_local SHAPE1MASK_ON #pragma shader_feature_local TRAILWIDTH_ON #pragma shader_feature_local LIGHTANDSHADOW_ON #pragma shader_feature_local SHAPETEXOFFSET_ON #pragma shader_feature_local SHAPEWEIGHTS_ON #pragma shader_feature_local ALPHACUTOFF_ON #pragma shader_feature_local ALPHASMOOTHSTEP_ON #pragma shader_feature_local FADE_ON #pragma shader_feature_local FADEBURN_ON #pragma shader_feature_local ALPHAFADE_ON #pragma shader_feature_local ALPHAFADEUSESHAPE1_ON #pragma shader_feature_local ALPHAFADEUSEREDCHANNEL_ON #pragma shader_feature_local ALPHAFADETRANSPARENCYTOO_ON #pragma shader_feature_local ALPHAFADEINPUTSTREAM_ON #pragma shader_feature_local CAMDISTFADE_ON #pragma shader_feature NORMALMAP_ON #define _URP 1 #define REQUIRE_DEPTH_TEXTURE // Includes #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #undef WorldNormalVector #define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix) #define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal) #define _WorldSpaceLightPos0 _MainLightPosition #define UNITY_DECLARE_TEX2D(name) TEXTURE2D(name); SAMPLER(sampler##name); #define UNITY_DECLARE_TEX2D_NOSAMPLER(name) TEXTURE2D(name); #define UNITY_DECLARE_TEX2DARRAY(name) TEXTURE2D_ARRAY(name); SAMPLER(sampler##name); #define UNITY_DECLARE_TEX2DARRAY_NOSAMPLER(name) TEXTURE2D_ARRAY(name); #define UNITY_SAMPLE_TEX2DARRAY(tex,coord) SAMPLE_TEXTURE2D_ARRAY(tex, sampler##tex, coord.xy, coord.z) #define UNITY_SAMPLE_TEX2DARRAY_LOD(tex,coord,lod) SAMPLE_TEXTURE2D_ARRAY_LOD(tex, sampler##tex, coord.xy, coord.z, lod) #define UNITY_SAMPLE_TEX2D(tex, coord) SAMPLE_TEXTURE2D(tex, sampler##tex, coord) #define UNITY_SAMPLE_TEX2D_SAMPLER(tex, samp, coord) SAMPLE_TEXTURE2D(tex, sampler##samp, coord) #define UNITY_SAMPLE_TEX2D_LOD(tex,coord, lod) SAMPLE_TEXTURE2D_LOD(tex, sampler_##tex, coord, lod) #define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord, lod) SAMPLE_TEXTURE2D_LOD (tex, sampler##samplertex,coord, lod) #if defined(UNITY_COMPILER_HLSL) #define UNITY_INITIALIZE_OUTPUT(type,name) name = (type)0; #else #define UNITY_INITIALIZE_OUTPUT(type,name) #endif #define sampler2D_float sampler2D #define sampler2D_half sampler2D // data across stages, stripped like the above. struct VertexToPixel { float4 pos : SV_POSITION; float3 worldPos : TEXCOORD0; float3 worldNormal : TEXCOORD1; float4 worldTangent : TEXCOORD2; float4 texcoord0 : TEXCOORD3; // float4 texcoord1 : TEXCOORD4; // float4 texcoord2 : TEXCOORD5; // #if %TEXCOORD3REQUIREKEY% // float4 texcoord3 : TEXCOORD6; // #endif // #if %SCREENPOSREQUIREKEY% float4 screenPos : TEXCOORD7; // #endif // #if %VERTEXCOLORREQUIREKEY% half4 vertexColor : COLOR; // #endif #if defined(LIGHTMAP_ON) float2 lightmapUV : TEXCOORD8; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV : TEXCOORD9; #endif #if !defined(LIGHTMAP_ON) float4 probeOcclusion : TEXCOORD8; float3 sh : TEXCOORD10; #endif #if defined(VARYINGS_NEED_FOG_AND_VERTEX_LIGHT) float4 fogFactorAndVertexLight : TEXCOORD11; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD12; #endif // #if %EXTRAV2F0REQUIREKEY% float4 extraV2F0 : TEXCOORD13; // #endif // #if %EXTRAV2F1REQUIREKEY% float4 extraV2F1 : TEXCOORD14; // #endif // #if %EXTRAV2F2REQUIREKEY% float4 extraV2F2 : TEXCOORD15; // #endif // #if %EXTRAV2F3REQUIREKEY% float4 extraV2F3 : TEXCOORD16; // #endif // #if %EXTRAV2F4REQUIREKEY% // float4 extraV2F4 : TEXCOORD17; // #endif // #if %EXTRAV2F5REQUIREKEY% // float4 extraV2F5 : TEXCOORD18; // #endif // #if %EXTRAV2F6REQUIREKEY% // float4 extraV2F6 : TEXCOORD19; // #endif // #if %EXTRAV2F7REQUIREKEY% // float4 extraV2F7 : TEXCOORD20; // #endif #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) float4 previousPositionCS : TEXCOORD21; // Contain previous transform position (in case of skinning for example) float4 positionCS : TEXCOORD22; #endif }; // data describing the user output of a pixel struct Surface { half3 Albedo; half Height; half3 Normal; half Smoothness; half3 Emission; half Metallic; half3 Specular; half Occlusion; half SpecularPower; // for simple lighting half Alpha; float outputDepth; // if written, SV_Depth semantic is used. ShaderData.clipPos.z is unused value // HDRP Only half SpecularOcclusion; half SubsurfaceMask; half Thickness; half CoatMask; half CoatSmoothness; half Anisotropy; half IridescenceMask; half IridescenceThickness; int DiffusionProfileHash; float SpecularAAThreshold; float SpecularAAScreenSpaceVariance; // requires _OVERRIDE_BAKEDGI to be defined, but is mapped in all pipelines float3 DiffuseGI; float3 BackDiffuseGI; float3 SpecularGI; float ior; float3 transmittanceColor; float atDistance; float transmittanceMask; // requires _OVERRIDE_SHADOWMASK to be defines float4 ShadowMask; // for decals float NormalAlpha; float MAOSAlpha; }; // Data the user declares in blackboard blocks struct Blackboard { float blackboardDummyData; }; // data the user might need, this will grow to be big. But easy to strip struct ShaderData { float4 clipPos; // SV_POSITION float3 localSpacePosition; float3 localSpaceNormal; float3 localSpaceTangent; float3 worldSpacePosition; float3 worldSpaceNormal; float3 worldSpaceTangent; float tangentSign; float3 worldSpaceViewDir; float3 tangentSpaceViewDir; float4 texcoord0; float4 texcoord1; float4 texcoord2; float4 texcoord3; float2 screenUV; float4 screenPos; float4 vertexColor; bool isFrontFace; float4 extraV2F0; float4 extraV2F1; float4 extraV2F2; float4 extraV2F3; float4 extraV2F4; float4 extraV2F5; float4 extraV2F6; float4 extraV2F7; float3x3 TBNMatrix; Blackboard blackboard; }; struct VertexData { #if SHADER_TARGET > 30 // uint vertexID : SV_VertexID; #endif float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 texcoord0 : TEXCOORD0; // optimize out mesh coords when not in use by user or lighting system #if _URP && (_USINGTEXCOORD1 || _PASSMETA || _PASSFORWARD || _PASSGBUFFER) float4 texcoord1 : TEXCOORD1; #endif #if _URP && (_USINGTEXCOORD2 || _PASSMETA || ((_PASSFORWARD || _PASSGBUFFER) && defined(DYNAMICLIGHTMAP_ON))) float4 texcoord2 : TEXCOORD2; #endif #if _STANDARD && (_USINGTEXCOORD1 || (_PASSMETA || ((_PASSFORWARD || _PASSGBUFFER || _PASSFORWARDADD) && LIGHTMAP_ON))) float4 texcoord1 : TEXCOORD1; #endif #if _STANDARD && (_USINGTEXCOORD2 || (_PASSMETA || ((_PASSFORWARD || _PASSGBUFFER) && DYNAMICLIGHTMAP_ON))) float4 texcoord2 : TEXCOORD2; #endif #if _HDRP float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; #endif // #if %TEXCOORD3REQUIREKEY% // float4 texcoord3 : TEXCOORD3; // #endif // #if %VERTEXCOLORREQUIREKEY% float4 vertexColor : COLOR; // #endif #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) float3 previousPositionOS : TEXCOORD4; // Contain previous transform position (in case of skinning for example) #if defined (_ADD_PRECOMPUTED_VELOCITY) float3 precomputedVelocity : TEXCOORD5; // Add Precomputed Velocity (Alembic computes velocities on runtime side). #endif #endif UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessVertex { float4 vertex : INTERNALTESSPOS; float3 normal : NORMAL; float4 tangent : TANGENT; float4 texcoord0 : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; // #if %TEXCOORD3REQUIREKEY% // float4 texcoord3 : TEXCOORD3; // #endif // #if %VERTEXCOLORREQUIREKEY% float4 vertexColor : COLOR; // #endif // #if %EXTRAV2F0REQUIREKEY% float4 extraV2F0 : TEXCOORD5; // #endif // #if %EXTRAV2F1REQUIREKEY% float4 extraV2F1 : TEXCOORD6; // #endif // #if %EXTRAV2F2REQUIREKEY% float4 extraV2F2 : TEXCOORD7; // #endif // #if %EXTRAV2F3REQUIREKEY% float4 extraV2F3 : TEXCOORD8; // #endif // #if %EXTRAV2F4REQUIREKEY% // float4 extraV2F4 : TEXCOORD9; // #endif // #if %EXTRAV2F5REQUIREKEY% // float4 extraV2F5 : TEXCOORD10; // #endif // #if %EXTRAV2F6REQUIREKEY% // float4 extraV2F6 : TEXCOORD11; // #endif // #if %EXTRAV2F7REQUIREKEY% // float4 extraV2F7 : TEXCOORD12; // #endif #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) float3 previousPositionOS : TEXCOORD13; // Contain previous transform position (in case of skinning for example) #if defined (_ADD_PRECOMPUTED_VELOCITY) float3 precomputedVelocity : TEXCOORD14; #endif #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; struct ExtraV2F { float4 extraV2F0; float4 extraV2F1; float4 extraV2F2; float4 extraV2F3; float4 extraV2F4; float4 extraV2F5; float4 extraV2F6; float4 extraV2F7; Blackboard blackboard; float4 time; }; float3 WorldToTangentSpace(ShaderData d, float3 normal) { return mul(d.TBNMatrix, normal); } float3 TangentToWorldSpace(ShaderData d, float3 normal) { return mul(normal, d.TBNMatrix); } // in this case, make standard more like SRPs, because we can't fix // unity_WorldToObject in HDRP, since it already does macro-fu there #if _STANDARD float3 TransformWorldToObject(float3 p) { return mul(unity_WorldToObject, float4(p, 1)); }; float3 TransformObjectToWorld(float3 p) { return mul(unity_ObjectToWorld, float4(p, 1)); }; float4 TransformWorldToObject(float4 p) { return mul(unity_WorldToObject, p); }; float4 TransformObjectToWorld(float4 p) { return mul(unity_ObjectToWorld, p); }; float4x4 GetWorldToObjectMatrix() { return unity_WorldToObject; } float4x4 GetObjectToWorldMatrix() { return unity_ObjectToWorld; } #if (defined(SHADER_API_D3D11) || defined(SHADER_API_XBOXONE) || defined(UNITY_COMPILER_HLSLCC) || defined(SHADER_API_PSSL) || (SHADER_TARGET_SURFACE_ANALYSIS && !SHADER_TARGET_SURFACE_ANALYSIS_MOJOSHADER)) #define UNITY_SAMPLE_TEX2D_LOD(tex,coord, lod) tex.SampleLevel (sampler##tex,coord, lod) #define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord, lod) tex.SampleLevel (sampler##samplertex,coord, lod) #else #define UNITY_SAMPLE_TEX2D_LOD(tex,coord,lod) tex2D (tex,coord,0,lod) #define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord,lod) tex2D (tex,coord,0,lod) #endif #undef GetWorldToObjectMatrix() #define GetWorldToObjectMatrix() unity_WorldToObject #endif float3 GetCameraWorldPosition() { #if _HDRP return GetCameraRelativePositionWS(_WorldSpaceCameraPos); #else return _WorldSpaceCameraPos; #endif } #if _GRABPASSUSED #if _STANDARD TEXTURE2D(%GRABTEXTURE%); SAMPLER(sampler_%GRABTEXTURE%); #endif half3 GetSceneColor(float2 uv) { #if _STANDARD return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, uv).rgb; #else return SHADERGRAPH_SAMPLE_SCENE_COLOR(uv); #endif } #endif #if _STANDARD UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); float GetSceneDepth(float2 uv) { return SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv); } float GetLinear01Depth(float2 uv) { return Linear01Depth(GetSceneDepth(uv)); } float GetLinearEyeDepth(float2 uv) { return LinearEyeDepth(GetSceneDepth(uv)); } #else float GetSceneDepth(float2 uv) { return SHADERGRAPH_SAMPLE_SCENE_DEPTH(uv); } float GetLinear01Depth(float2 uv) { return Linear01Depth(GetSceneDepth(uv), _ZBufferParams); } float GetLinearEyeDepth(float2 uv) { return LinearEyeDepth(GetSceneDepth(uv), _ZBufferParams); } #endif float3 GetWorldPositionFromDepthBuffer(float2 uv, float3 worldSpaceViewDir) { float eye = GetLinearEyeDepth(uv); float3 camView = mul((float3x3)GetObjectToWorldMatrix(), transpose(mul(GetWorldToObjectMatrix(), UNITY_MATRIX_I_V)) [2].xyz); float dt = dot(worldSpaceViewDir, camView); float3 div = worldSpaceViewDir/dt; float3 wpos = (eye * div) + GetCameraWorldPosition(); return wpos; } #if _HDRP float3 ObjectToWorldSpacePosition(float3 pos) { return GetAbsolutePositionWS(TransformObjectToWorld(pos)); } #else float3 ObjectToWorldSpacePosition(float3 pos) { return TransformObjectToWorld(pos); } #endif #if _STANDARD UNITY_DECLARE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture); float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir) { float4 depthNorms = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture, uv); float3 norms = DecodeViewNormalStereo(depthNorms); norms = mul((float3x3)GetWorldToViewMatrix(), norms) * 0.5 + 0.5; return norms; } #elif _HDRP && !_DECALSHADER float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir) { NormalData nd; DecodeFromNormalBuffer(_ScreenSize.xy * uv, nd); return nd.normalWS; } #elif _URP #if (SHADER_LIBRARY_VERSION_MAJOR >= 10) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl" #endif float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir) { #if (SHADER_LIBRARY_VERSION_MAJOR >= 10) return SampleSceneNormals(uv); #else float3 wpos = GetWorldPositionFromDepthBuffer(uv, worldSpaceViewDir); return normalize(-cross(ddx(wpos), ddy(wpos))) * 0.5 + 0.5; #endif } #endif #if _HDRP half3 UnpackNormalmapRGorAG(half4 packednormal) { // This do the trick packednormal.x *= packednormal.w; half3 normal; normal.xy = packednormal.xy * 2 - 1; normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy))); return normal; } half3 UnpackNormal(half4 packednormal) { #if defined(UNITY_NO_DXT5nm) return packednormal.xyz * 2 - 1; #else return UnpackNormalmapRGorAG(packednormal); #endif } #endif #if _HDRP || _URP half3 UnpackScaleNormal(half4 packednormal, half scale) { #ifndef UNITY_NO_DXT5nm // Unpack normal as DXT5nm (1, y, 1, x) or BC5 (x, y, 0, 1) // Note neutral texture like "bump" is (0, 0, 1, 1) to work with both plain RGB normal and DXT5nm/BC5 packednormal.x *= packednormal.w; #endif half3 normal; normal.xy = (packednormal.xy * 2 - 1) * scale; normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy))); return normal; } #endif void GetSun(out float3 lightDir, out float3 color) { lightDir = float3(0.5, 0.5, 0); color = 1; #if _HDRP if (_DirectionalLightCount > 0) { DirectionalLightData light = _DirectionalLightDatas[0]; lightDir = -light.forward.xyz; color = light.color; } #elif _STANDARD lightDir = normalize(_WorldSpaceLightPos0.xyz); color = _LightColor0.rgb; #elif _URP Light light = GetMainLight(); lightDir = light.direction; color = light.color; #endif } CBUFFER_START(UnityPerMaterial) half4 _Color; half _Alpha; half _AlphaCutoffValue; half _TimingSeed; #if TIMEISCUSTOM_ON float4 globalCustomTime; #endif half4 _MainTex_ST, _ShapeColor; half _ShapeXSpeed, _ShapeYSpeed, _ShapeColorWeight, _ShapeAlphaWeight; #if SHAPE1CONTRAST_ON half _ShapeContrast, _ShapeBrightness; #endif #if SHAPE1DISTORT_ON half4 _ShapeDistortTex_ST; half _ShapeDistortAmount, _ShapeDistortXSpeed, _ShapeDistortYSpeed; #endif #if SHAPE1ROTATE_ON half _ShapeRotationOffset, _ShapeRotationSpeed; #endif #if OFFSETSTREAM_ON half _OffsetSh1; #endif #if SHAPEWEIGHTS_ON half _Sh1BlendOffset; #endif #if SHAPE2_ON half4 _Shape2Tex_ST, _Shape2Color; half _Shape2XSpeed, _Shape2YSpeed, _Shape2ColorWeight, _Shape2AlphaWeight; #if SHAPE2CONTRAST_ON half _Shape2Contrast, _Shape2Brightness; #endif #if SHAPE2DISTORT_ON half4 _Shape2DistortTex_ST; half _Shape2DistortAmount, _Shape2DistortXSpeed, _Shape2DistortYSpeed; #endif #if SHAPE2ROTATE_ON half _Shape2RotationOffset, _Shape2RotationSpeed; #endif #if OFFSETSTREAM_ON half _OffsetSh2; #endif #if SHAPEWEIGHTS_ON half _Sh2BlendOffset; #endif #endif #if SHAPE3_ON half4 _Shape3Tex_ST, _Shape3Color; half _Shape3XSpeed, _Shape3YSpeed, _Shape3ColorWeight, _Shape3AlphaWeight; #if SHAPE3CONTRAST_ON half _Shape3Contrast, _Shape3Brightness; #endif #if SHAPE3DISTORT_ON half4 _Shape3DistortTex_ST; half _Shape3DistortAmount, _Shape3DistortXSpeed, _Shape3DistortYSpeed; #endif #if SHAPE3ROTATE_ON half _Shape3RotationOffset, _Shape3RotationSpeed; #endif #if OFFSETSTREAM_ON half _OffsetSh3; #endif #if SHAPEWEIGHTS_ON half _Sh3BlendOffset; #endif #endif #if GLOW_ON half4 _GlowColor; half _Glow, _GlowGlobal; #if GLOWTEX_ON half4 _GlowTex_ST; #endif #endif #if MASK_ON half4 _MaskTex_ST; half _MaskPow; #endif #if COLORRAMP_ON half _ColorRampLuminosity, _ColorRampBlend; #endif #if ALPHASMOOTHSTEP_ON half _AlphaStepMin, _AlphaStepMax; #endif #if ALPHAFADE_ON half _AlphaFadeAmount, _AlphaFadeSmooth, _AlphaFadePow; #endif #if HSV_ON half _HsvShift, _HsvSaturation, _HsvBright; #endif #if POSTERIZE_ON half _PosterizeNumColors; #endif #if PIXELATE_ON half _PixelateSize; #endif #if DISTORT_ON half4 _DistortTex_ST; half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount; #endif #if TEXTURESCROLL_ON half _TextureScrollXSpeed, _TextureScrollYSpeed; #endif #if SHAKEUV_ON half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY; #endif #if WAVEUV_ON half _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY; #endif #if ROUNDWAVEUV_ON half _RoundWaveStrength, _RoundWaveSpeed; #endif #if TWISTUV_ON half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius; #endif #if DOODLE_ON half _HandDrawnAmount, _HandDrawnSpeed; #endif #if ROUNDWAVEUV_ON || PIXELATE_ON half4 _MainTex_TexelSize; #endif #if VERTOFFSET_ON half4 _VertOffsetTex_ST; half _VertOffsetAmount, _VertOffsetPower, _VertOffsetTexXSpeed, _VertOffsetTexYSpeed; #endif #if FADE_ON half4 _FadeTex_ST; half _FadeAmount, _FadeTransition, _FadePower, _FadeScrollXSpeed, _FadeScrollYSpeed; #if FADEBURN_ON half4 _FadeBurnColor, _FadeBurnTex_ST; half _FadeBurnWidth, _FadeBurnGlow; #endif #endif #if COLORGRADING_ON half3 _ColorGradingLight, _ColorGradingMiddle, _ColorGradingDark; half _ColorGradingMidPoint; #endif #if CAMDISTFADE_ON half _CamDistFadeStepMin, _CamDistFadeStepMax, _CamDistProximityFade; #endif #if RIM_ON half _RimBias, _RimScale, _RimPower, _RimIntensity, _RimAddAmount, _RimErodesAlpha; half4 _RimColor; #endif #if BACKFACETINT_ON half4 _BackFaceTint, _FrontFaceTint; #endif #if SHAPEDEBUG_ON half _DebugShape; #endif #if SHAPE1MASK_ON half4 _Shape1MaskTex_ST; half _Shape1MaskPow; #endif #if TRAILWIDTH_ON half _TrailWidthPower; #endif #if LIGHTANDSHADOW_ON half3 _All1VfxLightDir; half _ShadowAmount, _ShadowStepMin, _ShadowStepMax, _LightAmount; half4 _LightColor; #endif #if SHAPETEXOFFSET_ON half _RandomSh1Mult, _RandomSh2Mult, _RandomSh3Mult; #endif #if DEPTHGLOW_ON half _DepthGlowDist, _DepthGlowPow, _DepthGlow, _DepthGlowGlobal; half4 _DepthGlowColor; #endif #if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON half _ScreenUvShDistScale,_ScreenUvSh2DistScale, _ScreenUvSh3DistScale; #endif #if NORMALMAP_ON half _NormalStrength; #endif CBUFFER_END TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); #if SHAPE1DISTORT_ON TEXTURE2D(_ShapeDistortTex); SAMPLER(sampler_ShapeDistortTex); #endif #if SHAPE2_ON TEXTURE2D(_Shape2Tex); SAMPLER(sampler_Shape2Tex); #if SHAPE2DISTORT_ON TEXTURE2D(_Shape2DistortTex); SAMPLER(sampler_Shape2DistortTex); #endif #endif #if SHAPE3_ON TEXTURE2D(_Shape3Tex); SAMPLER(sampler_Shape3Tex); #if SHAPE3DISTORT_ON TEXTURE2D(_Shape3DistortTex); SAMPLER(sampler_Shape3DistortTex); #endif #endif #if GLOW_ON #if GLOWTEX_ON TEXTURE2D(_GlowTex); SAMPLER(sampler_GlowTex); #endif #endif #if MASK_ON TEXTURE2D(_MaskTex); SAMPLER(sampler_MaskTex); #endif #if COLORRAMP_ON TEXTURE2D(_ColorRampTex); SAMPLER(sampler_ColorRampTex); #endif #if COLORRAMPGRAD_ON TEXTURE2D(_ColorRampTexGradient); SAMPLER(sampler_ColorRampTexGradient); #endif #if DISTORT_ON TEXTURE2D(_DistortTex); SAMPLER(sampler_DistortTex); #endif #if VERTOFFSET_ON TEXTURE2D(_VertOffsetTex); SAMPLER(sampler_VertOffsetTex); #endif #if FADE_ON TEXTURE2D(_FadeTex); SAMPLER(sampler_FadeTex); #if FADEBURN_ON TEXTURE2D(_FadeBurnTex); SAMPLER(sampler_FadeBurnTex); #endif #endif #if SHAPE1MASK_ON TEXTURE2D(_Shape1MaskTex); SAMPLER(sampler_Shape1MaskTex); #endif #if TRAILWIDTH_ON TEXTURE2D(_TrailWidthGradient); SAMPLER(sampler_TrailWidthGradient); #endif #if NORMALMAP_ON TEXTURE2D(_NormalMap); SAMPLER(sampler_NormalMap); #endif half4 SampleTextureWithScroll(in Texture2D _tex, in SamplerState _sampler, in float2 uv, in half scrollXSpeed, in half scrollYSpeed, in float time) { half2 _uv = uv; _uv.x += (time * scrollXSpeed) % 1; _uv.y += (time * scrollYSpeed) % 1; return SAMPLE_TEXTURE2D(_tex, _sampler, _uv); } half EaseOutQuint(half x) { return 1 - pow(1 - x, 5); } half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax) { return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin); } float2 RotateUvs(float2 uv, half rotation, half4 scaleAndTranslate) { half2 center = half2(0.5 * scaleAndTranslate.x + scaleAndTranslate.z, 0.5 * scaleAndTranslate.y + scaleAndTranslate.w); half cosAngle = cos(rotation); half sinAngle = sin(rotation); uv -= center; uv = mul(half2x2(cosAngle, -sinAngle, sinAngle, cosAngle), uv); uv += center; return uv; } half4 GetDebugColor(float4 resColor, half4 shape1, half4 shape2, half4 shape3) { half4 res = resColor; //MAKE SURE THE FOLLOWING CODE BLOCK IS UNCOMMENTED------------------------------------------- #if SHAPEDEBUG_ON if(_DebugShape < 1.5) return shape1; #if SHAPE2_ON else if (_DebugShape < 2.5) return shape2; #endif #if SHAPE3_ON else return shape3; #endif #endif return res; } void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) { //uvDistTex --> extraV2F0 //uvSh1DistTex --> extraV2F1 //uvSh2DistTex --> extraV2F2 //uvSh3DistTex --> extraV2F3 #if VERTOFFSET_ON #if TIMEISCUSTOM_ON const half time = v.texcoord0.z + globalCustomTime.y; #else const half time = v.texcoord0.z + _Time.y; #endif half4 offsetUv = half4(TRANSFORM_TEX(v.texcoord0.xy, _VertOffsetTex), 0, 0); offsetUv.x += (time * _VertOffsetTexXSpeed) % 1; offsetUv.y += (time * _VertOffsetTexYSpeed) % 1; v.vertex.xyz += v.normal * _VertOffsetAmount * pow(SAMPLE_TEXTURE2D_LOD(_VertOffsetTex, sampler_VertOffsetTex, offsetUv, 0).r, _VertOffsetPower); #endif #if DISTORT_ON && !POLARUVDISTORT_ON d.extraV2F0.xy = TRANSFORM_TEX(v.texcoord0.xy, _DistortTex); #endif #if SHAPE1DISTORT_ON && !POLARUVDISTORT_ON d.extraV2F1.xy = TRANSFORM_TEX(v.texcoord0.xy, _ShapeDistortTex); #endif #if SHAPE2_ON #if SHAPE2DISTORT_ON && !POLARUVDISTORT_ON d.extraV2F2.xy = TRANSFORM_TEX(v.texcoord0.xy, _Shape2DistortTex);; #endif #endif #if SHAPE3_ON #if SHAPE3DISTORT_ON && !POLARUVDISTORT_ON d.extraV2F3.xy = TRANSFORM_TEX(v.texcoord0.xy, _Shape3DistortTex); #endif #endif } void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) { //i.uvSeed -> d.texcoord0.xy float seed = d.texcoord0.z + _TimingSeed; #if TIMEISCUSTOM_ON const float4 shaderTime = globalCustomTime; #else const float4 shaderTime = _Time; #endif float time = shaderTime.y + seed; #if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON half2 originalUvs = d.texcoord0.xy; #endif #if PIXELATE_ON half aspectRatio = _MainTex_TexelSize.x / _MainTex_TexelSize.y; half2 pixelSize = float2(_PixelateSize, _PixelateSize * aspectRatio); d.texcoord0.xy = floor(d.texcoord0.xy * pixelSize) / pixelSize; #endif #if NORMALMAP_ON half4 normalSample = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, d.texcoord0.xy); half3 normalTS = UnpackNormal(normalSample); normalTS.xy *= _NormalStrength; o.Normal = normalTS; #endif #if TWISTUV_ON half2 tempUv = d.texcoord0.xy - half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y); _TwistUvRadius *= (_MainTex_ST.x + _MainTex_ST.y) / 2; half percent = (_TwistUvRadius - length(tempUv)) / _TwistUvRadius; half theta = percent * percent * (2.0 * sin(_TwistUvAmount)) * 8.0; half s = sin(theta); half c = cos(theta); half beta = max(sign(_TwistUvRadius - length(tempUv)), 0.0); tempUv = half2(dot(tempUv, half2(c, -s)), dot(tempUv, half2(s, c))) * beta + tempUv * (1 - beta); tempUv += half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y); d.texcoord0.xy = tempUv; #endif #if DOODLE_ON half2 uvCopy = d.texcoord0.xy; _HandDrawnSpeed = (floor((shaderTime.x + seed) * 20 * _HandDrawnSpeed) / _HandDrawnSpeed) * _HandDrawnSpeed; uvCopy.x = sin((uvCopy.x * _HandDrawnAmount + _HandDrawnSpeed) * 4); uvCopy.y = cos((uvCopy.y * _HandDrawnAmount + _HandDrawnSpeed) * 4); d.texcoord0.xy = lerp(d.texcoord0.xy, d.texcoord0.xy + uvCopy, 0.0005 * _HandDrawnAmount); #endif #if SHAKEUV_ON half xShake = sin((shaderTime.x + seed) * _ShakeUvSpeed * 50) * _ShakeUvX; half yShake = cos((shaderTime.x + seed) * _ShakeUvSpeed * 50) * _ShakeUvY; d.texcoord0.xy += half2(xShake * 0.012, yShake * 0.01); #endif #if WAVEUV_ON half2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - d.texcoord0.xy; #if ATLAS_ON uvWave = half2(_WaveX, _WaveY) - uvRect; #endif uvWave.x *= _ScreenParams.x / _ScreenParams.y; half angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((time * _WaveSpeed) % 360.0); d.texcoord0.xy = d.texcoord0.xy + normalize(uvWave) * sin(angWave) * (_WaveStrength / 1000.0); #endif #if ROUNDWAVEUV_ON half xWave = ((0.5 * _MainTex_ST.x) - d.texcoord0.x); half yWave = ((0.5 * _MainTex_ST.y) - d.texcoord0.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z); half ripple = -sqrt(xWave*xWave + yWave* yWave); d.texcoord0.xy += (sin((ripple + time * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1; #endif #if POLARUV_ON half2 prePolarUvs = d.texcoord0.xy; d.texcoord0.xy = d.texcoord0.xy - half2(0.5, 0.5); d.texcoord0.xy = half2(atan2(d.texcoord0.y, d.texcoord0.x) / (1.0 * 6.28318530718), length(d.texcoord0.xy) * 2.0); d.texcoord0.xy *= _MainTex_ST.xy; #endif #if DISTORT_ON #if POLARUVDISTORT_ON half2 distortUvs = TRANSFORM_TEX(d.texcoord0.xy, _DistortTex); #else half2 distortUvs = d.extraV2F0.xy; #endif distortUvs.x += ((shaderTime.x + seed) * _DistortTexXSpeed) % 1; distortUvs.y += ((shaderTime.x + seed) * _DistortTexYSpeed) % 1; #if ATLAS_ON d.extraV2F0.xy = half2((d.extraV2F0.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.extraV2F0.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half distortAmnt = (SAMPLE_TEXTURE2D(_DistortTex, sampler_DistortTex, distortUvs).r - 0.5) * 0.2 * _DistortAmount; d.texcoord0.x += distortAmnt; d.texcoord0.y += distortAmnt; #endif #if TEXTURESCROLL_ON d.texcoord0.x += (time * _TextureScrollXSpeed) % 1; d.texcoord0.y += (time * _TextureScrollYSpeed) % 1; #endif #if TRAILWIDTH_ON half width = pow(SAMPLE_TEXTURE2D(_TrailWidthGradient, sampler_TrailWidthGradient, d.texcoord0).r, _TrailWidthPower); d.texcoord0.y = (d.texcoord0.y * 2 - 1) / width * 0.5 + 0.5; clip(d.texcoord0.y); clip(1 - d.texcoord0.y); #endif float2 shape1Uv = d.texcoord0.xy; #if SHAPE2_ON float2 shape2Uv = shape1Uv; #endif #if SHAPE3_ON float2 shape3Uv = shape1Uv; #endif #if CAMDISTFADE_ON || SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON half camDistance = distance(d.worldSpacePosition, _WorldSpaceCameraPos); #endif #if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON half2 uvOffsetPostFx = d.texcoord0.xy - originalUvs; d.texcoord0.xy = d.screenPos.xy / d.screenPos.w; d.texcoord0.x = d.texcoord0.x * (_ScreenParams.x / _ScreenParams.y); d.texcoord0.x -= 0.5; d.texcoord0.xy -= uvOffsetPostFx; originalUvs += uvOffsetPostFx; half distanceZoom = camDistance * 0.1; half2 scaleWithDistUvs = d.texcoord0.xy * distanceZoom + ((-distanceZoom * 0.5) + 0.5); #if SHAPE1SCREENUV_ON shape1Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvShDistScale); #else shape1Uv = originalUvs; #endif #if SHAPE2SCREENUV_ON && SHAPE2_ON shape2Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvSh2DistScale); #else #if SHAPE2_ON shape2Uv = originalUvs; #endif #endif #if SHAPE3SCREENUV_ON && SHAPE3_ON shape3Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvSh3DistScale); #else #if SHAPE3_ON shape3Uv = originalUvs; #endif #endif #endif shape1Uv = TRANSFORM_TEX(shape1Uv, _MainTex); #if OFFSETSTREAM_ON shape1Uv.x += i.offsetCustomData.x * _OffsetSh1; shape1Uv.y += i.offsetCustomData.y * _OffsetSh1; #endif #if SHAPETEXOFFSET_ON shape1Uv += seed * _RandomSh1Mult; #endif #if SHAPE1DISTORT_ON #if POLARUVDISTORT_ON half2 sh1DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _ShapeDistortTex); #else half2 sh1DistortUvs = d.extraV2F1.xy; #endif sh1DistortUvs.x += ((time + seed) * _ShapeDistortXSpeed) % 1; sh1DistortUvs.y += ((time + seed) * _ShapeDistortYSpeed) % 1; half distortAmount = (SAMPLE_TEXTURE2D(_ShapeDistortTex, sampler_ShapeDistortTex, sh1DistortUvs).r - 0.5) * 0.2 * _ShapeDistortAmount; shape1Uv.x += distortAmount; shape1Uv.y += distortAmount; #endif #if SHAPE1ROTATE_ON shape1Uv = RotateUvs(shape1Uv, _ShapeRotationOffset + ((_ShapeRotationSpeed * time) % 6.28318530718), _MainTex_ST); #endif half4 shape1 = SampleTextureWithScroll(_MainTex, sampler_MainTex, shape1Uv, _ShapeXSpeed, _ShapeYSpeed, time); #if SHAPE1SHAPECOLOR_ON shape1.a = shape1.r; shape1.rgb = _ShapeColor.rgb; #else shape1 *= _ShapeColor; #endif #if SHAPE1CONTRAST_ON #if SHAPE1SHAPECOLOR_ON shape1.a = saturate((shape1.a - 0.5) * _ShapeContrast + 0.5 + _ShapeBrightness); #else shape1.rgb = max(0, (shape1.rgb - half3(0.5, 0.5, 0.5)) * _ShapeContrast + half3(0.5, 0.5, 0.5) + _ShapeBrightness); #endif #endif half4 shape2 = 1.0; #if SHAPE2_ON shape2Uv = TRANSFORM_TEX(shape2Uv, _Shape2Tex); #if OFFSETSTREAM_ON shape2Uv.x += i.offsetCustomData.x * _OffsetSh2; shape2Uv.y += i.offsetCustomData.y * _OffsetSh2; #endif #if SHAPETEXOFFSET_ON shape2Uv += seed * _RandomSh2Mult; #endif #if SHAPE2DISTORT_ON #if POLARUVDISTORT_ON half2 sh2DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _Shape2DistortTex); #else half2 sh2DistortUvs = d.extraV2F2.xy; #endif sh2DistortUvs.x += ((time + seed) * _Shape2DistortXSpeed) % 1; sh2DistortUvs.y += ((time + seed) * _Shape2DistortYSpeed) % 1; half distortAmnt2 = (SAMPLE_TEXTURE2D(_Shape2DistortTex, sampler_Shape2DistortTex, sh2DistortUvs).r - 0.5) * 0.2 * _Shape2DistortAmount; shape2Uv.x += distortAmnt2; shape2Uv.y += distortAmnt2; #endif #if SHAPE2ROTATE_ON shape2Uv = RotateUvs(shape2Uv, _Shape2RotationOffset + ((_Shape2RotationSpeed * time) % 6.28318530718), _Shape2Tex_ST); #endif shape2 = SampleTextureWithScroll(_Shape2Tex, sampler_Shape2Tex, shape2Uv, _Shape2XSpeed, _Shape2YSpeed, time); #if SHAPE2SHAPECOLOR_ON shape2.a = shape2.r; shape2.rgb = _Shape2Color.rgb; #else shape2 *= _Shape2Color; #endif #if SHAPE2CONTRAST_ON #if SHAPE2SHAPECOLOR_ON shape2.a = max(0, (shape2.a - 0.5) * _Shape2Contrast + 0.5 + _Shape2Brightness); #else shape2.rgb = max(0, (shape2.rgb - half3(0.5, 0.5, 0.5)) * _Shape2Contrast + half3(0.5, 0.5, 0.5) + _Shape2Brightness); #endif #endif #endif half4 shape3 = 1.0; #if SHAPE3_ON shape3Uv = TRANSFORM_TEX(shape3Uv, _Shape3Tex); #if OFFSETSTREAM_ON shape3Uv.x += i.offsetCustomData.x * _OffsetSh3; shape3Uv.y += i.offsetCustomData.y * _OffsetSh3; #endif #if SHAPETEXOFFSET_ON shape3Uv += seed * _RandomSh3Mult; #endif #if SHAPE3DISTORT_ON #if POLARUVDISTORT_ON half2 sh3DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _Shape3DistortTex); #else half2 sh3DistortUvs = d.extraV2F3.xy; #endif sh3DistortUvs.x += ((time + seed) * _Shape3DistortXSpeed) % 1; sh3DistortUvs.y += ((time + seed) * _Shape3DistortYSpeed) % 1; half distortAmnt3 = (SAMPLE_TEXTURE2D(_Shape3DistortTex, sampler_Shape3DistortTex, sh3DistortUvs).r - 0.5) * 0.3 * _Shape3DistortAmount; shape3Uv.x += distortAmnt3; shape3Uv.y += distortAmnt3; #endif #if SHAPE3ROTATE_ON shape3Uv = RotateUvs(shape3Uv, _Shape3RotationOffset + ((_Shape3RotationSpeed * time) % 6.28318530718), _Shape3Tex_ST); #endif shape3 = SampleTextureWithScroll(_Shape3Tex, sampler_Shape3Tex, shape3Uv, _Shape3XSpeed, _Shape3YSpeed, time); #if SHAPE3SHAPECOLOR_ON shape3.a = shape3.r; shape3.rgb = _Shape3Color.rgb; #else shape3 *= _Shape3Color; #endif #if SHAPE3CONTRAST_ON #if SHAPE3SHAPECOLOR_ON shape3.a = max(0, (shape3.a - 0.5) * _Shape3Contrast + 0.5 + _Shape3Brightness); #else shape3.rgb = max(0, (shape3.rgb - half3(0.5, 0.5, 0.5)) * _Shape3Contrast + half3(0.5, 0.5, 0.5) + _Shape3Brightness); #endif #endif #endif half4 col = shape1; //Mix all shapes pre: change weights if custom vertex effect active #if SHAPEWEIGHTS_ON half shapeWeightOffset; #if SHAPE2_ON shapeWeightOffset = i.offsetCustomData.z * _Sh1BlendOffset; _ShapeColorWeight = max(0, _ShapeColorWeight + shapeWeightOffset); _ShapeAlphaWeight = max(0, _ShapeAlphaWeight + shapeWeightOffset); shapeWeightOffset = i.offsetCustomData.z * _Sh2BlendOffset; _Shape2ColorWeight = max(0, _Shape2ColorWeight + shapeWeightOffset); _Shape2AlphaWeight = max(0, _Shape2AlphaWeight + shapeWeightOffset); #endif #if SHAPE3_ON shapeWeightOffset = i.offsetCustomData.z * _Sh3BlendOffset; _Shape3ColorWeight = max(0, _Shape3ColorWeight + shapeWeightOffset); _Shape3AlphaWeight = max(0, _Shape3AlphaWeight + shapeWeightOffset); #endif #endif //Mix all shapes #if SHAPE2_ON #if !SPLITRGBA_ON _ShapeAlphaWeight = _ShapeColorWeight; _Shape2AlphaWeight = _Shape2ColorWeight; #endif #if SHAPE3_ON //Shape3 On #if !SPLITRGBA_ON _Shape3AlphaWeight = _Shape3ColorWeight; #endif #if SHAPEADD_ON col.rgb = ((shape1.rgb * _ShapeColorWeight) + (shape2.rgb * _Shape2ColorWeight)) + (shape3.rgb * _Shape3ColorWeight); col.a = saturate(max(shape3.a * _Shape3AlphaWeight, max(shape1.a * _ShapeAlphaWeight, shape2.a * _Shape2AlphaWeight))); #else col.rgb = ((shape1.rgb * _ShapeColorWeight) * (shape2.rgb * _Shape2ColorWeight)) * (shape3.rgb * _Shape3ColorWeight); col.a = saturate(((shape1.a * _ShapeAlphaWeight) * (shape2.a * _Shape2AlphaWeight)) * (shape3.a * _Shape3AlphaWeight)); #endif #else //Shape3 Off #if SHAPEADD_ON col.rgb = (shape1.rgb * _ShapeColorWeight) + (shape2.rgb * _Shape2ColorWeight); col.a = saturate(max(shape1.a * _ShapeAlphaWeight, shape2.a * _Shape2AlphaWeight)); #else col.rgb = (shape1.rgb * _ShapeColorWeight) * (shape2.rgb * _Shape2ColorWeight); col.a = saturate((shape1.a * _ShapeAlphaWeight) * (shape2.a * _Shape2AlphaWeight)); #endif #endif #endif #if SHAPE1MASK_ON col = lerp(col, shape1, pow(SAMPLE_TEXTURE2D(_Shape1MaskTex, sampler_Shape1MaskTex, TRANSFORM_TEX(i.uvSeed.xy, _Shape1MaskTex)).r, _Shape1MaskPow)); #endif #if PREMULTIPLYCOLOR_ON half luminance = 0; luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance *= col.a; col.a = min(luminance, col.a); #endif col.rgb *= _Color.rgb * d.vertexColor.rgb; #if PREMULTIPLYALPHA_ON col.rgb *= col.a; #endif #if !PREMULTIPLYCOLOR_ON && (COLORRAMP_ON || ALPHAFADE_ON || COLORGRADING_ON || FADE_ON || (ADDITIVECONFIG_ON && (GLOW_ON || DEPTHGLOW_ON))) half luminance = 0; luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance *= col.a; #endif #if (FADE_ON || ALPHAFADE_ON) && ALPHAFADEINPUTSTREAM_ON col.a *= d.vertexColor.a; d.vertexColor.a = d.texcoord0.w; #endif #if FADE_ON half preFadeAlpha = col.a; _FadeAmount = saturate(_FadeAmount + (1 - d.vertexColor.a)); _FadeTransition = max(0.01, _FadeTransition * EaseOutQuint(saturate(_FadeAmount))); half2 fadeUv; fadeUv = d.texcoord0.xy + seed; fadeUv.x += (time * _FadeScrollXSpeed) % 1; fadeUv.y += (time * _FadeScrollYSpeed) % 1; half2 tiledUvFade1 = TRANSFORM_TEX(fadeUv, _FadeTex); #if ADDITIVECONFIG_ON && !PREMULTIPLYCOLOR_ON preFadeAlpha *= luminance; #endif _FadeAmount = saturate(pow(_FadeAmount, _FadePower)); #if FADEBURN_ON half2 tiledUvFade2 = TRANSFORM_TEX(fadeUv, _FadeBurnTex); half fadeSample = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r; half fadeNaturalEdge = saturate(smoothstep(0.0 , _FadeTransition, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample)); col.a *= fadeNaturalEdge; half fadeBurn = saturate(smoothstep(0.0 , _FadeTransition + _FadeBurnWidth, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample)); fadeBurn = fadeNaturalEdge - fadeBurn; _FadeBurnColor.rgb *= _FadeBurnGlow; col.rgb += fadeBurn * SAMPLE_TEXTURE2D(_FadeBurnTex, sampler_FadeBurnTex, tiledUvFade2).rgb * _FadeBurnColor.rgb * preFadeAlpha; #else half fadeSample = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r; float fade = saturate(smoothstep(0.0 , _FadeTransition, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample)); col.a *= fade; #endif #if ALPHAFADETRANSPARENCYTOO_ON col.a *= 1 - _FadeAmount; #endif #endif #if ALPHAFADE_ON half alphaFadeLuminance; _AlphaFadeAmount = saturate(_AlphaFadeAmount + (1 - d.vertexColor.a)); _AlphaFadeAmount = saturate(pow(_AlphaFadeAmount, _AlphaFadePow)); _AlphaFadeSmooth = max(0.01, _AlphaFadeSmooth * EaseOutQuint(saturate(_AlphaFadeAmount))); #if ALPHAFADEUSESHAPE1_ON alphaFadeLuminance = shape1.r; #else alphaFadeLuminance = luminance; #endif alphaFadeLuminance = saturate(alphaFadeLuminance - 0.001); #if ALPHAFADEUSEREDCHANNEL_ON col.a *= col.r; #endif col.a = saturate(col.a); float alphaFade = saturate(smoothstep(0.0 , _AlphaFadeSmooth, RemapFloat(1.0 - _AlphaFadeAmount, 0.0, 1.0, -1.0, 1.0) + alphaFadeLuminance)); col.a *= alphaFade; #if ALPHAFADETRANSPARENCYTOO_ON col.a *= 1 - _AlphaFadeAmount; #endif #endif #if BACKFACETINT_ON col.rgb = lerp(col.rgb * _BackFaceTint, col.rgb * _FrontFaceTint, step(0, dot(d.worldSpaceNormal, d.worldSpaceViewDir))); #endif //#if LIGHTANDSHADOW_ON //half NdL = saturate(dot(d.worldSpaceNormal, -_All1VfxLightDir)); //col.rgb += _LightColor * _LightAmount * NdL; //NdL = max(_ShadowAmount, NdL); //NdL = smoothstep(_ShadowStepMin, _ShadowStepMax, NdL); //col.rgb *= NdL; //#endif #if COLORGRADING_ON col.rgb *= lerp(lerp(_ColorGradingDark, _ColorGradingMiddle, luminance/_ColorGradingMidPoint), lerp(_ColorGradingMiddle, _ColorGradingLight, (luminance - _ColorGradingMidPoint)/(1.0 - _ColorGradingMidPoint)), step(_ColorGradingMidPoint, luminance)); #endif #if COLORRAMP_ON half colorRampLuminance = saturate(luminance + _ColorRampLuminosity); #if COLORRAMPGRAD_ON half4 colorRampRes = SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(colorRampLuminance, 0)); #else half4 colorRampRes = SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(colorRampLuminance, 0)); #endif col.rgb = lerp(col.rgb, colorRampRes.rgb, _ColorRampBlend); col.a = lerp(col.a, saturate(col.a * colorRampRes.a), _ColorRampBlend); #endif #if POSTERIZE_ON && !POSTERIZEOUTLINE_ON col.rgb = floor(col.rgb / (1.0 / _PosterizeNumColors)) * (1.0 / _PosterizeNumColors); #endif #if DEPTHGLOW_ON half sceneDepthDiff = GetLinearEyeDepth(d.screenUV) - d.screenPos.w; #endif #if RIM_ON half NdV = 1 - abs(dot(d.worldSpaceNormal, d.worldSpaceViewDir)); half rimFactor = saturate(_RimBias + _RimScale * pow(NdV, _RimPower)); half4 rimCol = _RimColor * rimFactor; rimCol.rgb *= _RimIntensity; col.rgb = lerp(col.rgb * (rimCol.rgb + half3(1,1,1)), col.rgb + rimCol.rgb, _RimAddAmount); col.a = saturate(col.a * (1 - rimFactor * _RimErodesAlpha)); #endif #if DEPTHGLOW_ON half depthGlowMask = saturate(_DepthGlowDist * pow((1 - sceneDepthDiff), _DepthGlowPow)); col.rgb = lerp(col.rgb, _DepthGlowGlobal * col.rgb, depthGlowMask); half depthGlowMult = 1; #if ADDITIVECONFIG_ON depthGlowMult = luminance; #endif col.rgb += _DepthGlowColor.rgb * _DepthGlow * depthGlowMask * col.a * depthGlowMult; #endif #if GLOW_ON half glowMask = 1; #if GLOWTEX_ON glowMask = SAMPLE_TEXTURE2D(_GlowTex, sampler_GlowTex, TRANSFORM_TEX(d.texcoord0.xy, _GlowTex)); #endif col.rgb *= _GlowGlobal * glowMask; half glowMult = 1; #if ADDITIVECONFIG_ON glowMult = luminance; #endif col.rgb += _GlowColor.rgb * _Glow * glowMask * col.a * glowMult; #endif #if HSV_ON half3 resultHsv = half3(col.rgb); half cosHsv = _HsvBright * _HsvSaturation * cos(_HsvShift * 3.14159265 / 180); half sinHsv = _HsvBright * _HsvSaturation * sin(_HsvShift * 3.14159265 / 180); resultHsv.x = (.299 * _HsvBright + .701 * cosHsv + .168 * sinHsv) * col.x + (.587 * _HsvBright - .587 * cosHsv + .330 * sinHsv) * col.y + (.114 * _HsvBright - .114 * cosHsv - .497 * sinHsv) * col.z; resultHsv.y = (.299 * _HsvBright - .299 * cosHsv - .328 * sinHsv) *col.x + (.587 * _HsvBright + .413 * cosHsv + .035 * sinHsv) * col.y + (.114 * _HsvBright - .114 * cosHsv + .292 * sinHsv) * col.z; resultHsv.z = (.299 * _HsvBright - .3 * cosHsv + 1.25 * sinHsv) * col.x + (.587 * _HsvBright - .588 * cosHsv - 1.05 * sinHsv) * col.y + (.114 * _HsvBright + .886 * cosHsv - .203 * sinHsv) * col.z; col.rgb = resultHsv; #endif #if CAMDISTFADE_ON col.a *= 1 - saturate(smoothstep(_CamDistFadeStepMin, _CamDistFadeStepMax, camDistance)); col.a *= smoothstep(0.0, _CamDistProximityFade, camDistance); #endif #if MASK_ON half2 maskUv = d.texcoord0.xy; #if POLARUV_ON maskUv = prePolarUvs; #endif half4 maskSample = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, TRANSFORM_TEX(maskUv, _MaskTex)); half mask = pow(min(maskSample.r, maskSample.a), _MaskPow); col.a *= mask; #endif #if ALPHASMOOTHSTEP_ON col.a = smoothstep(_AlphaStepMin, _AlphaStepMax, col.a); #endif half4 debugColor = col; #if SHAPEDEBUG_ON debugColor = GetDebugColor(col, shape1, shape2, shape3); #endif clip(debugColor.a - _AlphaCutoffValue - 0.01); //#if FOG_ON //UNITY_APPLY_FOG(i.fogCoord, col); //#endif //Don't use a starting i.color.a lower than 1 unless using vertex stream dissolve when using a FADE effect #if !FADE_ON && !ALPHAFADE_ON col.a *= _Alpha * d.vertexColor.a; #endif #if FADE_ON || ALPHAFADE_ON col.a *= _Alpha; #endif #if ADDITIVECONFIG_ON col.rgb *= col.a; #endif #if SHAPEDEBUG_ON o.Albedo = debugColor.rgb; o.Alpha = debugColor.a; #else o.Albedo = col.rgb; o.Alpha = col.a; #endif } void ChainSurfaceFunction(inout Surface l, inout ShaderData d) { Ext_SurfaceFunction0(l, d); // Ext_SurfaceFunction1(l, d); // Ext_SurfaceFunction2(l, d); // Ext_SurfaceFunction3(l, d); // Ext_SurfaceFunction4(l, d); // Ext_SurfaceFunction5(l, d); // Ext_SurfaceFunction6(l, d); // Ext_SurfaceFunction7(l, d); // Ext_SurfaceFunction8(l, d); // Ext_SurfaceFunction9(l, d); // Ext_SurfaceFunction10(l, d); // Ext_SurfaceFunction11(l, d); // Ext_SurfaceFunction12(l, d); // Ext_SurfaceFunction13(l, d); // Ext_SurfaceFunction14(l, d); // Ext_SurfaceFunction15(l, d); // Ext_SurfaceFunction16(l, d); // Ext_SurfaceFunction17(l, d); // Ext_SurfaceFunction18(l, d); // Ext_SurfaceFunction19(l, d); // Ext_SurfaceFunction20(l, d); // Ext_SurfaceFunction21(l, d); // Ext_SurfaceFunction22(l, d); // Ext_SurfaceFunction23(l, d); // Ext_SurfaceFunction24(l, d); // Ext_SurfaceFunction25(l, d); // Ext_SurfaceFunction26(l, d); // Ext_SurfaceFunction27(l, d); // Ext_SurfaceFunction28(l, d); // Ext_SurfaceFunction29(l, d); } #if !_DECALSHADER void ChainModifyVertex(inout VertexData v, inout VertexToPixel v2p, float4 time) { ExtraV2F d; ZERO_INITIALIZE(ExtraV2F, d); ZERO_INITIALIZE(Blackboard, d.blackboard); // due to motion vectors in HDRP, we need to use the last // time in certain spots. So if you are going to use _Time to adjust vertices, // you need to use this time or motion vectors will break. d.time = time; Ext_ModifyVertex0(v, d); // Ext_ModifyVertex1(v, d); // Ext_ModifyVertex2(v, d); // Ext_ModifyVertex3(v, d); // Ext_ModifyVertex4(v, d); // Ext_ModifyVertex5(v, d); // Ext_ModifyVertex6(v, d); // Ext_ModifyVertex7(v, d); // Ext_ModifyVertex8(v, d); // Ext_ModifyVertex9(v, d); // Ext_ModifyVertex10(v, d); // Ext_ModifyVertex11(v, d); // Ext_ModifyVertex12(v, d); // Ext_ModifyVertex13(v, d); // Ext_ModifyVertex14(v, d); // Ext_ModifyVertex15(v, d); // Ext_ModifyVertex16(v, d); // Ext_ModifyVertex17(v, d); // Ext_ModifyVertex18(v, d); // Ext_ModifyVertex19(v, d); // Ext_ModifyVertex20(v, d); // Ext_ModifyVertex21(v, d); // Ext_ModifyVertex22(v, d); // Ext_ModifyVertex23(v, d); // Ext_ModifyVertex24(v, d); // Ext_ModifyVertex25(v, d); // Ext_ModifyVertex26(v, d); // Ext_ModifyVertex27(v, d); // Ext_ModifyVertex28(v, d); // Ext_ModifyVertex29(v, d); // #if %EXTRAV2F0REQUIREKEY% v2p.extraV2F0 = d.extraV2F0; // #endif // #if %EXTRAV2F1REQUIREKEY% v2p.extraV2F1 = d.extraV2F1; // #endif // #if %EXTRAV2F2REQUIREKEY% v2p.extraV2F2 = d.extraV2F2; // #endif // #if %EXTRAV2F3REQUIREKEY% v2p.extraV2F3 = d.extraV2F3; // #endif // #if %EXTRAV2F4REQUIREKEY% // v2p.extraV2F4 = d.extraV2F4; // #endif // #if %EXTRAV2F5REQUIREKEY% // v2p.extraV2F5 = d.extraV2F5; // #endif // #if %EXTRAV2F6REQUIREKEY% // v2p.extraV2F6 = d.extraV2F6; // #endif // #if %EXTRAV2F7REQUIREKEY% // v2p.extraV2F7 = d.extraV2F7; // #endif } void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) { ExtraV2F d; ZERO_INITIALIZE(ExtraV2F, d); ZERO_INITIALIZE(Blackboard, d.blackboard); // #if %EXTRAV2F0REQUIREKEY% d.extraV2F0 = v2p.extraV2F0; // #endif // #if %EXTRAV2F1REQUIREKEY% d.extraV2F1 = v2p.extraV2F1; // #endif // #if %EXTRAV2F2REQUIREKEY% d.extraV2F2 = v2p.extraV2F2; // #endif // #if %EXTRAV2F3REQUIREKEY% d.extraV2F3 = v2p.extraV2F3; // #endif // #if %EXTRAV2F4REQUIREKEY% // d.extraV2F4 = v2p.extraV2F4; // #endif // #if %EXTRAV2F5REQUIREKEY% // d.extraV2F5 = v2p.extraV2F5; // #endif // #if %EXTRAV2F6REQUIREKEY% // d.extraV2F6 = v2p.extraV2F6; // #endif // #if %EXTRAV2F7REQUIREKEY% // d.extraV2F7 = v2p.extraV2F7; // #endif // Ext_ModifyTessellatedVertex0(v, d); // Ext_ModifyTessellatedVertex1(v, d); // Ext_ModifyTessellatedVertex2(v, d); // Ext_ModifyTessellatedVertex3(v, d); // Ext_ModifyTessellatedVertex4(v, d); // Ext_ModifyTessellatedVertex5(v, d); // Ext_ModifyTessellatedVertex6(v, d); // Ext_ModifyTessellatedVertex7(v, d); // Ext_ModifyTessellatedVertex8(v, d); // Ext_ModifyTessellatedVertex9(v, d); // Ext_ModifyTessellatedVertex10(v, d); // Ext_ModifyTessellatedVertex11(v, d); // Ext_ModifyTessellatedVertex12(v, d); // Ext_ModifyTessellatedVertex13(v, d); // Ext_ModifyTessellatedVertex14(v, d); // Ext_ModifyTessellatedVertex15(v, d); // Ext_ModifyTessellatedVertex16(v, d); // Ext_ModifyTessellatedVertex17(v, d); // Ext_ModifyTessellatedVertex18(v, d); // Ext_ModifyTessellatedVertex19(v, d); // Ext_ModifyTessellatedVertex20(v, d); // Ext_ModifyTessellatedVertex21(v, d); // Ext_ModifyTessellatedVertex22(v, d); // Ext_ModifyTessellatedVertex23(v, d); // Ext_ModifyTessellatedVertex24(v, d); // Ext_ModifyTessellatedVertex25(v, d); // Ext_ModifyTessellatedVertex26(v, d); // Ext_ModifyTessellatedVertex27(v, d); // Ext_ModifyTessellatedVertex28(v, d); // Ext_ModifyTessellatedVertex29(v, d); // #if %EXTRAV2F0REQUIREKEY% v2p.extraV2F0 = d.extraV2F0; // #endif // #if %EXTRAV2F1REQUIREKEY% v2p.extraV2F1 = d.extraV2F1; // #endif // #if %EXTRAV2F2REQUIREKEY% v2p.extraV2F2 = d.extraV2F2; // #endif // #if %EXTRAV2F3REQUIREKEY% v2p.extraV2F3 = d.extraV2F3; // #endif // #if %EXTRAV2F4REQUIREKEY% // v2p.extraV2F4 = d.extraV2F4; // #endif // #if %EXTRAV2F5REQUIREKEY% // v2p.extraV2F5 = d.extraV2F5; // #endif // #if %EXTRAV2F6REQUIREKEY% // v2p.extraV2F6 = d.extraV2F6; // #endif // #if %EXTRAV2F7REQUIREKEY% // v2p.extraV2F7 = d.extraV2F7; // #endif } void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) { // Ext_FinalColorForward0(l, d, color); // Ext_FinalColorForward1(l, d, color); // Ext_FinalColorForward2(l, d, color); // Ext_FinalColorForward3(l, d, color); // Ext_FinalColorForward4(l, d, color); // Ext_FinalColorForward5(l, d, color); // Ext_FinalColorForward6(l, d, color); // Ext_FinalColorForward7(l, d, color); // Ext_FinalColorForward8(l, d, color); // Ext_FinalColorForward9(l, d, color); // Ext_FinalColorForward10(l, d, color); // Ext_FinalColorForward11(l, d, color); // Ext_FinalColorForward12(l, d, color); // Ext_FinalColorForward13(l, d, color); // Ext_FinalColorForward14(l, d, color); // Ext_FinalColorForward15(l, d, color); // Ext_FinalColorForward16(l, d, color); // Ext_FinalColorForward17(l, d, color); // Ext_FinalColorForward18(l, d, color); // Ext_FinalColorForward19(l, d, color); // Ext_FinalColorForward20(l, d, color); // Ext_FinalColorForward21(l, d, color); // Ext_FinalColorForward22(l, d, color); // Ext_FinalColorForward23(l, d, color); // Ext_FinalColorForward24(l, d, color); // Ext_FinalColorForward25(l, d, color); // Ext_FinalColorForward26(l, d, color); // Ext_FinalColorForward27(l, d, color); // Ext_FinalColorForward28(l, d, color); // Ext_FinalColorForward29(l, d, color); } void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 outShadowMask) { // Ext_FinalGBufferStandard0(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard1(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard2(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard3(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard4(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard5(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard6(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard7(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard8(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard9(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard10(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard11(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard12(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard13(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard14(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard15(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard16(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard17(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard18(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard19(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard20(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard21(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard22(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard23(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard24(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard25(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard26(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard27(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard28(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard29(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); } #endif #if _DECALSHADER ShaderData CreateShaderData(SurfaceDescriptionInputs IN) { ShaderData d = (ShaderData)0; d.TBNMatrix = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal); d.worldSpaceNormal = IN.WorldSpaceNormal; d.worldSpaceTangent = IN.WorldSpaceTangent; d.worldSpacePosition = IN.WorldSpacePosition; d.texcoord0 = IN.uv0.xyxy; d.screenPos = IN.ScreenPosition; d.worldSpaceViewDir = normalize(_WorldSpaceCameraPos - d.worldSpacePosition); d.tangentSpaceViewDir = mul(d.TBNMatrix, d.worldSpaceViewDir); // these rarely get used, so we back transform them. Usually will be stripped. #if _HDRP // d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(GetCameraRelativePositionWS(d.worldSpacePosition), 1)).xyz; #else // d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(d.worldSpacePosition, 1)).xyz; #endif // d.localSpaceNormal = normalize(mul((float3x3)GetWorldToObjectMatrix(), d.worldSpaceNormal)); // d.localSpaceTangent = normalize(mul((float3x3)GetWorldToObjectMatrix(), d.worldSpaceTangent.xyz)); // #if %SCREENPOSREQUIREKEY% d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); // #endif return d; } #else ShaderData CreateShaderData(VertexToPixel i #if NEED_FACING , bool facing #endif ) { ShaderData d = (ShaderData)0; d.clipPos = i.pos; d.worldSpacePosition = i.worldPos; d.worldSpaceNormal = normalize(i.worldNormal); d.worldSpaceTangent.xyz = normalize(i.worldTangent.xyz); d.tangentSign = i.worldTangent.w * unity_WorldTransformParams.w; float3 bitangent = cross(d.worldSpaceTangent.xyz, d.worldSpaceNormal) * d.tangentSign; d.TBNMatrix = float3x3(d.worldSpaceTangent, -bitangent, d.worldSpaceNormal); d.worldSpaceViewDir = normalize(_WorldSpaceCameraPos - i.worldPos); d.tangentSpaceViewDir = mul(d.TBNMatrix, d.worldSpaceViewDir); d.texcoord0 = i.texcoord0; // d.texcoord1 = i.texcoord1; // d.texcoord2 = i.texcoord2; // #if %TEXCOORD3REQUIREKEY% // d.texcoord3 = i.texcoord3; // #endif // d.isFrontFace = facing; // #if %VERTEXCOLORREQUIREKEY% d.vertexColor = i.vertexColor; // #endif // these rarely get used, so we back transform them. Usually will be stripped. #if _HDRP // d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(GetCameraRelativePositionWS(i.worldPos), 1)).xyz; #else // d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(i.worldPos, 1)).xyz; #endif // d.localSpaceNormal = normalize(mul((float3x3)GetWorldToObjectMatrix(), i.worldNormal)); // d.localSpaceTangent = normalize(mul((float3x3)GetWorldToObjectMatrix(), i.worldTangent.xyz)); // #if %SCREENPOSREQUIREKEY% d.screenPos = i.screenPos; d.screenUV = (i.screenPos.xy / i.screenPos.w); // #endif // #if %EXTRAV2F0REQUIREKEY% d.extraV2F0 = i.extraV2F0; // #endif // #if %EXTRAV2F1REQUIREKEY% d.extraV2F1 = i.extraV2F1; // #endif // #if %EXTRAV2F2REQUIREKEY% d.extraV2F2 = i.extraV2F2; // #endif // #if %EXTRAV2F3REQUIREKEY% d.extraV2F3 = i.extraV2F3; // #endif // #if %EXTRAV2F4REQUIREKEY% // d.extraV2F4 = i.extraV2F4; // #endif // #if %EXTRAV2F5REQUIREKEY% // d.extraV2F5 = i.extraV2F5; // #endif // #if %EXTRAV2F6REQUIREKEY% // d.extraV2F6 = i.extraV2F6; // #endif // #if %EXTRAV2F7REQUIREKEY% // d.extraV2F7 = i.extraV2F7; // #endif return d; } #endif #if defined(_PASSSHADOW) float3 _LightDirection; float3 _LightPosition; #endif #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) #define GetWorldToViewMatrix() _ViewMatrix #define UNITY_MATRIX_I_V _InvViewMatrix #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) #define UNITY_MATRIX_I_P _InvProjMatrix #define GetWorldToHClipMatrix() _ViewProjMatrix #define UNITY_MATRIX_I_VP _InvViewProjMatrix #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix void MotionVectorPositionZBias(VertexToPixel input) { #if UNITY_REVERSED_Z input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; #else input.pos.z += unity_MotionVectorsParams.z * input.pos.w; #endif } #endif // vertex shader VertexToPixel Vert (VertexData v) { VertexToPixel o = (VertexToPixel)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) VertexData previousMesh = v; #endif #if !_TESSELLATION_ON ChainModifyVertex(v, o, _Time); #endif o.texcoord0 = v.texcoord0; // o.texcoord1 = v.texcoord1; // o.texcoord2 = v.texcoord2; // #if %TEXCOORD3REQUIREKEY% // o.texcoord3 = v.texcoord3; // #endif // #if %VERTEXCOLORREQUIREKEY% o.vertexColor = v.vertexColor; // #endif // This return the camera relative position (if enable) float3 positionWS = TransformObjectToWorld(v.vertex.xyz); float3 normalWS = TransformObjectToWorldNormal(v.normal); float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); o.worldPos = positionWS; o.worldNormal = normalWS; o.worldTangent = tangentWS; // For some very odd reason, in 2021.2, we can't use Unity's defines, but have to use our own.. #if _PASSSHADOW #if _CASTING_PUNCTUAL_LIGHT_SHADOW float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); #else float3 lightDirectionWS = _LightDirection; #endif // Define shadow pass specific clip position for Universal o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, lightDirectionWS)); #if UNITY_REVERSED_Z o.pos.z = min(o.pos.z, UNITY_NEAR_CLIP_VALUE); #else o.pos.z = max(o.pos.z, UNITY_NEAR_CLIP_VALUE); #endif #elif _PASSMETA o.pos = MetaVertexPosition(float4(v.vertex.xyz, 0), v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST); #else o.pos = TransformWorldToHClip(o.worldPos); #endif // #if %SCREENPOSREQUIREKEY% o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); // #endif #if _PASSFORWARD || _PASSGBUFFER float2 uv1 = v.texcoord1.xy; OUTPUT_LIGHTMAP_UV(uv1, unity_LightmapST, o.lightmapUV); // o.texcoord1.xy = uv1; #if UNITY_VERSION < 60000009 OUTPUT_SH(o.worldNormal, o.sh); #endif #if defined(DYNAMICLIGHTMAP_ON) o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #if UNITY_VERSION >= 60000009 OUTPUT_SH(o.worldNormal, o.sh); #endif #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); #endif #endif #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT half fogFactor = 0; #if defined(_FOG_FRAGMENT) fogFactor = ComputeFogFactor(o.pos.z); #endif #if _BAKEDLIT o.fogFactorAndVertexLight = half4(fogFactor, 0, 0, 0); #else half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal); o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); #endif #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) o.shadowCoord = GetShadowCoord(vertexInput); #endif #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) #if !defined(TESSELLATION_ON) MotionVectorPositionZBias(o); #endif o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); // Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; if (!forceNoMotion) { #if defined(HAVE_VFX_MODIFICATION) float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) const bool applyDeformation = false; #else const bool applyDeformation = true; #endif #else const bool hasDeformation = unity_MotionVectorsParams.x == 1; // Mesh has skinned deformation float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) const bool applyDeformation = true; #else const bool applyDeformation = hasDeformation; #endif #endif // TODO #if defined(FEATURES_GRAPH_VERTEX) if (applyDeformation) previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); else previousPositionOS = previousMesh.positionOS; #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) previousPositionOS -= previousMesh.precomputedVelocity; #endif #endif #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) // Deformed vertices in DOTS are not cumulative with built-in Unity skinning/blend shapes // Needs to be called after vertex modification has been applied otherwise it will be // overwritten by Compute Deform node ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); #endif #if defined (_ADD_PRECOMPUTED_VELOCITY) previousPositionOS -= previousMesh.precomputedVelocity; #endif o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); #if defined(HAVE_VFX_MODIFICATION) #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. #endif o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); #else #if VFX_WORLD_SPACE //previousPositionOS is already in world space const float3 previousPositionWS = previousPositionOS; #else const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; #endif o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); #endif #else o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); #endif } #endif return o; } #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" // fragment shader FragmentOutput Frag (VertexToPixel IN #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif #if NEED_FACING , bool facing : SV_IsFrontFace #endif ) { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade(IN.pos); #endif ShaderData d = CreateShaderData(IN #if NEED_FACING , facing #endif ); Surface l = (Surface)0; #ifdef _DEPTHOFFSET_ON l.outputDepth = outputDepth; #endif l.Albedo = half3(0.5, 0.5, 0.5); l.Normal = float3(0,0,1); l.Occlusion = 1; l.Alpha = 1; ChainSurfaceFunction(l, d); #ifdef _DEPTHOFFSET_ON outputDepth = l.outputDepth; #endif #if _USESPECULAR || _SIMPLELIT float3 specular = l.Specular; float metallic = 0; #else float3 specular = 0; float metallic = l.Metallic; #endif InputData inputData = (InputData)0; inputData.positionWS = IN.worldPos; #if _WORLDSPACENORMAL inputData.normalWS = l.Normal; #else inputData.normalWS = normalize(TangentToWorldSpace(d, l.Normal)); #endif inputData.viewDirectionWS = SafeNormalize(d.worldSpaceViewDir); #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); #else inputData.shadowCoord = float4(0, 0, 0, 0); #endif //inputData.fogCoord = IN.fogFactorAndVertexLight.x; InitializeInputDataFog(float4(IN.worldPos, 1.0), IN.fogFactorAndVertexLight.x); inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; #if defined(_OVERRIDE_BAKEDGI) inputData.bakedGI = l.DiffuseGI; l.Emission += l.SpecularGI; #else #if defined(DYNAMICLIGHTMAP_ON) inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.dynamicLightmapUV.xy, IN.sh, inputData.normalWS); #elif defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2) #if UNITY_VERSION >= 60000009 inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos, IN.probeOcclusion, inputData.shadowMask); #else inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos); #endif #else inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.sh, inputData.normalWS); #endif #endif inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.pos); inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); #if defined(DEBUG_DISPLAY) #if defined(DYNAMICLIGHTMAP_ON) inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy; #endif #if defined(LIGHTMAP_ON) inputData.staticLightmapUV = IN.lightmapUV; #else inputData.vertexSH = IN.sh; #endif #endif #ifdef _DBUFFER ApplyDecal(IN.pos, l.Albedo, specular, inputData.normalWS, metallic, l.Occlusion, l.Smoothness); #endif BRDFData brdfData; InitializeBRDFData(l.Albedo, metallic, specular, l.Smoothness, l.Alpha, brdfData); Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); half3 color = GlobalIllumination(brdfData, inputData.bakedGI, l.Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); return BRDFDataToGbuffer(brdfData, inputData, l.Smoothness, l.Emission + color, l.Occlusion); } ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } // Render State Blend One Zero, One Zero Cull Back ZTest LEqual ZWrite On // ColorMask: Tags { "RenderType" = "Opaque" "Queue" = "Geometry" "PreviewType" = "Sphere" } Cull [_CullingOption] ZWrite [_ZWrite] ZTest [_ZTestMode] ColorMask [_ColorMask] Lighting Off HLSLPROGRAM #pragma vertex Vert #pragma fragment Frag #pragma target 3.0 #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma multi_compile_instancing #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define _PASSSHADOW 1 #pragma shader_feature_local TIMEISCUSTOM_ON #pragma shader_feature_local ADDITIVECONFIG_ON #pragma shader_feature_local PREMULTIPLYALPHA_ON #pragma shader_feature_local PREMULTIPLYCOLOR_ON #pragma shader_feature_local SPLITRGBA_ON #pragma shader_feature_local SHAPEADD_ON #pragma shader_feature_local SHAPE1SCREENUV_ON /////////////////Pipeline specific implementation #pragma shader_feature_local SHAPE2SCREENUV_ON /////////////////Pipeline specific implementation #pragma shader_feature_local SHAPE3SCREENUV_ON /////////////////Pipeline specific implementation #pragma shader_feature_local SHAPEDEBUG_ON #pragma shader_feature_local SHAPE1CONTRAST_ON #pragma shader_feature_local SHAPE1DISTORT_ON #pragma shader_feature_local SHAPE1ROTATE_ON #pragma shader_feature_local SHAPE1SHAPECOLOR_ON #pragma shader_feature_local SHAPE2_ON #pragma shader_feature_local SHAPE2CONTRAST_ON #pragma shader_feature_local SHAPE2DISTORT_ON #pragma shader_feature_local SHAPE2ROTATE_ON #pragma shader_feature_local SHAPE2SHAPECOLOR_ON #pragma shader_feature_local SHAPE3_ON #pragma shader_feature_local SHAPE3CONTRAST_ON #pragma shader_feature_local SHAPE3DISTORT_ON #pragma shader_feature_local SHAPE3ROTATE_ON #pragma shader_feature_local SHAPE3SHAPECOLOR_ON #pragma shader_feature_local GLOW_ON #pragma shader_feature_local GLOWTEX_ON #pragma shader_feature_local DEPTHGLOW_ON /////////////////Pipeline specific implementation #pragma shader_feature_local MASK_ON #pragma shader_feature_local COLORRAMP_ON #pragma shader_feature_local COLORRAMPGRAD_ON #pragma shader_feature_local COLORGRADING_ON #pragma shader_feature_local HSV_ON #pragma shader_feature_local POSTERIZE_ON #pragma shader_feature_local PIXELATE_ON #pragma shader_feature_local DISTORT_ON #pragma shader_feature_local SHAKEUV_ON #pragma shader_feature_local WAVEUV_ON #pragma shader_feature_local ROUNDWAVEUV_ON #pragma shader_feature_local TWISTUV_ON #pragma shader_feature_local DOODLE_ON #pragma shader_feature_local OFFSETSTREAM_ON #pragma shader_feature_local TEXTURESCROLL_ON #pragma shader_feature_local VERTOFFSET_ON #pragma shader_feature_local RIM_ON /////////////////Pipeline specific implementation #pragma shader_feature_local BACKFACETINT_ON /////////////////Pipeline specific implementation #pragma shader_feature_local POLARUV_ON #pragma shader_feature_local POLARUVDISTORT_ON #pragma shader_feature_local SHAPE1MASK_ON #pragma shader_feature_local TRAILWIDTH_ON #pragma shader_feature_local LIGHTANDSHADOW_ON #pragma shader_feature_local SHAPETEXOFFSET_ON #pragma shader_feature_local SHAPEWEIGHTS_ON #pragma shader_feature_local ALPHACUTOFF_ON #pragma shader_feature_local ALPHASMOOTHSTEP_ON #pragma shader_feature_local FADE_ON #pragma shader_feature_local FADEBURN_ON #pragma shader_feature_local ALPHAFADE_ON #pragma shader_feature_local ALPHAFADEUSESHAPE1_ON #pragma shader_feature_local ALPHAFADEUSEREDCHANNEL_ON #pragma shader_feature_local ALPHAFADETRANSPARENCYTOO_ON #pragma shader_feature_local ALPHAFADEINPUTSTREAM_ON #pragma shader_feature_local CAMDISTFADE_ON #pragma shader_feature NORMALMAP_ON #define _URP 1 #define REQUIRE_DEPTH_TEXTURE #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #undef WorldNormalVector #define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix) #define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal) #define _WorldSpaceLightPos0 _MainLightPosition #define UNITY_DECLARE_TEX2D(name) TEXTURE2D(name); SAMPLER(sampler##name); #define UNITY_DECLARE_TEX2D_NOSAMPLER(name) TEXTURE2D(name); #define UNITY_DECLARE_TEX2DARRAY(name) TEXTURE2D_ARRAY(name); SAMPLER(sampler##name); #define UNITY_DECLARE_TEX2DARRAY_NOSAMPLER(name) TEXTURE2D_ARRAY(name); #define UNITY_SAMPLE_TEX2DARRAY(tex,coord) SAMPLE_TEXTURE2D_ARRAY(tex, sampler##tex, coord.xy, coord.z) #define UNITY_SAMPLE_TEX2DARRAY_LOD(tex,coord,lod) SAMPLE_TEXTURE2D_ARRAY_LOD(tex, sampler##tex, coord.xy, coord.z, lod) #define UNITY_SAMPLE_TEX2D(tex, coord) SAMPLE_TEXTURE2D(tex, sampler##tex, coord) #define UNITY_SAMPLE_TEX2D_SAMPLER(tex, samp, coord) SAMPLE_TEXTURE2D(tex, sampler##samp, coord) #define UNITY_SAMPLE_TEX2D_LOD(tex,coord, lod) SAMPLE_TEXTURE2D_LOD(tex, sampler_##tex, coord, lod) #define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord, lod) SAMPLE_TEXTURE2D_LOD (tex, sampler##samplertex,coord, lod) #if defined(UNITY_COMPILER_HLSL) #define UNITY_INITIALIZE_OUTPUT(type,name) name = (type)0; #else #define UNITY_INITIALIZE_OUTPUT(type,name) #endif #define sampler2D_float sampler2D #define sampler2D_half sampler2D // data across stages, stripped like the above. struct VertexToPixel { float4 pos : SV_POSITION; float3 worldPos : TEXCOORD0; float3 worldNormal : TEXCOORD1; float4 worldTangent : TEXCOORD2; float4 texcoord0 : TEXCOORD3; // float4 texcoord1 : TEXCOORD4; // float4 texcoord2 : TEXCOORD5; // #if %TEXCOORD3REQUIREKEY% // float4 texcoord3 : TEXCOORD6; // #endif // #if %SCREENPOSREQUIREKEY% float4 screenPos : TEXCOORD7; // #endif // #if %VERTEXCOLORREQUIREKEY% half4 vertexColor : COLOR; // #endif #if defined(LIGHTMAP_ON) float2 lightmapUV : TEXCOORD8; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV : TEXCOORD9; #endif #if !defined(LIGHTMAP_ON) float4 probeOcclusion : TEXCOORD8; float3 sh : TEXCOORD10; #endif #if defined(VARYINGS_NEED_FOG_AND_VERTEX_LIGHT) float4 fogFactorAndVertexLight : TEXCOORD11; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD12; #endif // #if %EXTRAV2F0REQUIREKEY% float4 extraV2F0 : TEXCOORD13; // #endif // #if %EXTRAV2F1REQUIREKEY% float4 extraV2F1 : TEXCOORD14; // #endif // #if %EXTRAV2F2REQUIREKEY% float4 extraV2F2 : TEXCOORD15; // #endif // #if %EXTRAV2F3REQUIREKEY% float4 extraV2F3 : TEXCOORD16; // #endif // #if %EXTRAV2F4REQUIREKEY% // float4 extraV2F4 : TEXCOORD17; // #endif // #if %EXTRAV2F5REQUIREKEY% // float4 extraV2F5 : TEXCOORD18; // #endif // #if %EXTRAV2F6REQUIREKEY% // float4 extraV2F6 : TEXCOORD19; // #endif // #if %EXTRAV2F7REQUIREKEY% // float4 extraV2F7 : TEXCOORD20; // #endif #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) float4 previousPositionCS : TEXCOORD21; // Contain previous transform position (in case of skinning for example) float4 positionCS : TEXCOORD22; #endif }; // data describing the user output of a pixel struct Surface { half3 Albedo; half Height; half3 Normal; half Smoothness; half3 Emission; half Metallic; half3 Specular; half Occlusion; half SpecularPower; // for simple lighting half Alpha; float outputDepth; // if written, SV_Depth semantic is used. ShaderData.clipPos.z is unused value // HDRP Only half SpecularOcclusion; half SubsurfaceMask; half Thickness; half CoatMask; half CoatSmoothness; half Anisotropy; half IridescenceMask; half IridescenceThickness; int DiffusionProfileHash; float SpecularAAThreshold; float SpecularAAScreenSpaceVariance; // requires _OVERRIDE_BAKEDGI to be defined, but is mapped in all pipelines float3 DiffuseGI; float3 BackDiffuseGI; float3 SpecularGI; float ior; float3 transmittanceColor; float atDistance; float transmittanceMask; // requires _OVERRIDE_SHADOWMASK to be defines float4 ShadowMask; // for decals float NormalAlpha; float MAOSAlpha; }; // Data the user declares in blackboard blocks struct Blackboard { float blackboardDummyData; }; // data the user might need, this will grow to be big. But easy to strip struct ShaderData { float4 clipPos; // SV_POSITION float3 localSpacePosition; float3 localSpaceNormal; float3 localSpaceTangent; float3 worldSpacePosition; float3 worldSpaceNormal; float3 worldSpaceTangent; float tangentSign; float3 worldSpaceViewDir; float3 tangentSpaceViewDir; float4 texcoord0; float4 texcoord1; float4 texcoord2; float4 texcoord3; float2 screenUV; float4 screenPos; float4 vertexColor; bool isFrontFace; float4 extraV2F0; float4 extraV2F1; float4 extraV2F2; float4 extraV2F3; float4 extraV2F4; float4 extraV2F5; float4 extraV2F6; float4 extraV2F7; float3x3 TBNMatrix; Blackboard blackboard; }; struct VertexData { #if SHADER_TARGET > 30 // uint vertexID : SV_VertexID; #endif float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 texcoord0 : TEXCOORD0; // optimize out mesh coords when not in use by user or lighting system #if _URP && (_USINGTEXCOORD1 || _PASSMETA || _PASSFORWARD || _PASSGBUFFER) float4 texcoord1 : TEXCOORD1; #endif #if _URP && (_USINGTEXCOORD2 || _PASSMETA || ((_PASSFORWARD || _PASSGBUFFER) && defined(DYNAMICLIGHTMAP_ON))) float4 texcoord2 : TEXCOORD2; #endif #if _STANDARD && (_USINGTEXCOORD1 || (_PASSMETA || ((_PASSFORWARD || _PASSGBUFFER || _PASSFORWARDADD) && LIGHTMAP_ON))) float4 texcoord1 : TEXCOORD1; #endif #if _STANDARD && (_USINGTEXCOORD2 || (_PASSMETA || ((_PASSFORWARD || _PASSGBUFFER) && DYNAMICLIGHTMAP_ON))) float4 texcoord2 : TEXCOORD2; #endif #if _HDRP float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; #endif // #if %TEXCOORD3REQUIREKEY% // float4 texcoord3 : TEXCOORD3; // #endif // #if %VERTEXCOLORREQUIREKEY% float4 vertexColor : COLOR; // #endif #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) float3 previousPositionOS : TEXCOORD4; // Contain previous transform position (in case of skinning for example) #if defined (_ADD_PRECOMPUTED_VELOCITY) float3 precomputedVelocity : TEXCOORD5; // Add Precomputed Velocity (Alembic computes velocities on runtime side). #endif #endif UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessVertex { float4 vertex : INTERNALTESSPOS; float3 normal : NORMAL; float4 tangent : TANGENT; float4 texcoord0 : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; // #if %TEXCOORD3REQUIREKEY% // float4 texcoord3 : TEXCOORD3; // #endif // #if %VERTEXCOLORREQUIREKEY% float4 vertexColor : COLOR; // #endif // #if %EXTRAV2F0REQUIREKEY% float4 extraV2F0 : TEXCOORD5; // #endif // #if %EXTRAV2F1REQUIREKEY% float4 extraV2F1 : TEXCOORD6; // #endif // #if %EXTRAV2F2REQUIREKEY% float4 extraV2F2 : TEXCOORD7; // #endif // #if %EXTRAV2F3REQUIREKEY% float4 extraV2F3 : TEXCOORD8; // #endif // #if %EXTRAV2F4REQUIREKEY% // float4 extraV2F4 : TEXCOORD9; // #endif // #if %EXTRAV2F5REQUIREKEY% // float4 extraV2F5 : TEXCOORD10; // #endif // #if %EXTRAV2F6REQUIREKEY% // float4 extraV2F6 : TEXCOORD11; // #endif // #if %EXTRAV2F7REQUIREKEY% // float4 extraV2F7 : TEXCOORD12; // #endif #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) float3 previousPositionOS : TEXCOORD13; // Contain previous transform position (in case of skinning for example) #if defined (_ADD_PRECOMPUTED_VELOCITY) float3 precomputedVelocity : TEXCOORD14; #endif #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; struct ExtraV2F { float4 extraV2F0; float4 extraV2F1; float4 extraV2F2; float4 extraV2F3; float4 extraV2F4; float4 extraV2F5; float4 extraV2F6; float4 extraV2F7; Blackboard blackboard; float4 time; }; float3 WorldToTangentSpace(ShaderData d, float3 normal) { return mul(d.TBNMatrix, normal); } float3 TangentToWorldSpace(ShaderData d, float3 normal) { return mul(normal, d.TBNMatrix); } // in this case, make standard more like SRPs, because we can't fix // unity_WorldToObject in HDRP, since it already does macro-fu there #if _STANDARD float3 TransformWorldToObject(float3 p) { return mul(unity_WorldToObject, float4(p, 1)); }; float3 TransformObjectToWorld(float3 p) { return mul(unity_ObjectToWorld, float4(p, 1)); }; float4 TransformWorldToObject(float4 p) { return mul(unity_WorldToObject, p); }; float4 TransformObjectToWorld(float4 p) { return mul(unity_ObjectToWorld, p); }; float4x4 GetWorldToObjectMatrix() { return unity_WorldToObject; } float4x4 GetObjectToWorldMatrix() { return unity_ObjectToWorld; } #if (defined(SHADER_API_D3D11) || defined(SHADER_API_XBOXONE) || defined(UNITY_COMPILER_HLSLCC) || defined(SHADER_API_PSSL) || (SHADER_TARGET_SURFACE_ANALYSIS && !SHADER_TARGET_SURFACE_ANALYSIS_MOJOSHADER)) #define UNITY_SAMPLE_TEX2D_LOD(tex,coord, lod) tex.SampleLevel (sampler##tex,coord, lod) #define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord, lod) tex.SampleLevel (sampler##samplertex,coord, lod) #else #define UNITY_SAMPLE_TEX2D_LOD(tex,coord,lod) tex2D (tex,coord,0,lod) #define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord,lod) tex2D (tex,coord,0,lod) #endif #undef GetWorldToObjectMatrix() #define GetWorldToObjectMatrix() unity_WorldToObject #endif float3 GetCameraWorldPosition() { #if _HDRP return GetCameraRelativePositionWS(_WorldSpaceCameraPos); #else return _WorldSpaceCameraPos; #endif } #if _GRABPASSUSED #if _STANDARD TEXTURE2D(%GRABTEXTURE%); SAMPLER(sampler_%GRABTEXTURE%); #endif half3 GetSceneColor(float2 uv) { #if _STANDARD return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, uv).rgb; #else return SHADERGRAPH_SAMPLE_SCENE_COLOR(uv); #endif } #endif #if _STANDARD UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); float GetSceneDepth(float2 uv) { return SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv); } float GetLinear01Depth(float2 uv) { return Linear01Depth(GetSceneDepth(uv)); } float GetLinearEyeDepth(float2 uv) { return LinearEyeDepth(GetSceneDepth(uv)); } #else float GetSceneDepth(float2 uv) { return SHADERGRAPH_SAMPLE_SCENE_DEPTH(uv); } float GetLinear01Depth(float2 uv) { return Linear01Depth(GetSceneDepth(uv), _ZBufferParams); } float GetLinearEyeDepth(float2 uv) { return LinearEyeDepth(GetSceneDepth(uv), _ZBufferParams); } #endif float3 GetWorldPositionFromDepthBuffer(float2 uv, float3 worldSpaceViewDir) { float eye = GetLinearEyeDepth(uv); float3 camView = mul((float3x3)GetObjectToWorldMatrix(), transpose(mul(GetWorldToObjectMatrix(), UNITY_MATRIX_I_V)) [2].xyz); float dt = dot(worldSpaceViewDir, camView); float3 div = worldSpaceViewDir/dt; float3 wpos = (eye * div) + GetCameraWorldPosition(); return wpos; } #if _HDRP float3 ObjectToWorldSpacePosition(float3 pos) { return GetAbsolutePositionWS(TransformObjectToWorld(pos)); } #else float3 ObjectToWorldSpacePosition(float3 pos) { return TransformObjectToWorld(pos); } #endif #if _STANDARD UNITY_DECLARE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture); float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir) { float4 depthNorms = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture, uv); float3 norms = DecodeViewNormalStereo(depthNorms); norms = mul((float3x3)GetWorldToViewMatrix(), norms) * 0.5 + 0.5; return norms; } #elif _HDRP && !_DECALSHADER float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir) { NormalData nd; DecodeFromNormalBuffer(_ScreenSize.xy * uv, nd); return nd.normalWS; } #elif _URP #if (SHADER_LIBRARY_VERSION_MAJOR >= 10) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl" #endif float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir) { #if (SHADER_LIBRARY_VERSION_MAJOR >= 10) return SampleSceneNormals(uv); #else float3 wpos = GetWorldPositionFromDepthBuffer(uv, worldSpaceViewDir); return normalize(-cross(ddx(wpos), ddy(wpos))) * 0.5 + 0.5; #endif } #endif #if _HDRP half3 UnpackNormalmapRGorAG(half4 packednormal) { // This do the trick packednormal.x *= packednormal.w; half3 normal; normal.xy = packednormal.xy * 2 - 1; normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy))); return normal; } half3 UnpackNormal(half4 packednormal) { #if defined(UNITY_NO_DXT5nm) return packednormal.xyz * 2 - 1; #else return UnpackNormalmapRGorAG(packednormal); #endif } #endif #if _HDRP || _URP half3 UnpackScaleNormal(half4 packednormal, half scale) { #ifndef UNITY_NO_DXT5nm // Unpack normal as DXT5nm (1, y, 1, x) or BC5 (x, y, 0, 1) // Note neutral texture like "bump" is (0, 0, 1, 1) to work with both plain RGB normal and DXT5nm/BC5 packednormal.x *= packednormal.w; #endif half3 normal; normal.xy = (packednormal.xy * 2 - 1) * scale; normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy))); return normal; } #endif void GetSun(out float3 lightDir, out float3 color) { lightDir = float3(0.5, 0.5, 0); color = 1; #if _HDRP if (_DirectionalLightCount > 0) { DirectionalLightData light = _DirectionalLightDatas[0]; lightDir = -light.forward.xyz; color = light.color; } #elif _STANDARD lightDir = normalize(_WorldSpaceLightPos0.xyz); color = _LightColor0.rgb; #elif _URP Light light = GetMainLight(); lightDir = light.direction; color = light.color; #endif } CBUFFER_START(UnityPerMaterial) half4 _Color; half _Alpha; half _AlphaCutoffValue; half _TimingSeed; #if TIMEISCUSTOM_ON float4 globalCustomTime; #endif half4 _MainTex_ST, _ShapeColor; half _ShapeXSpeed, _ShapeYSpeed, _ShapeColorWeight, _ShapeAlphaWeight; #if SHAPE1CONTRAST_ON half _ShapeContrast, _ShapeBrightness; #endif #if SHAPE1DISTORT_ON half4 _ShapeDistortTex_ST; half _ShapeDistortAmount, _ShapeDistortXSpeed, _ShapeDistortYSpeed; #endif #if SHAPE1ROTATE_ON half _ShapeRotationOffset, _ShapeRotationSpeed; #endif #if OFFSETSTREAM_ON half _OffsetSh1; #endif #if SHAPEWEIGHTS_ON half _Sh1BlendOffset; #endif #if SHAPE2_ON half4 _Shape2Tex_ST, _Shape2Color; half _Shape2XSpeed, _Shape2YSpeed, _Shape2ColorWeight, _Shape2AlphaWeight; #if SHAPE2CONTRAST_ON half _Shape2Contrast, _Shape2Brightness; #endif #if SHAPE2DISTORT_ON half4 _Shape2DistortTex_ST; half _Shape2DistortAmount, _Shape2DistortXSpeed, _Shape2DistortYSpeed; #endif #if SHAPE2ROTATE_ON half _Shape2RotationOffset, _Shape2RotationSpeed; #endif #if OFFSETSTREAM_ON half _OffsetSh2; #endif #if SHAPEWEIGHTS_ON half _Sh2BlendOffset; #endif #endif #if SHAPE3_ON half4 _Shape3Tex_ST, _Shape3Color; half _Shape3XSpeed, _Shape3YSpeed, _Shape3ColorWeight, _Shape3AlphaWeight; #if SHAPE3CONTRAST_ON half _Shape3Contrast, _Shape3Brightness; #endif #if SHAPE3DISTORT_ON half4 _Shape3DistortTex_ST; half _Shape3DistortAmount, _Shape3DistortXSpeed, _Shape3DistortYSpeed; #endif #if SHAPE3ROTATE_ON half _Shape3RotationOffset, _Shape3RotationSpeed; #endif #if OFFSETSTREAM_ON half _OffsetSh3; #endif #if SHAPEWEIGHTS_ON half _Sh3BlendOffset; #endif #endif #if GLOW_ON half4 _GlowColor; half _Glow, _GlowGlobal; #if GLOWTEX_ON half4 _GlowTex_ST; #endif #endif #if MASK_ON half4 _MaskTex_ST; half _MaskPow; #endif #if COLORRAMP_ON half _ColorRampLuminosity, _ColorRampBlend; #endif #if ALPHASMOOTHSTEP_ON half _AlphaStepMin, _AlphaStepMax; #endif #if ALPHAFADE_ON half _AlphaFadeAmount, _AlphaFadeSmooth, _AlphaFadePow; #endif #if HSV_ON half _HsvShift, _HsvSaturation, _HsvBright; #endif #if POSTERIZE_ON half _PosterizeNumColors; #endif #if PIXELATE_ON half _PixelateSize; #endif #if DISTORT_ON half4 _DistortTex_ST; half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount; #endif #if TEXTURESCROLL_ON half _TextureScrollXSpeed, _TextureScrollYSpeed; #endif #if SHAKEUV_ON half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY; #endif #if WAVEUV_ON half _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY; #endif #if ROUNDWAVEUV_ON half _RoundWaveStrength, _RoundWaveSpeed; #endif #if TWISTUV_ON half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius; #endif #if DOODLE_ON half _HandDrawnAmount, _HandDrawnSpeed; #endif #if ROUNDWAVEUV_ON || PIXELATE_ON half4 _MainTex_TexelSize; #endif #if VERTOFFSET_ON half4 _VertOffsetTex_ST; half _VertOffsetAmount, _VertOffsetPower, _VertOffsetTexXSpeed, _VertOffsetTexYSpeed; #endif #if FADE_ON half4 _FadeTex_ST; half _FadeAmount, _FadeTransition, _FadePower, _FadeScrollXSpeed, _FadeScrollYSpeed; #if FADEBURN_ON half4 _FadeBurnColor, _FadeBurnTex_ST; half _FadeBurnWidth, _FadeBurnGlow; #endif #endif #if COLORGRADING_ON half3 _ColorGradingLight, _ColorGradingMiddle, _ColorGradingDark; half _ColorGradingMidPoint; #endif #if CAMDISTFADE_ON half _CamDistFadeStepMin, _CamDistFadeStepMax, _CamDistProximityFade; #endif #if RIM_ON half _RimBias, _RimScale, _RimPower, _RimIntensity, _RimAddAmount, _RimErodesAlpha; half4 _RimColor; #endif #if BACKFACETINT_ON half4 _BackFaceTint, _FrontFaceTint; #endif #if SHAPEDEBUG_ON half _DebugShape; #endif #if SHAPE1MASK_ON half4 _Shape1MaskTex_ST; half _Shape1MaskPow; #endif #if TRAILWIDTH_ON half _TrailWidthPower; #endif #if LIGHTANDSHADOW_ON half3 _All1VfxLightDir; half _ShadowAmount, _ShadowStepMin, _ShadowStepMax, _LightAmount; half4 _LightColor; #endif #if SHAPETEXOFFSET_ON half _RandomSh1Mult, _RandomSh2Mult, _RandomSh3Mult; #endif #if DEPTHGLOW_ON half _DepthGlowDist, _DepthGlowPow, _DepthGlow, _DepthGlowGlobal; half4 _DepthGlowColor; #endif #if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON half _ScreenUvShDistScale,_ScreenUvSh2DistScale, _ScreenUvSh3DistScale; #endif #if NORMALMAP_ON half _NormalStrength; #endif CBUFFER_END TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); #if SHAPE1DISTORT_ON TEXTURE2D(_ShapeDistortTex); SAMPLER(sampler_ShapeDistortTex); #endif #if SHAPE2_ON TEXTURE2D(_Shape2Tex); SAMPLER(sampler_Shape2Tex); #if SHAPE2DISTORT_ON TEXTURE2D(_Shape2DistortTex); SAMPLER(sampler_Shape2DistortTex); #endif #endif #if SHAPE3_ON TEXTURE2D(_Shape3Tex); SAMPLER(sampler_Shape3Tex); #if SHAPE3DISTORT_ON TEXTURE2D(_Shape3DistortTex); SAMPLER(sampler_Shape3DistortTex); #endif #endif #if GLOW_ON #if GLOWTEX_ON TEXTURE2D(_GlowTex); SAMPLER(sampler_GlowTex); #endif #endif #if MASK_ON TEXTURE2D(_MaskTex); SAMPLER(sampler_MaskTex); #endif #if COLORRAMP_ON TEXTURE2D(_ColorRampTex); SAMPLER(sampler_ColorRampTex); #endif #if COLORRAMPGRAD_ON TEXTURE2D(_ColorRampTexGradient); SAMPLER(sampler_ColorRampTexGradient); #endif #if DISTORT_ON TEXTURE2D(_DistortTex); SAMPLER(sampler_DistortTex); #endif #if VERTOFFSET_ON TEXTURE2D(_VertOffsetTex); SAMPLER(sampler_VertOffsetTex); #endif #if FADE_ON TEXTURE2D(_FadeTex); SAMPLER(sampler_FadeTex); #if FADEBURN_ON TEXTURE2D(_FadeBurnTex); SAMPLER(sampler_FadeBurnTex); #endif #endif #if SHAPE1MASK_ON TEXTURE2D(_Shape1MaskTex); SAMPLER(sampler_Shape1MaskTex); #endif #if TRAILWIDTH_ON TEXTURE2D(_TrailWidthGradient); SAMPLER(sampler_TrailWidthGradient); #endif #if NORMALMAP_ON TEXTURE2D(_NormalMap); SAMPLER(sampler_NormalMap); #endif half4 SampleTextureWithScroll(in Texture2D _tex, in SamplerState _sampler, in float2 uv, in half scrollXSpeed, in half scrollYSpeed, in float time) { half2 _uv = uv; _uv.x += (time * scrollXSpeed) % 1; _uv.y += (time * scrollYSpeed) % 1; return SAMPLE_TEXTURE2D(_tex, _sampler, _uv); } half EaseOutQuint(half x) { return 1 - pow(1 - x, 5); } half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax) { return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin); } float2 RotateUvs(float2 uv, half rotation, half4 scaleAndTranslate) { half2 center = half2(0.5 * scaleAndTranslate.x + scaleAndTranslate.z, 0.5 * scaleAndTranslate.y + scaleAndTranslate.w); half cosAngle = cos(rotation); half sinAngle = sin(rotation); uv -= center; uv = mul(half2x2(cosAngle, -sinAngle, sinAngle, cosAngle), uv); uv += center; return uv; } half4 GetDebugColor(float4 resColor, half4 shape1, half4 shape2, half4 shape3) { half4 res = resColor; //MAKE SURE THE FOLLOWING CODE BLOCK IS UNCOMMENTED------------------------------------------- #if SHAPEDEBUG_ON if(_DebugShape < 1.5) return shape1; #if SHAPE2_ON else if (_DebugShape < 2.5) return shape2; #endif #if SHAPE3_ON else return shape3; #endif #endif return res; } void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) { //uvDistTex --> extraV2F0 //uvSh1DistTex --> extraV2F1 //uvSh2DistTex --> extraV2F2 //uvSh3DistTex --> extraV2F3 #if VERTOFFSET_ON #if TIMEISCUSTOM_ON const half time = v.texcoord0.z + globalCustomTime.y; #else const half time = v.texcoord0.z + _Time.y; #endif half4 offsetUv = half4(TRANSFORM_TEX(v.texcoord0.xy, _VertOffsetTex), 0, 0); offsetUv.x += (time * _VertOffsetTexXSpeed) % 1; offsetUv.y += (time * _VertOffsetTexYSpeed) % 1; v.vertex.xyz += v.normal * _VertOffsetAmount * pow(SAMPLE_TEXTURE2D_LOD(_VertOffsetTex, sampler_VertOffsetTex, offsetUv, 0).r, _VertOffsetPower); #endif #if DISTORT_ON && !POLARUVDISTORT_ON d.extraV2F0.xy = TRANSFORM_TEX(v.texcoord0.xy, _DistortTex); #endif #if SHAPE1DISTORT_ON && !POLARUVDISTORT_ON d.extraV2F1.xy = TRANSFORM_TEX(v.texcoord0.xy, _ShapeDistortTex); #endif #if SHAPE2_ON #if SHAPE2DISTORT_ON && !POLARUVDISTORT_ON d.extraV2F2.xy = TRANSFORM_TEX(v.texcoord0.xy, _Shape2DistortTex);; #endif #endif #if SHAPE3_ON #if SHAPE3DISTORT_ON && !POLARUVDISTORT_ON d.extraV2F3.xy = TRANSFORM_TEX(v.texcoord0.xy, _Shape3DistortTex); #endif #endif } void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) { //i.uvSeed -> d.texcoord0.xy float seed = d.texcoord0.z + _TimingSeed; #if TIMEISCUSTOM_ON const float4 shaderTime = globalCustomTime; #else const float4 shaderTime = _Time; #endif float time = shaderTime.y + seed; #if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON half2 originalUvs = d.texcoord0.xy; #endif #if PIXELATE_ON half aspectRatio = _MainTex_TexelSize.x / _MainTex_TexelSize.y; half2 pixelSize = float2(_PixelateSize, _PixelateSize * aspectRatio); d.texcoord0.xy = floor(d.texcoord0.xy * pixelSize) / pixelSize; #endif #if NORMALMAP_ON half4 normalSample = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, d.texcoord0.xy); half3 normalTS = UnpackNormal(normalSample); normalTS.xy *= _NormalStrength; o.Normal = normalTS; #endif #if TWISTUV_ON half2 tempUv = d.texcoord0.xy - half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y); _TwistUvRadius *= (_MainTex_ST.x + _MainTex_ST.y) / 2; half percent = (_TwistUvRadius - length(tempUv)) / _TwistUvRadius; half theta = percent * percent * (2.0 * sin(_TwistUvAmount)) * 8.0; half s = sin(theta); half c = cos(theta); half beta = max(sign(_TwistUvRadius - length(tempUv)), 0.0); tempUv = half2(dot(tempUv, half2(c, -s)), dot(tempUv, half2(s, c))) * beta + tempUv * (1 - beta); tempUv += half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y); d.texcoord0.xy = tempUv; #endif #if DOODLE_ON half2 uvCopy = d.texcoord0.xy; _HandDrawnSpeed = (floor((shaderTime.x + seed) * 20 * _HandDrawnSpeed) / _HandDrawnSpeed) * _HandDrawnSpeed; uvCopy.x = sin((uvCopy.x * _HandDrawnAmount + _HandDrawnSpeed) * 4); uvCopy.y = cos((uvCopy.y * _HandDrawnAmount + _HandDrawnSpeed) * 4); d.texcoord0.xy = lerp(d.texcoord0.xy, d.texcoord0.xy + uvCopy, 0.0005 * _HandDrawnAmount); #endif #if SHAKEUV_ON half xShake = sin((shaderTime.x + seed) * _ShakeUvSpeed * 50) * _ShakeUvX; half yShake = cos((shaderTime.x + seed) * _ShakeUvSpeed * 50) * _ShakeUvY; d.texcoord0.xy += half2(xShake * 0.012, yShake * 0.01); #endif #if WAVEUV_ON half2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - d.texcoord0.xy; #if ATLAS_ON uvWave = half2(_WaveX, _WaveY) - uvRect; #endif uvWave.x *= _ScreenParams.x / _ScreenParams.y; half angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((time * _WaveSpeed) % 360.0); d.texcoord0.xy = d.texcoord0.xy + normalize(uvWave) * sin(angWave) * (_WaveStrength / 1000.0); #endif #if ROUNDWAVEUV_ON half xWave = ((0.5 * _MainTex_ST.x) - d.texcoord0.x); half yWave = ((0.5 * _MainTex_ST.y) - d.texcoord0.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z); half ripple = -sqrt(xWave*xWave + yWave* yWave); d.texcoord0.xy += (sin((ripple + time * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1; #endif #if POLARUV_ON half2 prePolarUvs = d.texcoord0.xy; d.texcoord0.xy = d.texcoord0.xy - half2(0.5, 0.5); d.texcoord0.xy = half2(atan2(d.texcoord0.y, d.texcoord0.x) / (1.0 * 6.28318530718), length(d.texcoord0.xy) * 2.0); d.texcoord0.xy *= _MainTex_ST.xy; #endif #if DISTORT_ON #if POLARUVDISTORT_ON half2 distortUvs = TRANSFORM_TEX(d.texcoord0.xy, _DistortTex); #else half2 distortUvs = d.extraV2F0.xy; #endif distortUvs.x += ((shaderTime.x + seed) * _DistortTexXSpeed) % 1; distortUvs.y += ((shaderTime.x + seed) * _DistortTexYSpeed) % 1; #if ATLAS_ON d.extraV2F0.xy = half2((d.extraV2F0.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.extraV2F0.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half distortAmnt = (SAMPLE_TEXTURE2D(_DistortTex, sampler_DistortTex, distortUvs).r - 0.5) * 0.2 * _DistortAmount; d.texcoord0.x += distortAmnt; d.texcoord0.y += distortAmnt; #endif #if TEXTURESCROLL_ON d.texcoord0.x += (time * _TextureScrollXSpeed) % 1; d.texcoord0.y += (time * _TextureScrollYSpeed) % 1; #endif #if TRAILWIDTH_ON half width = pow(SAMPLE_TEXTURE2D(_TrailWidthGradient, sampler_TrailWidthGradient, d.texcoord0).r, _TrailWidthPower); d.texcoord0.y = (d.texcoord0.y * 2 - 1) / width * 0.5 + 0.5; clip(d.texcoord0.y); clip(1 - d.texcoord0.y); #endif float2 shape1Uv = d.texcoord0.xy; #if SHAPE2_ON float2 shape2Uv = shape1Uv; #endif #if SHAPE3_ON float2 shape3Uv = shape1Uv; #endif #if CAMDISTFADE_ON || SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON half camDistance = distance(d.worldSpacePosition, _WorldSpaceCameraPos); #endif #if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON half2 uvOffsetPostFx = d.texcoord0.xy - originalUvs; d.texcoord0.xy = d.screenPos.xy / d.screenPos.w; d.texcoord0.x = d.texcoord0.x * (_ScreenParams.x / _ScreenParams.y); d.texcoord0.x -= 0.5; d.texcoord0.xy -= uvOffsetPostFx; originalUvs += uvOffsetPostFx; half distanceZoom = camDistance * 0.1; half2 scaleWithDistUvs = d.texcoord0.xy * distanceZoom + ((-distanceZoom * 0.5) + 0.5); #if SHAPE1SCREENUV_ON shape1Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvShDistScale); #else shape1Uv = originalUvs; #endif #if SHAPE2SCREENUV_ON && SHAPE2_ON shape2Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvSh2DistScale); #else #if SHAPE2_ON shape2Uv = originalUvs; #endif #endif #if SHAPE3SCREENUV_ON && SHAPE3_ON shape3Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvSh3DistScale); #else #if SHAPE3_ON shape3Uv = originalUvs; #endif #endif #endif shape1Uv = TRANSFORM_TEX(shape1Uv, _MainTex); #if OFFSETSTREAM_ON shape1Uv.x += i.offsetCustomData.x * _OffsetSh1; shape1Uv.y += i.offsetCustomData.y * _OffsetSh1; #endif #if SHAPETEXOFFSET_ON shape1Uv += seed * _RandomSh1Mult; #endif #if SHAPE1DISTORT_ON #if POLARUVDISTORT_ON half2 sh1DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _ShapeDistortTex); #else half2 sh1DistortUvs = d.extraV2F1.xy; #endif sh1DistortUvs.x += ((time + seed) * _ShapeDistortXSpeed) % 1; sh1DistortUvs.y += ((time + seed) * _ShapeDistortYSpeed) % 1; half distortAmount = (SAMPLE_TEXTURE2D(_ShapeDistortTex, sampler_ShapeDistortTex, sh1DistortUvs).r - 0.5) * 0.2 * _ShapeDistortAmount; shape1Uv.x += distortAmount; shape1Uv.y += distortAmount; #endif #if SHAPE1ROTATE_ON shape1Uv = RotateUvs(shape1Uv, _ShapeRotationOffset + ((_ShapeRotationSpeed * time) % 6.28318530718), _MainTex_ST); #endif half4 shape1 = SampleTextureWithScroll(_MainTex, sampler_MainTex, shape1Uv, _ShapeXSpeed, _ShapeYSpeed, time); #if SHAPE1SHAPECOLOR_ON shape1.a = shape1.r; shape1.rgb = _ShapeColor.rgb; #else shape1 *= _ShapeColor; #endif #if SHAPE1CONTRAST_ON #if SHAPE1SHAPECOLOR_ON shape1.a = saturate((shape1.a - 0.5) * _ShapeContrast + 0.5 + _ShapeBrightness); #else shape1.rgb = max(0, (shape1.rgb - half3(0.5, 0.5, 0.5)) * _ShapeContrast + half3(0.5, 0.5, 0.5) + _ShapeBrightness); #endif #endif half4 shape2 = 1.0; #if SHAPE2_ON shape2Uv = TRANSFORM_TEX(shape2Uv, _Shape2Tex); #if OFFSETSTREAM_ON shape2Uv.x += i.offsetCustomData.x * _OffsetSh2; shape2Uv.y += i.offsetCustomData.y * _OffsetSh2; #endif #if SHAPETEXOFFSET_ON shape2Uv += seed * _RandomSh2Mult; #endif #if SHAPE2DISTORT_ON #if POLARUVDISTORT_ON half2 sh2DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _Shape2DistortTex); #else half2 sh2DistortUvs = d.extraV2F2.xy; #endif sh2DistortUvs.x += ((time + seed) * _Shape2DistortXSpeed) % 1; sh2DistortUvs.y += ((time + seed) * _Shape2DistortYSpeed) % 1; half distortAmnt2 = (SAMPLE_TEXTURE2D(_Shape2DistortTex, sampler_Shape2DistortTex, sh2DistortUvs).r - 0.5) * 0.2 * _Shape2DistortAmount; shape2Uv.x += distortAmnt2; shape2Uv.y += distortAmnt2; #endif #if SHAPE2ROTATE_ON shape2Uv = RotateUvs(shape2Uv, _Shape2RotationOffset + ((_Shape2RotationSpeed * time) % 6.28318530718), _Shape2Tex_ST); #endif shape2 = SampleTextureWithScroll(_Shape2Tex, sampler_Shape2Tex, shape2Uv, _Shape2XSpeed, _Shape2YSpeed, time); #if SHAPE2SHAPECOLOR_ON shape2.a = shape2.r; shape2.rgb = _Shape2Color.rgb; #else shape2 *= _Shape2Color; #endif #if SHAPE2CONTRAST_ON #if SHAPE2SHAPECOLOR_ON shape2.a = max(0, (shape2.a - 0.5) * _Shape2Contrast + 0.5 + _Shape2Brightness); #else shape2.rgb = max(0, (shape2.rgb - half3(0.5, 0.5, 0.5)) * _Shape2Contrast + half3(0.5, 0.5, 0.5) + _Shape2Brightness); #endif #endif #endif half4 shape3 = 1.0; #if SHAPE3_ON shape3Uv = TRANSFORM_TEX(shape3Uv, _Shape3Tex); #if OFFSETSTREAM_ON shape3Uv.x += i.offsetCustomData.x * _OffsetSh3; shape3Uv.y += i.offsetCustomData.y * _OffsetSh3; #endif #if SHAPETEXOFFSET_ON shape3Uv += seed * _RandomSh3Mult; #endif #if SHAPE3DISTORT_ON #if POLARUVDISTORT_ON half2 sh3DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _Shape3DistortTex); #else half2 sh3DistortUvs = d.extraV2F3.xy; #endif sh3DistortUvs.x += ((time + seed) * _Shape3DistortXSpeed) % 1; sh3DistortUvs.y += ((time + seed) * _Shape3DistortYSpeed) % 1; half distortAmnt3 = (SAMPLE_TEXTURE2D(_Shape3DistortTex, sampler_Shape3DistortTex, sh3DistortUvs).r - 0.5) * 0.3 * _Shape3DistortAmount; shape3Uv.x += distortAmnt3; shape3Uv.y += distortAmnt3; #endif #if SHAPE3ROTATE_ON shape3Uv = RotateUvs(shape3Uv, _Shape3RotationOffset + ((_Shape3RotationSpeed * time) % 6.28318530718), _Shape3Tex_ST); #endif shape3 = SampleTextureWithScroll(_Shape3Tex, sampler_Shape3Tex, shape3Uv, _Shape3XSpeed, _Shape3YSpeed, time); #if SHAPE3SHAPECOLOR_ON shape3.a = shape3.r; shape3.rgb = _Shape3Color.rgb; #else shape3 *= _Shape3Color; #endif #if SHAPE3CONTRAST_ON #if SHAPE3SHAPECOLOR_ON shape3.a = max(0, (shape3.a - 0.5) * _Shape3Contrast + 0.5 + _Shape3Brightness); #else shape3.rgb = max(0, (shape3.rgb - half3(0.5, 0.5, 0.5)) * _Shape3Contrast + half3(0.5, 0.5, 0.5) + _Shape3Brightness); #endif #endif #endif half4 col = shape1; //Mix all shapes pre: change weights if custom vertex effect active #if SHAPEWEIGHTS_ON half shapeWeightOffset; #if SHAPE2_ON shapeWeightOffset = i.offsetCustomData.z * _Sh1BlendOffset; _ShapeColorWeight = max(0, _ShapeColorWeight + shapeWeightOffset); _ShapeAlphaWeight = max(0, _ShapeAlphaWeight + shapeWeightOffset); shapeWeightOffset = i.offsetCustomData.z * _Sh2BlendOffset; _Shape2ColorWeight = max(0, _Shape2ColorWeight + shapeWeightOffset); _Shape2AlphaWeight = max(0, _Shape2AlphaWeight + shapeWeightOffset); #endif #if SHAPE3_ON shapeWeightOffset = i.offsetCustomData.z * _Sh3BlendOffset; _Shape3ColorWeight = max(0, _Shape3ColorWeight + shapeWeightOffset); _Shape3AlphaWeight = max(0, _Shape3AlphaWeight + shapeWeightOffset); #endif #endif //Mix all shapes #if SHAPE2_ON #if !SPLITRGBA_ON _ShapeAlphaWeight = _ShapeColorWeight; _Shape2AlphaWeight = _Shape2ColorWeight; #endif #if SHAPE3_ON //Shape3 On #if !SPLITRGBA_ON _Shape3AlphaWeight = _Shape3ColorWeight; #endif #if SHAPEADD_ON col.rgb = ((shape1.rgb * _ShapeColorWeight) + (shape2.rgb * _Shape2ColorWeight)) + (shape3.rgb * _Shape3ColorWeight); col.a = saturate(max(shape3.a * _Shape3AlphaWeight, max(shape1.a * _ShapeAlphaWeight, shape2.a * _Shape2AlphaWeight))); #else col.rgb = ((shape1.rgb * _ShapeColorWeight) * (shape2.rgb * _Shape2ColorWeight)) * (shape3.rgb * _Shape3ColorWeight); col.a = saturate(((shape1.a * _ShapeAlphaWeight) * (shape2.a * _Shape2AlphaWeight)) * (shape3.a * _Shape3AlphaWeight)); #endif #else //Shape3 Off #if SHAPEADD_ON col.rgb = (shape1.rgb * _ShapeColorWeight) + (shape2.rgb * _Shape2ColorWeight); col.a = saturate(max(shape1.a * _ShapeAlphaWeight, shape2.a * _Shape2AlphaWeight)); #else col.rgb = (shape1.rgb * _ShapeColorWeight) * (shape2.rgb * _Shape2ColorWeight); col.a = saturate((shape1.a * _ShapeAlphaWeight) * (shape2.a * _Shape2AlphaWeight)); #endif #endif #endif #if SHAPE1MASK_ON col = lerp(col, shape1, pow(SAMPLE_TEXTURE2D(_Shape1MaskTex, sampler_Shape1MaskTex, TRANSFORM_TEX(i.uvSeed.xy, _Shape1MaskTex)).r, _Shape1MaskPow)); #endif #if PREMULTIPLYCOLOR_ON half luminance = 0; luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance *= col.a; col.a = min(luminance, col.a); #endif col.rgb *= _Color.rgb * d.vertexColor.rgb; #if PREMULTIPLYALPHA_ON col.rgb *= col.a; #endif #if !PREMULTIPLYCOLOR_ON && (COLORRAMP_ON || ALPHAFADE_ON || COLORGRADING_ON || FADE_ON || (ADDITIVECONFIG_ON && (GLOW_ON || DEPTHGLOW_ON))) half luminance = 0; luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance *= col.a; #endif #if (FADE_ON || ALPHAFADE_ON) && ALPHAFADEINPUTSTREAM_ON col.a *= d.vertexColor.a; d.vertexColor.a = d.texcoord0.w; #endif #if FADE_ON half preFadeAlpha = col.a; _FadeAmount = saturate(_FadeAmount + (1 - d.vertexColor.a)); _FadeTransition = max(0.01, _FadeTransition * EaseOutQuint(saturate(_FadeAmount))); half2 fadeUv; fadeUv = d.texcoord0.xy + seed; fadeUv.x += (time * _FadeScrollXSpeed) % 1; fadeUv.y += (time * _FadeScrollYSpeed) % 1; half2 tiledUvFade1 = TRANSFORM_TEX(fadeUv, _FadeTex); #if ADDITIVECONFIG_ON && !PREMULTIPLYCOLOR_ON preFadeAlpha *= luminance; #endif _FadeAmount = saturate(pow(_FadeAmount, _FadePower)); #if FADEBURN_ON half2 tiledUvFade2 = TRANSFORM_TEX(fadeUv, _FadeBurnTex); half fadeSample = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r; half fadeNaturalEdge = saturate(smoothstep(0.0 , _FadeTransition, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample)); col.a *= fadeNaturalEdge; half fadeBurn = saturate(smoothstep(0.0 , _FadeTransition + _FadeBurnWidth, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample)); fadeBurn = fadeNaturalEdge - fadeBurn; _FadeBurnColor.rgb *= _FadeBurnGlow; col.rgb += fadeBurn * SAMPLE_TEXTURE2D(_FadeBurnTex, sampler_FadeBurnTex, tiledUvFade2).rgb * _FadeBurnColor.rgb * preFadeAlpha; #else half fadeSample = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r; float fade = saturate(smoothstep(0.0 , _FadeTransition, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample)); col.a *= fade; #endif #if ALPHAFADETRANSPARENCYTOO_ON col.a *= 1 - _FadeAmount; #endif #endif #if ALPHAFADE_ON half alphaFadeLuminance; _AlphaFadeAmount = saturate(_AlphaFadeAmount + (1 - d.vertexColor.a)); _AlphaFadeAmount = saturate(pow(_AlphaFadeAmount, _AlphaFadePow)); _AlphaFadeSmooth = max(0.01, _AlphaFadeSmooth * EaseOutQuint(saturate(_AlphaFadeAmount))); #if ALPHAFADEUSESHAPE1_ON alphaFadeLuminance = shape1.r; #else alphaFadeLuminance = luminance; #endif alphaFadeLuminance = saturate(alphaFadeLuminance - 0.001); #if ALPHAFADEUSEREDCHANNEL_ON col.a *= col.r; #endif col.a = saturate(col.a); float alphaFade = saturate(smoothstep(0.0 , _AlphaFadeSmooth, RemapFloat(1.0 - _AlphaFadeAmount, 0.0, 1.0, -1.0, 1.0) + alphaFadeLuminance)); col.a *= alphaFade; #if ALPHAFADETRANSPARENCYTOO_ON col.a *= 1 - _AlphaFadeAmount; #endif #endif #if BACKFACETINT_ON col.rgb = lerp(col.rgb * _BackFaceTint, col.rgb * _FrontFaceTint, step(0, dot(d.worldSpaceNormal, d.worldSpaceViewDir))); #endif //#if LIGHTANDSHADOW_ON //half NdL = saturate(dot(d.worldSpaceNormal, -_All1VfxLightDir)); //col.rgb += _LightColor * _LightAmount * NdL; //NdL = max(_ShadowAmount, NdL); //NdL = smoothstep(_ShadowStepMin, _ShadowStepMax, NdL); //col.rgb *= NdL; //#endif #if COLORGRADING_ON col.rgb *= lerp(lerp(_ColorGradingDark, _ColorGradingMiddle, luminance/_ColorGradingMidPoint), lerp(_ColorGradingMiddle, _ColorGradingLight, (luminance - _ColorGradingMidPoint)/(1.0 - _ColorGradingMidPoint)), step(_ColorGradingMidPoint, luminance)); #endif #if COLORRAMP_ON half colorRampLuminance = saturate(luminance + _ColorRampLuminosity); #if COLORRAMPGRAD_ON half4 colorRampRes = SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(colorRampLuminance, 0)); #else half4 colorRampRes = SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(colorRampLuminance, 0)); #endif col.rgb = lerp(col.rgb, colorRampRes.rgb, _ColorRampBlend); col.a = lerp(col.a, saturate(col.a * colorRampRes.a), _ColorRampBlend); #endif #if POSTERIZE_ON && !POSTERIZEOUTLINE_ON col.rgb = floor(col.rgb / (1.0 / _PosterizeNumColors)) * (1.0 / _PosterizeNumColors); #endif #if DEPTHGLOW_ON half sceneDepthDiff = GetLinearEyeDepth(d.screenUV) - d.screenPos.w; #endif #if RIM_ON half NdV = 1 - abs(dot(d.worldSpaceNormal, d.worldSpaceViewDir)); half rimFactor = saturate(_RimBias + _RimScale * pow(NdV, _RimPower)); half4 rimCol = _RimColor * rimFactor; rimCol.rgb *= _RimIntensity; col.rgb = lerp(col.rgb * (rimCol.rgb + half3(1,1,1)), col.rgb + rimCol.rgb, _RimAddAmount); col.a = saturate(col.a * (1 - rimFactor * _RimErodesAlpha)); #endif #if DEPTHGLOW_ON half depthGlowMask = saturate(_DepthGlowDist * pow((1 - sceneDepthDiff), _DepthGlowPow)); col.rgb = lerp(col.rgb, _DepthGlowGlobal * col.rgb, depthGlowMask); half depthGlowMult = 1; #if ADDITIVECONFIG_ON depthGlowMult = luminance; #endif col.rgb += _DepthGlowColor.rgb * _DepthGlow * depthGlowMask * col.a * depthGlowMult; #endif #if GLOW_ON half glowMask = 1; #if GLOWTEX_ON glowMask = SAMPLE_TEXTURE2D(_GlowTex, sampler_GlowTex, TRANSFORM_TEX(d.texcoord0.xy, _GlowTex)); #endif col.rgb *= _GlowGlobal * glowMask; half glowMult = 1; #if ADDITIVECONFIG_ON glowMult = luminance; #endif col.rgb += _GlowColor.rgb * _Glow * glowMask * col.a * glowMult; #endif #if HSV_ON half3 resultHsv = half3(col.rgb); half cosHsv = _HsvBright * _HsvSaturation * cos(_HsvShift * 3.14159265 / 180); half sinHsv = _HsvBright * _HsvSaturation * sin(_HsvShift * 3.14159265 / 180); resultHsv.x = (.299 * _HsvBright + .701 * cosHsv + .168 * sinHsv) * col.x + (.587 * _HsvBright - .587 * cosHsv + .330 * sinHsv) * col.y + (.114 * _HsvBright - .114 * cosHsv - .497 * sinHsv) * col.z; resultHsv.y = (.299 * _HsvBright - .299 * cosHsv - .328 * sinHsv) *col.x + (.587 * _HsvBright + .413 * cosHsv + .035 * sinHsv) * col.y + (.114 * _HsvBright - .114 * cosHsv + .292 * sinHsv) * col.z; resultHsv.z = (.299 * _HsvBright - .3 * cosHsv + 1.25 * sinHsv) * col.x + (.587 * _HsvBright - .588 * cosHsv - 1.05 * sinHsv) * col.y + (.114 * _HsvBright + .886 * cosHsv - .203 * sinHsv) * col.z; col.rgb = resultHsv; #endif #if CAMDISTFADE_ON col.a *= 1 - saturate(smoothstep(_CamDistFadeStepMin, _CamDistFadeStepMax, camDistance)); col.a *= smoothstep(0.0, _CamDistProximityFade, camDistance); #endif #if MASK_ON half2 maskUv = d.texcoord0.xy; #if POLARUV_ON maskUv = prePolarUvs; #endif half4 maskSample = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, TRANSFORM_TEX(maskUv, _MaskTex)); half mask = pow(min(maskSample.r, maskSample.a), _MaskPow); col.a *= mask; #endif #if ALPHASMOOTHSTEP_ON col.a = smoothstep(_AlphaStepMin, _AlphaStepMax, col.a); #endif half4 debugColor = col; #if SHAPEDEBUG_ON debugColor = GetDebugColor(col, shape1, shape2, shape3); #endif clip(debugColor.a - _AlphaCutoffValue - 0.01); //#if FOG_ON //UNITY_APPLY_FOG(i.fogCoord, col); //#endif //Don't use a starting i.color.a lower than 1 unless using vertex stream dissolve when using a FADE effect #if !FADE_ON && !ALPHAFADE_ON col.a *= _Alpha * d.vertexColor.a; #endif #if FADE_ON || ALPHAFADE_ON col.a *= _Alpha; #endif #if ADDITIVECONFIG_ON col.rgb *= col.a; #endif #if SHAPEDEBUG_ON o.Albedo = debugColor.rgb; o.Alpha = debugColor.a; #else o.Albedo = col.rgb; o.Alpha = col.a; #endif } void ChainSurfaceFunction(inout Surface l, inout ShaderData d) { Ext_SurfaceFunction0(l, d); // Ext_SurfaceFunction1(l, d); // Ext_SurfaceFunction2(l, d); // Ext_SurfaceFunction3(l, d); // Ext_SurfaceFunction4(l, d); // Ext_SurfaceFunction5(l, d); // Ext_SurfaceFunction6(l, d); // Ext_SurfaceFunction7(l, d); // Ext_SurfaceFunction8(l, d); // Ext_SurfaceFunction9(l, d); // Ext_SurfaceFunction10(l, d); // Ext_SurfaceFunction11(l, d); // Ext_SurfaceFunction12(l, d); // Ext_SurfaceFunction13(l, d); // Ext_SurfaceFunction14(l, d); // Ext_SurfaceFunction15(l, d); // Ext_SurfaceFunction16(l, d); // Ext_SurfaceFunction17(l, d); // Ext_SurfaceFunction18(l, d); // Ext_SurfaceFunction19(l, d); // Ext_SurfaceFunction20(l, d); // Ext_SurfaceFunction21(l, d); // Ext_SurfaceFunction22(l, d); // Ext_SurfaceFunction23(l, d); // Ext_SurfaceFunction24(l, d); // Ext_SurfaceFunction25(l, d); // Ext_SurfaceFunction26(l, d); // Ext_SurfaceFunction27(l, d); // Ext_SurfaceFunction28(l, d); // Ext_SurfaceFunction29(l, d); } #if !_DECALSHADER void ChainModifyVertex(inout VertexData v, inout VertexToPixel v2p, float4 time) { ExtraV2F d; ZERO_INITIALIZE(ExtraV2F, d); ZERO_INITIALIZE(Blackboard, d.blackboard); // due to motion vectors in HDRP, we need to use the last // time in certain spots. So if you are going to use _Time to adjust vertices, // you need to use this time or motion vectors will break. d.time = time; Ext_ModifyVertex0(v, d); // Ext_ModifyVertex1(v, d); // Ext_ModifyVertex2(v, d); // Ext_ModifyVertex3(v, d); // Ext_ModifyVertex4(v, d); // Ext_ModifyVertex5(v, d); // Ext_ModifyVertex6(v, d); // Ext_ModifyVertex7(v, d); // Ext_ModifyVertex8(v, d); // Ext_ModifyVertex9(v, d); // Ext_ModifyVertex10(v, d); // Ext_ModifyVertex11(v, d); // Ext_ModifyVertex12(v, d); // Ext_ModifyVertex13(v, d); // Ext_ModifyVertex14(v, d); // Ext_ModifyVertex15(v, d); // Ext_ModifyVertex16(v, d); // Ext_ModifyVertex17(v, d); // Ext_ModifyVertex18(v, d); // Ext_ModifyVertex19(v, d); // Ext_ModifyVertex20(v, d); // Ext_ModifyVertex21(v, d); // Ext_ModifyVertex22(v, d); // Ext_ModifyVertex23(v, d); // Ext_ModifyVertex24(v, d); // Ext_ModifyVertex25(v, d); // Ext_ModifyVertex26(v, d); // Ext_ModifyVertex27(v, d); // Ext_ModifyVertex28(v, d); // Ext_ModifyVertex29(v, d); // #if %EXTRAV2F0REQUIREKEY% v2p.extraV2F0 = d.extraV2F0; // #endif // #if %EXTRAV2F1REQUIREKEY% v2p.extraV2F1 = d.extraV2F1; // #endif // #if %EXTRAV2F2REQUIREKEY% v2p.extraV2F2 = d.extraV2F2; // #endif // #if %EXTRAV2F3REQUIREKEY% v2p.extraV2F3 = d.extraV2F3; // #endif // #if %EXTRAV2F4REQUIREKEY% // v2p.extraV2F4 = d.extraV2F4; // #endif // #if %EXTRAV2F5REQUIREKEY% // v2p.extraV2F5 = d.extraV2F5; // #endif // #if %EXTRAV2F6REQUIREKEY% // v2p.extraV2F6 = d.extraV2F6; // #endif // #if %EXTRAV2F7REQUIREKEY% // v2p.extraV2F7 = d.extraV2F7; // #endif } void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) { ExtraV2F d; ZERO_INITIALIZE(ExtraV2F, d); ZERO_INITIALIZE(Blackboard, d.blackboard); // #if %EXTRAV2F0REQUIREKEY% d.extraV2F0 = v2p.extraV2F0; // #endif // #if %EXTRAV2F1REQUIREKEY% d.extraV2F1 = v2p.extraV2F1; // #endif // #if %EXTRAV2F2REQUIREKEY% d.extraV2F2 = v2p.extraV2F2; // #endif // #if %EXTRAV2F3REQUIREKEY% d.extraV2F3 = v2p.extraV2F3; // #endif // #if %EXTRAV2F4REQUIREKEY% // d.extraV2F4 = v2p.extraV2F4; // #endif // #if %EXTRAV2F5REQUIREKEY% // d.extraV2F5 = v2p.extraV2F5; // #endif // #if %EXTRAV2F6REQUIREKEY% // d.extraV2F6 = v2p.extraV2F6; // #endif // #if %EXTRAV2F7REQUIREKEY% // d.extraV2F7 = v2p.extraV2F7; // #endif // Ext_ModifyTessellatedVertex0(v, d); // Ext_ModifyTessellatedVertex1(v, d); // Ext_ModifyTessellatedVertex2(v, d); // Ext_ModifyTessellatedVertex3(v, d); // Ext_ModifyTessellatedVertex4(v, d); // Ext_ModifyTessellatedVertex5(v, d); // Ext_ModifyTessellatedVertex6(v, d); // Ext_ModifyTessellatedVertex7(v, d); // Ext_ModifyTessellatedVertex8(v, d); // Ext_ModifyTessellatedVertex9(v, d); // Ext_ModifyTessellatedVertex10(v, d); // Ext_ModifyTessellatedVertex11(v, d); // Ext_ModifyTessellatedVertex12(v, d); // Ext_ModifyTessellatedVertex13(v, d); // Ext_ModifyTessellatedVertex14(v, d); // Ext_ModifyTessellatedVertex15(v, d); // Ext_ModifyTessellatedVertex16(v, d); // Ext_ModifyTessellatedVertex17(v, d); // Ext_ModifyTessellatedVertex18(v, d); // Ext_ModifyTessellatedVertex19(v, d); // Ext_ModifyTessellatedVertex20(v, d); // Ext_ModifyTessellatedVertex21(v, d); // Ext_ModifyTessellatedVertex22(v, d); // Ext_ModifyTessellatedVertex23(v, d); // Ext_ModifyTessellatedVertex24(v, d); // Ext_ModifyTessellatedVertex25(v, d); // Ext_ModifyTessellatedVertex26(v, d); // Ext_ModifyTessellatedVertex27(v, d); // Ext_ModifyTessellatedVertex28(v, d); // Ext_ModifyTessellatedVertex29(v, d); // #if %EXTRAV2F0REQUIREKEY% v2p.extraV2F0 = d.extraV2F0; // #endif // #if %EXTRAV2F1REQUIREKEY% v2p.extraV2F1 = d.extraV2F1; // #endif // #if %EXTRAV2F2REQUIREKEY% v2p.extraV2F2 = d.extraV2F2; // #endif // #if %EXTRAV2F3REQUIREKEY% v2p.extraV2F3 = d.extraV2F3; // #endif // #if %EXTRAV2F4REQUIREKEY% // v2p.extraV2F4 = d.extraV2F4; // #endif // #if %EXTRAV2F5REQUIREKEY% // v2p.extraV2F5 = d.extraV2F5; // #endif // #if %EXTRAV2F6REQUIREKEY% // v2p.extraV2F6 = d.extraV2F6; // #endif // #if %EXTRAV2F7REQUIREKEY% // v2p.extraV2F7 = d.extraV2F7; // #endif } void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) { // Ext_FinalColorForward0(l, d, color); // Ext_FinalColorForward1(l, d, color); // Ext_FinalColorForward2(l, d, color); // Ext_FinalColorForward3(l, d, color); // Ext_FinalColorForward4(l, d, color); // Ext_FinalColorForward5(l, d, color); // Ext_FinalColorForward6(l, d, color); // Ext_FinalColorForward7(l, d, color); // Ext_FinalColorForward8(l, d, color); // Ext_FinalColorForward9(l, d, color); // Ext_FinalColorForward10(l, d, color); // Ext_FinalColorForward11(l, d, color); // Ext_FinalColorForward12(l, d, color); // Ext_FinalColorForward13(l, d, color); // Ext_FinalColorForward14(l, d, color); // Ext_FinalColorForward15(l, d, color); // Ext_FinalColorForward16(l, d, color); // Ext_FinalColorForward17(l, d, color); // Ext_FinalColorForward18(l, d, color); // Ext_FinalColorForward19(l, d, color); // Ext_FinalColorForward20(l, d, color); // Ext_FinalColorForward21(l, d, color); // Ext_FinalColorForward22(l, d, color); // Ext_FinalColorForward23(l, d, color); // Ext_FinalColorForward24(l, d, color); // Ext_FinalColorForward25(l, d, color); // Ext_FinalColorForward26(l, d, color); // Ext_FinalColorForward27(l, d, color); // Ext_FinalColorForward28(l, d, color); // Ext_FinalColorForward29(l, d, color); } void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 outShadowMask) { // Ext_FinalGBufferStandard0(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard1(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard2(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard3(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard4(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard5(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard6(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard7(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard8(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard9(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard10(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard11(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard12(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard13(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard14(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard15(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard16(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard17(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard18(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard19(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard20(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard21(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard22(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard23(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard24(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard25(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard26(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard27(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard28(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard29(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); } #endif #if _DECALSHADER ShaderData CreateShaderData(SurfaceDescriptionInputs IN) { ShaderData d = (ShaderData)0; d.TBNMatrix = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal); d.worldSpaceNormal = IN.WorldSpaceNormal; d.worldSpaceTangent = IN.WorldSpaceTangent; d.worldSpacePosition = IN.WorldSpacePosition; d.texcoord0 = IN.uv0.xyxy; d.screenPos = IN.ScreenPosition; d.worldSpaceViewDir = normalize(_WorldSpaceCameraPos - d.worldSpacePosition); d.tangentSpaceViewDir = mul(d.TBNMatrix, d.worldSpaceViewDir); // these rarely get used, so we back transform them. Usually will be stripped. #if _HDRP // d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(GetCameraRelativePositionWS(d.worldSpacePosition), 1)).xyz; #else // d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(d.worldSpacePosition, 1)).xyz; #endif // d.localSpaceNormal = normalize(mul((float3x3)GetWorldToObjectMatrix(), d.worldSpaceNormal)); // d.localSpaceTangent = normalize(mul((float3x3)GetWorldToObjectMatrix(), d.worldSpaceTangent.xyz)); // #if %SCREENPOSREQUIREKEY% d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); // #endif return d; } #else ShaderData CreateShaderData(VertexToPixel i #if NEED_FACING , bool facing #endif ) { ShaderData d = (ShaderData)0; d.clipPos = i.pos; d.worldSpacePosition = i.worldPos; d.worldSpaceNormal = normalize(i.worldNormal); d.worldSpaceTangent.xyz = normalize(i.worldTangent.xyz); d.tangentSign = i.worldTangent.w * unity_WorldTransformParams.w; float3 bitangent = cross(d.worldSpaceTangent.xyz, d.worldSpaceNormal) * d.tangentSign; d.TBNMatrix = float3x3(d.worldSpaceTangent, -bitangent, d.worldSpaceNormal); d.worldSpaceViewDir = normalize(_WorldSpaceCameraPos - i.worldPos); d.tangentSpaceViewDir = mul(d.TBNMatrix, d.worldSpaceViewDir); d.texcoord0 = i.texcoord0; // d.texcoord1 = i.texcoord1; // d.texcoord2 = i.texcoord2; // #if %TEXCOORD3REQUIREKEY% // d.texcoord3 = i.texcoord3; // #endif // d.isFrontFace = facing; // #if %VERTEXCOLORREQUIREKEY% d.vertexColor = i.vertexColor; // #endif // these rarely get used, so we back transform them. Usually will be stripped. #if _HDRP // d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(GetCameraRelativePositionWS(i.worldPos), 1)).xyz; #else // d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(i.worldPos, 1)).xyz; #endif // d.localSpaceNormal = normalize(mul((float3x3)GetWorldToObjectMatrix(), i.worldNormal)); // d.localSpaceTangent = normalize(mul((float3x3)GetWorldToObjectMatrix(), i.worldTangent.xyz)); // #if %SCREENPOSREQUIREKEY% d.screenPos = i.screenPos; d.screenUV = (i.screenPos.xy / i.screenPos.w); // #endif // #if %EXTRAV2F0REQUIREKEY% d.extraV2F0 = i.extraV2F0; // #endif // #if %EXTRAV2F1REQUIREKEY% d.extraV2F1 = i.extraV2F1; // #endif // #if %EXTRAV2F2REQUIREKEY% d.extraV2F2 = i.extraV2F2; // #endif // #if %EXTRAV2F3REQUIREKEY% d.extraV2F3 = i.extraV2F3; // #endif // #if %EXTRAV2F4REQUIREKEY% // d.extraV2F4 = i.extraV2F4; // #endif // #if %EXTRAV2F5REQUIREKEY% // d.extraV2F5 = i.extraV2F5; // #endif // #if %EXTRAV2F6REQUIREKEY% // d.extraV2F6 = i.extraV2F6; // #endif // #if %EXTRAV2F7REQUIREKEY% // d.extraV2F7 = i.extraV2F7; // #endif return d; } #endif #if defined(_PASSSHADOW) float3 _LightDirection; float3 _LightPosition; #endif #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) #define GetWorldToViewMatrix() _ViewMatrix #define UNITY_MATRIX_I_V _InvViewMatrix #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) #define UNITY_MATRIX_I_P _InvProjMatrix #define GetWorldToHClipMatrix() _ViewProjMatrix #define UNITY_MATRIX_I_VP _InvViewProjMatrix #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix void MotionVectorPositionZBias(VertexToPixel input) { #if UNITY_REVERSED_Z input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; #else input.pos.z += unity_MotionVectorsParams.z * input.pos.w; #endif } #endif // vertex shader VertexToPixel Vert (VertexData v) { VertexToPixel o = (VertexToPixel)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) VertexData previousMesh = v; #endif #if !_TESSELLATION_ON ChainModifyVertex(v, o, _Time); #endif o.texcoord0 = v.texcoord0; // o.texcoord1 = v.texcoord1; // o.texcoord2 = v.texcoord2; // #if %TEXCOORD3REQUIREKEY% // o.texcoord3 = v.texcoord3; // #endif // #if %VERTEXCOLORREQUIREKEY% o.vertexColor = v.vertexColor; // #endif // This return the camera relative position (if enable) float3 positionWS = TransformObjectToWorld(v.vertex.xyz); float3 normalWS = TransformObjectToWorldNormal(v.normal); float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); o.worldPos = positionWS; o.worldNormal = normalWS; o.worldTangent = tangentWS; // For some very odd reason, in 2021.2, we can't use Unity's defines, but have to use our own.. #if _PASSSHADOW #if _CASTING_PUNCTUAL_LIGHT_SHADOW float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); #else float3 lightDirectionWS = _LightDirection; #endif // Define shadow pass specific clip position for Universal o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, lightDirectionWS)); #if UNITY_REVERSED_Z o.pos.z = min(o.pos.z, UNITY_NEAR_CLIP_VALUE); #else o.pos.z = max(o.pos.z, UNITY_NEAR_CLIP_VALUE); #endif #elif _PASSMETA o.pos = MetaVertexPosition(float4(v.vertex.xyz, 0), v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST); #else o.pos = TransformWorldToHClip(o.worldPos); #endif // #if %SCREENPOSREQUIREKEY% o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); // #endif #if _PASSFORWARD || _PASSGBUFFER float2 uv1 = v.texcoord1.xy; OUTPUT_LIGHTMAP_UV(uv1, unity_LightmapST, o.lightmapUV); // o.texcoord1.xy = uv1; #if UNITY_VERSION < 60000009 OUTPUT_SH(o.worldNormal, o.sh); #endif #if defined(DYNAMICLIGHTMAP_ON) o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #if UNITY_VERSION >= 60000009 OUTPUT_SH(o.worldNormal, o.sh); #endif #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); #endif #endif #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT half fogFactor = 0; #if defined(_FOG_FRAGMENT) fogFactor = ComputeFogFactor(o.pos.z); #endif #if _BAKEDLIT o.fogFactorAndVertexLight = half4(fogFactor, 0, 0, 0); #else half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal); o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); #endif #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) o.shadowCoord = GetShadowCoord(vertexInput); #endif #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) #if !defined(TESSELLATION_ON) MotionVectorPositionZBias(o); #endif o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); // Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; if (!forceNoMotion) { #if defined(HAVE_VFX_MODIFICATION) float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) const bool applyDeformation = false; #else const bool applyDeformation = true; #endif #else const bool hasDeformation = unity_MotionVectorsParams.x == 1; // Mesh has skinned deformation float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) const bool applyDeformation = true; #else const bool applyDeformation = hasDeformation; #endif #endif // TODO #if defined(FEATURES_GRAPH_VERTEX) if (applyDeformation) previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); else previousPositionOS = previousMesh.positionOS; #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) previousPositionOS -= previousMesh.precomputedVelocity; #endif #endif #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) // Deformed vertices in DOTS are not cumulative with built-in Unity skinning/blend shapes // Needs to be called after vertex modification has been applied otherwise it will be // overwritten by Compute Deform node ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); #endif #if defined (_ADD_PRECOMPUTED_VELOCITY) previousPositionOS -= previousMesh.precomputedVelocity; #endif o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); #if defined(HAVE_VFX_MODIFICATION) #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. #endif o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); #else #if VFX_WORLD_SPACE //previousPositionOS is already in world space const float3 previousPositionWS = previousPositionOS; #else const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; #endif o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); #endif #else o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); #endif } #endif return o; } // fragment shader half4 Frag (VertexToPixel IN #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif #if NEED_FACING , bool facing : SV_IsFrontFace #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade(IN.pos); #endif ShaderData d = CreateShaderData(IN #if NEED_FACING , facing #endif ); Surface l = (Surface)0; #ifdef _DEPTHOFFSET_ON l.outputDepth = outputDepth; #endif l.Albedo = half3(0.5, 0.5, 0.5); l.Normal = float3(0,0,1); l.Occlusion = 1; l.Alpha = 1; ChainSurfaceFunction(l, d); #ifdef _DEPTHOFFSET_ON outputDepth = l.outputDepth; #endif return 0; } ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode" = "DepthOnly" } // Render State Blend One Zero, One Zero Cull Back ZTest LEqual ZWrite On ColorMask 0 Tags { "RenderType" = "Opaque" "Queue" = "Geometry" "PreviewType" = "Sphere" } Cull [_CullingOption] ZWrite [_ZWrite] ZTest [_ZTestMode] ColorMask [_ColorMask] Lighting Off HLSLPROGRAM #pragma vertex Vert #pragma fragment Frag #define _PASSDEPTH 1 #pragma target 3.0 #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma multi_compile_instancing #pragma shader_feature_local TIMEISCUSTOM_ON #pragma shader_feature_local ADDITIVECONFIG_ON #pragma shader_feature_local PREMULTIPLYALPHA_ON #pragma shader_feature_local PREMULTIPLYCOLOR_ON #pragma shader_feature_local SPLITRGBA_ON #pragma shader_feature_local SHAPEADD_ON #pragma shader_feature_local SHAPE1SCREENUV_ON /////////////////Pipeline specific implementation #pragma shader_feature_local SHAPE2SCREENUV_ON /////////////////Pipeline specific implementation #pragma shader_feature_local SHAPE3SCREENUV_ON /////////////////Pipeline specific implementation #pragma shader_feature_local SHAPEDEBUG_ON #pragma shader_feature_local SHAPE1CONTRAST_ON #pragma shader_feature_local SHAPE1DISTORT_ON #pragma shader_feature_local SHAPE1ROTATE_ON #pragma shader_feature_local SHAPE1SHAPECOLOR_ON #pragma shader_feature_local SHAPE2_ON #pragma shader_feature_local SHAPE2CONTRAST_ON #pragma shader_feature_local SHAPE2DISTORT_ON #pragma shader_feature_local SHAPE2ROTATE_ON #pragma shader_feature_local SHAPE2SHAPECOLOR_ON #pragma shader_feature_local SHAPE3_ON #pragma shader_feature_local SHAPE3CONTRAST_ON #pragma shader_feature_local SHAPE3DISTORT_ON #pragma shader_feature_local SHAPE3ROTATE_ON #pragma shader_feature_local SHAPE3SHAPECOLOR_ON #pragma shader_feature_local GLOW_ON #pragma shader_feature_local GLOWTEX_ON #pragma shader_feature_local DEPTHGLOW_ON /////////////////Pipeline specific implementation #pragma shader_feature_local MASK_ON #pragma shader_feature_local COLORRAMP_ON #pragma shader_feature_local COLORRAMPGRAD_ON #pragma shader_feature_local COLORGRADING_ON #pragma shader_feature_local HSV_ON #pragma shader_feature_local POSTERIZE_ON #pragma shader_feature_local PIXELATE_ON #pragma shader_feature_local DISTORT_ON #pragma shader_feature_local SHAKEUV_ON #pragma shader_feature_local WAVEUV_ON #pragma shader_feature_local ROUNDWAVEUV_ON #pragma shader_feature_local TWISTUV_ON #pragma shader_feature_local DOODLE_ON #pragma shader_feature_local OFFSETSTREAM_ON #pragma shader_feature_local TEXTURESCROLL_ON #pragma shader_feature_local VERTOFFSET_ON #pragma shader_feature_local RIM_ON /////////////////Pipeline specific implementation #pragma shader_feature_local BACKFACETINT_ON /////////////////Pipeline specific implementation #pragma shader_feature_local POLARUV_ON #pragma shader_feature_local POLARUVDISTORT_ON #pragma shader_feature_local SHAPE1MASK_ON #pragma shader_feature_local TRAILWIDTH_ON #pragma shader_feature_local LIGHTANDSHADOW_ON #pragma shader_feature_local SHAPETEXOFFSET_ON #pragma shader_feature_local SHAPEWEIGHTS_ON #pragma shader_feature_local ALPHACUTOFF_ON #pragma shader_feature_local ALPHASMOOTHSTEP_ON #pragma shader_feature_local FADE_ON #pragma shader_feature_local FADEBURN_ON #pragma shader_feature_local ALPHAFADE_ON #pragma shader_feature_local ALPHAFADEUSESHAPE1_ON #pragma shader_feature_local ALPHAFADEUSEREDCHANNEL_ON #pragma shader_feature_local ALPHAFADETRANSPARENCYTOO_ON #pragma shader_feature_local ALPHAFADEINPUTSTREAM_ON #pragma shader_feature_local CAMDISTFADE_ON #pragma shader_feature NORMALMAP_ON #define _URP 1 #define REQUIRE_DEPTH_TEXTURE // Includes //#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" //#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #undef WorldNormalVector #define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix) #define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal) #define _WorldSpaceLightPos0 _MainLightPosition #define UNITY_DECLARE_TEX2D(name) TEXTURE2D(name); SAMPLER(sampler##name); #define UNITY_DECLARE_TEX2D_NOSAMPLER(name) TEXTURE2D(name); #define UNITY_DECLARE_TEX2DARRAY(name) TEXTURE2D_ARRAY(name); SAMPLER(sampler##name); #define UNITY_DECLARE_TEX2DARRAY_NOSAMPLER(name) TEXTURE2D_ARRAY(name); #define UNITY_SAMPLE_TEX2DARRAY(tex,coord) SAMPLE_TEXTURE2D_ARRAY(tex, sampler##tex, coord.xy, coord.z) #define UNITY_SAMPLE_TEX2DARRAY_LOD(tex,coord,lod) SAMPLE_TEXTURE2D_ARRAY_LOD(tex, sampler##tex, coord.xy, coord.z, lod) #define UNITY_SAMPLE_TEX2D(tex, coord) SAMPLE_TEXTURE2D(tex, sampler##tex, coord) #define UNITY_SAMPLE_TEX2D_SAMPLER(tex, samp, coord) SAMPLE_TEXTURE2D(tex, sampler##samp, coord) #define UNITY_SAMPLE_TEX2D_LOD(tex,coord, lod) SAMPLE_TEXTURE2D_LOD(tex, sampler_##tex, coord, lod) #define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord, lod) SAMPLE_TEXTURE2D_LOD (tex, sampler##samplertex,coord, lod) #if defined(UNITY_COMPILER_HLSL) #define UNITY_INITIALIZE_OUTPUT(type,name) name = (type)0; #else #define UNITY_INITIALIZE_OUTPUT(type,name) #endif #define sampler2D_float sampler2D #define sampler2D_half sampler2D // data across stages, stripped like the above. struct VertexToPixel { float4 pos : SV_POSITION; float3 worldPos : TEXCOORD0; float3 worldNormal : TEXCOORD1; float4 worldTangent : TEXCOORD2; float4 texcoord0 : TEXCOORD3; // float4 texcoord1 : TEXCOORD4; // float4 texcoord2 : TEXCOORD5; // #if %TEXCOORD3REQUIREKEY% // float4 texcoord3 : TEXCOORD6; // #endif // #if %SCREENPOSREQUIREKEY% float4 screenPos : TEXCOORD7; // #endif // #if %VERTEXCOLORREQUIREKEY% half4 vertexColor : COLOR; // #endif #if defined(LIGHTMAP_ON) float2 lightmapUV : TEXCOORD8; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV : TEXCOORD9; #endif #if !defined(LIGHTMAP_ON) float4 probeOcclusion : TEXCOORD8; float3 sh : TEXCOORD10; #endif #if defined(VARYINGS_NEED_FOG_AND_VERTEX_LIGHT) float4 fogFactorAndVertexLight : TEXCOORD11; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD12; #endif // #if %EXTRAV2F0REQUIREKEY% float4 extraV2F0 : TEXCOORD13; // #endif // #if %EXTRAV2F1REQUIREKEY% float4 extraV2F1 : TEXCOORD14; // #endif // #if %EXTRAV2F2REQUIREKEY% float4 extraV2F2 : TEXCOORD15; // #endif // #if %EXTRAV2F3REQUIREKEY% float4 extraV2F3 : TEXCOORD16; // #endif // #if %EXTRAV2F4REQUIREKEY% // float4 extraV2F4 : TEXCOORD17; // #endif // #if %EXTRAV2F5REQUIREKEY% // float4 extraV2F5 : TEXCOORD18; // #endif // #if %EXTRAV2F6REQUIREKEY% // float4 extraV2F6 : TEXCOORD19; // #endif // #if %EXTRAV2F7REQUIREKEY% // float4 extraV2F7 : TEXCOORD20; // #endif #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) float4 previousPositionCS : TEXCOORD21; // Contain previous transform position (in case of skinning for example) float4 positionCS : TEXCOORD22; #endif }; // data describing the user output of a pixel struct Surface { half3 Albedo; half Height; half3 Normal; half Smoothness; half3 Emission; half Metallic; half3 Specular; half Occlusion; half SpecularPower; // for simple lighting half Alpha; float outputDepth; // if written, SV_Depth semantic is used. ShaderData.clipPos.z is unused value // HDRP Only half SpecularOcclusion; half SubsurfaceMask; half Thickness; half CoatMask; half CoatSmoothness; half Anisotropy; half IridescenceMask; half IridescenceThickness; int DiffusionProfileHash; float SpecularAAThreshold; float SpecularAAScreenSpaceVariance; // requires _OVERRIDE_BAKEDGI to be defined, but is mapped in all pipelines float3 DiffuseGI; float3 BackDiffuseGI; float3 SpecularGI; float ior; float3 transmittanceColor; float atDistance; float transmittanceMask; // requires _OVERRIDE_SHADOWMASK to be defines float4 ShadowMask; // for decals float NormalAlpha; float MAOSAlpha; }; // Data the user declares in blackboard blocks struct Blackboard { float blackboardDummyData; }; // data the user might need, this will grow to be big. But easy to strip struct ShaderData { float4 clipPos; // SV_POSITION float3 localSpacePosition; float3 localSpaceNormal; float3 localSpaceTangent; float3 worldSpacePosition; float3 worldSpaceNormal; float3 worldSpaceTangent; float tangentSign; float3 worldSpaceViewDir; float3 tangentSpaceViewDir; float4 texcoord0; float4 texcoord1; float4 texcoord2; float4 texcoord3; float2 screenUV; float4 screenPos; float4 vertexColor; bool isFrontFace; float4 extraV2F0; float4 extraV2F1; float4 extraV2F2; float4 extraV2F3; float4 extraV2F4; float4 extraV2F5; float4 extraV2F6; float4 extraV2F7; float3x3 TBNMatrix; Blackboard blackboard; }; struct VertexData { #if SHADER_TARGET > 30 // uint vertexID : SV_VertexID; #endif float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 texcoord0 : TEXCOORD0; // optimize out mesh coords when not in use by user or lighting system #if _URP && (_USINGTEXCOORD1 || _PASSMETA || _PASSFORWARD || _PASSGBUFFER) float4 texcoord1 : TEXCOORD1; #endif #if _URP && (_USINGTEXCOORD2 || _PASSMETA || ((_PASSFORWARD || _PASSGBUFFER) && defined(DYNAMICLIGHTMAP_ON))) float4 texcoord2 : TEXCOORD2; #endif #if _STANDARD && (_USINGTEXCOORD1 || (_PASSMETA || ((_PASSFORWARD || _PASSGBUFFER || _PASSFORWARDADD) && LIGHTMAP_ON))) float4 texcoord1 : TEXCOORD1; #endif #if _STANDARD && (_USINGTEXCOORD2 || (_PASSMETA || ((_PASSFORWARD || _PASSGBUFFER) && DYNAMICLIGHTMAP_ON))) float4 texcoord2 : TEXCOORD2; #endif #if _HDRP float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; #endif // #if %TEXCOORD3REQUIREKEY% // float4 texcoord3 : TEXCOORD3; // #endif // #if %VERTEXCOLORREQUIREKEY% float4 vertexColor : COLOR; // #endif #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) float3 previousPositionOS : TEXCOORD4; // Contain previous transform position (in case of skinning for example) #if defined (_ADD_PRECOMPUTED_VELOCITY) float3 precomputedVelocity : TEXCOORD5; // Add Precomputed Velocity (Alembic computes velocities on runtime side). #endif #endif UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessVertex { float4 vertex : INTERNALTESSPOS; float3 normal : NORMAL; float4 tangent : TANGENT; float4 texcoord0 : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; // #if %TEXCOORD3REQUIREKEY% // float4 texcoord3 : TEXCOORD3; // #endif // #if %VERTEXCOLORREQUIREKEY% float4 vertexColor : COLOR; // #endif // #if %EXTRAV2F0REQUIREKEY% float4 extraV2F0 : TEXCOORD5; // #endif // #if %EXTRAV2F1REQUIREKEY% float4 extraV2F1 : TEXCOORD6; // #endif // #if %EXTRAV2F2REQUIREKEY% float4 extraV2F2 : TEXCOORD7; // #endif // #if %EXTRAV2F3REQUIREKEY% float4 extraV2F3 : TEXCOORD8; // #endif // #if %EXTRAV2F4REQUIREKEY% // float4 extraV2F4 : TEXCOORD9; // #endif // #if %EXTRAV2F5REQUIREKEY% // float4 extraV2F5 : TEXCOORD10; // #endif // #if %EXTRAV2F6REQUIREKEY% // float4 extraV2F6 : TEXCOORD11; // #endif // #if %EXTRAV2F7REQUIREKEY% // float4 extraV2F7 : TEXCOORD12; // #endif #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) float3 previousPositionOS : TEXCOORD13; // Contain previous transform position (in case of skinning for example) #if defined (_ADD_PRECOMPUTED_VELOCITY) float3 precomputedVelocity : TEXCOORD14; #endif #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; struct ExtraV2F { float4 extraV2F0; float4 extraV2F1; float4 extraV2F2; float4 extraV2F3; float4 extraV2F4; float4 extraV2F5; float4 extraV2F6; float4 extraV2F7; Blackboard blackboard; float4 time; }; float3 WorldToTangentSpace(ShaderData d, float3 normal) { return mul(d.TBNMatrix, normal); } float3 TangentToWorldSpace(ShaderData d, float3 normal) { return mul(normal, d.TBNMatrix); } // in this case, make standard more like SRPs, because we can't fix // unity_WorldToObject in HDRP, since it already does macro-fu there #if _STANDARD float3 TransformWorldToObject(float3 p) { return mul(unity_WorldToObject, float4(p, 1)); }; float3 TransformObjectToWorld(float3 p) { return mul(unity_ObjectToWorld, float4(p, 1)); }; float4 TransformWorldToObject(float4 p) { return mul(unity_WorldToObject, p); }; float4 TransformObjectToWorld(float4 p) { return mul(unity_ObjectToWorld, p); }; float4x4 GetWorldToObjectMatrix() { return unity_WorldToObject; } float4x4 GetObjectToWorldMatrix() { return unity_ObjectToWorld; } #if (defined(SHADER_API_D3D11) || defined(SHADER_API_XBOXONE) || defined(UNITY_COMPILER_HLSLCC) || defined(SHADER_API_PSSL) || (SHADER_TARGET_SURFACE_ANALYSIS && !SHADER_TARGET_SURFACE_ANALYSIS_MOJOSHADER)) #define UNITY_SAMPLE_TEX2D_LOD(tex,coord, lod) tex.SampleLevel (sampler##tex,coord, lod) #define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord, lod) tex.SampleLevel (sampler##samplertex,coord, lod) #else #define UNITY_SAMPLE_TEX2D_LOD(tex,coord,lod) tex2D (tex,coord,0,lod) #define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord,lod) tex2D (tex,coord,0,lod) #endif #undef GetWorldToObjectMatrix() #define GetWorldToObjectMatrix() unity_WorldToObject #endif float3 GetCameraWorldPosition() { #if _HDRP return GetCameraRelativePositionWS(_WorldSpaceCameraPos); #else return _WorldSpaceCameraPos; #endif } #if _GRABPASSUSED #if _STANDARD TEXTURE2D(%GRABTEXTURE%); SAMPLER(sampler_%GRABTEXTURE%); #endif half3 GetSceneColor(float2 uv) { #if _STANDARD return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, uv).rgb; #else return SHADERGRAPH_SAMPLE_SCENE_COLOR(uv); #endif } #endif #if _STANDARD UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); float GetSceneDepth(float2 uv) { return SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv); } float GetLinear01Depth(float2 uv) { return Linear01Depth(GetSceneDepth(uv)); } float GetLinearEyeDepth(float2 uv) { return LinearEyeDepth(GetSceneDepth(uv)); } #else float GetSceneDepth(float2 uv) { return SHADERGRAPH_SAMPLE_SCENE_DEPTH(uv); } float GetLinear01Depth(float2 uv) { return Linear01Depth(GetSceneDepth(uv), _ZBufferParams); } float GetLinearEyeDepth(float2 uv) { return LinearEyeDepth(GetSceneDepth(uv), _ZBufferParams); } #endif float3 GetWorldPositionFromDepthBuffer(float2 uv, float3 worldSpaceViewDir) { float eye = GetLinearEyeDepth(uv); float3 camView = mul((float3x3)GetObjectToWorldMatrix(), transpose(mul(GetWorldToObjectMatrix(), UNITY_MATRIX_I_V)) [2].xyz); float dt = dot(worldSpaceViewDir, camView); float3 div = worldSpaceViewDir/dt; float3 wpos = (eye * div) + GetCameraWorldPosition(); return wpos; } #if _HDRP float3 ObjectToWorldSpacePosition(float3 pos) { return GetAbsolutePositionWS(TransformObjectToWorld(pos)); } #else float3 ObjectToWorldSpacePosition(float3 pos) { return TransformObjectToWorld(pos); } #endif #if _STANDARD UNITY_DECLARE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture); float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir) { float4 depthNorms = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture, uv); float3 norms = DecodeViewNormalStereo(depthNorms); norms = mul((float3x3)GetWorldToViewMatrix(), norms) * 0.5 + 0.5; return norms; } #elif _HDRP && !_DECALSHADER float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir) { NormalData nd; DecodeFromNormalBuffer(_ScreenSize.xy * uv, nd); return nd.normalWS; } #elif _URP #if (SHADER_LIBRARY_VERSION_MAJOR >= 10) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl" #endif float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir) { #if (SHADER_LIBRARY_VERSION_MAJOR >= 10) return SampleSceneNormals(uv); #else float3 wpos = GetWorldPositionFromDepthBuffer(uv, worldSpaceViewDir); return normalize(-cross(ddx(wpos), ddy(wpos))) * 0.5 + 0.5; #endif } #endif #if _HDRP half3 UnpackNormalmapRGorAG(half4 packednormal) { // This do the trick packednormal.x *= packednormal.w; half3 normal; normal.xy = packednormal.xy * 2 - 1; normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy))); return normal; } half3 UnpackNormal(half4 packednormal) { #if defined(UNITY_NO_DXT5nm) return packednormal.xyz * 2 - 1; #else return UnpackNormalmapRGorAG(packednormal); #endif } #endif #if _HDRP || _URP half3 UnpackScaleNormal(half4 packednormal, half scale) { #ifndef UNITY_NO_DXT5nm // Unpack normal as DXT5nm (1, y, 1, x) or BC5 (x, y, 0, 1) // Note neutral texture like "bump" is (0, 0, 1, 1) to work with both plain RGB normal and DXT5nm/BC5 packednormal.x *= packednormal.w; #endif half3 normal; normal.xy = (packednormal.xy * 2 - 1) * scale; normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy))); return normal; } #endif void GetSun(out float3 lightDir, out float3 color) { lightDir = float3(0.5, 0.5, 0); color = 1; #if _HDRP if (_DirectionalLightCount > 0) { DirectionalLightData light = _DirectionalLightDatas[0]; lightDir = -light.forward.xyz; color = light.color; } #elif _STANDARD lightDir = normalize(_WorldSpaceLightPos0.xyz); color = _LightColor0.rgb; #elif _URP Light light = GetMainLight(); lightDir = light.direction; color = light.color; #endif } CBUFFER_START(UnityPerMaterial) half4 _Color; half _Alpha; half _AlphaCutoffValue; half _TimingSeed; #if TIMEISCUSTOM_ON float4 globalCustomTime; #endif half4 _MainTex_ST, _ShapeColor; half _ShapeXSpeed, _ShapeYSpeed, _ShapeColorWeight, _ShapeAlphaWeight; #if SHAPE1CONTRAST_ON half _ShapeContrast, _ShapeBrightness; #endif #if SHAPE1DISTORT_ON half4 _ShapeDistortTex_ST; half _ShapeDistortAmount, _ShapeDistortXSpeed, _ShapeDistortYSpeed; #endif #if SHAPE1ROTATE_ON half _ShapeRotationOffset, _ShapeRotationSpeed; #endif #if OFFSETSTREAM_ON half _OffsetSh1; #endif #if SHAPEWEIGHTS_ON half _Sh1BlendOffset; #endif #if SHAPE2_ON half4 _Shape2Tex_ST, _Shape2Color; half _Shape2XSpeed, _Shape2YSpeed, _Shape2ColorWeight, _Shape2AlphaWeight; #if SHAPE2CONTRAST_ON half _Shape2Contrast, _Shape2Brightness; #endif #if SHAPE2DISTORT_ON half4 _Shape2DistortTex_ST; half _Shape2DistortAmount, _Shape2DistortXSpeed, _Shape2DistortYSpeed; #endif #if SHAPE2ROTATE_ON half _Shape2RotationOffset, _Shape2RotationSpeed; #endif #if OFFSETSTREAM_ON half _OffsetSh2; #endif #if SHAPEWEIGHTS_ON half _Sh2BlendOffset; #endif #endif #if SHAPE3_ON half4 _Shape3Tex_ST, _Shape3Color; half _Shape3XSpeed, _Shape3YSpeed, _Shape3ColorWeight, _Shape3AlphaWeight; #if SHAPE3CONTRAST_ON half _Shape3Contrast, _Shape3Brightness; #endif #if SHAPE3DISTORT_ON half4 _Shape3DistortTex_ST; half _Shape3DistortAmount, _Shape3DistortXSpeed, _Shape3DistortYSpeed; #endif #if SHAPE3ROTATE_ON half _Shape3RotationOffset, _Shape3RotationSpeed; #endif #if OFFSETSTREAM_ON half _OffsetSh3; #endif #if SHAPEWEIGHTS_ON half _Sh3BlendOffset; #endif #endif #if GLOW_ON half4 _GlowColor; half _Glow, _GlowGlobal; #if GLOWTEX_ON half4 _GlowTex_ST; #endif #endif #if MASK_ON half4 _MaskTex_ST; half _MaskPow; #endif #if COLORRAMP_ON half _ColorRampLuminosity, _ColorRampBlend; #endif #if ALPHASMOOTHSTEP_ON half _AlphaStepMin, _AlphaStepMax; #endif #if ALPHAFADE_ON half _AlphaFadeAmount, _AlphaFadeSmooth, _AlphaFadePow; #endif #if HSV_ON half _HsvShift, _HsvSaturation, _HsvBright; #endif #if POSTERIZE_ON half _PosterizeNumColors; #endif #if PIXELATE_ON half _PixelateSize; #endif #if DISTORT_ON half4 _DistortTex_ST; half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount; #endif #if TEXTURESCROLL_ON half _TextureScrollXSpeed, _TextureScrollYSpeed; #endif #if SHAKEUV_ON half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY; #endif #if WAVEUV_ON half _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY; #endif #if ROUNDWAVEUV_ON half _RoundWaveStrength, _RoundWaveSpeed; #endif #if TWISTUV_ON half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius; #endif #if DOODLE_ON half _HandDrawnAmount, _HandDrawnSpeed; #endif #if ROUNDWAVEUV_ON || PIXELATE_ON half4 _MainTex_TexelSize; #endif #if VERTOFFSET_ON half4 _VertOffsetTex_ST; half _VertOffsetAmount, _VertOffsetPower, _VertOffsetTexXSpeed, _VertOffsetTexYSpeed; #endif #if FADE_ON half4 _FadeTex_ST; half _FadeAmount, _FadeTransition, _FadePower, _FadeScrollXSpeed, _FadeScrollYSpeed; #if FADEBURN_ON half4 _FadeBurnColor, _FadeBurnTex_ST; half _FadeBurnWidth, _FadeBurnGlow; #endif #endif #if COLORGRADING_ON half3 _ColorGradingLight, _ColorGradingMiddle, _ColorGradingDark; half _ColorGradingMidPoint; #endif #if CAMDISTFADE_ON half _CamDistFadeStepMin, _CamDistFadeStepMax, _CamDistProximityFade; #endif #if RIM_ON half _RimBias, _RimScale, _RimPower, _RimIntensity, _RimAddAmount, _RimErodesAlpha; half4 _RimColor; #endif #if BACKFACETINT_ON half4 _BackFaceTint, _FrontFaceTint; #endif #if SHAPEDEBUG_ON half _DebugShape; #endif #if SHAPE1MASK_ON half4 _Shape1MaskTex_ST; half _Shape1MaskPow; #endif #if TRAILWIDTH_ON half _TrailWidthPower; #endif #if LIGHTANDSHADOW_ON half3 _All1VfxLightDir; half _ShadowAmount, _ShadowStepMin, _ShadowStepMax, _LightAmount; half4 _LightColor; #endif #if SHAPETEXOFFSET_ON half _RandomSh1Mult, _RandomSh2Mult, _RandomSh3Mult; #endif #if DEPTHGLOW_ON half _DepthGlowDist, _DepthGlowPow, _DepthGlow, _DepthGlowGlobal; half4 _DepthGlowColor; #endif #if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON half _ScreenUvShDistScale,_ScreenUvSh2DistScale, _ScreenUvSh3DistScale; #endif #if NORMALMAP_ON half _NormalStrength; #endif CBUFFER_END TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); #if SHAPE1DISTORT_ON TEXTURE2D(_ShapeDistortTex); SAMPLER(sampler_ShapeDistortTex); #endif #if SHAPE2_ON TEXTURE2D(_Shape2Tex); SAMPLER(sampler_Shape2Tex); #if SHAPE2DISTORT_ON TEXTURE2D(_Shape2DistortTex); SAMPLER(sampler_Shape2DistortTex); #endif #endif #if SHAPE3_ON TEXTURE2D(_Shape3Tex); SAMPLER(sampler_Shape3Tex); #if SHAPE3DISTORT_ON TEXTURE2D(_Shape3DistortTex); SAMPLER(sampler_Shape3DistortTex); #endif #endif #if GLOW_ON #if GLOWTEX_ON TEXTURE2D(_GlowTex); SAMPLER(sampler_GlowTex); #endif #endif #if MASK_ON TEXTURE2D(_MaskTex); SAMPLER(sampler_MaskTex); #endif #if COLORRAMP_ON TEXTURE2D(_ColorRampTex); SAMPLER(sampler_ColorRampTex); #endif #if COLORRAMPGRAD_ON TEXTURE2D(_ColorRampTexGradient); SAMPLER(sampler_ColorRampTexGradient); #endif #if DISTORT_ON TEXTURE2D(_DistortTex); SAMPLER(sampler_DistortTex); #endif #if VERTOFFSET_ON TEXTURE2D(_VertOffsetTex); SAMPLER(sampler_VertOffsetTex); #endif #if FADE_ON TEXTURE2D(_FadeTex); SAMPLER(sampler_FadeTex); #if FADEBURN_ON TEXTURE2D(_FadeBurnTex); SAMPLER(sampler_FadeBurnTex); #endif #endif #if SHAPE1MASK_ON TEXTURE2D(_Shape1MaskTex); SAMPLER(sampler_Shape1MaskTex); #endif #if TRAILWIDTH_ON TEXTURE2D(_TrailWidthGradient); SAMPLER(sampler_TrailWidthGradient); #endif #if NORMALMAP_ON TEXTURE2D(_NormalMap); SAMPLER(sampler_NormalMap); #endif half4 SampleTextureWithScroll(in Texture2D _tex, in SamplerState _sampler, in float2 uv, in half scrollXSpeed, in half scrollYSpeed, in float time) { half2 _uv = uv; _uv.x += (time * scrollXSpeed) % 1; _uv.y += (time * scrollYSpeed) % 1; return SAMPLE_TEXTURE2D(_tex, _sampler, _uv); } half EaseOutQuint(half x) { return 1 - pow(1 - x, 5); } half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax) { return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin); } float2 RotateUvs(float2 uv, half rotation, half4 scaleAndTranslate) { half2 center = half2(0.5 * scaleAndTranslate.x + scaleAndTranslate.z, 0.5 * scaleAndTranslate.y + scaleAndTranslate.w); half cosAngle = cos(rotation); half sinAngle = sin(rotation); uv -= center; uv = mul(half2x2(cosAngle, -sinAngle, sinAngle, cosAngle), uv); uv += center; return uv; } half4 GetDebugColor(float4 resColor, half4 shape1, half4 shape2, half4 shape3) { half4 res = resColor; //MAKE SURE THE FOLLOWING CODE BLOCK IS UNCOMMENTED------------------------------------------- #if SHAPEDEBUG_ON if(_DebugShape < 1.5) return shape1; #if SHAPE2_ON else if (_DebugShape < 2.5) return shape2; #endif #if SHAPE3_ON else return shape3; #endif #endif return res; } void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) { //uvDistTex --> extraV2F0 //uvSh1DistTex --> extraV2F1 //uvSh2DistTex --> extraV2F2 //uvSh3DistTex --> extraV2F3 #if VERTOFFSET_ON #if TIMEISCUSTOM_ON const half time = v.texcoord0.z + globalCustomTime.y; #else const half time = v.texcoord0.z + _Time.y; #endif half4 offsetUv = half4(TRANSFORM_TEX(v.texcoord0.xy, _VertOffsetTex), 0, 0); offsetUv.x += (time * _VertOffsetTexXSpeed) % 1; offsetUv.y += (time * _VertOffsetTexYSpeed) % 1; v.vertex.xyz += v.normal * _VertOffsetAmount * pow(SAMPLE_TEXTURE2D_LOD(_VertOffsetTex, sampler_VertOffsetTex, offsetUv, 0).r, _VertOffsetPower); #endif #if DISTORT_ON && !POLARUVDISTORT_ON d.extraV2F0.xy = TRANSFORM_TEX(v.texcoord0.xy, _DistortTex); #endif #if SHAPE1DISTORT_ON && !POLARUVDISTORT_ON d.extraV2F1.xy = TRANSFORM_TEX(v.texcoord0.xy, _ShapeDistortTex); #endif #if SHAPE2_ON #if SHAPE2DISTORT_ON && !POLARUVDISTORT_ON d.extraV2F2.xy = TRANSFORM_TEX(v.texcoord0.xy, _Shape2DistortTex);; #endif #endif #if SHAPE3_ON #if SHAPE3DISTORT_ON && !POLARUVDISTORT_ON d.extraV2F3.xy = TRANSFORM_TEX(v.texcoord0.xy, _Shape3DistortTex); #endif #endif } void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) { //i.uvSeed -> d.texcoord0.xy float seed = d.texcoord0.z + _TimingSeed; #if TIMEISCUSTOM_ON const float4 shaderTime = globalCustomTime; #else const float4 shaderTime = _Time; #endif float time = shaderTime.y + seed; #if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON half2 originalUvs = d.texcoord0.xy; #endif #if PIXELATE_ON half aspectRatio = _MainTex_TexelSize.x / _MainTex_TexelSize.y; half2 pixelSize = float2(_PixelateSize, _PixelateSize * aspectRatio); d.texcoord0.xy = floor(d.texcoord0.xy * pixelSize) / pixelSize; #endif #if NORMALMAP_ON half4 normalSample = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, d.texcoord0.xy); half3 normalTS = UnpackNormal(normalSample); normalTS.xy *= _NormalStrength; o.Normal = normalTS; #endif #if TWISTUV_ON half2 tempUv = d.texcoord0.xy - half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y); _TwistUvRadius *= (_MainTex_ST.x + _MainTex_ST.y) / 2; half percent = (_TwistUvRadius - length(tempUv)) / _TwistUvRadius; half theta = percent * percent * (2.0 * sin(_TwistUvAmount)) * 8.0; half s = sin(theta); half c = cos(theta); half beta = max(sign(_TwistUvRadius - length(tempUv)), 0.0); tempUv = half2(dot(tempUv, half2(c, -s)), dot(tempUv, half2(s, c))) * beta + tempUv * (1 - beta); tempUv += half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y); d.texcoord0.xy = tempUv; #endif #if DOODLE_ON half2 uvCopy = d.texcoord0.xy; _HandDrawnSpeed = (floor((shaderTime.x + seed) * 20 * _HandDrawnSpeed) / _HandDrawnSpeed) * _HandDrawnSpeed; uvCopy.x = sin((uvCopy.x * _HandDrawnAmount + _HandDrawnSpeed) * 4); uvCopy.y = cos((uvCopy.y * _HandDrawnAmount + _HandDrawnSpeed) * 4); d.texcoord0.xy = lerp(d.texcoord0.xy, d.texcoord0.xy + uvCopy, 0.0005 * _HandDrawnAmount); #endif #if SHAKEUV_ON half xShake = sin((shaderTime.x + seed) * _ShakeUvSpeed * 50) * _ShakeUvX; half yShake = cos((shaderTime.x + seed) * _ShakeUvSpeed * 50) * _ShakeUvY; d.texcoord0.xy += half2(xShake * 0.012, yShake * 0.01); #endif #if WAVEUV_ON half2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - d.texcoord0.xy; #if ATLAS_ON uvWave = half2(_WaveX, _WaveY) - uvRect; #endif uvWave.x *= _ScreenParams.x / _ScreenParams.y; half angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((time * _WaveSpeed) % 360.0); d.texcoord0.xy = d.texcoord0.xy + normalize(uvWave) * sin(angWave) * (_WaveStrength / 1000.0); #endif #if ROUNDWAVEUV_ON half xWave = ((0.5 * _MainTex_ST.x) - d.texcoord0.x); half yWave = ((0.5 * _MainTex_ST.y) - d.texcoord0.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z); half ripple = -sqrt(xWave*xWave + yWave* yWave); d.texcoord0.xy += (sin((ripple + time * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1; #endif #if POLARUV_ON half2 prePolarUvs = d.texcoord0.xy; d.texcoord0.xy = d.texcoord0.xy - half2(0.5, 0.5); d.texcoord0.xy = half2(atan2(d.texcoord0.y, d.texcoord0.x) / (1.0 * 6.28318530718), length(d.texcoord0.xy) * 2.0); d.texcoord0.xy *= _MainTex_ST.xy; #endif #if DISTORT_ON #if POLARUVDISTORT_ON half2 distortUvs = TRANSFORM_TEX(d.texcoord0.xy, _DistortTex); #else half2 distortUvs = d.extraV2F0.xy; #endif distortUvs.x += ((shaderTime.x + seed) * _DistortTexXSpeed) % 1; distortUvs.y += ((shaderTime.x + seed) * _DistortTexYSpeed) % 1; #if ATLAS_ON d.extraV2F0.xy = half2((d.extraV2F0.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.extraV2F0.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half distortAmnt = (SAMPLE_TEXTURE2D(_DistortTex, sampler_DistortTex, distortUvs).r - 0.5) * 0.2 * _DistortAmount; d.texcoord0.x += distortAmnt; d.texcoord0.y += distortAmnt; #endif #if TEXTURESCROLL_ON d.texcoord0.x += (time * _TextureScrollXSpeed) % 1; d.texcoord0.y += (time * _TextureScrollYSpeed) % 1; #endif #if TRAILWIDTH_ON half width = pow(SAMPLE_TEXTURE2D(_TrailWidthGradient, sampler_TrailWidthGradient, d.texcoord0).r, _TrailWidthPower); d.texcoord0.y = (d.texcoord0.y * 2 - 1) / width * 0.5 + 0.5; clip(d.texcoord0.y); clip(1 - d.texcoord0.y); #endif float2 shape1Uv = d.texcoord0.xy; #if SHAPE2_ON float2 shape2Uv = shape1Uv; #endif #if SHAPE3_ON float2 shape3Uv = shape1Uv; #endif #if CAMDISTFADE_ON || SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON half camDistance = distance(d.worldSpacePosition, _WorldSpaceCameraPos); #endif #if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON half2 uvOffsetPostFx = d.texcoord0.xy - originalUvs; d.texcoord0.xy = d.screenPos.xy / d.screenPos.w; d.texcoord0.x = d.texcoord0.x * (_ScreenParams.x / _ScreenParams.y); d.texcoord0.x -= 0.5; d.texcoord0.xy -= uvOffsetPostFx; originalUvs += uvOffsetPostFx; half distanceZoom = camDistance * 0.1; half2 scaleWithDistUvs = d.texcoord0.xy * distanceZoom + ((-distanceZoom * 0.5) + 0.5); #if SHAPE1SCREENUV_ON shape1Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvShDistScale); #else shape1Uv = originalUvs; #endif #if SHAPE2SCREENUV_ON && SHAPE2_ON shape2Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvSh2DistScale); #else #if SHAPE2_ON shape2Uv = originalUvs; #endif #endif #if SHAPE3SCREENUV_ON && SHAPE3_ON shape3Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvSh3DistScale); #else #if SHAPE3_ON shape3Uv = originalUvs; #endif #endif #endif shape1Uv = TRANSFORM_TEX(shape1Uv, _MainTex); #if OFFSETSTREAM_ON shape1Uv.x += i.offsetCustomData.x * _OffsetSh1; shape1Uv.y += i.offsetCustomData.y * _OffsetSh1; #endif #if SHAPETEXOFFSET_ON shape1Uv += seed * _RandomSh1Mult; #endif #if SHAPE1DISTORT_ON #if POLARUVDISTORT_ON half2 sh1DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _ShapeDistortTex); #else half2 sh1DistortUvs = d.extraV2F1.xy; #endif sh1DistortUvs.x += ((time + seed) * _ShapeDistortXSpeed) % 1; sh1DistortUvs.y += ((time + seed) * _ShapeDistortYSpeed) % 1; half distortAmount = (SAMPLE_TEXTURE2D(_ShapeDistortTex, sampler_ShapeDistortTex, sh1DistortUvs).r - 0.5) * 0.2 * _ShapeDistortAmount; shape1Uv.x += distortAmount; shape1Uv.y += distortAmount; #endif #if SHAPE1ROTATE_ON shape1Uv = RotateUvs(shape1Uv, _ShapeRotationOffset + ((_ShapeRotationSpeed * time) % 6.28318530718), _MainTex_ST); #endif half4 shape1 = SampleTextureWithScroll(_MainTex, sampler_MainTex, shape1Uv, _ShapeXSpeed, _ShapeYSpeed, time); #if SHAPE1SHAPECOLOR_ON shape1.a = shape1.r; shape1.rgb = _ShapeColor.rgb; #else shape1 *= _ShapeColor; #endif #if SHAPE1CONTRAST_ON #if SHAPE1SHAPECOLOR_ON shape1.a = saturate((shape1.a - 0.5) * _ShapeContrast + 0.5 + _ShapeBrightness); #else shape1.rgb = max(0, (shape1.rgb - half3(0.5, 0.5, 0.5)) * _ShapeContrast + half3(0.5, 0.5, 0.5) + _ShapeBrightness); #endif #endif half4 shape2 = 1.0; #if SHAPE2_ON shape2Uv = TRANSFORM_TEX(shape2Uv, _Shape2Tex); #if OFFSETSTREAM_ON shape2Uv.x += i.offsetCustomData.x * _OffsetSh2; shape2Uv.y += i.offsetCustomData.y * _OffsetSh2; #endif #if SHAPETEXOFFSET_ON shape2Uv += seed * _RandomSh2Mult; #endif #if SHAPE2DISTORT_ON #if POLARUVDISTORT_ON half2 sh2DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _Shape2DistortTex); #else half2 sh2DistortUvs = d.extraV2F2.xy; #endif sh2DistortUvs.x += ((time + seed) * _Shape2DistortXSpeed) % 1; sh2DistortUvs.y += ((time + seed) * _Shape2DistortYSpeed) % 1; half distortAmnt2 = (SAMPLE_TEXTURE2D(_Shape2DistortTex, sampler_Shape2DistortTex, sh2DistortUvs).r - 0.5) * 0.2 * _Shape2DistortAmount; shape2Uv.x += distortAmnt2; shape2Uv.y += distortAmnt2; #endif #if SHAPE2ROTATE_ON shape2Uv = RotateUvs(shape2Uv, _Shape2RotationOffset + ((_Shape2RotationSpeed * time) % 6.28318530718), _Shape2Tex_ST); #endif shape2 = SampleTextureWithScroll(_Shape2Tex, sampler_Shape2Tex, shape2Uv, _Shape2XSpeed, _Shape2YSpeed, time); #if SHAPE2SHAPECOLOR_ON shape2.a = shape2.r; shape2.rgb = _Shape2Color.rgb; #else shape2 *= _Shape2Color; #endif #if SHAPE2CONTRAST_ON #if SHAPE2SHAPECOLOR_ON shape2.a = max(0, (shape2.a - 0.5) * _Shape2Contrast + 0.5 + _Shape2Brightness); #else shape2.rgb = max(0, (shape2.rgb - half3(0.5, 0.5, 0.5)) * _Shape2Contrast + half3(0.5, 0.5, 0.5) + _Shape2Brightness); #endif #endif #endif half4 shape3 = 1.0; #if SHAPE3_ON shape3Uv = TRANSFORM_TEX(shape3Uv, _Shape3Tex); #if OFFSETSTREAM_ON shape3Uv.x += i.offsetCustomData.x * _OffsetSh3; shape3Uv.y += i.offsetCustomData.y * _OffsetSh3; #endif #if SHAPETEXOFFSET_ON shape3Uv += seed * _RandomSh3Mult; #endif #if SHAPE3DISTORT_ON #if POLARUVDISTORT_ON half2 sh3DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _Shape3DistortTex); #else half2 sh3DistortUvs = d.extraV2F3.xy; #endif sh3DistortUvs.x += ((time + seed) * _Shape3DistortXSpeed) % 1; sh3DistortUvs.y += ((time + seed) * _Shape3DistortYSpeed) % 1; half distortAmnt3 = (SAMPLE_TEXTURE2D(_Shape3DistortTex, sampler_Shape3DistortTex, sh3DistortUvs).r - 0.5) * 0.3 * _Shape3DistortAmount; shape3Uv.x += distortAmnt3; shape3Uv.y += distortAmnt3; #endif #if SHAPE3ROTATE_ON shape3Uv = RotateUvs(shape3Uv, _Shape3RotationOffset + ((_Shape3RotationSpeed * time) % 6.28318530718), _Shape3Tex_ST); #endif shape3 = SampleTextureWithScroll(_Shape3Tex, sampler_Shape3Tex, shape3Uv, _Shape3XSpeed, _Shape3YSpeed, time); #if SHAPE3SHAPECOLOR_ON shape3.a = shape3.r; shape3.rgb = _Shape3Color.rgb; #else shape3 *= _Shape3Color; #endif #if SHAPE3CONTRAST_ON #if SHAPE3SHAPECOLOR_ON shape3.a = max(0, (shape3.a - 0.5) * _Shape3Contrast + 0.5 + _Shape3Brightness); #else shape3.rgb = max(0, (shape3.rgb - half3(0.5, 0.5, 0.5)) * _Shape3Contrast + half3(0.5, 0.5, 0.5) + _Shape3Brightness); #endif #endif #endif half4 col = shape1; //Mix all shapes pre: change weights if custom vertex effect active #if SHAPEWEIGHTS_ON half shapeWeightOffset; #if SHAPE2_ON shapeWeightOffset = i.offsetCustomData.z * _Sh1BlendOffset; _ShapeColorWeight = max(0, _ShapeColorWeight + shapeWeightOffset); _ShapeAlphaWeight = max(0, _ShapeAlphaWeight + shapeWeightOffset); shapeWeightOffset = i.offsetCustomData.z * _Sh2BlendOffset; _Shape2ColorWeight = max(0, _Shape2ColorWeight + shapeWeightOffset); _Shape2AlphaWeight = max(0, _Shape2AlphaWeight + shapeWeightOffset); #endif #if SHAPE3_ON shapeWeightOffset = i.offsetCustomData.z * _Sh3BlendOffset; _Shape3ColorWeight = max(0, _Shape3ColorWeight + shapeWeightOffset); _Shape3AlphaWeight = max(0, _Shape3AlphaWeight + shapeWeightOffset); #endif #endif //Mix all shapes #if SHAPE2_ON #if !SPLITRGBA_ON _ShapeAlphaWeight = _ShapeColorWeight; _Shape2AlphaWeight = _Shape2ColorWeight; #endif #if SHAPE3_ON //Shape3 On #if !SPLITRGBA_ON _Shape3AlphaWeight = _Shape3ColorWeight; #endif #if SHAPEADD_ON col.rgb = ((shape1.rgb * _ShapeColorWeight) + (shape2.rgb * _Shape2ColorWeight)) + (shape3.rgb * _Shape3ColorWeight); col.a = saturate(max(shape3.a * _Shape3AlphaWeight, max(shape1.a * _ShapeAlphaWeight, shape2.a * _Shape2AlphaWeight))); #else col.rgb = ((shape1.rgb * _ShapeColorWeight) * (shape2.rgb * _Shape2ColorWeight)) * (shape3.rgb * _Shape3ColorWeight); col.a = saturate(((shape1.a * _ShapeAlphaWeight) * (shape2.a * _Shape2AlphaWeight)) * (shape3.a * _Shape3AlphaWeight)); #endif #else //Shape3 Off #if SHAPEADD_ON col.rgb = (shape1.rgb * _ShapeColorWeight) + (shape2.rgb * _Shape2ColorWeight); col.a = saturate(max(shape1.a * _ShapeAlphaWeight, shape2.a * _Shape2AlphaWeight)); #else col.rgb = (shape1.rgb * _ShapeColorWeight) * (shape2.rgb * _Shape2ColorWeight); col.a = saturate((shape1.a * _ShapeAlphaWeight) * (shape2.a * _Shape2AlphaWeight)); #endif #endif #endif #if SHAPE1MASK_ON col = lerp(col, shape1, pow(SAMPLE_TEXTURE2D(_Shape1MaskTex, sampler_Shape1MaskTex, TRANSFORM_TEX(i.uvSeed.xy, _Shape1MaskTex)).r, _Shape1MaskPow)); #endif #if PREMULTIPLYCOLOR_ON half luminance = 0; luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance *= col.a; col.a = min(luminance, col.a); #endif col.rgb *= _Color.rgb * d.vertexColor.rgb; #if PREMULTIPLYALPHA_ON col.rgb *= col.a; #endif #if !PREMULTIPLYCOLOR_ON && (COLORRAMP_ON || ALPHAFADE_ON || COLORGRADING_ON || FADE_ON || (ADDITIVECONFIG_ON && (GLOW_ON || DEPTHGLOW_ON))) half luminance = 0; luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance *= col.a; #endif #if (FADE_ON || ALPHAFADE_ON) && ALPHAFADEINPUTSTREAM_ON col.a *= d.vertexColor.a; d.vertexColor.a = d.texcoord0.w; #endif #if FADE_ON half preFadeAlpha = col.a; _FadeAmount = saturate(_FadeAmount + (1 - d.vertexColor.a)); _FadeTransition = max(0.01, _FadeTransition * EaseOutQuint(saturate(_FadeAmount))); half2 fadeUv; fadeUv = d.texcoord0.xy + seed; fadeUv.x += (time * _FadeScrollXSpeed) % 1; fadeUv.y += (time * _FadeScrollYSpeed) % 1; half2 tiledUvFade1 = TRANSFORM_TEX(fadeUv, _FadeTex); #if ADDITIVECONFIG_ON && !PREMULTIPLYCOLOR_ON preFadeAlpha *= luminance; #endif _FadeAmount = saturate(pow(_FadeAmount, _FadePower)); #if FADEBURN_ON half2 tiledUvFade2 = TRANSFORM_TEX(fadeUv, _FadeBurnTex); half fadeSample = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r; half fadeNaturalEdge = saturate(smoothstep(0.0 , _FadeTransition, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample)); col.a *= fadeNaturalEdge; half fadeBurn = saturate(smoothstep(0.0 , _FadeTransition + _FadeBurnWidth, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample)); fadeBurn = fadeNaturalEdge - fadeBurn; _FadeBurnColor.rgb *= _FadeBurnGlow; col.rgb += fadeBurn * SAMPLE_TEXTURE2D(_FadeBurnTex, sampler_FadeBurnTex, tiledUvFade2).rgb * _FadeBurnColor.rgb * preFadeAlpha; #else half fadeSample = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r; float fade = saturate(smoothstep(0.0 , _FadeTransition, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample)); col.a *= fade; #endif #if ALPHAFADETRANSPARENCYTOO_ON col.a *= 1 - _FadeAmount; #endif #endif #if ALPHAFADE_ON half alphaFadeLuminance; _AlphaFadeAmount = saturate(_AlphaFadeAmount + (1 - d.vertexColor.a)); _AlphaFadeAmount = saturate(pow(_AlphaFadeAmount, _AlphaFadePow)); _AlphaFadeSmooth = max(0.01, _AlphaFadeSmooth * EaseOutQuint(saturate(_AlphaFadeAmount))); #if ALPHAFADEUSESHAPE1_ON alphaFadeLuminance = shape1.r; #else alphaFadeLuminance = luminance; #endif alphaFadeLuminance = saturate(alphaFadeLuminance - 0.001); #if ALPHAFADEUSEREDCHANNEL_ON col.a *= col.r; #endif col.a = saturate(col.a); float alphaFade = saturate(smoothstep(0.0 , _AlphaFadeSmooth, RemapFloat(1.0 - _AlphaFadeAmount, 0.0, 1.0, -1.0, 1.0) + alphaFadeLuminance)); col.a *= alphaFade; #if ALPHAFADETRANSPARENCYTOO_ON col.a *= 1 - _AlphaFadeAmount; #endif #endif #if BACKFACETINT_ON col.rgb = lerp(col.rgb * _BackFaceTint, col.rgb * _FrontFaceTint, step(0, dot(d.worldSpaceNormal, d.worldSpaceViewDir))); #endif //#if LIGHTANDSHADOW_ON //half NdL = saturate(dot(d.worldSpaceNormal, -_All1VfxLightDir)); //col.rgb += _LightColor * _LightAmount * NdL; //NdL = max(_ShadowAmount, NdL); //NdL = smoothstep(_ShadowStepMin, _ShadowStepMax, NdL); //col.rgb *= NdL; //#endif #if COLORGRADING_ON col.rgb *= lerp(lerp(_ColorGradingDark, _ColorGradingMiddle, luminance/_ColorGradingMidPoint), lerp(_ColorGradingMiddle, _ColorGradingLight, (luminance - _ColorGradingMidPoint)/(1.0 - _ColorGradingMidPoint)), step(_ColorGradingMidPoint, luminance)); #endif #if COLORRAMP_ON half colorRampLuminance = saturate(luminance + _ColorRampLuminosity); #if COLORRAMPGRAD_ON half4 colorRampRes = SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(colorRampLuminance, 0)); #else half4 colorRampRes = SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(colorRampLuminance, 0)); #endif col.rgb = lerp(col.rgb, colorRampRes.rgb, _ColorRampBlend); col.a = lerp(col.a, saturate(col.a * colorRampRes.a), _ColorRampBlend); #endif #if POSTERIZE_ON && !POSTERIZEOUTLINE_ON col.rgb = floor(col.rgb / (1.0 / _PosterizeNumColors)) * (1.0 / _PosterizeNumColors); #endif #if DEPTHGLOW_ON half sceneDepthDiff = GetLinearEyeDepth(d.screenUV) - d.screenPos.w; #endif #if RIM_ON half NdV = 1 - abs(dot(d.worldSpaceNormal, d.worldSpaceViewDir)); half rimFactor = saturate(_RimBias + _RimScale * pow(NdV, _RimPower)); half4 rimCol = _RimColor * rimFactor; rimCol.rgb *= _RimIntensity; col.rgb = lerp(col.rgb * (rimCol.rgb + half3(1,1,1)), col.rgb + rimCol.rgb, _RimAddAmount); col.a = saturate(col.a * (1 - rimFactor * _RimErodesAlpha)); #endif #if DEPTHGLOW_ON half depthGlowMask = saturate(_DepthGlowDist * pow((1 - sceneDepthDiff), _DepthGlowPow)); col.rgb = lerp(col.rgb, _DepthGlowGlobal * col.rgb, depthGlowMask); half depthGlowMult = 1; #if ADDITIVECONFIG_ON depthGlowMult = luminance; #endif col.rgb += _DepthGlowColor.rgb * _DepthGlow * depthGlowMask * col.a * depthGlowMult; #endif #if GLOW_ON half glowMask = 1; #if GLOWTEX_ON glowMask = SAMPLE_TEXTURE2D(_GlowTex, sampler_GlowTex, TRANSFORM_TEX(d.texcoord0.xy, _GlowTex)); #endif col.rgb *= _GlowGlobal * glowMask; half glowMult = 1; #if ADDITIVECONFIG_ON glowMult = luminance; #endif col.rgb += _GlowColor.rgb * _Glow * glowMask * col.a * glowMult; #endif #if HSV_ON half3 resultHsv = half3(col.rgb); half cosHsv = _HsvBright * _HsvSaturation * cos(_HsvShift * 3.14159265 / 180); half sinHsv = _HsvBright * _HsvSaturation * sin(_HsvShift * 3.14159265 / 180); resultHsv.x = (.299 * _HsvBright + .701 * cosHsv + .168 * sinHsv) * col.x + (.587 * _HsvBright - .587 * cosHsv + .330 * sinHsv) * col.y + (.114 * _HsvBright - .114 * cosHsv - .497 * sinHsv) * col.z; resultHsv.y = (.299 * _HsvBright - .299 * cosHsv - .328 * sinHsv) *col.x + (.587 * _HsvBright + .413 * cosHsv + .035 * sinHsv) * col.y + (.114 * _HsvBright - .114 * cosHsv + .292 * sinHsv) * col.z; resultHsv.z = (.299 * _HsvBright - .3 * cosHsv + 1.25 * sinHsv) * col.x + (.587 * _HsvBright - .588 * cosHsv - 1.05 * sinHsv) * col.y + (.114 * _HsvBright + .886 * cosHsv - .203 * sinHsv) * col.z; col.rgb = resultHsv; #endif #if CAMDISTFADE_ON col.a *= 1 - saturate(smoothstep(_CamDistFadeStepMin, _CamDistFadeStepMax, camDistance)); col.a *= smoothstep(0.0, _CamDistProximityFade, camDistance); #endif #if MASK_ON half2 maskUv = d.texcoord0.xy; #if POLARUV_ON maskUv = prePolarUvs; #endif half4 maskSample = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, TRANSFORM_TEX(maskUv, _MaskTex)); half mask = pow(min(maskSample.r, maskSample.a), _MaskPow); col.a *= mask; #endif #if ALPHASMOOTHSTEP_ON col.a = smoothstep(_AlphaStepMin, _AlphaStepMax, col.a); #endif half4 debugColor = col; #if SHAPEDEBUG_ON debugColor = GetDebugColor(col, shape1, shape2, shape3); #endif clip(debugColor.a - _AlphaCutoffValue - 0.01); //#if FOG_ON //UNITY_APPLY_FOG(i.fogCoord, col); //#endif //Don't use a starting i.color.a lower than 1 unless using vertex stream dissolve when using a FADE effect #if !FADE_ON && !ALPHAFADE_ON col.a *= _Alpha * d.vertexColor.a; #endif #if FADE_ON || ALPHAFADE_ON col.a *= _Alpha; #endif #if ADDITIVECONFIG_ON col.rgb *= col.a; #endif #if SHAPEDEBUG_ON o.Albedo = debugColor.rgb; o.Alpha = debugColor.a; #else o.Albedo = col.rgb; o.Alpha = col.a; #endif } void ChainSurfaceFunction(inout Surface l, inout ShaderData d) { Ext_SurfaceFunction0(l, d); // Ext_SurfaceFunction1(l, d); // Ext_SurfaceFunction2(l, d); // Ext_SurfaceFunction3(l, d); // Ext_SurfaceFunction4(l, d); // Ext_SurfaceFunction5(l, d); // Ext_SurfaceFunction6(l, d); // Ext_SurfaceFunction7(l, d); // Ext_SurfaceFunction8(l, d); // Ext_SurfaceFunction9(l, d); // Ext_SurfaceFunction10(l, d); // Ext_SurfaceFunction11(l, d); // Ext_SurfaceFunction12(l, d); // Ext_SurfaceFunction13(l, d); // Ext_SurfaceFunction14(l, d); // Ext_SurfaceFunction15(l, d); // Ext_SurfaceFunction16(l, d); // Ext_SurfaceFunction17(l, d); // Ext_SurfaceFunction18(l, d); // Ext_SurfaceFunction19(l, d); // Ext_SurfaceFunction20(l, d); // Ext_SurfaceFunction21(l, d); // Ext_SurfaceFunction22(l, d); // Ext_SurfaceFunction23(l, d); // Ext_SurfaceFunction24(l, d); // Ext_SurfaceFunction25(l, d); // Ext_SurfaceFunction26(l, d); // Ext_SurfaceFunction27(l, d); // Ext_SurfaceFunction28(l, d); // Ext_SurfaceFunction29(l, d); } #if !_DECALSHADER void ChainModifyVertex(inout VertexData v, inout VertexToPixel v2p, float4 time) { ExtraV2F d; ZERO_INITIALIZE(ExtraV2F, d); ZERO_INITIALIZE(Blackboard, d.blackboard); // due to motion vectors in HDRP, we need to use the last // time in certain spots. So if you are going to use _Time to adjust vertices, // you need to use this time or motion vectors will break. d.time = time; Ext_ModifyVertex0(v, d); // Ext_ModifyVertex1(v, d); // Ext_ModifyVertex2(v, d); // Ext_ModifyVertex3(v, d); // Ext_ModifyVertex4(v, d); // Ext_ModifyVertex5(v, d); // Ext_ModifyVertex6(v, d); // Ext_ModifyVertex7(v, d); // Ext_ModifyVertex8(v, d); // Ext_ModifyVertex9(v, d); // Ext_ModifyVertex10(v, d); // Ext_ModifyVertex11(v, d); // Ext_ModifyVertex12(v, d); // Ext_ModifyVertex13(v, d); // Ext_ModifyVertex14(v, d); // Ext_ModifyVertex15(v, d); // Ext_ModifyVertex16(v, d); // Ext_ModifyVertex17(v, d); // Ext_ModifyVertex18(v, d); // Ext_ModifyVertex19(v, d); // Ext_ModifyVertex20(v, d); // Ext_ModifyVertex21(v, d); // Ext_ModifyVertex22(v, d); // Ext_ModifyVertex23(v, d); // Ext_ModifyVertex24(v, d); // Ext_ModifyVertex25(v, d); // Ext_ModifyVertex26(v, d); // Ext_ModifyVertex27(v, d); // Ext_ModifyVertex28(v, d); // Ext_ModifyVertex29(v, d); // #if %EXTRAV2F0REQUIREKEY% v2p.extraV2F0 = d.extraV2F0; // #endif // #if %EXTRAV2F1REQUIREKEY% v2p.extraV2F1 = d.extraV2F1; // #endif // #if %EXTRAV2F2REQUIREKEY% v2p.extraV2F2 = d.extraV2F2; // #endif // #if %EXTRAV2F3REQUIREKEY% v2p.extraV2F3 = d.extraV2F3; // #endif // #if %EXTRAV2F4REQUIREKEY% // v2p.extraV2F4 = d.extraV2F4; // #endif // #if %EXTRAV2F5REQUIREKEY% // v2p.extraV2F5 = d.extraV2F5; // #endif // #if %EXTRAV2F6REQUIREKEY% // v2p.extraV2F6 = d.extraV2F6; // #endif // #if %EXTRAV2F7REQUIREKEY% // v2p.extraV2F7 = d.extraV2F7; // #endif } void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) { ExtraV2F d; ZERO_INITIALIZE(ExtraV2F, d); ZERO_INITIALIZE(Blackboard, d.blackboard); // #if %EXTRAV2F0REQUIREKEY% d.extraV2F0 = v2p.extraV2F0; // #endif // #if %EXTRAV2F1REQUIREKEY% d.extraV2F1 = v2p.extraV2F1; // #endif // #if %EXTRAV2F2REQUIREKEY% d.extraV2F2 = v2p.extraV2F2; // #endif // #if %EXTRAV2F3REQUIREKEY% d.extraV2F3 = v2p.extraV2F3; // #endif // #if %EXTRAV2F4REQUIREKEY% // d.extraV2F4 = v2p.extraV2F4; // #endif // #if %EXTRAV2F5REQUIREKEY% // d.extraV2F5 = v2p.extraV2F5; // #endif // #if %EXTRAV2F6REQUIREKEY% // d.extraV2F6 = v2p.extraV2F6; // #endif // #if %EXTRAV2F7REQUIREKEY% // d.extraV2F7 = v2p.extraV2F7; // #endif // Ext_ModifyTessellatedVertex0(v, d); // Ext_ModifyTessellatedVertex1(v, d); // Ext_ModifyTessellatedVertex2(v, d); // Ext_ModifyTessellatedVertex3(v, d); // Ext_ModifyTessellatedVertex4(v, d); // Ext_ModifyTessellatedVertex5(v, d); // Ext_ModifyTessellatedVertex6(v, d); // Ext_ModifyTessellatedVertex7(v, d); // Ext_ModifyTessellatedVertex8(v, d); // Ext_ModifyTessellatedVertex9(v, d); // Ext_ModifyTessellatedVertex10(v, d); // Ext_ModifyTessellatedVertex11(v, d); // Ext_ModifyTessellatedVertex12(v, d); // Ext_ModifyTessellatedVertex13(v, d); // Ext_ModifyTessellatedVertex14(v, d); // Ext_ModifyTessellatedVertex15(v, d); // Ext_ModifyTessellatedVertex16(v, d); // Ext_ModifyTessellatedVertex17(v, d); // Ext_ModifyTessellatedVertex18(v, d); // Ext_ModifyTessellatedVertex19(v, d); // Ext_ModifyTessellatedVertex20(v, d); // Ext_ModifyTessellatedVertex21(v, d); // Ext_ModifyTessellatedVertex22(v, d); // Ext_ModifyTessellatedVertex23(v, d); // Ext_ModifyTessellatedVertex24(v, d); // Ext_ModifyTessellatedVertex25(v, d); // Ext_ModifyTessellatedVertex26(v, d); // Ext_ModifyTessellatedVertex27(v, d); // Ext_ModifyTessellatedVertex28(v, d); // Ext_ModifyTessellatedVertex29(v, d); // #if %EXTRAV2F0REQUIREKEY% v2p.extraV2F0 = d.extraV2F0; // #endif // #if %EXTRAV2F1REQUIREKEY% v2p.extraV2F1 = d.extraV2F1; // #endif // #if %EXTRAV2F2REQUIREKEY% v2p.extraV2F2 = d.extraV2F2; // #endif // #if %EXTRAV2F3REQUIREKEY% v2p.extraV2F3 = d.extraV2F3; // #endif // #if %EXTRAV2F4REQUIREKEY% // v2p.extraV2F4 = d.extraV2F4; // #endif // #if %EXTRAV2F5REQUIREKEY% // v2p.extraV2F5 = d.extraV2F5; // #endif // #if %EXTRAV2F6REQUIREKEY% // v2p.extraV2F6 = d.extraV2F6; // #endif // #if %EXTRAV2F7REQUIREKEY% // v2p.extraV2F7 = d.extraV2F7; // #endif } void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) { // Ext_FinalColorForward0(l, d, color); // Ext_FinalColorForward1(l, d, color); // Ext_FinalColorForward2(l, d, color); // Ext_FinalColorForward3(l, d, color); // Ext_FinalColorForward4(l, d, color); // Ext_FinalColorForward5(l, d, color); // Ext_FinalColorForward6(l, d, color); // Ext_FinalColorForward7(l, d, color); // Ext_FinalColorForward8(l, d, color); // Ext_FinalColorForward9(l, d, color); // Ext_FinalColorForward10(l, d, color); // Ext_FinalColorForward11(l, d, color); // Ext_FinalColorForward12(l, d, color); // Ext_FinalColorForward13(l, d, color); // Ext_FinalColorForward14(l, d, color); // Ext_FinalColorForward15(l, d, color); // Ext_FinalColorForward16(l, d, color); // Ext_FinalColorForward17(l, d, color); // Ext_FinalColorForward18(l, d, color); // Ext_FinalColorForward19(l, d, color); // Ext_FinalColorForward20(l, d, color); // Ext_FinalColorForward21(l, d, color); // Ext_FinalColorForward22(l, d, color); // Ext_FinalColorForward23(l, d, color); // Ext_FinalColorForward24(l, d, color); // Ext_FinalColorForward25(l, d, color); // Ext_FinalColorForward26(l, d, color); // Ext_FinalColorForward27(l, d, color); // Ext_FinalColorForward28(l, d, color); // Ext_FinalColorForward29(l, d, color); } void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 outShadowMask) { // Ext_FinalGBufferStandard0(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard1(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard2(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard3(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard4(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard5(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard6(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard7(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard8(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard9(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard10(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard11(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard12(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard13(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard14(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard15(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard16(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard17(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard18(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard19(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard20(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard21(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard22(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard23(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard24(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard25(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard26(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard27(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard28(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard29(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); } #endif #if _DECALSHADER ShaderData CreateShaderData(SurfaceDescriptionInputs IN) { ShaderData d = (ShaderData)0; d.TBNMatrix = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal); d.worldSpaceNormal = IN.WorldSpaceNormal; d.worldSpaceTangent = IN.WorldSpaceTangent; d.worldSpacePosition = IN.WorldSpacePosition; d.texcoord0 = IN.uv0.xyxy; d.screenPos = IN.ScreenPosition; d.worldSpaceViewDir = normalize(_WorldSpaceCameraPos - d.worldSpacePosition); d.tangentSpaceViewDir = mul(d.TBNMatrix, d.worldSpaceViewDir); // these rarely get used, so we back transform them. Usually will be stripped. #if _HDRP // d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(GetCameraRelativePositionWS(d.worldSpacePosition), 1)).xyz; #else // d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(d.worldSpacePosition, 1)).xyz; #endif // d.localSpaceNormal = normalize(mul((float3x3)GetWorldToObjectMatrix(), d.worldSpaceNormal)); // d.localSpaceTangent = normalize(mul((float3x3)GetWorldToObjectMatrix(), d.worldSpaceTangent.xyz)); // #if %SCREENPOSREQUIREKEY% d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); // #endif return d; } #else ShaderData CreateShaderData(VertexToPixel i #if NEED_FACING , bool facing #endif ) { ShaderData d = (ShaderData)0; d.clipPos = i.pos; d.worldSpacePosition = i.worldPos; d.worldSpaceNormal = normalize(i.worldNormal); d.worldSpaceTangent.xyz = normalize(i.worldTangent.xyz); d.tangentSign = i.worldTangent.w * unity_WorldTransformParams.w; float3 bitangent = cross(d.worldSpaceTangent.xyz, d.worldSpaceNormal) * d.tangentSign; d.TBNMatrix = float3x3(d.worldSpaceTangent, -bitangent, d.worldSpaceNormal); d.worldSpaceViewDir = normalize(_WorldSpaceCameraPos - i.worldPos); d.tangentSpaceViewDir = mul(d.TBNMatrix, d.worldSpaceViewDir); d.texcoord0 = i.texcoord0; // d.texcoord1 = i.texcoord1; // d.texcoord2 = i.texcoord2; // #if %TEXCOORD3REQUIREKEY% // d.texcoord3 = i.texcoord3; // #endif // d.isFrontFace = facing; // #if %VERTEXCOLORREQUIREKEY% d.vertexColor = i.vertexColor; // #endif // these rarely get used, so we back transform them. Usually will be stripped. #if _HDRP // d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(GetCameraRelativePositionWS(i.worldPos), 1)).xyz; #else // d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(i.worldPos, 1)).xyz; #endif // d.localSpaceNormal = normalize(mul((float3x3)GetWorldToObjectMatrix(), i.worldNormal)); // d.localSpaceTangent = normalize(mul((float3x3)GetWorldToObjectMatrix(), i.worldTangent.xyz)); // #if %SCREENPOSREQUIREKEY% d.screenPos = i.screenPos; d.screenUV = (i.screenPos.xy / i.screenPos.w); // #endif // #if %EXTRAV2F0REQUIREKEY% d.extraV2F0 = i.extraV2F0; // #endif // #if %EXTRAV2F1REQUIREKEY% d.extraV2F1 = i.extraV2F1; // #endif // #if %EXTRAV2F2REQUIREKEY% d.extraV2F2 = i.extraV2F2; // #endif // #if %EXTRAV2F3REQUIREKEY% d.extraV2F3 = i.extraV2F3; // #endif // #if %EXTRAV2F4REQUIREKEY% // d.extraV2F4 = i.extraV2F4; // #endif // #if %EXTRAV2F5REQUIREKEY% // d.extraV2F5 = i.extraV2F5; // #endif // #if %EXTRAV2F6REQUIREKEY% // d.extraV2F6 = i.extraV2F6; // #endif // #if %EXTRAV2F7REQUIREKEY% // d.extraV2F7 = i.extraV2F7; // #endif return d; } #endif #if defined(_PASSSHADOW) float3 _LightDirection; float3 _LightPosition; #endif #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) #define GetWorldToViewMatrix() _ViewMatrix #define UNITY_MATRIX_I_V _InvViewMatrix #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) #define UNITY_MATRIX_I_P _InvProjMatrix #define GetWorldToHClipMatrix() _ViewProjMatrix #define UNITY_MATRIX_I_VP _InvViewProjMatrix #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix void MotionVectorPositionZBias(VertexToPixel input) { #if UNITY_REVERSED_Z input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; #else input.pos.z += unity_MotionVectorsParams.z * input.pos.w; #endif } #endif // vertex shader VertexToPixel Vert (VertexData v) { VertexToPixel o = (VertexToPixel)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) VertexData previousMesh = v; #endif #if !_TESSELLATION_ON ChainModifyVertex(v, o, _Time); #endif o.texcoord0 = v.texcoord0; // o.texcoord1 = v.texcoord1; // o.texcoord2 = v.texcoord2; // #if %TEXCOORD3REQUIREKEY% // o.texcoord3 = v.texcoord3; // #endif // #if %VERTEXCOLORREQUIREKEY% o.vertexColor = v.vertexColor; // #endif // This return the camera relative position (if enable) float3 positionWS = TransformObjectToWorld(v.vertex.xyz); float3 normalWS = TransformObjectToWorldNormal(v.normal); float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); o.worldPos = positionWS; o.worldNormal = normalWS; o.worldTangent = tangentWS; // For some very odd reason, in 2021.2, we can't use Unity's defines, but have to use our own.. #if _PASSSHADOW #if _CASTING_PUNCTUAL_LIGHT_SHADOW float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); #else float3 lightDirectionWS = _LightDirection; #endif // Define shadow pass specific clip position for Universal o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, lightDirectionWS)); #if UNITY_REVERSED_Z o.pos.z = min(o.pos.z, UNITY_NEAR_CLIP_VALUE); #else o.pos.z = max(o.pos.z, UNITY_NEAR_CLIP_VALUE); #endif #elif _PASSMETA o.pos = MetaVertexPosition(float4(v.vertex.xyz, 0), v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST); #else o.pos = TransformWorldToHClip(o.worldPos); #endif // #if %SCREENPOSREQUIREKEY% o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); // #endif #if _PASSFORWARD || _PASSGBUFFER float2 uv1 = v.texcoord1.xy; OUTPUT_LIGHTMAP_UV(uv1, unity_LightmapST, o.lightmapUV); // o.texcoord1.xy = uv1; #if UNITY_VERSION < 60000009 OUTPUT_SH(o.worldNormal, o.sh); #endif #if defined(DYNAMICLIGHTMAP_ON) o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #if UNITY_VERSION >= 60000009 OUTPUT_SH(o.worldNormal, o.sh); #endif #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); #endif #endif #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT half fogFactor = 0; #if defined(_FOG_FRAGMENT) fogFactor = ComputeFogFactor(o.pos.z); #endif #if _BAKEDLIT o.fogFactorAndVertexLight = half4(fogFactor, 0, 0, 0); #else half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal); o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); #endif #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) o.shadowCoord = GetShadowCoord(vertexInput); #endif #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) #if !defined(TESSELLATION_ON) MotionVectorPositionZBias(o); #endif o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); // Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; if (!forceNoMotion) { #if defined(HAVE_VFX_MODIFICATION) float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) const bool applyDeformation = false; #else const bool applyDeformation = true; #endif #else const bool hasDeformation = unity_MotionVectorsParams.x == 1; // Mesh has skinned deformation float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) const bool applyDeformation = true; #else const bool applyDeformation = hasDeformation; #endif #endif // TODO #if defined(FEATURES_GRAPH_VERTEX) if (applyDeformation) previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); else previousPositionOS = previousMesh.positionOS; #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) previousPositionOS -= previousMesh.precomputedVelocity; #endif #endif #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) // Deformed vertices in DOTS are not cumulative with built-in Unity skinning/blend shapes // Needs to be called after vertex modification has been applied otherwise it will be // overwritten by Compute Deform node ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); #endif #if defined (_ADD_PRECOMPUTED_VELOCITY) previousPositionOS -= previousMesh.precomputedVelocity; #endif o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); #if defined(HAVE_VFX_MODIFICATION) #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. #endif o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); #else #if VFX_WORLD_SPACE //previousPositionOS is already in world space const float3 previousPositionWS = previousPositionOS; #else const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; #endif o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); #endif #else o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); #endif } #endif return o; } // fragment shader half4 Frag (VertexToPixel IN #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif #if NEED_FACING , bool facing : SV_IsFrontFace #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); #if defined(LOD_FADE_CROSSFADE) && USE_UNITY_CROSSFADE LODFadeCrossFade(IN.pos); #endif ShaderData d = CreateShaderData(IN #if NEED_FACING , facing #endif ); Surface l = (Surface)0; #ifdef _DEPTHOFFSET_ON l.outputDepth = outputDepth; #endif l.Albedo = half3(0.5, 0.5, 0.5); l.Normal = float3(0,0,1); l.Occlusion = 1; l.Alpha = 1; ChainSurfaceFunction(l, d); #ifdef _DEPTHOFFSET_ON outputDepth = l.outputDepth; #endif return 0; } ENDHLSL } Pass { Name "Meta" Tags { "LightMode" = "Meta" } Cull Off Tags { "RenderType" = "Opaque" "Queue" = "Geometry" "PreviewType" = "Sphere" } Cull [_CullingOption] ZWrite [_ZWrite] ZTest [_ZTestMode] ColorMask [_ColorMask] Lighting Off HLSLPROGRAM #pragma vertex Vert #pragma fragment Frag #pragma target 3.0 #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #define SHADERPASS SHADERPASS_META #define _PASSMETA 1 #pragma shader_feature_local TIMEISCUSTOM_ON #pragma shader_feature_local ADDITIVECONFIG_ON #pragma shader_feature_local PREMULTIPLYALPHA_ON #pragma shader_feature_local PREMULTIPLYCOLOR_ON #pragma shader_feature_local SPLITRGBA_ON #pragma shader_feature_local SHAPEADD_ON #pragma shader_feature_local SHAPE1SCREENUV_ON /////////////////Pipeline specific implementation #pragma shader_feature_local SHAPE2SCREENUV_ON /////////////////Pipeline specific implementation #pragma shader_feature_local SHAPE3SCREENUV_ON /////////////////Pipeline specific implementation #pragma shader_feature_local SHAPEDEBUG_ON #pragma shader_feature_local SHAPE1CONTRAST_ON #pragma shader_feature_local SHAPE1DISTORT_ON #pragma shader_feature_local SHAPE1ROTATE_ON #pragma shader_feature_local SHAPE1SHAPECOLOR_ON #pragma shader_feature_local SHAPE2_ON #pragma shader_feature_local SHAPE2CONTRAST_ON #pragma shader_feature_local SHAPE2DISTORT_ON #pragma shader_feature_local SHAPE2ROTATE_ON #pragma shader_feature_local SHAPE2SHAPECOLOR_ON #pragma shader_feature_local SHAPE3_ON #pragma shader_feature_local SHAPE3CONTRAST_ON #pragma shader_feature_local SHAPE3DISTORT_ON #pragma shader_feature_local SHAPE3ROTATE_ON #pragma shader_feature_local SHAPE3SHAPECOLOR_ON #pragma shader_feature_local GLOW_ON #pragma shader_feature_local GLOWTEX_ON #pragma shader_feature_local DEPTHGLOW_ON /////////////////Pipeline specific implementation #pragma shader_feature_local MASK_ON #pragma shader_feature_local COLORRAMP_ON #pragma shader_feature_local COLORRAMPGRAD_ON #pragma shader_feature_local COLORGRADING_ON #pragma shader_feature_local HSV_ON #pragma shader_feature_local POSTERIZE_ON #pragma shader_feature_local PIXELATE_ON #pragma shader_feature_local DISTORT_ON #pragma shader_feature_local SHAKEUV_ON #pragma shader_feature_local WAVEUV_ON #pragma shader_feature_local ROUNDWAVEUV_ON #pragma shader_feature_local TWISTUV_ON #pragma shader_feature_local DOODLE_ON #pragma shader_feature_local OFFSETSTREAM_ON #pragma shader_feature_local TEXTURESCROLL_ON #pragma shader_feature_local VERTOFFSET_ON #pragma shader_feature_local RIM_ON /////////////////Pipeline specific implementation #pragma shader_feature_local BACKFACETINT_ON /////////////////Pipeline specific implementation #pragma shader_feature_local POLARUV_ON #pragma shader_feature_local POLARUVDISTORT_ON #pragma shader_feature_local SHAPE1MASK_ON #pragma shader_feature_local TRAILWIDTH_ON #pragma shader_feature_local LIGHTANDSHADOW_ON #pragma shader_feature_local SHAPETEXOFFSET_ON #pragma shader_feature_local SHAPEWEIGHTS_ON #pragma shader_feature_local ALPHACUTOFF_ON #pragma shader_feature_local ALPHASMOOTHSTEP_ON #pragma shader_feature_local FADE_ON #pragma shader_feature_local FADEBURN_ON #pragma shader_feature_local ALPHAFADE_ON #pragma shader_feature_local ALPHAFADEUSESHAPE1_ON #pragma shader_feature_local ALPHAFADEUSEREDCHANNEL_ON #pragma shader_feature_local ALPHAFADETRANSPARENCYTOO_ON #pragma shader_feature_local ALPHAFADEINPUTSTREAM_ON #pragma shader_feature_local CAMDISTFADE_ON #pragma shader_feature NORMALMAP_ON #define _URP 1 #define REQUIRE_DEPTH_TEXTURE // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #undef WorldNormalVector #define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix) #define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal) #define _WorldSpaceLightPos0 _MainLightPosition #define UNITY_DECLARE_TEX2D(name) TEXTURE2D(name); SAMPLER(sampler##name); #define UNITY_DECLARE_TEX2D_NOSAMPLER(name) TEXTURE2D(name); #define UNITY_DECLARE_TEX2DARRAY(name) TEXTURE2D_ARRAY(name); SAMPLER(sampler##name); #define UNITY_DECLARE_TEX2DARRAY_NOSAMPLER(name) TEXTURE2D_ARRAY(name); #define UNITY_SAMPLE_TEX2DARRAY(tex,coord) SAMPLE_TEXTURE2D_ARRAY(tex, sampler##tex, coord.xy, coord.z) #define UNITY_SAMPLE_TEX2DARRAY_LOD(tex,coord,lod) SAMPLE_TEXTURE2D_ARRAY_LOD(tex, sampler##tex, coord.xy, coord.z, lod) #define UNITY_SAMPLE_TEX2D(tex, coord) SAMPLE_TEXTURE2D(tex, sampler##tex, coord) #define UNITY_SAMPLE_TEX2D_SAMPLER(tex, samp, coord) SAMPLE_TEXTURE2D(tex, sampler##samp, coord) #define UNITY_SAMPLE_TEX2D_LOD(tex,coord, lod) SAMPLE_TEXTURE2D_LOD(tex, sampler_##tex, coord, lod) #define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord, lod) SAMPLE_TEXTURE2D_LOD (tex, sampler##samplertex,coord, lod) #if defined(UNITY_COMPILER_HLSL) #define UNITY_INITIALIZE_OUTPUT(type,name) name = (type)0; #else #define UNITY_INITIALIZE_OUTPUT(type,name) #endif #define sampler2D_float sampler2D #define sampler2D_half sampler2D // data across stages, stripped like the above. struct VertexToPixel { float4 pos : SV_POSITION; float3 worldPos : TEXCOORD0; float3 worldNormal : TEXCOORD1; float4 worldTangent : TEXCOORD2; float4 texcoord0 : TEXCOORD3; // float4 texcoord1 : TEXCOORD4; // float4 texcoord2 : TEXCOORD5; // #if %TEXCOORD3REQUIREKEY% // float4 texcoord3 : TEXCOORD6; // #endif // #if %SCREENPOSREQUIREKEY% float4 screenPos : TEXCOORD7; // #endif // #if %VERTEXCOLORREQUIREKEY% half4 vertexColor : COLOR; // #endif #if defined(LIGHTMAP_ON) float2 lightmapUV : TEXCOORD8; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV : TEXCOORD9; #endif #if !defined(LIGHTMAP_ON) float4 probeOcclusion : TEXCOORD8; float3 sh : TEXCOORD10; #endif #if defined(VARYINGS_NEED_FOG_AND_VERTEX_LIGHT) float4 fogFactorAndVertexLight : TEXCOORD11; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD12; #endif // #if %EXTRAV2F0REQUIREKEY% float4 extraV2F0 : TEXCOORD13; // #endif // #if %EXTRAV2F1REQUIREKEY% float4 extraV2F1 : TEXCOORD14; // #endif // #if %EXTRAV2F2REQUIREKEY% float4 extraV2F2 : TEXCOORD15; // #endif // #if %EXTRAV2F3REQUIREKEY% float4 extraV2F3 : TEXCOORD16; // #endif // #if %EXTRAV2F4REQUIREKEY% // float4 extraV2F4 : TEXCOORD17; // #endif // #if %EXTRAV2F5REQUIREKEY% // float4 extraV2F5 : TEXCOORD18; // #endif // #if %EXTRAV2F6REQUIREKEY% // float4 extraV2F6 : TEXCOORD19; // #endif // #if %EXTRAV2F7REQUIREKEY% // float4 extraV2F7 : TEXCOORD20; // #endif #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) float4 previousPositionCS : TEXCOORD21; // Contain previous transform position (in case of skinning for example) float4 positionCS : TEXCOORD22; #endif }; // data describing the user output of a pixel struct Surface { half3 Albedo; half Height; half3 Normal; half Smoothness; half3 Emission; half Metallic; half3 Specular; half Occlusion; half SpecularPower; // for simple lighting half Alpha; float outputDepth; // if written, SV_Depth semantic is used. ShaderData.clipPos.z is unused value // HDRP Only half SpecularOcclusion; half SubsurfaceMask; half Thickness; half CoatMask; half CoatSmoothness; half Anisotropy; half IridescenceMask; half IridescenceThickness; int DiffusionProfileHash; float SpecularAAThreshold; float SpecularAAScreenSpaceVariance; // requires _OVERRIDE_BAKEDGI to be defined, but is mapped in all pipelines float3 DiffuseGI; float3 BackDiffuseGI; float3 SpecularGI; float ior; float3 transmittanceColor; float atDistance; float transmittanceMask; // requires _OVERRIDE_SHADOWMASK to be defines float4 ShadowMask; // for decals float NormalAlpha; float MAOSAlpha; }; // Data the user declares in blackboard blocks struct Blackboard { float blackboardDummyData; }; // data the user might need, this will grow to be big. But easy to strip struct ShaderData { float4 clipPos; // SV_POSITION float3 localSpacePosition; float3 localSpaceNormal; float3 localSpaceTangent; float3 worldSpacePosition; float3 worldSpaceNormal; float3 worldSpaceTangent; float tangentSign; float3 worldSpaceViewDir; float3 tangentSpaceViewDir; float4 texcoord0; float4 texcoord1; float4 texcoord2; float4 texcoord3; float2 screenUV; float4 screenPos; float4 vertexColor; bool isFrontFace; float4 extraV2F0; float4 extraV2F1; float4 extraV2F2; float4 extraV2F3; float4 extraV2F4; float4 extraV2F5; float4 extraV2F6; float4 extraV2F7; float3x3 TBNMatrix; Blackboard blackboard; }; struct VertexData { #if SHADER_TARGET > 30 // uint vertexID : SV_VertexID; #endif float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 texcoord0 : TEXCOORD0; // optimize out mesh coords when not in use by user or lighting system #if _URP && (_USINGTEXCOORD1 || _PASSMETA || _PASSFORWARD || _PASSGBUFFER) float4 texcoord1 : TEXCOORD1; #endif #if _URP && (_USINGTEXCOORD2 || _PASSMETA || ((_PASSFORWARD || _PASSGBUFFER) && defined(DYNAMICLIGHTMAP_ON))) float4 texcoord2 : TEXCOORD2; #endif #if _STANDARD && (_USINGTEXCOORD1 || (_PASSMETA || ((_PASSFORWARD || _PASSGBUFFER || _PASSFORWARDADD) && LIGHTMAP_ON))) float4 texcoord1 : TEXCOORD1; #endif #if _STANDARD && (_USINGTEXCOORD2 || (_PASSMETA || ((_PASSFORWARD || _PASSGBUFFER) && DYNAMICLIGHTMAP_ON))) float4 texcoord2 : TEXCOORD2; #endif #if _HDRP float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; #endif // #if %TEXCOORD3REQUIREKEY% // float4 texcoord3 : TEXCOORD3; // #endif // #if %VERTEXCOLORREQUIREKEY% float4 vertexColor : COLOR; // #endif #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) float3 previousPositionOS : TEXCOORD4; // Contain previous transform position (in case of skinning for example) #if defined (_ADD_PRECOMPUTED_VELOCITY) float3 precomputedVelocity : TEXCOORD5; // Add Precomputed Velocity (Alembic computes velocities on runtime side). #endif #endif UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessVertex { float4 vertex : INTERNALTESSPOS; float3 normal : NORMAL; float4 tangent : TANGENT; float4 texcoord0 : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; // #if %TEXCOORD3REQUIREKEY% // float4 texcoord3 : TEXCOORD3; // #endif // #if %VERTEXCOLORREQUIREKEY% float4 vertexColor : COLOR; // #endif // #if %EXTRAV2F0REQUIREKEY% float4 extraV2F0 : TEXCOORD5; // #endif // #if %EXTRAV2F1REQUIREKEY% float4 extraV2F1 : TEXCOORD6; // #endif // #if %EXTRAV2F2REQUIREKEY% float4 extraV2F2 : TEXCOORD7; // #endif // #if %EXTRAV2F3REQUIREKEY% float4 extraV2F3 : TEXCOORD8; // #endif // #if %EXTRAV2F4REQUIREKEY% // float4 extraV2F4 : TEXCOORD9; // #endif // #if %EXTRAV2F5REQUIREKEY% // float4 extraV2F5 : TEXCOORD10; // #endif // #if %EXTRAV2F6REQUIREKEY% // float4 extraV2F6 : TEXCOORD11; // #endif // #if %EXTRAV2F7REQUIREKEY% // float4 extraV2F7 : TEXCOORD12; // #endif #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) float3 previousPositionOS : TEXCOORD13; // Contain previous transform position (in case of skinning for example) #if defined (_ADD_PRECOMPUTED_VELOCITY) float3 precomputedVelocity : TEXCOORD14; #endif #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; struct ExtraV2F { float4 extraV2F0; float4 extraV2F1; float4 extraV2F2; float4 extraV2F3; float4 extraV2F4; float4 extraV2F5; float4 extraV2F6; float4 extraV2F7; Blackboard blackboard; float4 time; }; float3 WorldToTangentSpace(ShaderData d, float3 normal) { return mul(d.TBNMatrix, normal); } float3 TangentToWorldSpace(ShaderData d, float3 normal) { return mul(normal, d.TBNMatrix); } // in this case, make standard more like SRPs, because we can't fix // unity_WorldToObject in HDRP, since it already does macro-fu there #if _STANDARD float3 TransformWorldToObject(float3 p) { return mul(unity_WorldToObject, float4(p, 1)); }; float3 TransformObjectToWorld(float3 p) { return mul(unity_ObjectToWorld, float4(p, 1)); }; float4 TransformWorldToObject(float4 p) { return mul(unity_WorldToObject, p); }; float4 TransformObjectToWorld(float4 p) { return mul(unity_ObjectToWorld, p); }; float4x4 GetWorldToObjectMatrix() { return unity_WorldToObject; } float4x4 GetObjectToWorldMatrix() { return unity_ObjectToWorld; } #if (defined(SHADER_API_D3D11) || defined(SHADER_API_XBOXONE) || defined(UNITY_COMPILER_HLSLCC) || defined(SHADER_API_PSSL) || (SHADER_TARGET_SURFACE_ANALYSIS && !SHADER_TARGET_SURFACE_ANALYSIS_MOJOSHADER)) #define UNITY_SAMPLE_TEX2D_LOD(tex,coord, lod) tex.SampleLevel (sampler##tex,coord, lod) #define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord, lod) tex.SampleLevel (sampler##samplertex,coord, lod) #else #define UNITY_SAMPLE_TEX2D_LOD(tex,coord,lod) tex2D (tex,coord,0,lod) #define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord,lod) tex2D (tex,coord,0,lod) #endif #undef GetWorldToObjectMatrix() #define GetWorldToObjectMatrix() unity_WorldToObject #endif float3 GetCameraWorldPosition() { #if _HDRP return GetCameraRelativePositionWS(_WorldSpaceCameraPos); #else return _WorldSpaceCameraPos; #endif } #if _GRABPASSUSED #if _STANDARD TEXTURE2D(%GRABTEXTURE%); SAMPLER(sampler_%GRABTEXTURE%); #endif half3 GetSceneColor(float2 uv) { #if _STANDARD return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, uv).rgb; #else return SHADERGRAPH_SAMPLE_SCENE_COLOR(uv); #endif } #endif #if _STANDARD UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); float GetSceneDepth(float2 uv) { return SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv); } float GetLinear01Depth(float2 uv) { return Linear01Depth(GetSceneDepth(uv)); } float GetLinearEyeDepth(float2 uv) { return LinearEyeDepth(GetSceneDepth(uv)); } #else float GetSceneDepth(float2 uv) { return SHADERGRAPH_SAMPLE_SCENE_DEPTH(uv); } float GetLinear01Depth(float2 uv) { return Linear01Depth(GetSceneDepth(uv), _ZBufferParams); } float GetLinearEyeDepth(float2 uv) { return LinearEyeDepth(GetSceneDepth(uv), _ZBufferParams); } #endif float3 GetWorldPositionFromDepthBuffer(float2 uv, float3 worldSpaceViewDir) { float eye = GetLinearEyeDepth(uv); float3 camView = mul((float3x3)GetObjectToWorldMatrix(), transpose(mul(GetWorldToObjectMatrix(), UNITY_MATRIX_I_V)) [2].xyz); float dt = dot(worldSpaceViewDir, camView); float3 div = worldSpaceViewDir/dt; float3 wpos = (eye * div) + GetCameraWorldPosition(); return wpos; } #if _HDRP float3 ObjectToWorldSpacePosition(float3 pos) { return GetAbsolutePositionWS(TransformObjectToWorld(pos)); } #else float3 ObjectToWorldSpacePosition(float3 pos) { return TransformObjectToWorld(pos); } #endif #if _STANDARD UNITY_DECLARE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture); float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir) { float4 depthNorms = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture, uv); float3 norms = DecodeViewNormalStereo(depthNorms); norms = mul((float3x3)GetWorldToViewMatrix(), norms) * 0.5 + 0.5; return norms; } #elif _HDRP && !_DECALSHADER float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir) { NormalData nd; DecodeFromNormalBuffer(_ScreenSize.xy * uv, nd); return nd.normalWS; } #elif _URP #if (SHADER_LIBRARY_VERSION_MAJOR >= 10) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl" #endif float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir) { #if (SHADER_LIBRARY_VERSION_MAJOR >= 10) return SampleSceneNormals(uv); #else float3 wpos = GetWorldPositionFromDepthBuffer(uv, worldSpaceViewDir); return normalize(-cross(ddx(wpos), ddy(wpos))) * 0.5 + 0.5; #endif } #endif #if _HDRP half3 UnpackNormalmapRGorAG(half4 packednormal) { // This do the trick packednormal.x *= packednormal.w; half3 normal; normal.xy = packednormal.xy * 2 - 1; normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy))); return normal; } half3 UnpackNormal(half4 packednormal) { #if defined(UNITY_NO_DXT5nm) return packednormal.xyz * 2 - 1; #else return UnpackNormalmapRGorAG(packednormal); #endif } #endif #if _HDRP || _URP half3 UnpackScaleNormal(half4 packednormal, half scale) { #ifndef UNITY_NO_DXT5nm // Unpack normal as DXT5nm (1, y, 1, x) or BC5 (x, y, 0, 1) // Note neutral texture like "bump" is (0, 0, 1, 1) to work with both plain RGB normal and DXT5nm/BC5 packednormal.x *= packednormal.w; #endif half3 normal; normal.xy = (packednormal.xy * 2 - 1) * scale; normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy))); return normal; } #endif void GetSun(out float3 lightDir, out float3 color) { lightDir = float3(0.5, 0.5, 0); color = 1; #if _HDRP if (_DirectionalLightCount > 0) { DirectionalLightData light = _DirectionalLightDatas[0]; lightDir = -light.forward.xyz; color = light.color; } #elif _STANDARD lightDir = normalize(_WorldSpaceLightPos0.xyz); color = _LightColor0.rgb; #elif _URP Light light = GetMainLight(); lightDir = light.direction; color = light.color; #endif } CBUFFER_START(UnityPerMaterial) half4 _Color; half _Alpha; half _AlphaCutoffValue; half _TimingSeed; #if TIMEISCUSTOM_ON float4 globalCustomTime; #endif half4 _MainTex_ST, _ShapeColor; half _ShapeXSpeed, _ShapeYSpeed, _ShapeColorWeight, _ShapeAlphaWeight; #if SHAPE1CONTRAST_ON half _ShapeContrast, _ShapeBrightness; #endif #if SHAPE1DISTORT_ON half4 _ShapeDistortTex_ST; half _ShapeDistortAmount, _ShapeDistortXSpeed, _ShapeDistortYSpeed; #endif #if SHAPE1ROTATE_ON half _ShapeRotationOffset, _ShapeRotationSpeed; #endif #if OFFSETSTREAM_ON half _OffsetSh1; #endif #if SHAPEWEIGHTS_ON half _Sh1BlendOffset; #endif #if SHAPE2_ON half4 _Shape2Tex_ST, _Shape2Color; half _Shape2XSpeed, _Shape2YSpeed, _Shape2ColorWeight, _Shape2AlphaWeight; #if SHAPE2CONTRAST_ON half _Shape2Contrast, _Shape2Brightness; #endif #if SHAPE2DISTORT_ON half4 _Shape2DistortTex_ST; half _Shape2DistortAmount, _Shape2DistortXSpeed, _Shape2DistortYSpeed; #endif #if SHAPE2ROTATE_ON half _Shape2RotationOffset, _Shape2RotationSpeed; #endif #if OFFSETSTREAM_ON half _OffsetSh2; #endif #if SHAPEWEIGHTS_ON half _Sh2BlendOffset; #endif #endif #if SHAPE3_ON half4 _Shape3Tex_ST, _Shape3Color; half _Shape3XSpeed, _Shape3YSpeed, _Shape3ColorWeight, _Shape3AlphaWeight; #if SHAPE3CONTRAST_ON half _Shape3Contrast, _Shape3Brightness; #endif #if SHAPE3DISTORT_ON half4 _Shape3DistortTex_ST; half _Shape3DistortAmount, _Shape3DistortXSpeed, _Shape3DistortYSpeed; #endif #if SHAPE3ROTATE_ON half _Shape3RotationOffset, _Shape3RotationSpeed; #endif #if OFFSETSTREAM_ON half _OffsetSh3; #endif #if SHAPEWEIGHTS_ON half _Sh3BlendOffset; #endif #endif #if GLOW_ON half4 _GlowColor; half _Glow, _GlowGlobal; #if GLOWTEX_ON half4 _GlowTex_ST; #endif #endif #if MASK_ON half4 _MaskTex_ST; half _MaskPow; #endif #if COLORRAMP_ON half _ColorRampLuminosity, _ColorRampBlend; #endif #if ALPHASMOOTHSTEP_ON half _AlphaStepMin, _AlphaStepMax; #endif #if ALPHAFADE_ON half _AlphaFadeAmount, _AlphaFadeSmooth, _AlphaFadePow; #endif #if HSV_ON half _HsvShift, _HsvSaturation, _HsvBright; #endif #if POSTERIZE_ON half _PosterizeNumColors; #endif #if PIXELATE_ON half _PixelateSize; #endif #if DISTORT_ON half4 _DistortTex_ST; half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount; #endif #if TEXTURESCROLL_ON half _TextureScrollXSpeed, _TextureScrollYSpeed; #endif #if SHAKEUV_ON half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY; #endif #if WAVEUV_ON half _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY; #endif #if ROUNDWAVEUV_ON half _RoundWaveStrength, _RoundWaveSpeed; #endif #if TWISTUV_ON half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius; #endif #if DOODLE_ON half _HandDrawnAmount, _HandDrawnSpeed; #endif #if ROUNDWAVEUV_ON || PIXELATE_ON half4 _MainTex_TexelSize; #endif #if VERTOFFSET_ON half4 _VertOffsetTex_ST; half _VertOffsetAmount, _VertOffsetPower, _VertOffsetTexXSpeed, _VertOffsetTexYSpeed; #endif #if FADE_ON half4 _FadeTex_ST; half _FadeAmount, _FadeTransition, _FadePower, _FadeScrollXSpeed, _FadeScrollYSpeed; #if FADEBURN_ON half4 _FadeBurnColor, _FadeBurnTex_ST; half _FadeBurnWidth, _FadeBurnGlow; #endif #endif #if COLORGRADING_ON half3 _ColorGradingLight, _ColorGradingMiddle, _ColorGradingDark; half _ColorGradingMidPoint; #endif #if CAMDISTFADE_ON half _CamDistFadeStepMin, _CamDistFadeStepMax, _CamDistProximityFade; #endif #if RIM_ON half _RimBias, _RimScale, _RimPower, _RimIntensity, _RimAddAmount, _RimErodesAlpha; half4 _RimColor; #endif #if BACKFACETINT_ON half4 _BackFaceTint, _FrontFaceTint; #endif #if SHAPEDEBUG_ON half _DebugShape; #endif #if SHAPE1MASK_ON half4 _Shape1MaskTex_ST; half _Shape1MaskPow; #endif #if TRAILWIDTH_ON half _TrailWidthPower; #endif #if LIGHTANDSHADOW_ON half3 _All1VfxLightDir; half _ShadowAmount, _ShadowStepMin, _ShadowStepMax, _LightAmount; half4 _LightColor; #endif #if SHAPETEXOFFSET_ON half _RandomSh1Mult, _RandomSh2Mult, _RandomSh3Mult; #endif #if DEPTHGLOW_ON half _DepthGlowDist, _DepthGlowPow, _DepthGlow, _DepthGlowGlobal; half4 _DepthGlowColor; #endif #if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON half _ScreenUvShDistScale,_ScreenUvSh2DistScale, _ScreenUvSh3DistScale; #endif #if NORMALMAP_ON half _NormalStrength; #endif CBUFFER_END TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); #if SHAPE1DISTORT_ON TEXTURE2D(_ShapeDistortTex); SAMPLER(sampler_ShapeDistortTex); #endif #if SHAPE2_ON TEXTURE2D(_Shape2Tex); SAMPLER(sampler_Shape2Tex); #if SHAPE2DISTORT_ON TEXTURE2D(_Shape2DistortTex); SAMPLER(sampler_Shape2DistortTex); #endif #endif #if SHAPE3_ON TEXTURE2D(_Shape3Tex); SAMPLER(sampler_Shape3Tex); #if SHAPE3DISTORT_ON TEXTURE2D(_Shape3DistortTex); SAMPLER(sampler_Shape3DistortTex); #endif #endif #if GLOW_ON #if GLOWTEX_ON TEXTURE2D(_GlowTex); SAMPLER(sampler_GlowTex); #endif #endif #if MASK_ON TEXTURE2D(_MaskTex); SAMPLER(sampler_MaskTex); #endif #if COLORRAMP_ON TEXTURE2D(_ColorRampTex); SAMPLER(sampler_ColorRampTex); #endif #if COLORRAMPGRAD_ON TEXTURE2D(_ColorRampTexGradient); SAMPLER(sampler_ColorRampTexGradient); #endif #if DISTORT_ON TEXTURE2D(_DistortTex); SAMPLER(sampler_DistortTex); #endif #if VERTOFFSET_ON TEXTURE2D(_VertOffsetTex); SAMPLER(sampler_VertOffsetTex); #endif #if FADE_ON TEXTURE2D(_FadeTex); SAMPLER(sampler_FadeTex); #if FADEBURN_ON TEXTURE2D(_FadeBurnTex); SAMPLER(sampler_FadeBurnTex); #endif #endif #if SHAPE1MASK_ON TEXTURE2D(_Shape1MaskTex); SAMPLER(sampler_Shape1MaskTex); #endif #if TRAILWIDTH_ON TEXTURE2D(_TrailWidthGradient); SAMPLER(sampler_TrailWidthGradient); #endif #if NORMALMAP_ON TEXTURE2D(_NormalMap); SAMPLER(sampler_NormalMap); #endif half4 SampleTextureWithScroll(in Texture2D _tex, in SamplerState _sampler, in float2 uv, in half scrollXSpeed, in half scrollYSpeed, in float time) { half2 _uv = uv; _uv.x += (time * scrollXSpeed) % 1; _uv.y += (time * scrollYSpeed) % 1; return SAMPLE_TEXTURE2D(_tex, _sampler, _uv); } half EaseOutQuint(half x) { return 1 - pow(1 - x, 5); } half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax) { return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin); } float2 RotateUvs(float2 uv, half rotation, half4 scaleAndTranslate) { half2 center = half2(0.5 * scaleAndTranslate.x + scaleAndTranslate.z, 0.5 * scaleAndTranslate.y + scaleAndTranslate.w); half cosAngle = cos(rotation); half sinAngle = sin(rotation); uv -= center; uv = mul(half2x2(cosAngle, -sinAngle, sinAngle, cosAngle), uv); uv += center; return uv; } half4 GetDebugColor(float4 resColor, half4 shape1, half4 shape2, half4 shape3) { half4 res = resColor; //MAKE SURE THE FOLLOWING CODE BLOCK IS UNCOMMENTED------------------------------------------- #if SHAPEDEBUG_ON if(_DebugShape < 1.5) return shape1; #if SHAPE2_ON else if (_DebugShape < 2.5) return shape2; #endif #if SHAPE3_ON else return shape3; #endif #endif return res; } void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) { //uvDistTex --> extraV2F0 //uvSh1DistTex --> extraV2F1 //uvSh2DistTex --> extraV2F2 //uvSh3DistTex --> extraV2F3 #if VERTOFFSET_ON #if TIMEISCUSTOM_ON const half time = v.texcoord0.z + globalCustomTime.y; #else const half time = v.texcoord0.z + _Time.y; #endif half4 offsetUv = half4(TRANSFORM_TEX(v.texcoord0.xy, _VertOffsetTex), 0, 0); offsetUv.x += (time * _VertOffsetTexXSpeed) % 1; offsetUv.y += (time * _VertOffsetTexYSpeed) % 1; v.vertex.xyz += v.normal * _VertOffsetAmount * pow(SAMPLE_TEXTURE2D_LOD(_VertOffsetTex, sampler_VertOffsetTex, offsetUv, 0).r, _VertOffsetPower); #endif #if DISTORT_ON && !POLARUVDISTORT_ON d.extraV2F0.xy = TRANSFORM_TEX(v.texcoord0.xy, _DistortTex); #endif #if SHAPE1DISTORT_ON && !POLARUVDISTORT_ON d.extraV2F1.xy = TRANSFORM_TEX(v.texcoord0.xy, _ShapeDistortTex); #endif #if SHAPE2_ON #if SHAPE2DISTORT_ON && !POLARUVDISTORT_ON d.extraV2F2.xy = TRANSFORM_TEX(v.texcoord0.xy, _Shape2DistortTex);; #endif #endif #if SHAPE3_ON #if SHAPE3DISTORT_ON && !POLARUVDISTORT_ON d.extraV2F3.xy = TRANSFORM_TEX(v.texcoord0.xy, _Shape3DistortTex); #endif #endif } void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) { //i.uvSeed -> d.texcoord0.xy float seed = d.texcoord0.z + _TimingSeed; #if TIMEISCUSTOM_ON const float4 shaderTime = globalCustomTime; #else const float4 shaderTime = _Time; #endif float time = shaderTime.y + seed; #if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON half2 originalUvs = d.texcoord0.xy; #endif #if PIXELATE_ON half aspectRatio = _MainTex_TexelSize.x / _MainTex_TexelSize.y; half2 pixelSize = float2(_PixelateSize, _PixelateSize * aspectRatio); d.texcoord0.xy = floor(d.texcoord0.xy * pixelSize) / pixelSize; #endif #if NORMALMAP_ON half4 normalSample = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, d.texcoord0.xy); half3 normalTS = UnpackNormal(normalSample); normalTS.xy *= _NormalStrength; o.Normal = normalTS; #endif #if TWISTUV_ON half2 tempUv = d.texcoord0.xy - half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y); _TwistUvRadius *= (_MainTex_ST.x + _MainTex_ST.y) / 2; half percent = (_TwistUvRadius - length(tempUv)) / _TwistUvRadius; half theta = percent * percent * (2.0 * sin(_TwistUvAmount)) * 8.0; half s = sin(theta); half c = cos(theta); half beta = max(sign(_TwistUvRadius - length(tempUv)), 0.0); tempUv = half2(dot(tempUv, half2(c, -s)), dot(tempUv, half2(s, c))) * beta + tempUv * (1 - beta); tempUv += half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y); d.texcoord0.xy = tempUv; #endif #if DOODLE_ON half2 uvCopy = d.texcoord0.xy; _HandDrawnSpeed = (floor((shaderTime.x + seed) * 20 * _HandDrawnSpeed) / _HandDrawnSpeed) * _HandDrawnSpeed; uvCopy.x = sin((uvCopy.x * _HandDrawnAmount + _HandDrawnSpeed) * 4); uvCopy.y = cos((uvCopy.y * _HandDrawnAmount + _HandDrawnSpeed) * 4); d.texcoord0.xy = lerp(d.texcoord0.xy, d.texcoord0.xy + uvCopy, 0.0005 * _HandDrawnAmount); #endif #if SHAKEUV_ON half xShake = sin((shaderTime.x + seed) * _ShakeUvSpeed * 50) * _ShakeUvX; half yShake = cos((shaderTime.x + seed) * _ShakeUvSpeed * 50) * _ShakeUvY; d.texcoord0.xy += half2(xShake * 0.012, yShake * 0.01); #endif #if WAVEUV_ON half2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - d.texcoord0.xy; #if ATLAS_ON uvWave = half2(_WaveX, _WaveY) - uvRect; #endif uvWave.x *= _ScreenParams.x / _ScreenParams.y; half angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((time * _WaveSpeed) % 360.0); d.texcoord0.xy = d.texcoord0.xy + normalize(uvWave) * sin(angWave) * (_WaveStrength / 1000.0); #endif #if ROUNDWAVEUV_ON half xWave = ((0.5 * _MainTex_ST.x) - d.texcoord0.x); half yWave = ((0.5 * _MainTex_ST.y) - d.texcoord0.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z); half ripple = -sqrt(xWave*xWave + yWave* yWave); d.texcoord0.xy += (sin((ripple + time * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1; #endif #if POLARUV_ON half2 prePolarUvs = d.texcoord0.xy; d.texcoord0.xy = d.texcoord0.xy - half2(0.5, 0.5); d.texcoord0.xy = half2(atan2(d.texcoord0.y, d.texcoord0.x) / (1.0 * 6.28318530718), length(d.texcoord0.xy) * 2.0); d.texcoord0.xy *= _MainTex_ST.xy; #endif #if DISTORT_ON #if POLARUVDISTORT_ON half2 distortUvs = TRANSFORM_TEX(d.texcoord0.xy, _DistortTex); #else half2 distortUvs = d.extraV2F0.xy; #endif distortUvs.x += ((shaderTime.x + seed) * _DistortTexXSpeed) % 1; distortUvs.y += ((shaderTime.x + seed) * _DistortTexYSpeed) % 1; #if ATLAS_ON d.extraV2F0.xy = half2((d.extraV2F0.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.extraV2F0.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half distortAmnt = (SAMPLE_TEXTURE2D(_DistortTex, sampler_DistortTex, distortUvs).r - 0.5) * 0.2 * _DistortAmount; d.texcoord0.x += distortAmnt; d.texcoord0.y += distortAmnt; #endif #if TEXTURESCROLL_ON d.texcoord0.x += (time * _TextureScrollXSpeed) % 1; d.texcoord0.y += (time * _TextureScrollYSpeed) % 1; #endif #if TRAILWIDTH_ON half width = pow(SAMPLE_TEXTURE2D(_TrailWidthGradient, sampler_TrailWidthGradient, d.texcoord0).r, _TrailWidthPower); d.texcoord0.y = (d.texcoord0.y * 2 - 1) / width * 0.5 + 0.5; clip(d.texcoord0.y); clip(1 - d.texcoord0.y); #endif float2 shape1Uv = d.texcoord0.xy; #if SHAPE2_ON float2 shape2Uv = shape1Uv; #endif #if SHAPE3_ON float2 shape3Uv = shape1Uv; #endif #if CAMDISTFADE_ON || SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON half camDistance = distance(d.worldSpacePosition, _WorldSpaceCameraPos); #endif #if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON half2 uvOffsetPostFx = d.texcoord0.xy - originalUvs; d.texcoord0.xy = d.screenPos.xy / d.screenPos.w; d.texcoord0.x = d.texcoord0.x * (_ScreenParams.x / _ScreenParams.y); d.texcoord0.x -= 0.5; d.texcoord0.xy -= uvOffsetPostFx; originalUvs += uvOffsetPostFx; half distanceZoom = camDistance * 0.1; half2 scaleWithDistUvs = d.texcoord0.xy * distanceZoom + ((-distanceZoom * 0.5) + 0.5); #if SHAPE1SCREENUV_ON shape1Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvShDistScale); #else shape1Uv = originalUvs; #endif #if SHAPE2SCREENUV_ON && SHAPE2_ON shape2Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvSh2DistScale); #else #if SHAPE2_ON shape2Uv = originalUvs; #endif #endif #if SHAPE3SCREENUV_ON && SHAPE3_ON shape3Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvSh3DistScale); #else #if SHAPE3_ON shape3Uv = originalUvs; #endif #endif #endif shape1Uv = TRANSFORM_TEX(shape1Uv, _MainTex); #if OFFSETSTREAM_ON shape1Uv.x += i.offsetCustomData.x * _OffsetSh1; shape1Uv.y += i.offsetCustomData.y * _OffsetSh1; #endif #if SHAPETEXOFFSET_ON shape1Uv += seed * _RandomSh1Mult; #endif #if SHAPE1DISTORT_ON #if POLARUVDISTORT_ON half2 sh1DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _ShapeDistortTex); #else half2 sh1DistortUvs = d.extraV2F1.xy; #endif sh1DistortUvs.x += ((time + seed) * _ShapeDistortXSpeed) % 1; sh1DistortUvs.y += ((time + seed) * _ShapeDistortYSpeed) % 1; half distortAmount = (SAMPLE_TEXTURE2D(_ShapeDistortTex, sampler_ShapeDistortTex, sh1DistortUvs).r - 0.5) * 0.2 * _ShapeDistortAmount; shape1Uv.x += distortAmount; shape1Uv.y += distortAmount; #endif #if SHAPE1ROTATE_ON shape1Uv = RotateUvs(shape1Uv, _ShapeRotationOffset + ((_ShapeRotationSpeed * time) % 6.28318530718), _MainTex_ST); #endif half4 shape1 = SampleTextureWithScroll(_MainTex, sampler_MainTex, shape1Uv, _ShapeXSpeed, _ShapeYSpeed, time); #if SHAPE1SHAPECOLOR_ON shape1.a = shape1.r; shape1.rgb = _ShapeColor.rgb; #else shape1 *= _ShapeColor; #endif #if SHAPE1CONTRAST_ON #if SHAPE1SHAPECOLOR_ON shape1.a = saturate((shape1.a - 0.5) * _ShapeContrast + 0.5 + _ShapeBrightness); #else shape1.rgb = max(0, (shape1.rgb - half3(0.5, 0.5, 0.5)) * _ShapeContrast + half3(0.5, 0.5, 0.5) + _ShapeBrightness); #endif #endif half4 shape2 = 1.0; #if SHAPE2_ON shape2Uv = TRANSFORM_TEX(shape2Uv, _Shape2Tex); #if OFFSETSTREAM_ON shape2Uv.x += i.offsetCustomData.x * _OffsetSh2; shape2Uv.y += i.offsetCustomData.y * _OffsetSh2; #endif #if SHAPETEXOFFSET_ON shape2Uv += seed * _RandomSh2Mult; #endif #if SHAPE2DISTORT_ON #if POLARUVDISTORT_ON half2 sh2DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _Shape2DistortTex); #else half2 sh2DistortUvs = d.extraV2F2.xy; #endif sh2DistortUvs.x += ((time + seed) * _Shape2DistortXSpeed) % 1; sh2DistortUvs.y += ((time + seed) * _Shape2DistortYSpeed) % 1; half distortAmnt2 = (SAMPLE_TEXTURE2D(_Shape2DistortTex, sampler_Shape2DistortTex, sh2DistortUvs).r - 0.5) * 0.2 * _Shape2DistortAmount; shape2Uv.x += distortAmnt2; shape2Uv.y += distortAmnt2; #endif #if SHAPE2ROTATE_ON shape2Uv = RotateUvs(shape2Uv, _Shape2RotationOffset + ((_Shape2RotationSpeed * time) % 6.28318530718), _Shape2Tex_ST); #endif shape2 = SampleTextureWithScroll(_Shape2Tex, sampler_Shape2Tex, shape2Uv, _Shape2XSpeed, _Shape2YSpeed, time); #if SHAPE2SHAPECOLOR_ON shape2.a = shape2.r; shape2.rgb = _Shape2Color.rgb; #else shape2 *= _Shape2Color; #endif #if SHAPE2CONTRAST_ON #if SHAPE2SHAPECOLOR_ON shape2.a = max(0, (shape2.a - 0.5) * _Shape2Contrast + 0.5 + _Shape2Brightness); #else shape2.rgb = max(0, (shape2.rgb - half3(0.5, 0.5, 0.5)) * _Shape2Contrast + half3(0.5, 0.5, 0.5) + _Shape2Brightness); #endif #endif #endif half4 shape3 = 1.0; #if SHAPE3_ON shape3Uv = TRANSFORM_TEX(shape3Uv, _Shape3Tex); #if OFFSETSTREAM_ON shape3Uv.x += i.offsetCustomData.x * _OffsetSh3; shape3Uv.y += i.offsetCustomData.y * _OffsetSh3; #endif #if SHAPETEXOFFSET_ON shape3Uv += seed * _RandomSh3Mult; #endif #if SHAPE3DISTORT_ON #if POLARUVDISTORT_ON half2 sh3DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _Shape3DistortTex); #else half2 sh3DistortUvs = d.extraV2F3.xy; #endif sh3DistortUvs.x += ((time + seed) * _Shape3DistortXSpeed) % 1; sh3DistortUvs.y += ((time + seed) * _Shape3DistortYSpeed) % 1; half distortAmnt3 = (SAMPLE_TEXTURE2D(_Shape3DistortTex, sampler_Shape3DistortTex, sh3DistortUvs).r - 0.5) * 0.3 * _Shape3DistortAmount; shape3Uv.x += distortAmnt3; shape3Uv.y += distortAmnt3; #endif #if SHAPE3ROTATE_ON shape3Uv = RotateUvs(shape3Uv, _Shape3RotationOffset + ((_Shape3RotationSpeed * time) % 6.28318530718), _Shape3Tex_ST); #endif shape3 = SampleTextureWithScroll(_Shape3Tex, sampler_Shape3Tex, shape3Uv, _Shape3XSpeed, _Shape3YSpeed, time); #if SHAPE3SHAPECOLOR_ON shape3.a = shape3.r; shape3.rgb = _Shape3Color.rgb; #else shape3 *= _Shape3Color; #endif #if SHAPE3CONTRAST_ON #if SHAPE3SHAPECOLOR_ON shape3.a = max(0, (shape3.a - 0.5) * _Shape3Contrast + 0.5 + _Shape3Brightness); #else shape3.rgb = max(0, (shape3.rgb - half3(0.5, 0.5, 0.5)) * _Shape3Contrast + half3(0.5, 0.5, 0.5) + _Shape3Brightness); #endif #endif #endif half4 col = shape1; //Mix all shapes pre: change weights if custom vertex effect active #if SHAPEWEIGHTS_ON half shapeWeightOffset; #if SHAPE2_ON shapeWeightOffset = i.offsetCustomData.z * _Sh1BlendOffset; _ShapeColorWeight = max(0, _ShapeColorWeight + shapeWeightOffset); _ShapeAlphaWeight = max(0, _ShapeAlphaWeight + shapeWeightOffset); shapeWeightOffset = i.offsetCustomData.z * _Sh2BlendOffset; _Shape2ColorWeight = max(0, _Shape2ColorWeight + shapeWeightOffset); _Shape2AlphaWeight = max(0, _Shape2AlphaWeight + shapeWeightOffset); #endif #if SHAPE3_ON shapeWeightOffset = i.offsetCustomData.z * _Sh3BlendOffset; _Shape3ColorWeight = max(0, _Shape3ColorWeight + shapeWeightOffset); _Shape3AlphaWeight = max(0, _Shape3AlphaWeight + shapeWeightOffset); #endif #endif //Mix all shapes #if SHAPE2_ON #if !SPLITRGBA_ON _ShapeAlphaWeight = _ShapeColorWeight; _Shape2AlphaWeight = _Shape2ColorWeight; #endif #if SHAPE3_ON //Shape3 On #if !SPLITRGBA_ON _Shape3AlphaWeight = _Shape3ColorWeight; #endif #if SHAPEADD_ON col.rgb = ((shape1.rgb * _ShapeColorWeight) + (shape2.rgb * _Shape2ColorWeight)) + (shape3.rgb * _Shape3ColorWeight); col.a = saturate(max(shape3.a * _Shape3AlphaWeight, max(shape1.a * _ShapeAlphaWeight, shape2.a * _Shape2AlphaWeight))); #else col.rgb = ((shape1.rgb * _ShapeColorWeight) * (shape2.rgb * _Shape2ColorWeight)) * (shape3.rgb * _Shape3ColorWeight); col.a = saturate(((shape1.a * _ShapeAlphaWeight) * (shape2.a * _Shape2AlphaWeight)) * (shape3.a * _Shape3AlphaWeight)); #endif #else //Shape3 Off #if SHAPEADD_ON col.rgb = (shape1.rgb * _ShapeColorWeight) + (shape2.rgb * _Shape2ColorWeight); col.a = saturate(max(shape1.a * _ShapeAlphaWeight, shape2.a * _Shape2AlphaWeight)); #else col.rgb = (shape1.rgb * _ShapeColorWeight) * (shape2.rgb * _Shape2ColorWeight); col.a = saturate((shape1.a * _ShapeAlphaWeight) * (shape2.a * _Shape2AlphaWeight)); #endif #endif #endif #if SHAPE1MASK_ON col = lerp(col, shape1, pow(SAMPLE_TEXTURE2D(_Shape1MaskTex, sampler_Shape1MaskTex, TRANSFORM_TEX(i.uvSeed.xy, _Shape1MaskTex)).r, _Shape1MaskPow)); #endif #if PREMULTIPLYCOLOR_ON half luminance = 0; luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance *= col.a; col.a = min(luminance, col.a); #endif col.rgb *= _Color.rgb * d.vertexColor.rgb; #if PREMULTIPLYALPHA_ON col.rgb *= col.a; #endif #if !PREMULTIPLYCOLOR_ON && (COLORRAMP_ON || ALPHAFADE_ON || COLORGRADING_ON || FADE_ON || (ADDITIVECONFIG_ON && (GLOW_ON || DEPTHGLOW_ON))) half luminance = 0; luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance *= col.a; #endif #if (FADE_ON || ALPHAFADE_ON) && ALPHAFADEINPUTSTREAM_ON col.a *= d.vertexColor.a; d.vertexColor.a = d.texcoord0.w; #endif #if FADE_ON half preFadeAlpha = col.a; _FadeAmount = saturate(_FadeAmount + (1 - d.vertexColor.a)); _FadeTransition = max(0.01, _FadeTransition * EaseOutQuint(saturate(_FadeAmount))); half2 fadeUv; fadeUv = d.texcoord0.xy + seed; fadeUv.x += (time * _FadeScrollXSpeed) % 1; fadeUv.y += (time * _FadeScrollYSpeed) % 1; half2 tiledUvFade1 = TRANSFORM_TEX(fadeUv, _FadeTex); #if ADDITIVECONFIG_ON && !PREMULTIPLYCOLOR_ON preFadeAlpha *= luminance; #endif _FadeAmount = saturate(pow(_FadeAmount, _FadePower)); #if FADEBURN_ON half2 tiledUvFade2 = TRANSFORM_TEX(fadeUv, _FadeBurnTex); half fadeSample = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r; half fadeNaturalEdge = saturate(smoothstep(0.0 , _FadeTransition, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample)); col.a *= fadeNaturalEdge; half fadeBurn = saturate(smoothstep(0.0 , _FadeTransition + _FadeBurnWidth, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample)); fadeBurn = fadeNaturalEdge - fadeBurn; _FadeBurnColor.rgb *= _FadeBurnGlow; col.rgb += fadeBurn * SAMPLE_TEXTURE2D(_FadeBurnTex, sampler_FadeBurnTex, tiledUvFade2).rgb * _FadeBurnColor.rgb * preFadeAlpha; #else half fadeSample = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r; float fade = saturate(smoothstep(0.0 , _FadeTransition, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample)); col.a *= fade; #endif #if ALPHAFADETRANSPARENCYTOO_ON col.a *= 1 - _FadeAmount; #endif #endif #if ALPHAFADE_ON half alphaFadeLuminance; _AlphaFadeAmount = saturate(_AlphaFadeAmount + (1 - d.vertexColor.a)); _AlphaFadeAmount = saturate(pow(_AlphaFadeAmount, _AlphaFadePow)); _AlphaFadeSmooth = max(0.01, _AlphaFadeSmooth * EaseOutQuint(saturate(_AlphaFadeAmount))); #if ALPHAFADEUSESHAPE1_ON alphaFadeLuminance = shape1.r; #else alphaFadeLuminance = luminance; #endif alphaFadeLuminance = saturate(alphaFadeLuminance - 0.001); #if ALPHAFADEUSEREDCHANNEL_ON col.a *= col.r; #endif col.a = saturate(col.a); float alphaFade = saturate(smoothstep(0.0 , _AlphaFadeSmooth, RemapFloat(1.0 - _AlphaFadeAmount, 0.0, 1.0, -1.0, 1.0) + alphaFadeLuminance)); col.a *= alphaFade; #if ALPHAFADETRANSPARENCYTOO_ON col.a *= 1 - _AlphaFadeAmount; #endif #endif #if BACKFACETINT_ON col.rgb = lerp(col.rgb * _BackFaceTint, col.rgb * _FrontFaceTint, step(0, dot(d.worldSpaceNormal, d.worldSpaceViewDir))); #endif //#if LIGHTANDSHADOW_ON //half NdL = saturate(dot(d.worldSpaceNormal, -_All1VfxLightDir)); //col.rgb += _LightColor * _LightAmount * NdL; //NdL = max(_ShadowAmount, NdL); //NdL = smoothstep(_ShadowStepMin, _ShadowStepMax, NdL); //col.rgb *= NdL; //#endif #if COLORGRADING_ON col.rgb *= lerp(lerp(_ColorGradingDark, _ColorGradingMiddle, luminance/_ColorGradingMidPoint), lerp(_ColorGradingMiddle, _ColorGradingLight, (luminance - _ColorGradingMidPoint)/(1.0 - _ColorGradingMidPoint)), step(_ColorGradingMidPoint, luminance)); #endif #if COLORRAMP_ON half colorRampLuminance = saturate(luminance + _ColorRampLuminosity); #if COLORRAMPGRAD_ON half4 colorRampRes = SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(colorRampLuminance, 0)); #else half4 colorRampRes = SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(colorRampLuminance, 0)); #endif col.rgb = lerp(col.rgb, colorRampRes.rgb, _ColorRampBlend); col.a = lerp(col.a, saturate(col.a * colorRampRes.a), _ColorRampBlend); #endif #if POSTERIZE_ON && !POSTERIZEOUTLINE_ON col.rgb = floor(col.rgb / (1.0 / _PosterizeNumColors)) * (1.0 / _PosterizeNumColors); #endif #if DEPTHGLOW_ON half sceneDepthDiff = GetLinearEyeDepth(d.screenUV) - d.screenPos.w; #endif #if RIM_ON half NdV = 1 - abs(dot(d.worldSpaceNormal, d.worldSpaceViewDir)); half rimFactor = saturate(_RimBias + _RimScale * pow(NdV, _RimPower)); half4 rimCol = _RimColor * rimFactor; rimCol.rgb *= _RimIntensity; col.rgb = lerp(col.rgb * (rimCol.rgb + half3(1,1,1)), col.rgb + rimCol.rgb, _RimAddAmount); col.a = saturate(col.a * (1 - rimFactor * _RimErodesAlpha)); #endif #if DEPTHGLOW_ON half depthGlowMask = saturate(_DepthGlowDist * pow((1 - sceneDepthDiff), _DepthGlowPow)); col.rgb = lerp(col.rgb, _DepthGlowGlobal * col.rgb, depthGlowMask); half depthGlowMult = 1; #if ADDITIVECONFIG_ON depthGlowMult = luminance; #endif col.rgb += _DepthGlowColor.rgb * _DepthGlow * depthGlowMask * col.a * depthGlowMult; #endif #if GLOW_ON half glowMask = 1; #if GLOWTEX_ON glowMask = SAMPLE_TEXTURE2D(_GlowTex, sampler_GlowTex, TRANSFORM_TEX(d.texcoord0.xy, _GlowTex)); #endif col.rgb *= _GlowGlobal * glowMask; half glowMult = 1; #if ADDITIVECONFIG_ON glowMult = luminance; #endif col.rgb += _GlowColor.rgb * _Glow * glowMask * col.a * glowMult; #endif #if HSV_ON half3 resultHsv = half3(col.rgb); half cosHsv = _HsvBright * _HsvSaturation * cos(_HsvShift * 3.14159265 / 180); half sinHsv = _HsvBright * _HsvSaturation * sin(_HsvShift * 3.14159265 / 180); resultHsv.x = (.299 * _HsvBright + .701 * cosHsv + .168 * sinHsv) * col.x + (.587 * _HsvBright - .587 * cosHsv + .330 * sinHsv) * col.y + (.114 * _HsvBright - .114 * cosHsv - .497 * sinHsv) * col.z; resultHsv.y = (.299 * _HsvBright - .299 * cosHsv - .328 * sinHsv) *col.x + (.587 * _HsvBright + .413 * cosHsv + .035 * sinHsv) * col.y + (.114 * _HsvBright - .114 * cosHsv + .292 * sinHsv) * col.z; resultHsv.z = (.299 * _HsvBright - .3 * cosHsv + 1.25 * sinHsv) * col.x + (.587 * _HsvBright - .588 * cosHsv - 1.05 * sinHsv) * col.y + (.114 * _HsvBright + .886 * cosHsv - .203 * sinHsv) * col.z; col.rgb = resultHsv; #endif #if CAMDISTFADE_ON col.a *= 1 - saturate(smoothstep(_CamDistFadeStepMin, _CamDistFadeStepMax, camDistance)); col.a *= smoothstep(0.0, _CamDistProximityFade, camDistance); #endif #if MASK_ON half2 maskUv = d.texcoord0.xy; #if POLARUV_ON maskUv = prePolarUvs; #endif half4 maskSample = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, TRANSFORM_TEX(maskUv, _MaskTex)); half mask = pow(min(maskSample.r, maskSample.a), _MaskPow); col.a *= mask; #endif #if ALPHASMOOTHSTEP_ON col.a = smoothstep(_AlphaStepMin, _AlphaStepMax, col.a); #endif half4 debugColor = col; #if SHAPEDEBUG_ON debugColor = GetDebugColor(col, shape1, shape2, shape3); #endif clip(debugColor.a - _AlphaCutoffValue - 0.01); //#if FOG_ON //UNITY_APPLY_FOG(i.fogCoord, col); //#endif //Don't use a starting i.color.a lower than 1 unless using vertex stream dissolve when using a FADE effect #if !FADE_ON && !ALPHAFADE_ON col.a *= _Alpha * d.vertexColor.a; #endif #if FADE_ON || ALPHAFADE_ON col.a *= _Alpha; #endif #if ADDITIVECONFIG_ON col.rgb *= col.a; #endif #if SHAPEDEBUG_ON o.Albedo = debugColor.rgb; o.Alpha = debugColor.a; #else o.Albedo = col.rgb; o.Alpha = col.a; #endif } void ChainSurfaceFunction(inout Surface l, inout ShaderData d) { Ext_SurfaceFunction0(l, d); // Ext_SurfaceFunction1(l, d); // Ext_SurfaceFunction2(l, d); // Ext_SurfaceFunction3(l, d); // Ext_SurfaceFunction4(l, d); // Ext_SurfaceFunction5(l, d); // Ext_SurfaceFunction6(l, d); // Ext_SurfaceFunction7(l, d); // Ext_SurfaceFunction8(l, d); // Ext_SurfaceFunction9(l, d); // Ext_SurfaceFunction10(l, d); // Ext_SurfaceFunction11(l, d); // Ext_SurfaceFunction12(l, d); // Ext_SurfaceFunction13(l, d); // Ext_SurfaceFunction14(l, d); // Ext_SurfaceFunction15(l, d); // Ext_SurfaceFunction16(l, d); // Ext_SurfaceFunction17(l, d); // Ext_SurfaceFunction18(l, d); // Ext_SurfaceFunction19(l, d); // Ext_SurfaceFunction20(l, d); // Ext_SurfaceFunction21(l, d); // Ext_SurfaceFunction22(l, d); // Ext_SurfaceFunction23(l, d); // Ext_SurfaceFunction24(l, d); // Ext_SurfaceFunction25(l, d); // Ext_SurfaceFunction26(l, d); // Ext_SurfaceFunction27(l, d); // Ext_SurfaceFunction28(l, d); // Ext_SurfaceFunction29(l, d); } #if !_DECALSHADER void ChainModifyVertex(inout VertexData v, inout VertexToPixel v2p, float4 time) { ExtraV2F d; ZERO_INITIALIZE(ExtraV2F, d); ZERO_INITIALIZE(Blackboard, d.blackboard); // due to motion vectors in HDRP, we need to use the last // time in certain spots. So if you are going to use _Time to adjust vertices, // you need to use this time or motion vectors will break. d.time = time; Ext_ModifyVertex0(v, d); // Ext_ModifyVertex1(v, d); // Ext_ModifyVertex2(v, d); // Ext_ModifyVertex3(v, d); // Ext_ModifyVertex4(v, d); // Ext_ModifyVertex5(v, d); // Ext_ModifyVertex6(v, d); // Ext_ModifyVertex7(v, d); // Ext_ModifyVertex8(v, d); // Ext_ModifyVertex9(v, d); // Ext_ModifyVertex10(v, d); // Ext_ModifyVertex11(v, d); // Ext_ModifyVertex12(v, d); // Ext_ModifyVertex13(v, d); // Ext_ModifyVertex14(v, d); // Ext_ModifyVertex15(v, d); // Ext_ModifyVertex16(v, d); // Ext_ModifyVertex17(v, d); // Ext_ModifyVertex18(v, d); // Ext_ModifyVertex19(v, d); // Ext_ModifyVertex20(v, d); // Ext_ModifyVertex21(v, d); // Ext_ModifyVertex22(v, d); // Ext_ModifyVertex23(v, d); // Ext_ModifyVertex24(v, d); // Ext_ModifyVertex25(v, d); // Ext_ModifyVertex26(v, d); // Ext_ModifyVertex27(v, d); // Ext_ModifyVertex28(v, d); // Ext_ModifyVertex29(v, d); // #if %EXTRAV2F0REQUIREKEY% v2p.extraV2F0 = d.extraV2F0; // #endif // #if %EXTRAV2F1REQUIREKEY% v2p.extraV2F1 = d.extraV2F1; // #endif // #if %EXTRAV2F2REQUIREKEY% v2p.extraV2F2 = d.extraV2F2; // #endif // #if %EXTRAV2F3REQUIREKEY% v2p.extraV2F3 = d.extraV2F3; // #endif // #if %EXTRAV2F4REQUIREKEY% // v2p.extraV2F4 = d.extraV2F4; // #endif // #if %EXTRAV2F5REQUIREKEY% // v2p.extraV2F5 = d.extraV2F5; // #endif // #if %EXTRAV2F6REQUIREKEY% // v2p.extraV2F6 = d.extraV2F6; // #endif // #if %EXTRAV2F7REQUIREKEY% // v2p.extraV2F7 = d.extraV2F7; // #endif } void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) { ExtraV2F d; ZERO_INITIALIZE(ExtraV2F, d); ZERO_INITIALIZE(Blackboard, d.blackboard); // #if %EXTRAV2F0REQUIREKEY% d.extraV2F0 = v2p.extraV2F0; // #endif // #if %EXTRAV2F1REQUIREKEY% d.extraV2F1 = v2p.extraV2F1; // #endif // #if %EXTRAV2F2REQUIREKEY% d.extraV2F2 = v2p.extraV2F2; // #endif // #if %EXTRAV2F3REQUIREKEY% d.extraV2F3 = v2p.extraV2F3; // #endif // #if %EXTRAV2F4REQUIREKEY% // d.extraV2F4 = v2p.extraV2F4; // #endif // #if %EXTRAV2F5REQUIREKEY% // d.extraV2F5 = v2p.extraV2F5; // #endif // #if %EXTRAV2F6REQUIREKEY% // d.extraV2F6 = v2p.extraV2F6; // #endif // #if %EXTRAV2F7REQUIREKEY% // d.extraV2F7 = v2p.extraV2F7; // #endif // Ext_ModifyTessellatedVertex0(v, d); // Ext_ModifyTessellatedVertex1(v, d); // Ext_ModifyTessellatedVertex2(v, d); // Ext_ModifyTessellatedVertex3(v, d); // Ext_ModifyTessellatedVertex4(v, d); // Ext_ModifyTessellatedVertex5(v, d); // Ext_ModifyTessellatedVertex6(v, d); // Ext_ModifyTessellatedVertex7(v, d); // Ext_ModifyTessellatedVertex8(v, d); // Ext_ModifyTessellatedVertex9(v, d); // Ext_ModifyTessellatedVertex10(v, d); // Ext_ModifyTessellatedVertex11(v, d); // Ext_ModifyTessellatedVertex12(v, d); // Ext_ModifyTessellatedVertex13(v, d); // Ext_ModifyTessellatedVertex14(v, d); // Ext_ModifyTessellatedVertex15(v, d); // Ext_ModifyTessellatedVertex16(v, d); // Ext_ModifyTessellatedVertex17(v, d); // Ext_ModifyTessellatedVertex18(v, d); // Ext_ModifyTessellatedVertex19(v, d); // Ext_ModifyTessellatedVertex20(v, d); // Ext_ModifyTessellatedVertex21(v, d); // Ext_ModifyTessellatedVertex22(v, d); // Ext_ModifyTessellatedVertex23(v, d); // Ext_ModifyTessellatedVertex24(v, d); // Ext_ModifyTessellatedVertex25(v, d); // Ext_ModifyTessellatedVertex26(v, d); // Ext_ModifyTessellatedVertex27(v, d); // Ext_ModifyTessellatedVertex28(v, d); // Ext_ModifyTessellatedVertex29(v, d); // #if %EXTRAV2F0REQUIREKEY% v2p.extraV2F0 = d.extraV2F0; // #endif // #if %EXTRAV2F1REQUIREKEY% v2p.extraV2F1 = d.extraV2F1; // #endif // #if %EXTRAV2F2REQUIREKEY% v2p.extraV2F2 = d.extraV2F2; // #endif // #if %EXTRAV2F3REQUIREKEY% v2p.extraV2F3 = d.extraV2F3; // #endif // #if %EXTRAV2F4REQUIREKEY% // v2p.extraV2F4 = d.extraV2F4; // #endif // #if %EXTRAV2F5REQUIREKEY% // v2p.extraV2F5 = d.extraV2F5; // #endif // #if %EXTRAV2F6REQUIREKEY% // v2p.extraV2F6 = d.extraV2F6; // #endif // #if %EXTRAV2F7REQUIREKEY% // v2p.extraV2F7 = d.extraV2F7; // #endif } void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) { // Ext_FinalColorForward0(l, d, color); // Ext_FinalColorForward1(l, d, color); // Ext_FinalColorForward2(l, d, color); // Ext_FinalColorForward3(l, d, color); // Ext_FinalColorForward4(l, d, color); // Ext_FinalColorForward5(l, d, color); // Ext_FinalColorForward6(l, d, color); // Ext_FinalColorForward7(l, d, color); // Ext_FinalColorForward8(l, d, color); // Ext_FinalColorForward9(l, d, color); // Ext_FinalColorForward10(l, d, color); // Ext_FinalColorForward11(l, d, color); // Ext_FinalColorForward12(l, d, color); // Ext_FinalColorForward13(l, d, color); // Ext_FinalColorForward14(l, d, color); // Ext_FinalColorForward15(l, d, color); // Ext_FinalColorForward16(l, d, color); // Ext_FinalColorForward17(l, d, color); // Ext_FinalColorForward18(l, d, color); // Ext_FinalColorForward19(l, d, color); // Ext_FinalColorForward20(l, d, color); // Ext_FinalColorForward21(l, d, color); // Ext_FinalColorForward22(l, d, color); // Ext_FinalColorForward23(l, d, color); // Ext_FinalColorForward24(l, d, color); // Ext_FinalColorForward25(l, d, color); // Ext_FinalColorForward26(l, d, color); // Ext_FinalColorForward27(l, d, color); // Ext_FinalColorForward28(l, d, color); // Ext_FinalColorForward29(l, d, color); } void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 outShadowMask) { // Ext_FinalGBufferStandard0(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard1(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard2(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard3(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard4(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard5(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard6(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard7(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard8(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard9(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard10(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard11(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard12(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard13(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard14(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard15(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard16(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard17(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard18(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard19(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard20(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard21(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard22(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard23(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard24(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard25(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard26(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard27(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard28(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard29(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); } #endif #if _DECALSHADER ShaderData CreateShaderData(SurfaceDescriptionInputs IN) { ShaderData d = (ShaderData)0; d.TBNMatrix = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal); d.worldSpaceNormal = IN.WorldSpaceNormal; d.worldSpaceTangent = IN.WorldSpaceTangent; d.worldSpacePosition = IN.WorldSpacePosition; d.texcoord0 = IN.uv0.xyxy; d.screenPos = IN.ScreenPosition; d.worldSpaceViewDir = normalize(_WorldSpaceCameraPos - d.worldSpacePosition); d.tangentSpaceViewDir = mul(d.TBNMatrix, d.worldSpaceViewDir); // these rarely get used, so we back transform them. Usually will be stripped. #if _HDRP // d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(GetCameraRelativePositionWS(d.worldSpacePosition), 1)).xyz; #else // d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(d.worldSpacePosition, 1)).xyz; #endif // d.localSpaceNormal = normalize(mul((float3x3)GetWorldToObjectMatrix(), d.worldSpaceNormal)); // d.localSpaceTangent = normalize(mul((float3x3)GetWorldToObjectMatrix(), d.worldSpaceTangent.xyz)); // #if %SCREENPOSREQUIREKEY% d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); // #endif return d; } #else ShaderData CreateShaderData(VertexToPixel i #if NEED_FACING , bool facing #endif ) { ShaderData d = (ShaderData)0; d.clipPos = i.pos; d.worldSpacePosition = i.worldPos; d.worldSpaceNormal = normalize(i.worldNormal); d.worldSpaceTangent.xyz = normalize(i.worldTangent.xyz); d.tangentSign = i.worldTangent.w * unity_WorldTransformParams.w; float3 bitangent = cross(d.worldSpaceTangent.xyz, d.worldSpaceNormal) * d.tangentSign; d.TBNMatrix = float3x3(d.worldSpaceTangent, -bitangent, d.worldSpaceNormal); d.worldSpaceViewDir = normalize(_WorldSpaceCameraPos - i.worldPos); d.tangentSpaceViewDir = mul(d.TBNMatrix, d.worldSpaceViewDir); d.texcoord0 = i.texcoord0; // d.texcoord1 = i.texcoord1; // d.texcoord2 = i.texcoord2; // #if %TEXCOORD3REQUIREKEY% // d.texcoord3 = i.texcoord3; // #endif // d.isFrontFace = facing; // #if %VERTEXCOLORREQUIREKEY% d.vertexColor = i.vertexColor; // #endif // these rarely get used, so we back transform them. Usually will be stripped. #if _HDRP // d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(GetCameraRelativePositionWS(i.worldPos), 1)).xyz; #else // d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(i.worldPos, 1)).xyz; #endif // d.localSpaceNormal = normalize(mul((float3x3)GetWorldToObjectMatrix(), i.worldNormal)); // d.localSpaceTangent = normalize(mul((float3x3)GetWorldToObjectMatrix(), i.worldTangent.xyz)); // #if %SCREENPOSREQUIREKEY% d.screenPos = i.screenPos; d.screenUV = (i.screenPos.xy / i.screenPos.w); // #endif // #if %EXTRAV2F0REQUIREKEY% d.extraV2F0 = i.extraV2F0; // #endif // #if %EXTRAV2F1REQUIREKEY% d.extraV2F1 = i.extraV2F1; // #endif // #if %EXTRAV2F2REQUIREKEY% d.extraV2F2 = i.extraV2F2; // #endif // #if %EXTRAV2F3REQUIREKEY% d.extraV2F3 = i.extraV2F3; // #endif // #if %EXTRAV2F4REQUIREKEY% // d.extraV2F4 = i.extraV2F4; // #endif // #if %EXTRAV2F5REQUIREKEY% // d.extraV2F5 = i.extraV2F5; // #endif // #if %EXTRAV2F6REQUIREKEY% // d.extraV2F6 = i.extraV2F6; // #endif // #if %EXTRAV2F7REQUIREKEY% // d.extraV2F7 = i.extraV2F7; // #endif return d; } #endif #if defined(_PASSSHADOW) float3 _LightDirection; float3 _LightPosition; #endif #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) #define GetWorldToViewMatrix() _ViewMatrix #define UNITY_MATRIX_I_V _InvViewMatrix #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) #define UNITY_MATRIX_I_P _InvProjMatrix #define GetWorldToHClipMatrix() _ViewProjMatrix #define UNITY_MATRIX_I_VP _InvViewProjMatrix #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix void MotionVectorPositionZBias(VertexToPixel input) { #if UNITY_REVERSED_Z input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; #else input.pos.z += unity_MotionVectorsParams.z * input.pos.w; #endif } #endif // vertex shader VertexToPixel Vert (VertexData v) { VertexToPixel o = (VertexToPixel)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) VertexData previousMesh = v; #endif #if !_TESSELLATION_ON ChainModifyVertex(v, o, _Time); #endif o.texcoord0 = v.texcoord0; // o.texcoord1 = v.texcoord1; // o.texcoord2 = v.texcoord2; // #if %TEXCOORD3REQUIREKEY% // o.texcoord3 = v.texcoord3; // #endif // #if %VERTEXCOLORREQUIREKEY% o.vertexColor = v.vertexColor; // #endif // This return the camera relative position (if enable) float3 positionWS = TransformObjectToWorld(v.vertex.xyz); float3 normalWS = TransformObjectToWorldNormal(v.normal); float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); o.worldPos = positionWS; o.worldNormal = normalWS; o.worldTangent = tangentWS; // For some very odd reason, in 2021.2, we can't use Unity's defines, but have to use our own.. #if _PASSSHADOW #if _CASTING_PUNCTUAL_LIGHT_SHADOW float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); #else float3 lightDirectionWS = _LightDirection; #endif // Define shadow pass specific clip position for Universal o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, lightDirectionWS)); #if UNITY_REVERSED_Z o.pos.z = min(o.pos.z, UNITY_NEAR_CLIP_VALUE); #else o.pos.z = max(o.pos.z, UNITY_NEAR_CLIP_VALUE); #endif #elif _PASSMETA o.pos = MetaVertexPosition(float4(v.vertex.xyz, 0), v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST); #else o.pos = TransformWorldToHClip(o.worldPos); #endif // #if %SCREENPOSREQUIREKEY% o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); // #endif #if _PASSFORWARD || _PASSGBUFFER float2 uv1 = v.texcoord1.xy; OUTPUT_LIGHTMAP_UV(uv1, unity_LightmapST, o.lightmapUV); // o.texcoord1.xy = uv1; #if UNITY_VERSION < 60000009 OUTPUT_SH(o.worldNormal, o.sh); #endif #if defined(DYNAMICLIGHTMAP_ON) o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #if UNITY_VERSION >= 60000009 OUTPUT_SH(o.worldNormal, o.sh); #endif #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); #endif #endif #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT half fogFactor = 0; #if defined(_FOG_FRAGMENT) fogFactor = ComputeFogFactor(o.pos.z); #endif #if _BAKEDLIT o.fogFactorAndVertexLight = half4(fogFactor, 0, 0, 0); #else half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal); o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); #endif #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) o.shadowCoord = GetShadowCoord(vertexInput); #endif #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) #if !defined(TESSELLATION_ON) MotionVectorPositionZBias(o); #endif o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); // Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; if (!forceNoMotion) { #if defined(HAVE_VFX_MODIFICATION) float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) const bool applyDeformation = false; #else const bool applyDeformation = true; #endif #else const bool hasDeformation = unity_MotionVectorsParams.x == 1; // Mesh has skinned deformation float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) const bool applyDeformation = true; #else const bool applyDeformation = hasDeformation; #endif #endif // TODO #if defined(FEATURES_GRAPH_VERTEX) if (applyDeformation) previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); else previousPositionOS = previousMesh.positionOS; #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) previousPositionOS -= previousMesh.precomputedVelocity; #endif #endif #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) // Deformed vertices in DOTS are not cumulative with built-in Unity skinning/blend shapes // Needs to be called after vertex modification has been applied otherwise it will be // overwritten by Compute Deform node ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); #endif #if defined (_ADD_PRECOMPUTED_VELOCITY) previousPositionOS -= previousMesh.precomputedVelocity; #endif o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); #if defined(HAVE_VFX_MODIFICATION) #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. #endif o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); #else #if VFX_WORLD_SPACE //previousPositionOS is already in world space const float3 previousPositionWS = previousPositionOS; #else const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; #endif o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); #endif #else o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); #endif } #endif return o; } // fragment shader half4 Frag (VertexToPixel IN #if NEED_FACING , bool facing : SV_IsFrontFace #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); ShaderData d = CreateShaderData(IN #if NEED_FACING , facing #endif ); Surface l = (Surface)0; l.Albedo = half3(0.5, 0.5, 0.5); l.Normal = float3(0,0,1); l.Occlusion = 1; l.Alpha = 1; ChainSurfaceFunction(l, d); MetaInput metaInput = (MetaInput)0; metaInput.Albedo = l.Albedo; metaInput.Emission = l.Emission; return MetaFragment(metaInput); } ENDHLSL } Pass { Name "DepthNormals" Tags { "LightMode" = "DepthNormals" } // Render State Cull Back ZTest LEqual ZWrite On Tags { "RenderType" = "Opaque" "Queue" = "Geometry" "PreviewType" = "Sphere" } Cull [_CullingOption] ZWrite [_ZWrite] ZTest [_ZTestMode] ColorMask [_ColorMask] Lighting Off HLSLPROGRAM #pragma vertex Vert #pragma fragment Frag #pragma target 3.0 #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma multi_compile_fog #pragma multi_compile_instancing #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY #define _PASSDEPTH 1 #define _PASSDEPTHNORMALS 1 #pragma shader_feature_local TIMEISCUSTOM_ON #pragma shader_feature_local ADDITIVECONFIG_ON #pragma shader_feature_local PREMULTIPLYALPHA_ON #pragma shader_feature_local PREMULTIPLYCOLOR_ON #pragma shader_feature_local SPLITRGBA_ON #pragma shader_feature_local SHAPEADD_ON #pragma shader_feature_local SHAPE1SCREENUV_ON /////////////////Pipeline specific implementation #pragma shader_feature_local SHAPE2SCREENUV_ON /////////////////Pipeline specific implementation #pragma shader_feature_local SHAPE3SCREENUV_ON /////////////////Pipeline specific implementation #pragma shader_feature_local SHAPEDEBUG_ON #pragma shader_feature_local SHAPE1CONTRAST_ON #pragma shader_feature_local SHAPE1DISTORT_ON #pragma shader_feature_local SHAPE1ROTATE_ON #pragma shader_feature_local SHAPE1SHAPECOLOR_ON #pragma shader_feature_local SHAPE2_ON #pragma shader_feature_local SHAPE2CONTRAST_ON #pragma shader_feature_local SHAPE2DISTORT_ON #pragma shader_feature_local SHAPE2ROTATE_ON #pragma shader_feature_local SHAPE2SHAPECOLOR_ON #pragma shader_feature_local SHAPE3_ON #pragma shader_feature_local SHAPE3CONTRAST_ON #pragma shader_feature_local SHAPE3DISTORT_ON #pragma shader_feature_local SHAPE3ROTATE_ON #pragma shader_feature_local SHAPE3SHAPECOLOR_ON #pragma shader_feature_local GLOW_ON #pragma shader_feature_local GLOWTEX_ON #pragma shader_feature_local DEPTHGLOW_ON /////////////////Pipeline specific implementation #pragma shader_feature_local MASK_ON #pragma shader_feature_local COLORRAMP_ON #pragma shader_feature_local COLORRAMPGRAD_ON #pragma shader_feature_local COLORGRADING_ON #pragma shader_feature_local HSV_ON #pragma shader_feature_local POSTERIZE_ON #pragma shader_feature_local PIXELATE_ON #pragma shader_feature_local DISTORT_ON #pragma shader_feature_local SHAKEUV_ON #pragma shader_feature_local WAVEUV_ON #pragma shader_feature_local ROUNDWAVEUV_ON #pragma shader_feature_local TWISTUV_ON #pragma shader_feature_local DOODLE_ON #pragma shader_feature_local OFFSETSTREAM_ON #pragma shader_feature_local TEXTURESCROLL_ON #pragma shader_feature_local VERTOFFSET_ON #pragma shader_feature_local RIM_ON /////////////////Pipeline specific implementation #pragma shader_feature_local BACKFACETINT_ON /////////////////Pipeline specific implementation #pragma shader_feature_local POLARUV_ON #pragma shader_feature_local POLARUVDISTORT_ON #pragma shader_feature_local SHAPE1MASK_ON #pragma shader_feature_local TRAILWIDTH_ON #pragma shader_feature_local LIGHTANDSHADOW_ON #pragma shader_feature_local SHAPETEXOFFSET_ON #pragma shader_feature_local SHAPEWEIGHTS_ON #pragma shader_feature_local ALPHACUTOFF_ON #pragma shader_feature_local ALPHASMOOTHSTEP_ON #pragma shader_feature_local FADE_ON #pragma shader_feature_local FADEBURN_ON #pragma shader_feature_local ALPHAFADE_ON #pragma shader_feature_local ALPHAFADEUSESHAPE1_ON #pragma shader_feature_local ALPHAFADEUSEREDCHANNEL_ON #pragma shader_feature_local ALPHAFADETRANSPARENCYTOO_ON #pragma shader_feature_local ALPHAFADEINPUTSTREAM_ON #pragma shader_feature_local CAMDISTFADE_ON #pragma shader_feature NORMALMAP_ON #define _URP 1 #define REQUIRE_DEPTH_TEXTURE // this has to be here or specular color will be ignored. Not in SG code #if _SIMPLELIT #define _SPECULAR_COLOR #endif // Includes #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #undef WorldNormalVector #define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix) #define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal) #define _WorldSpaceLightPos0 _MainLightPosition #define UNITY_DECLARE_TEX2D(name) TEXTURE2D(name); SAMPLER(sampler##name); #define UNITY_DECLARE_TEX2D_NOSAMPLER(name) TEXTURE2D(name); #define UNITY_DECLARE_TEX2DARRAY(name) TEXTURE2D_ARRAY(name); SAMPLER(sampler##name); #define UNITY_DECLARE_TEX2DARRAY_NOSAMPLER(name) TEXTURE2D_ARRAY(name); #define UNITY_SAMPLE_TEX2DARRAY(tex,coord) SAMPLE_TEXTURE2D_ARRAY(tex, sampler##tex, coord.xy, coord.z) #define UNITY_SAMPLE_TEX2DARRAY_LOD(tex,coord,lod) SAMPLE_TEXTURE2D_ARRAY_LOD(tex, sampler##tex, coord.xy, coord.z, lod) #define UNITY_SAMPLE_TEX2D(tex, coord) SAMPLE_TEXTURE2D(tex, sampler##tex, coord) #define UNITY_SAMPLE_TEX2D_SAMPLER(tex, samp, coord) SAMPLE_TEXTURE2D(tex, sampler##samp, coord) #define UNITY_SAMPLE_TEX2D_LOD(tex,coord, lod) SAMPLE_TEXTURE2D_LOD(tex, sampler_##tex, coord, lod) #define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord, lod) SAMPLE_TEXTURE2D_LOD (tex, sampler##samplertex,coord, lod) #if defined(UNITY_COMPILER_HLSL) #define UNITY_INITIALIZE_OUTPUT(type,name) name = (type)0; #else #define UNITY_INITIALIZE_OUTPUT(type,name) #endif #define sampler2D_float sampler2D #define sampler2D_half sampler2D // data across stages, stripped like the above. struct VertexToPixel { float4 pos : SV_POSITION; float3 worldPos : TEXCOORD0; float3 worldNormal : TEXCOORD1; float4 worldTangent : TEXCOORD2; float4 texcoord0 : TEXCOORD3; // float4 texcoord1 : TEXCOORD4; // float4 texcoord2 : TEXCOORD5; // #if %TEXCOORD3REQUIREKEY% // float4 texcoord3 : TEXCOORD6; // #endif // #if %SCREENPOSREQUIREKEY% float4 screenPos : TEXCOORD7; // #endif // #if %VERTEXCOLORREQUIREKEY% half4 vertexColor : COLOR; // #endif #if defined(LIGHTMAP_ON) float2 lightmapUV : TEXCOORD8; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV : TEXCOORD9; #endif #if !defined(LIGHTMAP_ON) float4 probeOcclusion : TEXCOORD8; float3 sh : TEXCOORD10; #endif #if defined(VARYINGS_NEED_FOG_AND_VERTEX_LIGHT) float4 fogFactorAndVertexLight : TEXCOORD11; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD12; #endif // #if %EXTRAV2F0REQUIREKEY% float4 extraV2F0 : TEXCOORD13; // #endif // #if %EXTRAV2F1REQUIREKEY% float4 extraV2F1 : TEXCOORD14; // #endif // #if %EXTRAV2F2REQUIREKEY% float4 extraV2F2 : TEXCOORD15; // #endif // #if %EXTRAV2F3REQUIREKEY% float4 extraV2F3 : TEXCOORD16; // #endif // #if %EXTRAV2F4REQUIREKEY% // float4 extraV2F4 : TEXCOORD17; // #endif // #if %EXTRAV2F5REQUIREKEY% // float4 extraV2F5 : TEXCOORD18; // #endif // #if %EXTRAV2F6REQUIREKEY% // float4 extraV2F6 : TEXCOORD19; // #endif // #if %EXTRAV2F7REQUIREKEY% // float4 extraV2F7 : TEXCOORD20; // #endif #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) float4 previousPositionCS : TEXCOORD21; // Contain previous transform position (in case of skinning for example) float4 positionCS : TEXCOORD22; #endif }; // data describing the user output of a pixel struct Surface { half3 Albedo; half Height; half3 Normal; half Smoothness; half3 Emission; half Metallic; half3 Specular; half Occlusion; half SpecularPower; // for simple lighting half Alpha; float outputDepth; // if written, SV_Depth semantic is used. ShaderData.clipPos.z is unused value // HDRP Only half SpecularOcclusion; half SubsurfaceMask; half Thickness; half CoatMask; half CoatSmoothness; half Anisotropy; half IridescenceMask; half IridescenceThickness; int DiffusionProfileHash; float SpecularAAThreshold; float SpecularAAScreenSpaceVariance; // requires _OVERRIDE_BAKEDGI to be defined, but is mapped in all pipelines float3 DiffuseGI; float3 BackDiffuseGI; float3 SpecularGI; float ior; float3 transmittanceColor; float atDistance; float transmittanceMask; // requires _OVERRIDE_SHADOWMASK to be defines float4 ShadowMask; // for decals float NormalAlpha; float MAOSAlpha; }; // Data the user declares in blackboard blocks struct Blackboard { float blackboardDummyData; }; // data the user might need, this will grow to be big. But easy to strip struct ShaderData { float4 clipPos; // SV_POSITION float3 localSpacePosition; float3 localSpaceNormal; float3 localSpaceTangent; float3 worldSpacePosition; float3 worldSpaceNormal; float3 worldSpaceTangent; float tangentSign; float3 worldSpaceViewDir; float3 tangentSpaceViewDir; float4 texcoord0; float4 texcoord1; float4 texcoord2; float4 texcoord3; float2 screenUV; float4 screenPos; float4 vertexColor; bool isFrontFace; float4 extraV2F0; float4 extraV2F1; float4 extraV2F2; float4 extraV2F3; float4 extraV2F4; float4 extraV2F5; float4 extraV2F6; float4 extraV2F7; float3x3 TBNMatrix; Blackboard blackboard; }; struct VertexData { #if SHADER_TARGET > 30 // uint vertexID : SV_VertexID; #endif float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 texcoord0 : TEXCOORD0; // optimize out mesh coords when not in use by user or lighting system #if _URP && (_USINGTEXCOORD1 || _PASSMETA || _PASSFORWARD || _PASSGBUFFER) float4 texcoord1 : TEXCOORD1; #endif #if _URP && (_USINGTEXCOORD2 || _PASSMETA || ((_PASSFORWARD || _PASSGBUFFER) && defined(DYNAMICLIGHTMAP_ON))) float4 texcoord2 : TEXCOORD2; #endif #if _STANDARD && (_USINGTEXCOORD1 || (_PASSMETA || ((_PASSFORWARD || _PASSGBUFFER || _PASSFORWARDADD) && LIGHTMAP_ON))) float4 texcoord1 : TEXCOORD1; #endif #if _STANDARD && (_USINGTEXCOORD2 || (_PASSMETA || ((_PASSFORWARD || _PASSGBUFFER) && DYNAMICLIGHTMAP_ON))) float4 texcoord2 : TEXCOORD2; #endif #if _HDRP float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; #endif // #if %TEXCOORD3REQUIREKEY% // float4 texcoord3 : TEXCOORD3; // #endif // #if %VERTEXCOLORREQUIREKEY% float4 vertexColor : COLOR; // #endif #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) float3 previousPositionOS : TEXCOORD4; // Contain previous transform position (in case of skinning for example) #if defined (_ADD_PRECOMPUTED_VELOCITY) float3 precomputedVelocity : TEXCOORD5; // Add Precomputed Velocity (Alembic computes velocities on runtime side). #endif #endif UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessVertex { float4 vertex : INTERNALTESSPOS; float3 normal : NORMAL; float4 tangent : TANGENT; float4 texcoord0 : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; // #if %TEXCOORD3REQUIREKEY% // float4 texcoord3 : TEXCOORD3; // #endif // #if %VERTEXCOLORREQUIREKEY% float4 vertexColor : COLOR; // #endif // #if %EXTRAV2F0REQUIREKEY% float4 extraV2F0 : TEXCOORD5; // #endif // #if %EXTRAV2F1REQUIREKEY% float4 extraV2F1 : TEXCOORD6; // #endif // #if %EXTRAV2F2REQUIREKEY% float4 extraV2F2 : TEXCOORD7; // #endif // #if %EXTRAV2F3REQUIREKEY% float4 extraV2F3 : TEXCOORD8; // #endif // #if %EXTRAV2F4REQUIREKEY% // float4 extraV2F4 : TEXCOORD9; // #endif // #if %EXTRAV2F5REQUIREKEY% // float4 extraV2F5 : TEXCOORD10; // #endif // #if %EXTRAV2F6REQUIREKEY% // float4 extraV2F6 : TEXCOORD11; // #endif // #if %EXTRAV2F7REQUIREKEY% // float4 extraV2F7 : TEXCOORD12; // #endif #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) float3 previousPositionOS : TEXCOORD13; // Contain previous transform position (in case of skinning for example) #if defined (_ADD_PRECOMPUTED_VELOCITY) float3 precomputedVelocity : TEXCOORD14; #endif #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; struct ExtraV2F { float4 extraV2F0; float4 extraV2F1; float4 extraV2F2; float4 extraV2F3; float4 extraV2F4; float4 extraV2F5; float4 extraV2F6; float4 extraV2F7; Blackboard blackboard; float4 time; }; float3 WorldToTangentSpace(ShaderData d, float3 normal) { return mul(d.TBNMatrix, normal); } float3 TangentToWorldSpace(ShaderData d, float3 normal) { return mul(normal, d.TBNMatrix); } // in this case, make standard more like SRPs, because we can't fix // unity_WorldToObject in HDRP, since it already does macro-fu there #if _STANDARD float3 TransformWorldToObject(float3 p) { return mul(unity_WorldToObject, float4(p, 1)); }; float3 TransformObjectToWorld(float3 p) { return mul(unity_ObjectToWorld, float4(p, 1)); }; float4 TransformWorldToObject(float4 p) { return mul(unity_WorldToObject, p); }; float4 TransformObjectToWorld(float4 p) { return mul(unity_ObjectToWorld, p); }; float4x4 GetWorldToObjectMatrix() { return unity_WorldToObject; } float4x4 GetObjectToWorldMatrix() { return unity_ObjectToWorld; } #if (defined(SHADER_API_D3D11) || defined(SHADER_API_XBOXONE) || defined(UNITY_COMPILER_HLSLCC) || defined(SHADER_API_PSSL) || (SHADER_TARGET_SURFACE_ANALYSIS && !SHADER_TARGET_SURFACE_ANALYSIS_MOJOSHADER)) #define UNITY_SAMPLE_TEX2D_LOD(tex,coord, lod) tex.SampleLevel (sampler##tex,coord, lod) #define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord, lod) tex.SampleLevel (sampler##samplertex,coord, lod) #else #define UNITY_SAMPLE_TEX2D_LOD(tex,coord,lod) tex2D (tex,coord,0,lod) #define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord,lod) tex2D (tex,coord,0,lod) #endif #undef GetWorldToObjectMatrix() #define GetWorldToObjectMatrix() unity_WorldToObject #endif float3 GetCameraWorldPosition() { #if _HDRP return GetCameraRelativePositionWS(_WorldSpaceCameraPos); #else return _WorldSpaceCameraPos; #endif } #if _GRABPASSUSED #if _STANDARD TEXTURE2D(%GRABTEXTURE%); SAMPLER(sampler_%GRABTEXTURE%); #endif half3 GetSceneColor(float2 uv) { #if _STANDARD return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, uv).rgb; #else return SHADERGRAPH_SAMPLE_SCENE_COLOR(uv); #endif } #endif #if _STANDARD UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); float GetSceneDepth(float2 uv) { return SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv); } float GetLinear01Depth(float2 uv) { return Linear01Depth(GetSceneDepth(uv)); } float GetLinearEyeDepth(float2 uv) { return LinearEyeDepth(GetSceneDepth(uv)); } #else float GetSceneDepth(float2 uv) { return SHADERGRAPH_SAMPLE_SCENE_DEPTH(uv); } float GetLinear01Depth(float2 uv) { return Linear01Depth(GetSceneDepth(uv), _ZBufferParams); } float GetLinearEyeDepth(float2 uv) { return LinearEyeDepth(GetSceneDepth(uv), _ZBufferParams); } #endif float3 GetWorldPositionFromDepthBuffer(float2 uv, float3 worldSpaceViewDir) { float eye = GetLinearEyeDepth(uv); float3 camView = mul((float3x3)GetObjectToWorldMatrix(), transpose(mul(GetWorldToObjectMatrix(), UNITY_MATRIX_I_V)) [2].xyz); float dt = dot(worldSpaceViewDir, camView); float3 div = worldSpaceViewDir/dt; float3 wpos = (eye * div) + GetCameraWorldPosition(); return wpos; } #if _HDRP float3 ObjectToWorldSpacePosition(float3 pos) { return GetAbsolutePositionWS(TransformObjectToWorld(pos)); } #else float3 ObjectToWorldSpacePosition(float3 pos) { return TransformObjectToWorld(pos); } #endif #if _STANDARD UNITY_DECLARE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture); float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir) { float4 depthNorms = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture, uv); float3 norms = DecodeViewNormalStereo(depthNorms); norms = mul((float3x3)GetWorldToViewMatrix(), norms) * 0.5 + 0.5; return norms; } #elif _HDRP && !_DECALSHADER float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir) { NormalData nd; DecodeFromNormalBuffer(_ScreenSize.xy * uv, nd); return nd.normalWS; } #elif _URP #if (SHADER_LIBRARY_VERSION_MAJOR >= 10) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl" #endif float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir) { #if (SHADER_LIBRARY_VERSION_MAJOR >= 10) return SampleSceneNormals(uv); #else float3 wpos = GetWorldPositionFromDepthBuffer(uv, worldSpaceViewDir); return normalize(-cross(ddx(wpos), ddy(wpos))) * 0.5 + 0.5; #endif } #endif #if _HDRP half3 UnpackNormalmapRGorAG(half4 packednormal) { // This do the trick packednormal.x *= packednormal.w; half3 normal; normal.xy = packednormal.xy * 2 - 1; normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy))); return normal; } half3 UnpackNormal(half4 packednormal) { #if defined(UNITY_NO_DXT5nm) return packednormal.xyz * 2 - 1; #else return UnpackNormalmapRGorAG(packednormal); #endif } #endif #if _HDRP || _URP half3 UnpackScaleNormal(half4 packednormal, half scale) { #ifndef UNITY_NO_DXT5nm // Unpack normal as DXT5nm (1, y, 1, x) or BC5 (x, y, 0, 1) // Note neutral texture like "bump" is (0, 0, 1, 1) to work with both plain RGB normal and DXT5nm/BC5 packednormal.x *= packednormal.w; #endif half3 normal; normal.xy = (packednormal.xy * 2 - 1) * scale; normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy))); return normal; } #endif void GetSun(out float3 lightDir, out float3 color) { lightDir = float3(0.5, 0.5, 0); color = 1; #if _HDRP if (_DirectionalLightCount > 0) { DirectionalLightData light = _DirectionalLightDatas[0]; lightDir = -light.forward.xyz; color = light.color; } #elif _STANDARD lightDir = normalize(_WorldSpaceLightPos0.xyz); color = _LightColor0.rgb; #elif _URP Light light = GetMainLight(); lightDir = light.direction; color = light.color; #endif } CBUFFER_START(UnityPerMaterial) half4 _Color; half _Alpha; half _AlphaCutoffValue; half _TimingSeed; #if TIMEISCUSTOM_ON float4 globalCustomTime; #endif half4 _MainTex_ST, _ShapeColor; half _ShapeXSpeed, _ShapeYSpeed, _ShapeColorWeight, _ShapeAlphaWeight; #if SHAPE1CONTRAST_ON half _ShapeContrast, _ShapeBrightness; #endif #if SHAPE1DISTORT_ON half4 _ShapeDistortTex_ST; half _ShapeDistortAmount, _ShapeDistortXSpeed, _ShapeDistortYSpeed; #endif #if SHAPE1ROTATE_ON half _ShapeRotationOffset, _ShapeRotationSpeed; #endif #if OFFSETSTREAM_ON half _OffsetSh1; #endif #if SHAPEWEIGHTS_ON half _Sh1BlendOffset; #endif #if SHAPE2_ON half4 _Shape2Tex_ST, _Shape2Color; half _Shape2XSpeed, _Shape2YSpeed, _Shape2ColorWeight, _Shape2AlphaWeight; #if SHAPE2CONTRAST_ON half _Shape2Contrast, _Shape2Brightness; #endif #if SHAPE2DISTORT_ON half4 _Shape2DistortTex_ST; half _Shape2DistortAmount, _Shape2DistortXSpeed, _Shape2DistortYSpeed; #endif #if SHAPE2ROTATE_ON half _Shape2RotationOffset, _Shape2RotationSpeed; #endif #if OFFSETSTREAM_ON half _OffsetSh2; #endif #if SHAPEWEIGHTS_ON half _Sh2BlendOffset; #endif #endif #if SHAPE3_ON half4 _Shape3Tex_ST, _Shape3Color; half _Shape3XSpeed, _Shape3YSpeed, _Shape3ColorWeight, _Shape3AlphaWeight; #if SHAPE3CONTRAST_ON half _Shape3Contrast, _Shape3Brightness; #endif #if SHAPE3DISTORT_ON half4 _Shape3DistortTex_ST; half _Shape3DistortAmount, _Shape3DistortXSpeed, _Shape3DistortYSpeed; #endif #if SHAPE3ROTATE_ON half _Shape3RotationOffset, _Shape3RotationSpeed; #endif #if OFFSETSTREAM_ON half _OffsetSh3; #endif #if SHAPEWEIGHTS_ON half _Sh3BlendOffset; #endif #endif #if GLOW_ON half4 _GlowColor; half _Glow, _GlowGlobal; #if GLOWTEX_ON half4 _GlowTex_ST; #endif #endif #if MASK_ON half4 _MaskTex_ST; half _MaskPow; #endif #if COLORRAMP_ON half _ColorRampLuminosity, _ColorRampBlend; #endif #if ALPHASMOOTHSTEP_ON half _AlphaStepMin, _AlphaStepMax; #endif #if ALPHAFADE_ON half _AlphaFadeAmount, _AlphaFadeSmooth, _AlphaFadePow; #endif #if HSV_ON half _HsvShift, _HsvSaturation, _HsvBright; #endif #if POSTERIZE_ON half _PosterizeNumColors; #endif #if PIXELATE_ON half _PixelateSize; #endif #if DISTORT_ON half4 _DistortTex_ST; half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount; #endif #if TEXTURESCROLL_ON half _TextureScrollXSpeed, _TextureScrollYSpeed; #endif #if SHAKEUV_ON half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY; #endif #if WAVEUV_ON half _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY; #endif #if ROUNDWAVEUV_ON half _RoundWaveStrength, _RoundWaveSpeed; #endif #if TWISTUV_ON half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius; #endif #if DOODLE_ON half _HandDrawnAmount, _HandDrawnSpeed; #endif #if ROUNDWAVEUV_ON || PIXELATE_ON half4 _MainTex_TexelSize; #endif #if VERTOFFSET_ON half4 _VertOffsetTex_ST; half _VertOffsetAmount, _VertOffsetPower, _VertOffsetTexXSpeed, _VertOffsetTexYSpeed; #endif #if FADE_ON half4 _FadeTex_ST; half _FadeAmount, _FadeTransition, _FadePower, _FadeScrollXSpeed, _FadeScrollYSpeed; #if FADEBURN_ON half4 _FadeBurnColor, _FadeBurnTex_ST; half _FadeBurnWidth, _FadeBurnGlow; #endif #endif #if COLORGRADING_ON half3 _ColorGradingLight, _ColorGradingMiddle, _ColorGradingDark; half _ColorGradingMidPoint; #endif #if CAMDISTFADE_ON half _CamDistFadeStepMin, _CamDistFadeStepMax, _CamDistProximityFade; #endif #if RIM_ON half _RimBias, _RimScale, _RimPower, _RimIntensity, _RimAddAmount, _RimErodesAlpha; half4 _RimColor; #endif #if BACKFACETINT_ON half4 _BackFaceTint, _FrontFaceTint; #endif #if SHAPEDEBUG_ON half _DebugShape; #endif #if SHAPE1MASK_ON half4 _Shape1MaskTex_ST; half _Shape1MaskPow; #endif #if TRAILWIDTH_ON half _TrailWidthPower; #endif #if LIGHTANDSHADOW_ON half3 _All1VfxLightDir; half _ShadowAmount, _ShadowStepMin, _ShadowStepMax, _LightAmount; half4 _LightColor; #endif #if SHAPETEXOFFSET_ON half _RandomSh1Mult, _RandomSh2Mult, _RandomSh3Mult; #endif #if DEPTHGLOW_ON half _DepthGlowDist, _DepthGlowPow, _DepthGlow, _DepthGlowGlobal; half4 _DepthGlowColor; #endif #if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON half _ScreenUvShDistScale,_ScreenUvSh2DistScale, _ScreenUvSh3DistScale; #endif #if NORMALMAP_ON half _NormalStrength; #endif CBUFFER_END TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); #if SHAPE1DISTORT_ON TEXTURE2D(_ShapeDistortTex); SAMPLER(sampler_ShapeDistortTex); #endif #if SHAPE2_ON TEXTURE2D(_Shape2Tex); SAMPLER(sampler_Shape2Tex); #if SHAPE2DISTORT_ON TEXTURE2D(_Shape2DistortTex); SAMPLER(sampler_Shape2DistortTex); #endif #endif #if SHAPE3_ON TEXTURE2D(_Shape3Tex); SAMPLER(sampler_Shape3Tex); #if SHAPE3DISTORT_ON TEXTURE2D(_Shape3DistortTex); SAMPLER(sampler_Shape3DistortTex); #endif #endif #if GLOW_ON #if GLOWTEX_ON TEXTURE2D(_GlowTex); SAMPLER(sampler_GlowTex); #endif #endif #if MASK_ON TEXTURE2D(_MaskTex); SAMPLER(sampler_MaskTex); #endif #if COLORRAMP_ON TEXTURE2D(_ColorRampTex); SAMPLER(sampler_ColorRampTex); #endif #if COLORRAMPGRAD_ON TEXTURE2D(_ColorRampTexGradient); SAMPLER(sampler_ColorRampTexGradient); #endif #if DISTORT_ON TEXTURE2D(_DistortTex); SAMPLER(sampler_DistortTex); #endif #if VERTOFFSET_ON TEXTURE2D(_VertOffsetTex); SAMPLER(sampler_VertOffsetTex); #endif #if FADE_ON TEXTURE2D(_FadeTex); SAMPLER(sampler_FadeTex); #if FADEBURN_ON TEXTURE2D(_FadeBurnTex); SAMPLER(sampler_FadeBurnTex); #endif #endif #if SHAPE1MASK_ON TEXTURE2D(_Shape1MaskTex); SAMPLER(sampler_Shape1MaskTex); #endif #if TRAILWIDTH_ON TEXTURE2D(_TrailWidthGradient); SAMPLER(sampler_TrailWidthGradient); #endif #if NORMALMAP_ON TEXTURE2D(_NormalMap); SAMPLER(sampler_NormalMap); #endif half4 SampleTextureWithScroll(in Texture2D _tex, in SamplerState _sampler, in float2 uv, in half scrollXSpeed, in half scrollYSpeed, in float time) { half2 _uv = uv; _uv.x += (time * scrollXSpeed) % 1; _uv.y += (time * scrollYSpeed) % 1; return SAMPLE_TEXTURE2D(_tex, _sampler, _uv); } half EaseOutQuint(half x) { return 1 - pow(1 - x, 5); } half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax) { return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin); } float2 RotateUvs(float2 uv, half rotation, half4 scaleAndTranslate) { half2 center = half2(0.5 * scaleAndTranslate.x + scaleAndTranslate.z, 0.5 * scaleAndTranslate.y + scaleAndTranslate.w); half cosAngle = cos(rotation); half sinAngle = sin(rotation); uv -= center; uv = mul(half2x2(cosAngle, -sinAngle, sinAngle, cosAngle), uv); uv += center; return uv; } half4 GetDebugColor(float4 resColor, half4 shape1, half4 shape2, half4 shape3) { half4 res = resColor; //MAKE SURE THE FOLLOWING CODE BLOCK IS UNCOMMENTED------------------------------------------- #if SHAPEDEBUG_ON if(_DebugShape < 1.5) return shape1; #if SHAPE2_ON else if (_DebugShape < 2.5) return shape2; #endif #if SHAPE3_ON else return shape3; #endif #endif return res; } void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) { //uvDistTex --> extraV2F0 //uvSh1DistTex --> extraV2F1 //uvSh2DistTex --> extraV2F2 //uvSh3DistTex --> extraV2F3 #if VERTOFFSET_ON #if TIMEISCUSTOM_ON const half time = v.texcoord0.z + globalCustomTime.y; #else const half time = v.texcoord0.z + _Time.y; #endif half4 offsetUv = half4(TRANSFORM_TEX(v.texcoord0.xy, _VertOffsetTex), 0, 0); offsetUv.x += (time * _VertOffsetTexXSpeed) % 1; offsetUv.y += (time * _VertOffsetTexYSpeed) % 1; v.vertex.xyz += v.normal * _VertOffsetAmount * pow(SAMPLE_TEXTURE2D_LOD(_VertOffsetTex, sampler_VertOffsetTex, offsetUv, 0).r, _VertOffsetPower); #endif #if DISTORT_ON && !POLARUVDISTORT_ON d.extraV2F0.xy = TRANSFORM_TEX(v.texcoord0.xy, _DistortTex); #endif #if SHAPE1DISTORT_ON && !POLARUVDISTORT_ON d.extraV2F1.xy = TRANSFORM_TEX(v.texcoord0.xy, _ShapeDistortTex); #endif #if SHAPE2_ON #if SHAPE2DISTORT_ON && !POLARUVDISTORT_ON d.extraV2F2.xy = TRANSFORM_TEX(v.texcoord0.xy, _Shape2DistortTex);; #endif #endif #if SHAPE3_ON #if SHAPE3DISTORT_ON && !POLARUVDISTORT_ON d.extraV2F3.xy = TRANSFORM_TEX(v.texcoord0.xy, _Shape3DistortTex); #endif #endif } void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) { //i.uvSeed -> d.texcoord0.xy float seed = d.texcoord0.z + _TimingSeed; #if TIMEISCUSTOM_ON const float4 shaderTime = globalCustomTime; #else const float4 shaderTime = _Time; #endif float time = shaderTime.y + seed; #if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON half2 originalUvs = d.texcoord0.xy; #endif #if PIXELATE_ON half aspectRatio = _MainTex_TexelSize.x / _MainTex_TexelSize.y; half2 pixelSize = float2(_PixelateSize, _PixelateSize * aspectRatio); d.texcoord0.xy = floor(d.texcoord0.xy * pixelSize) / pixelSize; #endif #if NORMALMAP_ON half4 normalSample = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, d.texcoord0.xy); half3 normalTS = UnpackNormal(normalSample); normalTS.xy *= _NormalStrength; o.Normal = normalTS; #endif #if TWISTUV_ON half2 tempUv = d.texcoord0.xy - half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y); _TwistUvRadius *= (_MainTex_ST.x + _MainTex_ST.y) / 2; half percent = (_TwistUvRadius - length(tempUv)) / _TwistUvRadius; half theta = percent * percent * (2.0 * sin(_TwistUvAmount)) * 8.0; half s = sin(theta); half c = cos(theta); half beta = max(sign(_TwistUvRadius - length(tempUv)), 0.0); tempUv = half2(dot(tempUv, half2(c, -s)), dot(tempUv, half2(s, c))) * beta + tempUv * (1 - beta); tempUv += half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y); d.texcoord0.xy = tempUv; #endif #if DOODLE_ON half2 uvCopy = d.texcoord0.xy; _HandDrawnSpeed = (floor((shaderTime.x + seed) * 20 * _HandDrawnSpeed) / _HandDrawnSpeed) * _HandDrawnSpeed; uvCopy.x = sin((uvCopy.x * _HandDrawnAmount + _HandDrawnSpeed) * 4); uvCopy.y = cos((uvCopy.y * _HandDrawnAmount + _HandDrawnSpeed) * 4); d.texcoord0.xy = lerp(d.texcoord0.xy, d.texcoord0.xy + uvCopy, 0.0005 * _HandDrawnAmount); #endif #if SHAKEUV_ON half xShake = sin((shaderTime.x + seed) * _ShakeUvSpeed * 50) * _ShakeUvX; half yShake = cos((shaderTime.x + seed) * _ShakeUvSpeed * 50) * _ShakeUvY; d.texcoord0.xy += half2(xShake * 0.012, yShake * 0.01); #endif #if WAVEUV_ON half2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - d.texcoord0.xy; #if ATLAS_ON uvWave = half2(_WaveX, _WaveY) - uvRect; #endif uvWave.x *= _ScreenParams.x / _ScreenParams.y; half angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((time * _WaveSpeed) % 360.0); d.texcoord0.xy = d.texcoord0.xy + normalize(uvWave) * sin(angWave) * (_WaveStrength / 1000.0); #endif #if ROUNDWAVEUV_ON half xWave = ((0.5 * _MainTex_ST.x) - d.texcoord0.x); half yWave = ((0.5 * _MainTex_ST.y) - d.texcoord0.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z); half ripple = -sqrt(xWave*xWave + yWave* yWave); d.texcoord0.xy += (sin((ripple + time * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1; #endif #if POLARUV_ON half2 prePolarUvs = d.texcoord0.xy; d.texcoord0.xy = d.texcoord0.xy - half2(0.5, 0.5); d.texcoord0.xy = half2(atan2(d.texcoord0.y, d.texcoord0.x) / (1.0 * 6.28318530718), length(d.texcoord0.xy) * 2.0); d.texcoord0.xy *= _MainTex_ST.xy; #endif #if DISTORT_ON #if POLARUVDISTORT_ON half2 distortUvs = TRANSFORM_TEX(d.texcoord0.xy, _DistortTex); #else half2 distortUvs = d.extraV2F0.xy; #endif distortUvs.x += ((shaderTime.x + seed) * _DistortTexXSpeed) % 1; distortUvs.y += ((shaderTime.x + seed) * _DistortTexYSpeed) % 1; #if ATLAS_ON d.extraV2F0.xy = half2((d.extraV2F0.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.extraV2F0.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half distortAmnt = (SAMPLE_TEXTURE2D(_DistortTex, sampler_DistortTex, distortUvs).r - 0.5) * 0.2 * _DistortAmount; d.texcoord0.x += distortAmnt; d.texcoord0.y += distortAmnt; #endif #if TEXTURESCROLL_ON d.texcoord0.x += (time * _TextureScrollXSpeed) % 1; d.texcoord0.y += (time * _TextureScrollYSpeed) % 1; #endif #if TRAILWIDTH_ON half width = pow(SAMPLE_TEXTURE2D(_TrailWidthGradient, sampler_TrailWidthGradient, d.texcoord0).r, _TrailWidthPower); d.texcoord0.y = (d.texcoord0.y * 2 - 1) / width * 0.5 + 0.5; clip(d.texcoord0.y); clip(1 - d.texcoord0.y); #endif float2 shape1Uv = d.texcoord0.xy; #if SHAPE2_ON float2 shape2Uv = shape1Uv; #endif #if SHAPE3_ON float2 shape3Uv = shape1Uv; #endif #if CAMDISTFADE_ON || SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON half camDistance = distance(d.worldSpacePosition, _WorldSpaceCameraPos); #endif #if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON half2 uvOffsetPostFx = d.texcoord0.xy - originalUvs; d.texcoord0.xy = d.screenPos.xy / d.screenPos.w; d.texcoord0.x = d.texcoord0.x * (_ScreenParams.x / _ScreenParams.y); d.texcoord0.x -= 0.5; d.texcoord0.xy -= uvOffsetPostFx; originalUvs += uvOffsetPostFx; half distanceZoom = camDistance * 0.1; half2 scaleWithDistUvs = d.texcoord0.xy * distanceZoom + ((-distanceZoom * 0.5) + 0.5); #if SHAPE1SCREENUV_ON shape1Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvShDistScale); #else shape1Uv = originalUvs; #endif #if SHAPE2SCREENUV_ON && SHAPE2_ON shape2Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvSh2DistScale); #else #if SHAPE2_ON shape2Uv = originalUvs; #endif #endif #if SHAPE3SCREENUV_ON && SHAPE3_ON shape3Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvSh3DistScale); #else #if SHAPE3_ON shape3Uv = originalUvs; #endif #endif #endif shape1Uv = TRANSFORM_TEX(shape1Uv, _MainTex); #if OFFSETSTREAM_ON shape1Uv.x += i.offsetCustomData.x * _OffsetSh1; shape1Uv.y += i.offsetCustomData.y * _OffsetSh1; #endif #if SHAPETEXOFFSET_ON shape1Uv += seed * _RandomSh1Mult; #endif #if SHAPE1DISTORT_ON #if POLARUVDISTORT_ON half2 sh1DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _ShapeDistortTex); #else half2 sh1DistortUvs = d.extraV2F1.xy; #endif sh1DistortUvs.x += ((time + seed) * _ShapeDistortXSpeed) % 1; sh1DistortUvs.y += ((time + seed) * _ShapeDistortYSpeed) % 1; half distortAmount = (SAMPLE_TEXTURE2D(_ShapeDistortTex, sampler_ShapeDistortTex, sh1DistortUvs).r - 0.5) * 0.2 * _ShapeDistortAmount; shape1Uv.x += distortAmount; shape1Uv.y += distortAmount; #endif #if SHAPE1ROTATE_ON shape1Uv = RotateUvs(shape1Uv, _ShapeRotationOffset + ((_ShapeRotationSpeed * time) % 6.28318530718), _MainTex_ST); #endif half4 shape1 = SampleTextureWithScroll(_MainTex, sampler_MainTex, shape1Uv, _ShapeXSpeed, _ShapeYSpeed, time); #if SHAPE1SHAPECOLOR_ON shape1.a = shape1.r; shape1.rgb = _ShapeColor.rgb; #else shape1 *= _ShapeColor; #endif #if SHAPE1CONTRAST_ON #if SHAPE1SHAPECOLOR_ON shape1.a = saturate((shape1.a - 0.5) * _ShapeContrast + 0.5 + _ShapeBrightness); #else shape1.rgb = max(0, (shape1.rgb - half3(0.5, 0.5, 0.5)) * _ShapeContrast + half3(0.5, 0.5, 0.5) + _ShapeBrightness); #endif #endif half4 shape2 = 1.0; #if SHAPE2_ON shape2Uv = TRANSFORM_TEX(shape2Uv, _Shape2Tex); #if OFFSETSTREAM_ON shape2Uv.x += i.offsetCustomData.x * _OffsetSh2; shape2Uv.y += i.offsetCustomData.y * _OffsetSh2; #endif #if SHAPETEXOFFSET_ON shape2Uv += seed * _RandomSh2Mult; #endif #if SHAPE2DISTORT_ON #if POLARUVDISTORT_ON half2 sh2DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _Shape2DistortTex); #else half2 sh2DistortUvs = d.extraV2F2.xy; #endif sh2DistortUvs.x += ((time + seed) * _Shape2DistortXSpeed) % 1; sh2DistortUvs.y += ((time + seed) * _Shape2DistortYSpeed) % 1; half distortAmnt2 = (SAMPLE_TEXTURE2D(_Shape2DistortTex, sampler_Shape2DistortTex, sh2DistortUvs).r - 0.5) * 0.2 * _Shape2DistortAmount; shape2Uv.x += distortAmnt2; shape2Uv.y += distortAmnt2; #endif #if SHAPE2ROTATE_ON shape2Uv = RotateUvs(shape2Uv, _Shape2RotationOffset + ((_Shape2RotationSpeed * time) % 6.28318530718), _Shape2Tex_ST); #endif shape2 = SampleTextureWithScroll(_Shape2Tex, sampler_Shape2Tex, shape2Uv, _Shape2XSpeed, _Shape2YSpeed, time); #if SHAPE2SHAPECOLOR_ON shape2.a = shape2.r; shape2.rgb = _Shape2Color.rgb; #else shape2 *= _Shape2Color; #endif #if SHAPE2CONTRAST_ON #if SHAPE2SHAPECOLOR_ON shape2.a = max(0, (shape2.a - 0.5) * _Shape2Contrast + 0.5 + _Shape2Brightness); #else shape2.rgb = max(0, (shape2.rgb - half3(0.5, 0.5, 0.5)) * _Shape2Contrast + half3(0.5, 0.5, 0.5) + _Shape2Brightness); #endif #endif #endif half4 shape3 = 1.0; #if SHAPE3_ON shape3Uv = TRANSFORM_TEX(shape3Uv, _Shape3Tex); #if OFFSETSTREAM_ON shape3Uv.x += i.offsetCustomData.x * _OffsetSh3; shape3Uv.y += i.offsetCustomData.y * _OffsetSh3; #endif #if SHAPETEXOFFSET_ON shape3Uv += seed * _RandomSh3Mult; #endif #if SHAPE3DISTORT_ON #if POLARUVDISTORT_ON half2 sh3DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _Shape3DistortTex); #else half2 sh3DistortUvs = d.extraV2F3.xy; #endif sh3DistortUvs.x += ((time + seed) * _Shape3DistortXSpeed) % 1; sh3DistortUvs.y += ((time + seed) * _Shape3DistortYSpeed) % 1; half distortAmnt3 = (SAMPLE_TEXTURE2D(_Shape3DistortTex, sampler_Shape3DistortTex, sh3DistortUvs).r - 0.5) * 0.3 * _Shape3DistortAmount; shape3Uv.x += distortAmnt3; shape3Uv.y += distortAmnt3; #endif #if SHAPE3ROTATE_ON shape3Uv = RotateUvs(shape3Uv, _Shape3RotationOffset + ((_Shape3RotationSpeed * time) % 6.28318530718), _Shape3Tex_ST); #endif shape3 = SampleTextureWithScroll(_Shape3Tex, sampler_Shape3Tex, shape3Uv, _Shape3XSpeed, _Shape3YSpeed, time); #if SHAPE3SHAPECOLOR_ON shape3.a = shape3.r; shape3.rgb = _Shape3Color.rgb; #else shape3 *= _Shape3Color; #endif #if SHAPE3CONTRAST_ON #if SHAPE3SHAPECOLOR_ON shape3.a = max(0, (shape3.a - 0.5) * _Shape3Contrast + 0.5 + _Shape3Brightness); #else shape3.rgb = max(0, (shape3.rgb - half3(0.5, 0.5, 0.5)) * _Shape3Contrast + half3(0.5, 0.5, 0.5) + _Shape3Brightness); #endif #endif #endif half4 col = shape1; //Mix all shapes pre: change weights if custom vertex effect active #if SHAPEWEIGHTS_ON half shapeWeightOffset; #if SHAPE2_ON shapeWeightOffset = i.offsetCustomData.z * _Sh1BlendOffset; _ShapeColorWeight = max(0, _ShapeColorWeight + shapeWeightOffset); _ShapeAlphaWeight = max(0, _ShapeAlphaWeight + shapeWeightOffset); shapeWeightOffset = i.offsetCustomData.z * _Sh2BlendOffset; _Shape2ColorWeight = max(0, _Shape2ColorWeight + shapeWeightOffset); _Shape2AlphaWeight = max(0, _Shape2AlphaWeight + shapeWeightOffset); #endif #if SHAPE3_ON shapeWeightOffset = i.offsetCustomData.z * _Sh3BlendOffset; _Shape3ColorWeight = max(0, _Shape3ColorWeight + shapeWeightOffset); _Shape3AlphaWeight = max(0, _Shape3AlphaWeight + shapeWeightOffset); #endif #endif //Mix all shapes #if SHAPE2_ON #if !SPLITRGBA_ON _ShapeAlphaWeight = _ShapeColorWeight; _Shape2AlphaWeight = _Shape2ColorWeight; #endif #if SHAPE3_ON //Shape3 On #if !SPLITRGBA_ON _Shape3AlphaWeight = _Shape3ColorWeight; #endif #if SHAPEADD_ON col.rgb = ((shape1.rgb * _ShapeColorWeight) + (shape2.rgb * _Shape2ColorWeight)) + (shape3.rgb * _Shape3ColorWeight); col.a = saturate(max(shape3.a * _Shape3AlphaWeight, max(shape1.a * _ShapeAlphaWeight, shape2.a * _Shape2AlphaWeight))); #else col.rgb = ((shape1.rgb * _ShapeColorWeight) * (shape2.rgb * _Shape2ColorWeight)) * (shape3.rgb * _Shape3ColorWeight); col.a = saturate(((shape1.a * _ShapeAlphaWeight) * (shape2.a * _Shape2AlphaWeight)) * (shape3.a * _Shape3AlphaWeight)); #endif #else //Shape3 Off #if SHAPEADD_ON col.rgb = (shape1.rgb * _ShapeColorWeight) + (shape2.rgb * _Shape2ColorWeight); col.a = saturate(max(shape1.a * _ShapeAlphaWeight, shape2.a * _Shape2AlphaWeight)); #else col.rgb = (shape1.rgb * _ShapeColorWeight) * (shape2.rgb * _Shape2ColorWeight); col.a = saturate((shape1.a * _ShapeAlphaWeight) * (shape2.a * _Shape2AlphaWeight)); #endif #endif #endif #if SHAPE1MASK_ON col = lerp(col, shape1, pow(SAMPLE_TEXTURE2D(_Shape1MaskTex, sampler_Shape1MaskTex, TRANSFORM_TEX(i.uvSeed.xy, _Shape1MaskTex)).r, _Shape1MaskPow)); #endif #if PREMULTIPLYCOLOR_ON half luminance = 0; luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance *= col.a; col.a = min(luminance, col.a); #endif col.rgb *= _Color.rgb * d.vertexColor.rgb; #if PREMULTIPLYALPHA_ON col.rgb *= col.a; #endif #if !PREMULTIPLYCOLOR_ON && (COLORRAMP_ON || ALPHAFADE_ON || COLORGRADING_ON || FADE_ON || (ADDITIVECONFIG_ON && (GLOW_ON || DEPTHGLOW_ON))) half luminance = 0; luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance *= col.a; #endif #if (FADE_ON || ALPHAFADE_ON) && ALPHAFADEINPUTSTREAM_ON col.a *= d.vertexColor.a; d.vertexColor.a = d.texcoord0.w; #endif #if FADE_ON half preFadeAlpha = col.a; _FadeAmount = saturate(_FadeAmount + (1 - d.vertexColor.a)); _FadeTransition = max(0.01, _FadeTransition * EaseOutQuint(saturate(_FadeAmount))); half2 fadeUv; fadeUv = d.texcoord0.xy + seed; fadeUv.x += (time * _FadeScrollXSpeed) % 1; fadeUv.y += (time * _FadeScrollYSpeed) % 1; half2 tiledUvFade1 = TRANSFORM_TEX(fadeUv, _FadeTex); #if ADDITIVECONFIG_ON && !PREMULTIPLYCOLOR_ON preFadeAlpha *= luminance; #endif _FadeAmount = saturate(pow(_FadeAmount, _FadePower)); #if FADEBURN_ON half2 tiledUvFade2 = TRANSFORM_TEX(fadeUv, _FadeBurnTex); half fadeSample = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r; half fadeNaturalEdge = saturate(smoothstep(0.0 , _FadeTransition, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample)); col.a *= fadeNaturalEdge; half fadeBurn = saturate(smoothstep(0.0 , _FadeTransition + _FadeBurnWidth, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample)); fadeBurn = fadeNaturalEdge - fadeBurn; _FadeBurnColor.rgb *= _FadeBurnGlow; col.rgb += fadeBurn * SAMPLE_TEXTURE2D(_FadeBurnTex, sampler_FadeBurnTex, tiledUvFade2).rgb * _FadeBurnColor.rgb * preFadeAlpha; #else half fadeSample = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r; float fade = saturate(smoothstep(0.0 , _FadeTransition, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample)); col.a *= fade; #endif #if ALPHAFADETRANSPARENCYTOO_ON col.a *= 1 - _FadeAmount; #endif #endif #if ALPHAFADE_ON half alphaFadeLuminance; _AlphaFadeAmount = saturate(_AlphaFadeAmount + (1 - d.vertexColor.a)); _AlphaFadeAmount = saturate(pow(_AlphaFadeAmount, _AlphaFadePow)); _AlphaFadeSmooth = max(0.01, _AlphaFadeSmooth * EaseOutQuint(saturate(_AlphaFadeAmount))); #if ALPHAFADEUSESHAPE1_ON alphaFadeLuminance = shape1.r; #else alphaFadeLuminance = luminance; #endif alphaFadeLuminance = saturate(alphaFadeLuminance - 0.001); #if ALPHAFADEUSEREDCHANNEL_ON col.a *= col.r; #endif col.a = saturate(col.a); float alphaFade = saturate(smoothstep(0.0 , _AlphaFadeSmooth, RemapFloat(1.0 - _AlphaFadeAmount, 0.0, 1.0, -1.0, 1.0) + alphaFadeLuminance)); col.a *= alphaFade; #if ALPHAFADETRANSPARENCYTOO_ON col.a *= 1 - _AlphaFadeAmount; #endif #endif #if BACKFACETINT_ON col.rgb = lerp(col.rgb * _BackFaceTint, col.rgb * _FrontFaceTint, step(0, dot(d.worldSpaceNormal, d.worldSpaceViewDir))); #endif //#if LIGHTANDSHADOW_ON //half NdL = saturate(dot(d.worldSpaceNormal, -_All1VfxLightDir)); //col.rgb += _LightColor * _LightAmount * NdL; //NdL = max(_ShadowAmount, NdL); //NdL = smoothstep(_ShadowStepMin, _ShadowStepMax, NdL); //col.rgb *= NdL; //#endif #if COLORGRADING_ON col.rgb *= lerp(lerp(_ColorGradingDark, _ColorGradingMiddle, luminance/_ColorGradingMidPoint), lerp(_ColorGradingMiddle, _ColorGradingLight, (luminance - _ColorGradingMidPoint)/(1.0 - _ColorGradingMidPoint)), step(_ColorGradingMidPoint, luminance)); #endif #if COLORRAMP_ON half colorRampLuminance = saturate(luminance + _ColorRampLuminosity); #if COLORRAMPGRAD_ON half4 colorRampRes = SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(colorRampLuminance, 0)); #else half4 colorRampRes = SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(colorRampLuminance, 0)); #endif col.rgb = lerp(col.rgb, colorRampRes.rgb, _ColorRampBlend); col.a = lerp(col.a, saturate(col.a * colorRampRes.a), _ColorRampBlend); #endif #if POSTERIZE_ON && !POSTERIZEOUTLINE_ON col.rgb = floor(col.rgb / (1.0 / _PosterizeNumColors)) * (1.0 / _PosterizeNumColors); #endif #if DEPTHGLOW_ON half sceneDepthDiff = GetLinearEyeDepth(d.screenUV) - d.screenPos.w; #endif #if RIM_ON half NdV = 1 - abs(dot(d.worldSpaceNormal, d.worldSpaceViewDir)); half rimFactor = saturate(_RimBias + _RimScale * pow(NdV, _RimPower)); half4 rimCol = _RimColor * rimFactor; rimCol.rgb *= _RimIntensity; col.rgb = lerp(col.rgb * (rimCol.rgb + half3(1,1,1)), col.rgb + rimCol.rgb, _RimAddAmount); col.a = saturate(col.a * (1 - rimFactor * _RimErodesAlpha)); #endif #if DEPTHGLOW_ON half depthGlowMask = saturate(_DepthGlowDist * pow((1 - sceneDepthDiff), _DepthGlowPow)); col.rgb = lerp(col.rgb, _DepthGlowGlobal * col.rgb, depthGlowMask); half depthGlowMult = 1; #if ADDITIVECONFIG_ON depthGlowMult = luminance; #endif col.rgb += _DepthGlowColor.rgb * _DepthGlow * depthGlowMask * col.a * depthGlowMult; #endif #if GLOW_ON half glowMask = 1; #if GLOWTEX_ON glowMask = SAMPLE_TEXTURE2D(_GlowTex, sampler_GlowTex, TRANSFORM_TEX(d.texcoord0.xy, _GlowTex)); #endif col.rgb *= _GlowGlobal * glowMask; half glowMult = 1; #if ADDITIVECONFIG_ON glowMult = luminance; #endif col.rgb += _GlowColor.rgb * _Glow * glowMask * col.a * glowMult; #endif #if HSV_ON half3 resultHsv = half3(col.rgb); half cosHsv = _HsvBright * _HsvSaturation * cos(_HsvShift * 3.14159265 / 180); half sinHsv = _HsvBright * _HsvSaturation * sin(_HsvShift * 3.14159265 / 180); resultHsv.x = (.299 * _HsvBright + .701 * cosHsv + .168 * sinHsv) * col.x + (.587 * _HsvBright - .587 * cosHsv + .330 * sinHsv) * col.y + (.114 * _HsvBright - .114 * cosHsv - .497 * sinHsv) * col.z; resultHsv.y = (.299 * _HsvBright - .299 * cosHsv - .328 * sinHsv) *col.x + (.587 * _HsvBright + .413 * cosHsv + .035 * sinHsv) * col.y + (.114 * _HsvBright - .114 * cosHsv + .292 * sinHsv) * col.z; resultHsv.z = (.299 * _HsvBright - .3 * cosHsv + 1.25 * sinHsv) * col.x + (.587 * _HsvBright - .588 * cosHsv - 1.05 * sinHsv) * col.y + (.114 * _HsvBright + .886 * cosHsv - .203 * sinHsv) * col.z; col.rgb = resultHsv; #endif #if CAMDISTFADE_ON col.a *= 1 - saturate(smoothstep(_CamDistFadeStepMin, _CamDistFadeStepMax, camDistance)); col.a *= smoothstep(0.0, _CamDistProximityFade, camDistance); #endif #if MASK_ON half2 maskUv = d.texcoord0.xy; #if POLARUV_ON maskUv = prePolarUvs; #endif half4 maskSample = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, TRANSFORM_TEX(maskUv, _MaskTex)); half mask = pow(min(maskSample.r, maskSample.a), _MaskPow); col.a *= mask; #endif #if ALPHASMOOTHSTEP_ON col.a = smoothstep(_AlphaStepMin, _AlphaStepMax, col.a); #endif half4 debugColor = col; #if SHAPEDEBUG_ON debugColor = GetDebugColor(col, shape1, shape2, shape3); #endif clip(debugColor.a - _AlphaCutoffValue - 0.01); //#if FOG_ON //UNITY_APPLY_FOG(i.fogCoord, col); //#endif //Don't use a starting i.color.a lower than 1 unless using vertex stream dissolve when using a FADE effect #if !FADE_ON && !ALPHAFADE_ON col.a *= _Alpha * d.vertexColor.a; #endif #if FADE_ON || ALPHAFADE_ON col.a *= _Alpha; #endif #if ADDITIVECONFIG_ON col.rgb *= col.a; #endif #if SHAPEDEBUG_ON o.Albedo = debugColor.rgb; o.Alpha = debugColor.a; #else o.Albedo = col.rgb; o.Alpha = col.a; #endif } void ChainSurfaceFunction(inout Surface l, inout ShaderData d) { Ext_SurfaceFunction0(l, d); // Ext_SurfaceFunction1(l, d); // Ext_SurfaceFunction2(l, d); // Ext_SurfaceFunction3(l, d); // Ext_SurfaceFunction4(l, d); // Ext_SurfaceFunction5(l, d); // Ext_SurfaceFunction6(l, d); // Ext_SurfaceFunction7(l, d); // Ext_SurfaceFunction8(l, d); // Ext_SurfaceFunction9(l, d); // Ext_SurfaceFunction10(l, d); // Ext_SurfaceFunction11(l, d); // Ext_SurfaceFunction12(l, d); // Ext_SurfaceFunction13(l, d); // Ext_SurfaceFunction14(l, d); // Ext_SurfaceFunction15(l, d); // Ext_SurfaceFunction16(l, d); // Ext_SurfaceFunction17(l, d); // Ext_SurfaceFunction18(l, d); // Ext_SurfaceFunction19(l, d); // Ext_SurfaceFunction20(l, d); // Ext_SurfaceFunction21(l, d); // Ext_SurfaceFunction22(l, d); // Ext_SurfaceFunction23(l, d); // Ext_SurfaceFunction24(l, d); // Ext_SurfaceFunction25(l, d); // Ext_SurfaceFunction26(l, d); // Ext_SurfaceFunction27(l, d); // Ext_SurfaceFunction28(l, d); // Ext_SurfaceFunction29(l, d); } #if !_DECALSHADER void ChainModifyVertex(inout VertexData v, inout VertexToPixel v2p, float4 time) { ExtraV2F d; ZERO_INITIALIZE(ExtraV2F, d); ZERO_INITIALIZE(Blackboard, d.blackboard); // due to motion vectors in HDRP, we need to use the last // time in certain spots. So if you are going to use _Time to adjust vertices, // you need to use this time or motion vectors will break. d.time = time; Ext_ModifyVertex0(v, d); // Ext_ModifyVertex1(v, d); // Ext_ModifyVertex2(v, d); // Ext_ModifyVertex3(v, d); // Ext_ModifyVertex4(v, d); // Ext_ModifyVertex5(v, d); // Ext_ModifyVertex6(v, d); // Ext_ModifyVertex7(v, d); // Ext_ModifyVertex8(v, d); // Ext_ModifyVertex9(v, d); // Ext_ModifyVertex10(v, d); // Ext_ModifyVertex11(v, d); // Ext_ModifyVertex12(v, d); // Ext_ModifyVertex13(v, d); // Ext_ModifyVertex14(v, d); // Ext_ModifyVertex15(v, d); // Ext_ModifyVertex16(v, d); // Ext_ModifyVertex17(v, d); // Ext_ModifyVertex18(v, d); // Ext_ModifyVertex19(v, d); // Ext_ModifyVertex20(v, d); // Ext_ModifyVertex21(v, d); // Ext_ModifyVertex22(v, d); // Ext_ModifyVertex23(v, d); // Ext_ModifyVertex24(v, d); // Ext_ModifyVertex25(v, d); // Ext_ModifyVertex26(v, d); // Ext_ModifyVertex27(v, d); // Ext_ModifyVertex28(v, d); // Ext_ModifyVertex29(v, d); // #if %EXTRAV2F0REQUIREKEY% v2p.extraV2F0 = d.extraV2F0; // #endif // #if %EXTRAV2F1REQUIREKEY% v2p.extraV2F1 = d.extraV2F1; // #endif // #if %EXTRAV2F2REQUIREKEY% v2p.extraV2F2 = d.extraV2F2; // #endif // #if %EXTRAV2F3REQUIREKEY% v2p.extraV2F3 = d.extraV2F3; // #endif // #if %EXTRAV2F4REQUIREKEY% // v2p.extraV2F4 = d.extraV2F4; // #endif // #if %EXTRAV2F5REQUIREKEY% // v2p.extraV2F5 = d.extraV2F5; // #endif // #if %EXTRAV2F6REQUIREKEY% // v2p.extraV2F6 = d.extraV2F6; // #endif // #if %EXTRAV2F7REQUIREKEY% // v2p.extraV2F7 = d.extraV2F7; // #endif } void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) { ExtraV2F d; ZERO_INITIALIZE(ExtraV2F, d); ZERO_INITIALIZE(Blackboard, d.blackboard); // #if %EXTRAV2F0REQUIREKEY% d.extraV2F0 = v2p.extraV2F0; // #endif // #if %EXTRAV2F1REQUIREKEY% d.extraV2F1 = v2p.extraV2F1; // #endif // #if %EXTRAV2F2REQUIREKEY% d.extraV2F2 = v2p.extraV2F2; // #endif // #if %EXTRAV2F3REQUIREKEY% d.extraV2F3 = v2p.extraV2F3; // #endif // #if %EXTRAV2F4REQUIREKEY% // d.extraV2F4 = v2p.extraV2F4; // #endif // #if %EXTRAV2F5REQUIREKEY% // d.extraV2F5 = v2p.extraV2F5; // #endif // #if %EXTRAV2F6REQUIREKEY% // d.extraV2F6 = v2p.extraV2F6; // #endif // #if %EXTRAV2F7REQUIREKEY% // d.extraV2F7 = v2p.extraV2F7; // #endif // Ext_ModifyTessellatedVertex0(v, d); // Ext_ModifyTessellatedVertex1(v, d); // Ext_ModifyTessellatedVertex2(v, d); // Ext_ModifyTessellatedVertex3(v, d); // Ext_ModifyTessellatedVertex4(v, d); // Ext_ModifyTessellatedVertex5(v, d); // Ext_ModifyTessellatedVertex6(v, d); // Ext_ModifyTessellatedVertex7(v, d); // Ext_ModifyTessellatedVertex8(v, d); // Ext_ModifyTessellatedVertex9(v, d); // Ext_ModifyTessellatedVertex10(v, d); // Ext_ModifyTessellatedVertex11(v, d); // Ext_ModifyTessellatedVertex12(v, d); // Ext_ModifyTessellatedVertex13(v, d); // Ext_ModifyTessellatedVertex14(v, d); // Ext_ModifyTessellatedVertex15(v, d); // Ext_ModifyTessellatedVertex16(v, d); // Ext_ModifyTessellatedVertex17(v, d); // Ext_ModifyTessellatedVertex18(v, d); // Ext_ModifyTessellatedVertex19(v, d); // Ext_ModifyTessellatedVertex20(v, d); // Ext_ModifyTessellatedVertex21(v, d); // Ext_ModifyTessellatedVertex22(v, d); // Ext_ModifyTessellatedVertex23(v, d); // Ext_ModifyTessellatedVertex24(v, d); // Ext_ModifyTessellatedVertex25(v, d); // Ext_ModifyTessellatedVertex26(v, d); // Ext_ModifyTessellatedVertex27(v, d); // Ext_ModifyTessellatedVertex28(v, d); // Ext_ModifyTessellatedVertex29(v, d); // #if %EXTRAV2F0REQUIREKEY% v2p.extraV2F0 = d.extraV2F0; // #endif // #if %EXTRAV2F1REQUIREKEY% v2p.extraV2F1 = d.extraV2F1; // #endif // #if %EXTRAV2F2REQUIREKEY% v2p.extraV2F2 = d.extraV2F2; // #endif // #if %EXTRAV2F3REQUIREKEY% v2p.extraV2F3 = d.extraV2F3; // #endif // #if %EXTRAV2F4REQUIREKEY% // v2p.extraV2F4 = d.extraV2F4; // #endif // #if %EXTRAV2F5REQUIREKEY% // v2p.extraV2F5 = d.extraV2F5; // #endif // #if %EXTRAV2F6REQUIREKEY% // v2p.extraV2F6 = d.extraV2F6; // #endif // #if %EXTRAV2F7REQUIREKEY% // v2p.extraV2F7 = d.extraV2F7; // #endif } void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) { // Ext_FinalColorForward0(l, d, color); // Ext_FinalColorForward1(l, d, color); // Ext_FinalColorForward2(l, d, color); // Ext_FinalColorForward3(l, d, color); // Ext_FinalColorForward4(l, d, color); // Ext_FinalColorForward5(l, d, color); // Ext_FinalColorForward6(l, d, color); // Ext_FinalColorForward7(l, d, color); // Ext_FinalColorForward8(l, d, color); // Ext_FinalColorForward9(l, d, color); // Ext_FinalColorForward10(l, d, color); // Ext_FinalColorForward11(l, d, color); // Ext_FinalColorForward12(l, d, color); // Ext_FinalColorForward13(l, d, color); // Ext_FinalColorForward14(l, d, color); // Ext_FinalColorForward15(l, d, color); // Ext_FinalColorForward16(l, d, color); // Ext_FinalColorForward17(l, d, color); // Ext_FinalColorForward18(l, d, color); // Ext_FinalColorForward19(l, d, color); // Ext_FinalColorForward20(l, d, color); // Ext_FinalColorForward21(l, d, color); // Ext_FinalColorForward22(l, d, color); // Ext_FinalColorForward23(l, d, color); // Ext_FinalColorForward24(l, d, color); // Ext_FinalColorForward25(l, d, color); // Ext_FinalColorForward26(l, d, color); // Ext_FinalColorForward27(l, d, color); // Ext_FinalColorForward28(l, d, color); // Ext_FinalColorForward29(l, d, color); } void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 outShadowMask) { // Ext_FinalGBufferStandard0(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard1(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard2(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard3(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard4(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard5(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard6(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard7(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard8(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard9(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard10(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard11(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard12(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard13(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard14(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard15(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard16(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard17(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard18(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard19(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard20(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard21(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard22(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard23(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard24(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard25(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard26(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard27(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard28(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard29(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); } #endif #if _DECALSHADER ShaderData CreateShaderData(SurfaceDescriptionInputs IN) { ShaderData d = (ShaderData)0; d.TBNMatrix = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal); d.worldSpaceNormal = IN.WorldSpaceNormal; d.worldSpaceTangent = IN.WorldSpaceTangent; d.worldSpacePosition = IN.WorldSpacePosition; d.texcoord0 = IN.uv0.xyxy; d.screenPos = IN.ScreenPosition; d.worldSpaceViewDir = normalize(_WorldSpaceCameraPos - d.worldSpacePosition); d.tangentSpaceViewDir = mul(d.TBNMatrix, d.worldSpaceViewDir); // these rarely get used, so we back transform them. Usually will be stripped. #if _HDRP // d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(GetCameraRelativePositionWS(d.worldSpacePosition), 1)).xyz; #else // d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(d.worldSpacePosition, 1)).xyz; #endif // d.localSpaceNormal = normalize(mul((float3x3)GetWorldToObjectMatrix(), d.worldSpaceNormal)); // d.localSpaceTangent = normalize(mul((float3x3)GetWorldToObjectMatrix(), d.worldSpaceTangent.xyz)); // #if %SCREENPOSREQUIREKEY% d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); // #endif return d; } #else ShaderData CreateShaderData(VertexToPixel i #if NEED_FACING , bool facing #endif ) { ShaderData d = (ShaderData)0; d.clipPos = i.pos; d.worldSpacePosition = i.worldPos; d.worldSpaceNormal = normalize(i.worldNormal); d.worldSpaceTangent.xyz = normalize(i.worldTangent.xyz); d.tangentSign = i.worldTangent.w * unity_WorldTransformParams.w; float3 bitangent = cross(d.worldSpaceTangent.xyz, d.worldSpaceNormal) * d.tangentSign; d.TBNMatrix = float3x3(d.worldSpaceTangent, -bitangent, d.worldSpaceNormal); d.worldSpaceViewDir = normalize(_WorldSpaceCameraPos - i.worldPos); d.tangentSpaceViewDir = mul(d.TBNMatrix, d.worldSpaceViewDir); d.texcoord0 = i.texcoord0; // d.texcoord1 = i.texcoord1; // d.texcoord2 = i.texcoord2; // #if %TEXCOORD3REQUIREKEY% // d.texcoord3 = i.texcoord3; // #endif // d.isFrontFace = facing; // #if %VERTEXCOLORREQUIREKEY% d.vertexColor = i.vertexColor; // #endif // these rarely get used, so we back transform them. Usually will be stripped. #if _HDRP // d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(GetCameraRelativePositionWS(i.worldPos), 1)).xyz; #else // d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(i.worldPos, 1)).xyz; #endif // d.localSpaceNormal = normalize(mul((float3x3)GetWorldToObjectMatrix(), i.worldNormal)); // d.localSpaceTangent = normalize(mul((float3x3)GetWorldToObjectMatrix(), i.worldTangent.xyz)); // #if %SCREENPOSREQUIREKEY% d.screenPos = i.screenPos; d.screenUV = (i.screenPos.xy / i.screenPos.w); // #endif // #if %EXTRAV2F0REQUIREKEY% d.extraV2F0 = i.extraV2F0; // #endif // #if %EXTRAV2F1REQUIREKEY% d.extraV2F1 = i.extraV2F1; // #endif // #if %EXTRAV2F2REQUIREKEY% d.extraV2F2 = i.extraV2F2; // #endif // #if %EXTRAV2F3REQUIREKEY% d.extraV2F3 = i.extraV2F3; // #endif // #if %EXTRAV2F4REQUIREKEY% // d.extraV2F4 = i.extraV2F4; // #endif // #if %EXTRAV2F5REQUIREKEY% // d.extraV2F5 = i.extraV2F5; // #endif // #if %EXTRAV2F6REQUIREKEY% // d.extraV2F6 = i.extraV2F6; // #endif // #if %EXTRAV2F7REQUIREKEY% // d.extraV2F7 = i.extraV2F7; // #endif return d; } #endif #if defined(_PASSSHADOW) float3 _LightDirection; float3 _LightPosition; #endif #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) #define GetWorldToViewMatrix() _ViewMatrix #define UNITY_MATRIX_I_V _InvViewMatrix #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) #define UNITY_MATRIX_I_P _InvProjMatrix #define GetWorldToHClipMatrix() _ViewProjMatrix #define UNITY_MATRIX_I_VP _InvViewProjMatrix #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix void MotionVectorPositionZBias(VertexToPixel input) { #if UNITY_REVERSED_Z input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; #else input.pos.z += unity_MotionVectorsParams.z * input.pos.w; #endif } #endif // vertex shader VertexToPixel Vert (VertexData v) { VertexToPixel o = (VertexToPixel)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) VertexData previousMesh = v; #endif #if !_TESSELLATION_ON ChainModifyVertex(v, o, _Time); #endif o.texcoord0 = v.texcoord0; // o.texcoord1 = v.texcoord1; // o.texcoord2 = v.texcoord2; // #if %TEXCOORD3REQUIREKEY% // o.texcoord3 = v.texcoord3; // #endif // #if %VERTEXCOLORREQUIREKEY% o.vertexColor = v.vertexColor; // #endif // This return the camera relative position (if enable) float3 positionWS = TransformObjectToWorld(v.vertex.xyz); float3 normalWS = TransformObjectToWorldNormal(v.normal); float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); o.worldPos = positionWS; o.worldNormal = normalWS; o.worldTangent = tangentWS; // For some very odd reason, in 2021.2, we can't use Unity's defines, but have to use our own.. #if _PASSSHADOW #if _CASTING_PUNCTUAL_LIGHT_SHADOW float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); #else float3 lightDirectionWS = _LightDirection; #endif // Define shadow pass specific clip position for Universal o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, lightDirectionWS)); #if UNITY_REVERSED_Z o.pos.z = min(o.pos.z, UNITY_NEAR_CLIP_VALUE); #else o.pos.z = max(o.pos.z, UNITY_NEAR_CLIP_VALUE); #endif #elif _PASSMETA o.pos = MetaVertexPosition(float4(v.vertex.xyz, 0), v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST); #else o.pos = TransformWorldToHClip(o.worldPos); #endif // #if %SCREENPOSREQUIREKEY% o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); // #endif #if _PASSFORWARD || _PASSGBUFFER float2 uv1 = v.texcoord1.xy; OUTPUT_LIGHTMAP_UV(uv1, unity_LightmapST, o.lightmapUV); // o.texcoord1.xy = uv1; #if UNITY_VERSION < 60000009 OUTPUT_SH(o.worldNormal, o.sh); #endif #if defined(DYNAMICLIGHTMAP_ON) o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #if UNITY_VERSION >= 60000009 OUTPUT_SH(o.worldNormal, o.sh); #endif #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); #endif #endif #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT half fogFactor = 0; #if defined(_FOG_FRAGMENT) fogFactor = ComputeFogFactor(o.pos.z); #endif #if _BAKEDLIT o.fogFactorAndVertexLight = half4(fogFactor, 0, 0, 0); #else half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal); o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); #endif #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) o.shadowCoord = GetShadowCoord(vertexInput); #endif #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) #if !defined(TESSELLATION_ON) MotionVectorPositionZBias(o); #endif o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); // Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; if (!forceNoMotion) { #if defined(HAVE_VFX_MODIFICATION) float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) const bool applyDeformation = false; #else const bool applyDeformation = true; #endif #else const bool hasDeformation = unity_MotionVectorsParams.x == 1; // Mesh has skinned deformation float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) const bool applyDeformation = true; #else const bool applyDeformation = hasDeformation; #endif #endif // TODO #if defined(FEATURES_GRAPH_VERTEX) if (applyDeformation) previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); else previousPositionOS = previousMesh.positionOS; #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) previousPositionOS -= previousMesh.precomputedVelocity; #endif #endif #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) // Deformed vertices in DOTS are not cumulative with built-in Unity skinning/blend shapes // Needs to be called after vertex modification has been applied otherwise it will be // overwritten by Compute Deform node ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); #endif #if defined (_ADD_PRECOMPUTED_VELOCITY) previousPositionOS -= previousMesh.precomputedVelocity; #endif o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); #if defined(HAVE_VFX_MODIFICATION) #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. #endif o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); #else #if VFX_WORLD_SPACE //previousPositionOS is already in world space const float3 previousPositionWS = previousPositionOS; #else const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; #endif o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); #endif #else o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); #endif } #endif return o; } // fragment shader void Frag (VertexToPixel IN , out half4 outNormalWS : SV_Target0 #ifdef _WRITE_RENDERING_LAYERS , out float4 outRenderingLayers : SV_Target1 #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif #if NEED_FACING , bool facing : SV_IsFrontFace #endif ) { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade(IN.pos); #endif ShaderData d = CreateShaderData(IN #if NEED_FACING , facing #endif ); Surface l = (Surface)0; #ifdef _DEPTHOFFSET_ON l.outputDepth = outputDepth; #endif l.Albedo = half3(0.5, 0.5, 0.5); l.Normal = float3(0,0,1); l.Occlusion = 1; l.Alpha = 1; ChainSurfaceFunction(l, d); #ifdef _DEPTHOFFSET_ON outputDepth = l.outputDepth; #endif #if defined(_GBUFFER_NORMALS_OCT) float3 normalWS = d.worldSpaceNormal; float2 octNormalWS = PackNormalOctQuadEncode(normalWS); // values between [-1, +1], must use fp32 on some platforms float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); // values between [ 0, 1] half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); // values between [ 0, 1] outNormalWS = half4(packedNormalWS, 0.0); #else float3 wsn = l.Normal; #if !_WORLDSPACENORMAL wsn = TangentToWorldSpace(d, l.Normal); #endif outNormalWS = half4(NormalizeNormalPerPixel(wsn), 0.0); #endif #ifdef _WRITE_RENDERING_LAYERS uint renderingLayers = GetMeshRenderingLayer(); outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); #endif } ENDHLSL } Pass { Name "MotionVectors" Tags { "LightMode" = "MotionVectors" } // Render State Cull Back ZTest LEqual ZWrite On ColorMask RG Tags { "RenderType" = "Opaque" "Queue" = "Geometry" "PreviewType" = "Sphere" } Cull [_CullingOption] ZWrite [_ZWrite] ZTest [_ZTestMode] ColorMask [_ColorMask] Lighting Off HLSLPROGRAM #pragma vertex Vert #pragma fragment Frag #define _PASSMOTIONVECTOR 1 #pragma target 3.5 #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_MOTION_VECTORS #define RAYTRACING_SHADER_GRAPH_DEFAULT #define VARYINGS_NEED_PASS #define _PASSMOTIONVECTOR 1 #pragma shader_feature_local TIMEISCUSTOM_ON #pragma shader_feature_local ADDITIVECONFIG_ON #pragma shader_feature_local PREMULTIPLYALPHA_ON #pragma shader_feature_local PREMULTIPLYCOLOR_ON #pragma shader_feature_local SPLITRGBA_ON #pragma shader_feature_local SHAPEADD_ON #pragma shader_feature_local SHAPE1SCREENUV_ON /////////////////Pipeline specific implementation #pragma shader_feature_local SHAPE2SCREENUV_ON /////////////////Pipeline specific implementation #pragma shader_feature_local SHAPE3SCREENUV_ON /////////////////Pipeline specific implementation #pragma shader_feature_local SHAPEDEBUG_ON #pragma shader_feature_local SHAPE1CONTRAST_ON #pragma shader_feature_local SHAPE1DISTORT_ON #pragma shader_feature_local SHAPE1ROTATE_ON #pragma shader_feature_local SHAPE1SHAPECOLOR_ON #pragma shader_feature_local SHAPE2_ON #pragma shader_feature_local SHAPE2CONTRAST_ON #pragma shader_feature_local SHAPE2DISTORT_ON #pragma shader_feature_local SHAPE2ROTATE_ON #pragma shader_feature_local SHAPE2SHAPECOLOR_ON #pragma shader_feature_local SHAPE3_ON #pragma shader_feature_local SHAPE3CONTRAST_ON #pragma shader_feature_local SHAPE3DISTORT_ON #pragma shader_feature_local SHAPE3ROTATE_ON #pragma shader_feature_local SHAPE3SHAPECOLOR_ON #pragma shader_feature_local GLOW_ON #pragma shader_feature_local GLOWTEX_ON #pragma shader_feature_local DEPTHGLOW_ON /////////////////Pipeline specific implementation #pragma shader_feature_local MASK_ON #pragma shader_feature_local COLORRAMP_ON #pragma shader_feature_local COLORRAMPGRAD_ON #pragma shader_feature_local COLORGRADING_ON #pragma shader_feature_local HSV_ON #pragma shader_feature_local POSTERIZE_ON #pragma shader_feature_local PIXELATE_ON #pragma shader_feature_local DISTORT_ON #pragma shader_feature_local SHAKEUV_ON #pragma shader_feature_local WAVEUV_ON #pragma shader_feature_local ROUNDWAVEUV_ON #pragma shader_feature_local TWISTUV_ON #pragma shader_feature_local DOODLE_ON #pragma shader_feature_local OFFSETSTREAM_ON #pragma shader_feature_local TEXTURESCROLL_ON #pragma shader_feature_local VERTOFFSET_ON #pragma shader_feature_local RIM_ON /////////////////Pipeline specific implementation #pragma shader_feature_local BACKFACETINT_ON /////////////////Pipeline specific implementation #pragma shader_feature_local POLARUV_ON #pragma shader_feature_local POLARUVDISTORT_ON #pragma shader_feature_local SHAPE1MASK_ON #pragma shader_feature_local TRAILWIDTH_ON #pragma shader_feature_local LIGHTANDSHADOW_ON #pragma shader_feature_local SHAPETEXOFFSET_ON #pragma shader_feature_local SHAPEWEIGHTS_ON #pragma shader_feature_local ALPHACUTOFF_ON #pragma shader_feature_local ALPHASMOOTHSTEP_ON #pragma shader_feature_local FADE_ON #pragma shader_feature_local FADEBURN_ON #pragma shader_feature_local ALPHAFADE_ON #pragma shader_feature_local ALPHAFADEUSESHAPE1_ON #pragma shader_feature_local ALPHAFADEUSEREDCHANNEL_ON #pragma shader_feature_local ALPHAFADETRANSPARENCYTOO_ON #pragma shader_feature_local ALPHAFADEINPUTSTREAM_ON #pragma shader_feature_local CAMDISTFADE_ON #pragma shader_feature NORMALMAP_ON #define _URP 1 #define REQUIRE_DEPTH_TEXTURE #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #undef WorldNormalVector #define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix) #define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal) #define _WorldSpaceLightPos0 _MainLightPosition #define UNITY_DECLARE_TEX2D(name) TEXTURE2D(name); SAMPLER(sampler##name); #define UNITY_DECLARE_TEX2D_NOSAMPLER(name) TEXTURE2D(name); #define UNITY_DECLARE_TEX2DARRAY(name) TEXTURE2D_ARRAY(name); SAMPLER(sampler##name); #define UNITY_DECLARE_TEX2DARRAY_NOSAMPLER(name) TEXTURE2D_ARRAY(name); #define UNITY_SAMPLE_TEX2DARRAY(tex,coord) SAMPLE_TEXTURE2D_ARRAY(tex, sampler##tex, coord.xy, coord.z) #define UNITY_SAMPLE_TEX2DARRAY_LOD(tex,coord,lod) SAMPLE_TEXTURE2D_ARRAY_LOD(tex, sampler##tex, coord.xy, coord.z, lod) #define UNITY_SAMPLE_TEX2D(tex, coord) SAMPLE_TEXTURE2D(tex, sampler##tex, coord) #define UNITY_SAMPLE_TEX2D_SAMPLER(tex, samp, coord) SAMPLE_TEXTURE2D(tex, sampler##samp, coord) #define UNITY_SAMPLE_TEX2D_LOD(tex,coord, lod) SAMPLE_TEXTURE2D_LOD(tex, sampler_##tex, coord, lod) #define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord, lod) SAMPLE_TEXTURE2D_LOD (tex, sampler##samplertex,coord, lod) #if defined(UNITY_COMPILER_HLSL) #define UNITY_INITIALIZE_OUTPUT(type,name) name = (type)0; #else #define UNITY_INITIALIZE_OUTPUT(type,name) #endif #define sampler2D_float sampler2D #define sampler2D_half sampler2D // data across stages, stripped like the above. struct VertexToPixel { float4 pos : SV_POSITION; float3 worldPos : TEXCOORD0; float3 worldNormal : TEXCOORD1; float4 worldTangent : TEXCOORD2; float4 texcoord0 : TEXCOORD3; // float4 texcoord1 : TEXCOORD4; // float4 texcoord2 : TEXCOORD5; // #if %TEXCOORD3REQUIREKEY% // float4 texcoord3 : TEXCOORD6; // #endif // #if %SCREENPOSREQUIREKEY% float4 screenPos : TEXCOORD7; // #endif // #if %VERTEXCOLORREQUIREKEY% half4 vertexColor : COLOR; // #endif #if defined(LIGHTMAP_ON) float2 lightmapUV : TEXCOORD8; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV : TEXCOORD9; #endif #if !defined(LIGHTMAP_ON) float4 probeOcclusion : TEXCOORD8; float3 sh : TEXCOORD10; #endif #if defined(VARYINGS_NEED_FOG_AND_VERTEX_LIGHT) float4 fogFactorAndVertexLight : TEXCOORD11; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD12; #endif // #if %EXTRAV2F0REQUIREKEY% float4 extraV2F0 : TEXCOORD13; // #endif // #if %EXTRAV2F1REQUIREKEY% float4 extraV2F1 : TEXCOORD14; // #endif // #if %EXTRAV2F2REQUIREKEY% float4 extraV2F2 : TEXCOORD15; // #endif // #if %EXTRAV2F3REQUIREKEY% float4 extraV2F3 : TEXCOORD16; // #endif // #if %EXTRAV2F4REQUIREKEY% // float4 extraV2F4 : TEXCOORD17; // #endif // #if %EXTRAV2F5REQUIREKEY% // float4 extraV2F5 : TEXCOORD18; // #endif // #if %EXTRAV2F6REQUIREKEY% // float4 extraV2F6 : TEXCOORD19; // #endif // #if %EXTRAV2F7REQUIREKEY% // float4 extraV2F7 : TEXCOORD20; // #endif #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) float4 previousPositionCS : TEXCOORD21; // Contain previous transform position (in case of skinning for example) float4 positionCS : TEXCOORD22; #endif }; // data describing the user output of a pixel struct Surface { half3 Albedo; half Height; half3 Normal; half Smoothness; half3 Emission; half Metallic; half3 Specular; half Occlusion; half SpecularPower; // for simple lighting half Alpha; float outputDepth; // if written, SV_Depth semantic is used. ShaderData.clipPos.z is unused value // HDRP Only half SpecularOcclusion; half SubsurfaceMask; half Thickness; half CoatMask; half CoatSmoothness; half Anisotropy; half IridescenceMask; half IridescenceThickness; int DiffusionProfileHash; float SpecularAAThreshold; float SpecularAAScreenSpaceVariance; // requires _OVERRIDE_BAKEDGI to be defined, but is mapped in all pipelines float3 DiffuseGI; float3 BackDiffuseGI; float3 SpecularGI; float ior; float3 transmittanceColor; float atDistance; float transmittanceMask; // requires _OVERRIDE_SHADOWMASK to be defines float4 ShadowMask; // for decals float NormalAlpha; float MAOSAlpha; }; // Data the user declares in blackboard blocks struct Blackboard { float blackboardDummyData; }; // data the user might need, this will grow to be big. But easy to strip struct ShaderData { float4 clipPos; // SV_POSITION float3 localSpacePosition; float3 localSpaceNormal; float3 localSpaceTangent; float3 worldSpacePosition; float3 worldSpaceNormal; float3 worldSpaceTangent; float tangentSign; float3 worldSpaceViewDir; float3 tangentSpaceViewDir; float4 texcoord0; float4 texcoord1; float4 texcoord2; float4 texcoord3; float2 screenUV; float4 screenPos; float4 vertexColor; bool isFrontFace; float4 extraV2F0; float4 extraV2F1; float4 extraV2F2; float4 extraV2F3; float4 extraV2F4; float4 extraV2F5; float4 extraV2F6; float4 extraV2F7; float3x3 TBNMatrix; Blackboard blackboard; }; struct VertexData { #if SHADER_TARGET > 30 // uint vertexID : SV_VertexID; #endif float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 texcoord0 : TEXCOORD0; // optimize out mesh coords when not in use by user or lighting system #if _URP && (_USINGTEXCOORD1 || _PASSMETA || _PASSFORWARD || _PASSGBUFFER) float4 texcoord1 : TEXCOORD1; #endif #if _URP && (_USINGTEXCOORD2 || _PASSMETA || ((_PASSFORWARD || _PASSGBUFFER) && defined(DYNAMICLIGHTMAP_ON))) float4 texcoord2 : TEXCOORD2; #endif #if _STANDARD && (_USINGTEXCOORD1 || (_PASSMETA || ((_PASSFORWARD || _PASSGBUFFER || _PASSFORWARDADD) && LIGHTMAP_ON))) float4 texcoord1 : TEXCOORD1; #endif #if _STANDARD && (_USINGTEXCOORD2 || (_PASSMETA || ((_PASSFORWARD || _PASSGBUFFER) && DYNAMICLIGHTMAP_ON))) float4 texcoord2 : TEXCOORD2; #endif #if _HDRP float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; #endif // #if %TEXCOORD3REQUIREKEY% // float4 texcoord3 : TEXCOORD3; // #endif // #if %VERTEXCOLORREQUIREKEY% float4 vertexColor : COLOR; // #endif #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) float3 previousPositionOS : TEXCOORD4; // Contain previous transform position (in case of skinning for example) #if defined (_ADD_PRECOMPUTED_VELOCITY) float3 precomputedVelocity : TEXCOORD5; // Add Precomputed Velocity (Alembic computes velocities on runtime side). #endif #endif UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessVertex { float4 vertex : INTERNALTESSPOS; float3 normal : NORMAL; float4 tangent : TANGENT; float4 texcoord0 : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; // #if %TEXCOORD3REQUIREKEY% // float4 texcoord3 : TEXCOORD3; // #endif // #if %VERTEXCOLORREQUIREKEY% float4 vertexColor : COLOR; // #endif // #if %EXTRAV2F0REQUIREKEY% float4 extraV2F0 : TEXCOORD5; // #endif // #if %EXTRAV2F1REQUIREKEY% float4 extraV2F1 : TEXCOORD6; // #endif // #if %EXTRAV2F2REQUIREKEY% float4 extraV2F2 : TEXCOORD7; // #endif // #if %EXTRAV2F3REQUIREKEY% float4 extraV2F3 : TEXCOORD8; // #endif // #if %EXTRAV2F4REQUIREKEY% // float4 extraV2F4 : TEXCOORD9; // #endif // #if %EXTRAV2F5REQUIREKEY% // float4 extraV2F5 : TEXCOORD10; // #endif // #if %EXTRAV2F6REQUIREKEY% // float4 extraV2F6 : TEXCOORD11; // #endif // #if %EXTRAV2F7REQUIREKEY% // float4 extraV2F7 : TEXCOORD12; // #endif #if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)) float3 previousPositionOS : TEXCOORD13; // Contain previous transform position (in case of skinning for example) #if defined (_ADD_PRECOMPUTED_VELOCITY) float3 precomputedVelocity : TEXCOORD14; #endif #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; struct ExtraV2F { float4 extraV2F0; float4 extraV2F1; float4 extraV2F2; float4 extraV2F3; float4 extraV2F4; float4 extraV2F5; float4 extraV2F6; float4 extraV2F7; Blackboard blackboard; float4 time; }; float3 WorldToTangentSpace(ShaderData d, float3 normal) { return mul(d.TBNMatrix, normal); } float3 TangentToWorldSpace(ShaderData d, float3 normal) { return mul(normal, d.TBNMatrix); } // in this case, make standard more like SRPs, because we can't fix // unity_WorldToObject in HDRP, since it already does macro-fu there #if _STANDARD float3 TransformWorldToObject(float3 p) { return mul(unity_WorldToObject, float4(p, 1)); }; float3 TransformObjectToWorld(float3 p) { return mul(unity_ObjectToWorld, float4(p, 1)); }; float4 TransformWorldToObject(float4 p) { return mul(unity_WorldToObject, p); }; float4 TransformObjectToWorld(float4 p) { return mul(unity_ObjectToWorld, p); }; float4x4 GetWorldToObjectMatrix() { return unity_WorldToObject; } float4x4 GetObjectToWorldMatrix() { return unity_ObjectToWorld; } #if (defined(SHADER_API_D3D11) || defined(SHADER_API_XBOXONE) || defined(UNITY_COMPILER_HLSLCC) || defined(SHADER_API_PSSL) || (SHADER_TARGET_SURFACE_ANALYSIS && !SHADER_TARGET_SURFACE_ANALYSIS_MOJOSHADER)) #define UNITY_SAMPLE_TEX2D_LOD(tex,coord, lod) tex.SampleLevel (sampler##tex,coord, lod) #define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord, lod) tex.SampleLevel (sampler##samplertex,coord, lod) #else #define UNITY_SAMPLE_TEX2D_LOD(tex,coord,lod) tex2D (tex,coord,0,lod) #define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord,lod) tex2D (tex,coord,0,lod) #endif #undef GetWorldToObjectMatrix() #define GetWorldToObjectMatrix() unity_WorldToObject #endif float3 GetCameraWorldPosition() { #if _HDRP return GetCameraRelativePositionWS(_WorldSpaceCameraPos); #else return _WorldSpaceCameraPos; #endif } #if _GRABPASSUSED #if _STANDARD TEXTURE2D(%GRABTEXTURE%); SAMPLER(sampler_%GRABTEXTURE%); #endif half3 GetSceneColor(float2 uv) { #if _STANDARD return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, uv).rgb; #else return SHADERGRAPH_SAMPLE_SCENE_COLOR(uv); #endif } #endif #if _STANDARD UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); float GetSceneDepth(float2 uv) { return SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv); } float GetLinear01Depth(float2 uv) { return Linear01Depth(GetSceneDepth(uv)); } float GetLinearEyeDepth(float2 uv) { return LinearEyeDepth(GetSceneDepth(uv)); } #else float GetSceneDepth(float2 uv) { return SHADERGRAPH_SAMPLE_SCENE_DEPTH(uv); } float GetLinear01Depth(float2 uv) { return Linear01Depth(GetSceneDepth(uv), _ZBufferParams); } float GetLinearEyeDepth(float2 uv) { return LinearEyeDepth(GetSceneDepth(uv), _ZBufferParams); } #endif float3 GetWorldPositionFromDepthBuffer(float2 uv, float3 worldSpaceViewDir) { float eye = GetLinearEyeDepth(uv); float3 camView = mul((float3x3)GetObjectToWorldMatrix(), transpose(mul(GetWorldToObjectMatrix(), UNITY_MATRIX_I_V)) [2].xyz); float dt = dot(worldSpaceViewDir, camView); float3 div = worldSpaceViewDir/dt; float3 wpos = (eye * div) + GetCameraWorldPosition(); return wpos; } #if _HDRP float3 ObjectToWorldSpacePosition(float3 pos) { return GetAbsolutePositionWS(TransformObjectToWorld(pos)); } #else float3 ObjectToWorldSpacePosition(float3 pos) { return TransformObjectToWorld(pos); } #endif #if _STANDARD UNITY_DECLARE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture); float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir) { float4 depthNorms = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture, uv); float3 norms = DecodeViewNormalStereo(depthNorms); norms = mul((float3x3)GetWorldToViewMatrix(), norms) * 0.5 + 0.5; return norms; } #elif _HDRP && !_DECALSHADER float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir) { NormalData nd; DecodeFromNormalBuffer(_ScreenSize.xy * uv, nd); return nd.normalWS; } #elif _URP #if (SHADER_LIBRARY_VERSION_MAJOR >= 10) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl" #endif float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir) { #if (SHADER_LIBRARY_VERSION_MAJOR >= 10) return SampleSceneNormals(uv); #else float3 wpos = GetWorldPositionFromDepthBuffer(uv, worldSpaceViewDir); return normalize(-cross(ddx(wpos), ddy(wpos))) * 0.5 + 0.5; #endif } #endif #if _HDRP half3 UnpackNormalmapRGorAG(half4 packednormal) { // This do the trick packednormal.x *= packednormal.w; half3 normal; normal.xy = packednormal.xy * 2 - 1; normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy))); return normal; } half3 UnpackNormal(half4 packednormal) { #if defined(UNITY_NO_DXT5nm) return packednormal.xyz * 2 - 1; #else return UnpackNormalmapRGorAG(packednormal); #endif } #endif #if _HDRP || _URP half3 UnpackScaleNormal(half4 packednormal, half scale) { #ifndef UNITY_NO_DXT5nm // Unpack normal as DXT5nm (1, y, 1, x) or BC5 (x, y, 0, 1) // Note neutral texture like "bump" is (0, 0, 1, 1) to work with both plain RGB normal and DXT5nm/BC5 packednormal.x *= packednormal.w; #endif half3 normal; normal.xy = (packednormal.xy * 2 - 1) * scale; normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy))); return normal; } #endif void GetSun(out float3 lightDir, out float3 color) { lightDir = float3(0.5, 0.5, 0); color = 1; #if _HDRP if (_DirectionalLightCount > 0) { DirectionalLightData light = _DirectionalLightDatas[0]; lightDir = -light.forward.xyz; color = light.color; } #elif _STANDARD lightDir = normalize(_WorldSpaceLightPos0.xyz); color = _LightColor0.rgb; #elif _URP Light light = GetMainLight(); lightDir = light.direction; color = light.color; #endif } CBUFFER_START(UnityPerMaterial) half4 _Color; half _Alpha; half _AlphaCutoffValue; half _TimingSeed; #if TIMEISCUSTOM_ON float4 globalCustomTime; #endif half4 _MainTex_ST, _ShapeColor; half _ShapeXSpeed, _ShapeYSpeed, _ShapeColorWeight, _ShapeAlphaWeight; #if SHAPE1CONTRAST_ON half _ShapeContrast, _ShapeBrightness; #endif #if SHAPE1DISTORT_ON half4 _ShapeDistortTex_ST; half _ShapeDistortAmount, _ShapeDistortXSpeed, _ShapeDistortYSpeed; #endif #if SHAPE1ROTATE_ON half _ShapeRotationOffset, _ShapeRotationSpeed; #endif #if OFFSETSTREAM_ON half _OffsetSh1; #endif #if SHAPEWEIGHTS_ON half _Sh1BlendOffset; #endif #if SHAPE2_ON half4 _Shape2Tex_ST, _Shape2Color; half _Shape2XSpeed, _Shape2YSpeed, _Shape2ColorWeight, _Shape2AlphaWeight; #if SHAPE2CONTRAST_ON half _Shape2Contrast, _Shape2Brightness; #endif #if SHAPE2DISTORT_ON half4 _Shape2DistortTex_ST; half _Shape2DistortAmount, _Shape2DistortXSpeed, _Shape2DistortYSpeed; #endif #if SHAPE2ROTATE_ON half _Shape2RotationOffset, _Shape2RotationSpeed; #endif #if OFFSETSTREAM_ON half _OffsetSh2; #endif #if SHAPEWEIGHTS_ON half _Sh2BlendOffset; #endif #endif #if SHAPE3_ON half4 _Shape3Tex_ST, _Shape3Color; half _Shape3XSpeed, _Shape3YSpeed, _Shape3ColorWeight, _Shape3AlphaWeight; #if SHAPE3CONTRAST_ON half _Shape3Contrast, _Shape3Brightness; #endif #if SHAPE3DISTORT_ON half4 _Shape3DistortTex_ST; half _Shape3DistortAmount, _Shape3DistortXSpeed, _Shape3DistortYSpeed; #endif #if SHAPE3ROTATE_ON half _Shape3RotationOffset, _Shape3RotationSpeed; #endif #if OFFSETSTREAM_ON half _OffsetSh3; #endif #if SHAPEWEIGHTS_ON half _Sh3BlendOffset; #endif #endif #if GLOW_ON half4 _GlowColor; half _Glow, _GlowGlobal; #if GLOWTEX_ON half4 _GlowTex_ST; #endif #endif #if MASK_ON half4 _MaskTex_ST; half _MaskPow; #endif #if COLORRAMP_ON half _ColorRampLuminosity, _ColorRampBlend; #endif #if ALPHASMOOTHSTEP_ON half _AlphaStepMin, _AlphaStepMax; #endif #if ALPHAFADE_ON half _AlphaFadeAmount, _AlphaFadeSmooth, _AlphaFadePow; #endif #if HSV_ON half _HsvShift, _HsvSaturation, _HsvBright; #endif #if POSTERIZE_ON half _PosterizeNumColors; #endif #if PIXELATE_ON half _PixelateSize; #endif #if DISTORT_ON half4 _DistortTex_ST; half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount; #endif #if TEXTURESCROLL_ON half _TextureScrollXSpeed, _TextureScrollYSpeed; #endif #if SHAKEUV_ON half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY; #endif #if WAVEUV_ON half _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY; #endif #if ROUNDWAVEUV_ON half _RoundWaveStrength, _RoundWaveSpeed; #endif #if TWISTUV_ON half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius; #endif #if DOODLE_ON half _HandDrawnAmount, _HandDrawnSpeed; #endif #if ROUNDWAVEUV_ON || PIXELATE_ON half4 _MainTex_TexelSize; #endif #if VERTOFFSET_ON half4 _VertOffsetTex_ST; half _VertOffsetAmount, _VertOffsetPower, _VertOffsetTexXSpeed, _VertOffsetTexYSpeed; #endif #if FADE_ON half4 _FadeTex_ST; half _FadeAmount, _FadeTransition, _FadePower, _FadeScrollXSpeed, _FadeScrollYSpeed; #if FADEBURN_ON half4 _FadeBurnColor, _FadeBurnTex_ST; half _FadeBurnWidth, _FadeBurnGlow; #endif #endif #if COLORGRADING_ON half3 _ColorGradingLight, _ColorGradingMiddle, _ColorGradingDark; half _ColorGradingMidPoint; #endif #if CAMDISTFADE_ON half _CamDistFadeStepMin, _CamDistFadeStepMax, _CamDistProximityFade; #endif #if RIM_ON half _RimBias, _RimScale, _RimPower, _RimIntensity, _RimAddAmount, _RimErodesAlpha; half4 _RimColor; #endif #if BACKFACETINT_ON half4 _BackFaceTint, _FrontFaceTint; #endif #if SHAPEDEBUG_ON half _DebugShape; #endif #if SHAPE1MASK_ON half4 _Shape1MaskTex_ST; half _Shape1MaskPow; #endif #if TRAILWIDTH_ON half _TrailWidthPower; #endif #if LIGHTANDSHADOW_ON half3 _All1VfxLightDir; half _ShadowAmount, _ShadowStepMin, _ShadowStepMax, _LightAmount; half4 _LightColor; #endif #if SHAPETEXOFFSET_ON half _RandomSh1Mult, _RandomSh2Mult, _RandomSh3Mult; #endif #if DEPTHGLOW_ON half _DepthGlowDist, _DepthGlowPow, _DepthGlow, _DepthGlowGlobal; half4 _DepthGlowColor; #endif #if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON half _ScreenUvShDistScale,_ScreenUvSh2DistScale, _ScreenUvSh3DistScale; #endif #if NORMALMAP_ON half _NormalStrength; #endif CBUFFER_END TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); #if SHAPE1DISTORT_ON TEXTURE2D(_ShapeDistortTex); SAMPLER(sampler_ShapeDistortTex); #endif #if SHAPE2_ON TEXTURE2D(_Shape2Tex); SAMPLER(sampler_Shape2Tex); #if SHAPE2DISTORT_ON TEXTURE2D(_Shape2DistortTex); SAMPLER(sampler_Shape2DistortTex); #endif #endif #if SHAPE3_ON TEXTURE2D(_Shape3Tex); SAMPLER(sampler_Shape3Tex); #if SHAPE3DISTORT_ON TEXTURE2D(_Shape3DistortTex); SAMPLER(sampler_Shape3DistortTex); #endif #endif #if GLOW_ON #if GLOWTEX_ON TEXTURE2D(_GlowTex); SAMPLER(sampler_GlowTex); #endif #endif #if MASK_ON TEXTURE2D(_MaskTex); SAMPLER(sampler_MaskTex); #endif #if COLORRAMP_ON TEXTURE2D(_ColorRampTex); SAMPLER(sampler_ColorRampTex); #endif #if COLORRAMPGRAD_ON TEXTURE2D(_ColorRampTexGradient); SAMPLER(sampler_ColorRampTexGradient); #endif #if DISTORT_ON TEXTURE2D(_DistortTex); SAMPLER(sampler_DistortTex); #endif #if VERTOFFSET_ON TEXTURE2D(_VertOffsetTex); SAMPLER(sampler_VertOffsetTex); #endif #if FADE_ON TEXTURE2D(_FadeTex); SAMPLER(sampler_FadeTex); #if FADEBURN_ON TEXTURE2D(_FadeBurnTex); SAMPLER(sampler_FadeBurnTex); #endif #endif #if SHAPE1MASK_ON TEXTURE2D(_Shape1MaskTex); SAMPLER(sampler_Shape1MaskTex); #endif #if TRAILWIDTH_ON TEXTURE2D(_TrailWidthGradient); SAMPLER(sampler_TrailWidthGradient); #endif #if NORMALMAP_ON TEXTURE2D(_NormalMap); SAMPLER(sampler_NormalMap); #endif half4 SampleTextureWithScroll(in Texture2D _tex, in SamplerState _sampler, in float2 uv, in half scrollXSpeed, in half scrollYSpeed, in float time) { half2 _uv = uv; _uv.x += (time * scrollXSpeed) % 1; _uv.y += (time * scrollYSpeed) % 1; return SAMPLE_TEXTURE2D(_tex, _sampler, _uv); } half EaseOutQuint(half x) { return 1 - pow(1 - x, 5); } half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax) { return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin); } float2 RotateUvs(float2 uv, half rotation, half4 scaleAndTranslate) { half2 center = half2(0.5 * scaleAndTranslate.x + scaleAndTranslate.z, 0.5 * scaleAndTranslate.y + scaleAndTranslate.w); half cosAngle = cos(rotation); half sinAngle = sin(rotation); uv -= center; uv = mul(half2x2(cosAngle, -sinAngle, sinAngle, cosAngle), uv); uv += center; return uv; } half4 GetDebugColor(float4 resColor, half4 shape1, half4 shape2, half4 shape3) { half4 res = resColor; //MAKE SURE THE FOLLOWING CODE BLOCK IS UNCOMMENTED------------------------------------------- #if SHAPEDEBUG_ON if(_DebugShape < 1.5) return shape1; #if SHAPE2_ON else if (_DebugShape < 2.5) return shape2; #endif #if SHAPE3_ON else return shape3; #endif #endif return res; } void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d) { //uvDistTex --> extraV2F0 //uvSh1DistTex --> extraV2F1 //uvSh2DistTex --> extraV2F2 //uvSh3DistTex --> extraV2F3 #if VERTOFFSET_ON #if TIMEISCUSTOM_ON const half time = v.texcoord0.z + globalCustomTime.y; #else const half time = v.texcoord0.z + _Time.y; #endif half4 offsetUv = half4(TRANSFORM_TEX(v.texcoord0.xy, _VertOffsetTex), 0, 0); offsetUv.x += (time * _VertOffsetTexXSpeed) % 1; offsetUv.y += (time * _VertOffsetTexYSpeed) % 1; v.vertex.xyz += v.normal * _VertOffsetAmount * pow(SAMPLE_TEXTURE2D_LOD(_VertOffsetTex, sampler_VertOffsetTex, offsetUv, 0).r, _VertOffsetPower); #endif #if DISTORT_ON && !POLARUVDISTORT_ON d.extraV2F0.xy = TRANSFORM_TEX(v.texcoord0.xy, _DistortTex); #endif #if SHAPE1DISTORT_ON && !POLARUVDISTORT_ON d.extraV2F1.xy = TRANSFORM_TEX(v.texcoord0.xy, _ShapeDistortTex); #endif #if SHAPE2_ON #if SHAPE2DISTORT_ON && !POLARUVDISTORT_ON d.extraV2F2.xy = TRANSFORM_TEX(v.texcoord0.xy, _Shape2DistortTex);; #endif #endif #if SHAPE3_ON #if SHAPE3DISTORT_ON && !POLARUVDISTORT_ON d.extraV2F3.xy = TRANSFORM_TEX(v.texcoord0.xy, _Shape3DistortTex); #endif #endif } void Ext_SurfaceFunction0 (inout Surface o, ShaderData d) { //i.uvSeed -> d.texcoord0.xy float seed = d.texcoord0.z + _TimingSeed; #if TIMEISCUSTOM_ON const float4 shaderTime = globalCustomTime; #else const float4 shaderTime = _Time; #endif float time = shaderTime.y + seed; #if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON half2 originalUvs = d.texcoord0.xy; #endif #if PIXELATE_ON half aspectRatio = _MainTex_TexelSize.x / _MainTex_TexelSize.y; half2 pixelSize = float2(_PixelateSize, _PixelateSize * aspectRatio); d.texcoord0.xy = floor(d.texcoord0.xy * pixelSize) / pixelSize; #endif #if NORMALMAP_ON half4 normalSample = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, d.texcoord0.xy); half3 normalTS = UnpackNormal(normalSample); normalTS.xy *= _NormalStrength; o.Normal = normalTS; #endif #if TWISTUV_ON half2 tempUv = d.texcoord0.xy - half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y); _TwistUvRadius *= (_MainTex_ST.x + _MainTex_ST.y) / 2; half percent = (_TwistUvRadius - length(tempUv)) / _TwistUvRadius; half theta = percent * percent * (2.0 * sin(_TwistUvAmount)) * 8.0; half s = sin(theta); half c = cos(theta); half beta = max(sign(_TwistUvRadius - length(tempUv)), 0.0); tempUv = half2(dot(tempUv, half2(c, -s)), dot(tempUv, half2(s, c))) * beta + tempUv * (1 - beta); tempUv += half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y); d.texcoord0.xy = tempUv; #endif #if DOODLE_ON half2 uvCopy = d.texcoord0.xy; _HandDrawnSpeed = (floor((shaderTime.x + seed) * 20 * _HandDrawnSpeed) / _HandDrawnSpeed) * _HandDrawnSpeed; uvCopy.x = sin((uvCopy.x * _HandDrawnAmount + _HandDrawnSpeed) * 4); uvCopy.y = cos((uvCopy.y * _HandDrawnAmount + _HandDrawnSpeed) * 4); d.texcoord0.xy = lerp(d.texcoord0.xy, d.texcoord0.xy + uvCopy, 0.0005 * _HandDrawnAmount); #endif #if SHAKEUV_ON half xShake = sin((shaderTime.x + seed) * _ShakeUvSpeed * 50) * _ShakeUvX; half yShake = cos((shaderTime.x + seed) * _ShakeUvSpeed * 50) * _ShakeUvY; d.texcoord0.xy += half2(xShake * 0.012, yShake * 0.01); #endif #if WAVEUV_ON half2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - d.texcoord0.xy; #if ATLAS_ON uvWave = half2(_WaveX, _WaveY) - uvRect; #endif uvWave.x *= _ScreenParams.x / _ScreenParams.y; half angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((time * _WaveSpeed) % 360.0); d.texcoord0.xy = d.texcoord0.xy + normalize(uvWave) * sin(angWave) * (_WaveStrength / 1000.0); #endif #if ROUNDWAVEUV_ON half xWave = ((0.5 * _MainTex_ST.x) - d.texcoord0.x); half yWave = ((0.5 * _MainTex_ST.y) - d.texcoord0.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z); half ripple = -sqrt(xWave*xWave + yWave* yWave); d.texcoord0.xy += (sin((ripple + time * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1; #endif #if POLARUV_ON half2 prePolarUvs = d.texcoord0.xy; d.texcoord0.xy = d.texcoord0.xy - half2(0.5, 0.5); d.texcoord0.xy = half2(atan2(d.texcoord0.y, d.texcoord0.x) / (1.0 * 6.28318530718), length(d.texcoord0.xy) * 2.0); d.texcoord0.xy *= _MainTex_ST.xy; #endif #if DISTORT_ON #if POLARUVDISTORT_ON half2 distortUvs = TRANSFORM_TEX(d.texcoord0.xy, _DistortTex); #else half2 distortUvs = d.extraV2F0.xy; #endif distortUvs.x += ((shaderTime.x + seed) * _DistortTexXSpeed) % 1; distortUvs.y += ((shaderTime.x + seed) * _DistortTexYSpeed) % 1; #if ATLAS_ON d.extraV2F0.xy = half2((d.extraV2F0.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.extraV2F0.y - _MinYUV) / (_MaxYUV - _MinYUV)); #endif half distortAmnt = (SAMPLE_TEXTURE2D(_DistortTex, sampler_DistortTex, distortUvs).r - 0.5) * 0.2 * _DistortAmount; d.texcoord0.x += distortAmnt; d.texcoord0.y += distortAmnt; #endif #if TEXTURESCROLL_ON d.texcoord0.x += (time * _TextureScrollXSpeed) % 1; d.texcoord0.y += (time * _TextureScrollYSpeed) % 1; #endif #if TRAILWIDTH_ON half width = pow(SAMPLE_TEXTURE2D(_TrailWidthGradient, sampler_TrailWidthGradient, d.texcoord0).r, _TrailWidthPower); d.texcoord0.y = (d.texcoord0.y * 2 - 1) / width * 0.5 + 0.5; clip(d.texcoord0.y); clip(1 - d.texcoord0.y); #endif float2 shape1Uv = d.texcoord0.xy; #if SHAPE2_ON float2 shape2Uv = shape1Uv; #endif #if SHAPE3_ON float2 shape3Uv = shape1Uv; #endif #if CAMDISTFADE_ON || SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON half camDistance = distance(d.worldSpacePosition, _WorldSpaceCameraPos); #endif #if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON half2 uvOffsetPostFx = d.texcoord0.xy - originalUvs; d.texcoord0.xy = d.screenPos.xy / d.screenPos.w; d.texcoord0.x = d.texcoord0.x * (_ScreenParams.x / _ScreenParams.y); d.texcoord0.x -= 0.5; d.texcoord0.xy -= uvOffsetPostFx; originalUvs += uvOffsetPostFx; half distanceZoom = camDistance * 0.1; half2 scaleWithDistUvs = d.texcoord0.xy * distanceZoom + ((-distanceZoom * 0.5) + 0.5); #if SHAPE1SCREENUV_ON shape1Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvShDistScale); #else shape1Uv = originalUvs; #endif #if SHAPE2SCREENUV_ON && SHAPE2_ON shape2Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvSh2DistScale); #else #if SHAPE2_ON shape2Uv = originalUvs; #endif #endif #if SHAPE3SCREENUV_ON && SHAPE3_ON shape3Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvSh3DistScale); #else #if SHAPE3_ON shape3Uv = originalUvs; #endif #endif #endif shape1Uv = TRANSFORM_TEX(shape1Uv, _MainTex); #if OFFSETSTREAM_ON shape1Uv.x += i.offsetCustomData.x * _OffsetSh1; shape1Uv.y += i.offsetCustomData.y * _OffsetSh1; #endif #if SHAPETEXOFFSET_ON shape1Uv += seed * _RandomSh1Mult; #endif #if SHAPE1DISTORT_ON #if POLARUVDISTORT_ON half2 sh1DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _ShapeDistortTex); #else half2 sh1DistortUvs = d.extraV2F1.xy; #endif sh1DistortUvs.x += ((time + seed) * _ShapeDistortXSpeed) % 1; sh1DistortUvs.y += ((time + seed) * _ShapeDistortYSpeed) % 1; half distortAmount = (SAMPLE_TEXTURE2D(_ShapeDistortTex, sampler_ShapeDistortTex, sh1DistortUvs).r - 0.5) * 0.2 * _ShapeDistortAmount; shape1Uv.x += distortAmount; shape1Uv.y += distortAmount; #endif #if SHAPE1ROTATE_ON shape1Uv = RotateUvs(shape1Uv, _ShapeRotationOffset + ((_ShapeRotationSpeed * time) % 6.28318530718), _MainTex_ST); #endif half4 shape1 = SampleTextureWithScroll(_MainTex, sampler_MainTex, shape1Uv, _ShapeXSpeed, _ShapeYSpeed, time); #if SHAPE1SHAPECOLOR_ON shape1.a = shape1.r; shape1.rgb = _ShapeColor.rgb; #else shape1 *= _ShapeColor; #endif #if SHAPE1CONTRAST_ON #if SHAPE1SHAPECOLOR_ON shape1.a = saturate((shape1.a - 0.5) * _ShapeContrast + 0.5 + _ShapeBrightness); #else shape1.rgb = max(0, (shape1.rgb - half3(0.5, 0.5, 0.5)) * _ShapeContrast + half3(0.5, 0.5, 0.5) + _ShapeBrightness); #endif #endif half4 shape2 = 1.0; #if SHAPE2_ON shape2Uv = TRANSFORM_TEX(shape2Uv, _Shape2Tex); #if OFFSETSTREAM_ON shape2Uv.x += i.offsetCustomData.x * _OffsetSh2; shape2Uv.y += i.offsetCustomData.y * _OffsetSh2; #endif #if SHAPETEXOFFSET_ON shape2Uv += seed * _RandomSh2Mult; #endif #if SHAPE2DISTORT_ON #if POLARUVDISTORT_ON half2 sh2DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _Shape2DistortTex); #else half2 sh2DistortUvs = d.extraV2F2.xy; #endif sh2DistortUvs.x += ((time + seed) * _Shape2DistortXSpeed) % 1; sh2DistortUvs.y += ((time + seed) * _Shape2DistortYSpeed) % 1; half distortAmnt2 = (SAMPLE_TEXTURE2D(_Shape2DistortTex, sampler_Shape2DistortTex, sh2DistortUvs).r - 0.5) * 0.2 * _Shape2DistortAmount; shape2Uv.x += distortAmnt2; shape2Uv.y += distortAmnt2; #endif #if SHAPE2ROTATE_ON shape2Uv = RotateUvs(shape2Uv, _Shape2RotationOffset + ((_Shape2RotationSpeed * time) % 6.28318530718), _Shape2Tex_ST); #endif shape2 = SampleTextureWithScroll(_Shape2Tex, sampler_Shape2Tex, shape2Uv, _Shape2XSpeed, _Shape2YSpeed, time); #if SHAPE2SHAPECOLOR_ON shape2.a = shape2.r; shape2.rgb = _Shape2Color.rgb; #else shape2 *= _Shape2Color; #endif #if SHAPE2CONTRAST_ON #if SHAPE2SHAPECOLOR_ON shape2.a = max(0, (shape2.a - 0.5) * _Shape2Contrast + 0.5 + _Shape2Brightness); #else shape2.rgb = max(0, (shape2.rgb - half3(0.5, 0.5, 0.5)) * _Shape2Contrast + half3(0.5, 0.5, 0.5) + _Shape2Brightness); #endif #endif #endif half4 shape3 = 1.0; #if SHAPE3_ON shape3Uv = TRANSFORM_TEX(shape3Uv, _Shape3Tex); #if OFFSETSTREAM_ON shape3Uv.x += i.offsetCustomData.x * _OffsetSh3; shape3Uv.y += i.offsetCustomData.y * _OffsetSh3; #endif #if SHAPETEXOFFSET_ON shape3Uv += seed * _RandomSh3Mult; #endif #if SHAPE3DISTORT_ON #if POLARUVDISTORT_ON half2 sh3DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _Shape3DistortTex); #else half2 sh3DistortUvs = d.extraV2F3.xy; #endif sh3DistortUvs.x += ((time + seed) * _Shape3DistortXSpeed) % 1; sh3DistortUvs.y += ((time + seed) * _Shape3DistortYSpeed) % 1; half distortAmnt3 = (SAMPLE_TEXTURE2D(_Shape3DistortTex, sampler_Shape3DistortTex, sh3DistortUvs).r - 0.5) * 0.3 * _Shape3DistortAmount; shape3Uv.x += distortAmnt3; shape3Uv.y += distortAmnt3; #endif #if SHAPE3ROTATE_ON shape3Uv = RotateUvs(shape3Uv, _Shape3RotationOffset + ((_Shape3RotationSpeed * time) % 6.28318530718), _Shape3Tex_ST); #endif shape3 = SampleTextureWithScroll(_Shape3Tex, sampler_Shape3Tex, shape3Uv, _Shape3XSpeed, _Shape3YSpeed, time); #if SHAPE3SHAPECOLOR_ON shape3.a = shape3.r; shape3.rgb = _Shape3Color.rgb; #else shape3 *= _Shape3Color; #endif #if SHAPE3CONTRAST_ON #if SHAPE3SHAPECOLOR_ON shape3.a = max(0, (shape3.a - 0.5) * _Shape3Contrast + 0.5 + _Shape3Brightness); #else shape3.rgb = max(0, (shape3.rgb - half3(0.5, 0.5, 0.5)) * _Shape3Contrast + half3(0.5, 0.5, 0.5) + _Shape3Brightness); #endif #endif #endif half4 col = shape1; //Mix all shapes pre: change weights if custom vertex effect active #if SHAPEWEIGHTS_ON half shapeWeightOffset; #if SHAPE2_ON shapeWeightOffset = i.offsetCustomData.z * _Sh1BlendOffset; _ShapeColorWeight = max(0, _ShapeColorWeight + shapeWeightOffset); _ShapeAlphaWeight = max(0, _ShapeAlphaWeight + shapeWeightOffset); shapeWeightOffset = i.offsetCustomData.z * _Sh2BlendOffset; _Shape2ColorWeight = max(0, _Shape2ColorWeight + shapeWeightOffset); _Shape2AlphaWeight = max(0, _Shape2AlphaWeight + shapeWeightOffset); #endif #if SHAPE3_ON shapeWeightOffset = i.offsetCustomData.z * _Sh3BlendOffset; _Shape3ColorWeight = max(0, _Shape3ColorWeight + shapeWeightOffset); _Shape3AlphaWeight = max(0, _Shape3AlphaWeight + shapeWeightOffset); #endif #endif //Mix all shapes #if SHAPE2_ON #if !SPLITRGBA_ON _ShapeAlphaWeight = _ShapeColorWeight; _Shape2AlphaWeight = _Shape2ColorWeight; #endif #if SHAPE3_ON //Shape3 On #if !SPLITRGBA_ON _Shape3AlphaWeight = _Shape3ColorWeight; #endif #if SHAPEADD_ON col.rgb = ((shape1.rgb * _ShapeColorWeight) + (shape2.rgb * _Shape2ColorWeight)) + (shape3.rgb * _Shape3ColorWeight); col.a = saturate(max(shape3.a * _Shape3AlphaWeight, max(shape1.a * _ShapeAlphaWeight, shape2.a * _Shape2AlphaWeight))); #else col.rgb = ((shape1.rgb * _ShapeColorWeight) * (shape2.rgb * _Shape2ColorWeight)) * (shape3.rgb * _Shape3ColorWeight); col.a = saturate(((shape1.a * _ShapeAlphaWeight) * (shape2.a * _Shape2AlphaWeight)) * (shape3.a * _Shape3AlphaWeight)); #endif #else //Shape3 Off #if SHAPEADD_ON col.rgb = (shape1.rgb * _ShapeColorWeight) + (shape2.rgb * _Shape2ColorWeight); col.a = saturate(max(shape1.a * _ShapeAlphaWeight, shape2.a * _Shape2AlphaWeight)); #else col.rgb = (shape1.rgb * _ShapeColorWeight) * (shape2.rgb * _Shape2ColorWeight); col.a = saturate((shape1.a * _ShapeAlphaWeight) * (shape2.a * _Shape2AlphaWeight)); #endif #endif #endif #if SHAPE1MASK_ON col = lerp(col, shape1, pow(SAMPLE_TEXTURE2D(_Shape1MaskTex, sampler_Shape1MaskTex, TRANSFORM_TEX(i.uvSeed.xy, _Shape1MaskTex)).r, _Shape1MaskPow)); #endif #if PREMULTIPLYCOLOR_ON half luminance = 0; luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance *= col.a; col.a = min(luminance, col.a); #endif col.rgb *= _Color.rgb * d.vertexColor.rgb; #if PREMULTIPLYALPHA_ON col.rgb *= col.a; #endif #if !PREMULTIPLYCOLOR_ON && (COLORRAMP_ON || ALPHAFADE_ON || COLORGRADING_ON || FADE_ON || (ADDITIVECONFIG_ON && (GLOW_ON || DEPTHGLOW_ON))) half luminance = 0; luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; luminance *= col.a; #endif #if (FADE_ON || ALPHAFADE_ON) && ALPHAFADEINPUTSTREAM_ON col.a *= d.vertexColor.a; d.vertexColor.a = d.texcoord0.w; #endif #if FADE_ON half preFadeAlpha = col.a; _FadeAmount = saturate(_FadeAmount + (1 - d.vertexColor.a)); _FadeTransition = max(0.01, _FadeTransition * EaseOutQuint(saturate(_FadeAmount))); half2 fadeUv; fadeUv = d.texcoord0.xy + seed; fadeUv.x += (time * _FadeScrollXSpeed) % 1; fadeUv.y += (time * _FadeScrollYSpeed) % 1; half2 tiledUvFade1 = TRANSFORM_TEX(fadeUv, _FadeTex); #if ADDITIVECONFIG_ON && !PREMULTIPLYCOLOR_ON preFadeAlpha *= luminance; #endif _FadeAmount = saturate(pow(_FadeAmount, _FadePower)); #if FADEBURN_ON half2 tiledUvFade2 = TRANSFORM_TEX(fadeUv, _FadeBurnTex); half fadeSample = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r; half fadeNaturalEdge = saturate(smoothstep(0.0 , _FadeTransition, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample)); col.a *= fadeNaturalEdge; half fadeBurn = saturate(smoothstep(0.0 , _FadeTransition + _FadeBurnWidth, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample)); fadeBurn = fadeNaturalEdge - fadeBurn; _FadeBurnColor.rgb *= _FadeBurnGlow; col.rgb += fadeBurn * SAMPLE_TEXTURE2D(_FadeBurnTex, sampler_FadeBurnTex, tiledUvFade2).rgb * _FadeBurnColor.rgb * preFadeAlpha; #else half fadeSample = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r; float fade = saturate(smoothstep(0.0 , _FadeTransition, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample)); col.a *= fade; #endif #if ALPHAFADETRANSPARENCYTOO_ON col.a *= 1 - _FadeAmount; #endif #endif #if ALPHAFADE_ON half alphaFadeLuminance; _AlphaFadeAmount = saturate(_AlphaFadeAmount + (1 - d.vertexColor.a)); _AlphaFadeAmount = saturate(pow(_AlphaFadeAmount, _AlphaFadePow)); _AlphaFadeSmooth = max(0.01, _AlphaFadeSmooth * EaseOutQuint(saturate(_AlphaFadeAmount))); #if ALPHAFADEUSESHAPE1_ON alphaFadeLuminance = shape1.r; #else alphaFadeLuminance = luminance; #endif alphaFadeLuminance = saturate(alphaFadeLuminance - 0.001); #if ALPHAFADEUSEREDCHANNEL_ON col.a *= col.r; #endif col.a = saturate(col.a); float alphaFade = saturate(smoothstep(0.0 , _AlphaFadeSmooth, RemapFloat(1.0 - _AlphaFadeAmount, 0.0, 1.0, -1.0, 1.0) + alphaFadeLuminance)); col.a *= alphaFade; #if ALPHAFADETRANSPARENCYTOO_ON col.a *= 1 - _AlphaFadeAmount; #endif #endif #if BACKFACETINT_ON col.rgb = lerp(col.rgb * _BackFaceTint, col.rgb * _FrontFaceTint, step(0, dot(d.worldSpaceNormal, d.worldSpaceViewDir))); #endif //#if LIGHTANDSHADOW_ON //half NdL = saturate(dot(d.worldSpaceNormal, -_All1VfxLightDir)); //col.rgb += _LightColor * _LightAmount * NdL; //NdL = max(_ShadowAmount, NdL); //NdL = smoothstep(_ShadowStepMin, _ShadowStepMax, NdL); //col.rgb *= NdL; //#endif #if COLORGRADING_ON col.rgb *= lerp(lerp(_ColorGradingDark, _ColorGradingMiddle, luminance/_ColorGradingMidPoint), lerp(_ColorGradingMiddle, _ColorGradingLight, (luminance - _ColorGradingMidPoint)/(1.0 - _ColorGradingMidPoint)), step(_ColorGradingMidPoint, luminance)); #endif #if COLORRAMP_ON half colorRampLuminance = saturate(luminance + _ColorRampLuminosity); #if COLORRAMPGRAD_ON half4 colorRampRes = SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(colorRampLuminance, 0)); #else half4 colorRampRes = SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(colorRampLuminance, 0)); #endif col.rgb = lerp(col.rgb, colorRampRes.rgb, _ColorRampBlend); col.a = lerp(col.a, saturate(col.a * colorRampRes.a), _ColorRampBlend); #endif #if POSTERIZE_ON && !POSTERIZEOUTLINE_ON col.rgb = floor(col.rgb / (1.0 / _PosterizeNumColors)) * (1.0 / _PosterizeNumColors); #endif #if DEPTHGLOW_ON half sceneDepthDiff = GetLinearEyeDepth(d.screenUV) - d.screenPos.w; #endif #if RIM_ON half NdV = 1 - abs(dot(d.worldSpaceNormal, d.worldSpaceViewDir)); half rimFactor = saturate(_RimBias + _RimScale * pow(NdV, _RimPower)); half4 rimCol = _RimColor * rimFactor; rimCol.rgb *= _RimIntensity; col.rgb = lerp(col.rgb * (rimCol.rgb + half3(1,1,1)), col.rgb + rimCol.rgb, _RimAddAmount); col.a = saturate(col.a * (1 - rimFactor * _RimErodesAlpha)); #endif #if DEPTHGLOW_ON half depthGlowMask = saturate(_DepthGlowDist * pow((1 - sceneDepthDiff), _DepthGlowPow)); col.rgb = lerp(col.rgb, _DepthGlowGlobal * col.rgb, depthGlowMask); half depthGlowMult = 1; #if ADDITIVECONFIG_ON depthGlowMult = luminance; #endif col.rgb += _DepthGlowColor.rgb * _DepthGlow * depthGlowMask * col.a * depthGlowMult; #endif #if GLOW_ON half glowMask = 1; #if GLOWTEX_ON glowMask = SAMPLE_TEXTURE2D(_GlowTex, sampler_GlowTex, TRANSFORM_TEX(d.texcoord0.xy, _GlowTex)); #endif col.rgb *= _GlowGlobal * glowMask; half glowMult = 1; #if ADDITIVECONFIG_ON glowMult = luminance; #endif col.rgb += _GlowColor.rgb * _Glow * glowMask * col.a * glowMult; #endif #if HSV_ON half3 resultHsv = half3(col.rgb); half cosHsv = _HsvBright * _HsvSaturation * cos(_HsvShift * 3.14159265 / 180); half sinHsv = _HsvBright * _HsvSaturation * sin(_HsvShift * 3.14159265 / 180); resultHsv.x = (.299 * _HsvBright + .701 * cosHsv + .168 * sinHsv) * col.x + (.587 * _HsvBright - .587 * cosHsv + .330 * sinHsv) * col.y + (.114 * _HsvBright - .114 * cosHsv - .497 * sinHsv) * col.z; resultHsv.y = (.299 * _HsvBright - .299 * cosHsv - .328 * sinHsv) *col.x + (.587 * _HsvBright + .413 * cosHsv + .035 * sinHsv) * col.y + (.114 * _HsvBright - .114 * cosHsv + .292 * sinHsv) * col.z; resultHsv.z = (.299 * _HsvBright - .3 * cosHsv + 1.25 * sinHsv) * col.x + (.587 * _HsvBright - .588 * cosHsv - 1.05 * sinHsv) * col.y + (.114 * _HsvBright + .886 * cosHsv - .203 * sinHsv) * col.z; col.rgb = resultHsv; #endif #if CAMDISTFADE_ON col.a *= 1 - saturate(smoothstep(_CamDistFadeStepMin, _CamDistFadeStepMax, camDistance)); col.a *= smoothstep(0.0, _CamDistProximityFade, camDistance); #endif #if MASK_ON half2 maskUv = d.texcoord0.xy; #if POLARUV_ON maskUv = prePolarUvs; #endif half4 maskSample = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, TRANSFORM_TEX(maskUv, _MaskTex)); half mask = pow(min(maskSample.r, maskSample.a), _MaskPow); col.a *= mask; #endif #if ALPHASMOOTHSTEP_ON col.a = smoothstep(_AlphaStepMin, _AlphaStepMax, col.a); #endif half4 debugColor = col; #if SHAPEDEBUG_ON debugColor = GetDebugColor(col, shape1, shape2, shape3); #endif clip(debugColor.a - _AlphaCutoffValue - 0.01); //#if FOG_ON //UNITY_APPLY_FOG(i.fogCoord, col); //#endif //Don't use a starting i.color.a lower than 1 unless using vertex stream dissolve when using a FADE effect #if !FADE_ON && !ALPHAFADE_ON col.a *= _Alpha * d.vertexColor.a; #endif #if FADE_ON || ALPHAFADE_ON col.a *= _Alpha; #endif #if ADDITIVECONFIG_ON col.rgb *= col.a; #endif #if SHAPEDEBUG_ON o.Albedo = debugColor.rgb; o.Alpha = debugColor.a; #else o.Albedo = col.rgb; o.Alpha = col.a; #endif } void ChainSurfaceFunction(inout Surface l, inout ShaderData d) { Ext_SurfaceFunction0(l, d); // Ext_SurfaceFunction1(l, d); // Ext_SurfaceFunction2(l, d); // Ext_SurfaceFunction3(l, d); // Ext_SurfaceFunction4(l, d); // Ext_SurfaceFunction5(l, d); // Ext_SurfaceFunction6(l, d); // Ext_SurfaceFunction7(l, d); // Ext_SurfaceFunction8(l, d); // Ext_SurfaceFunction9(l, d); // Ext_SurfaceFunction10(l, d); // Ext_SurfaceFunction11(l, d); // Ext_SurfaceFunction12(l, d); // Ext_SurfaceFunction13(l, d); // Ext_SurfaceFunction14(l, d); // Ext_SurfaceFunction15(l, d); // Ext_SurfaceFunction16(l, d); // Ext_SurfaceFunction17(l, d); // Ext_SurfaceFunction18(l, d); // Ext_SurfaceFunction19(l, d); // Ext_SurfaceFunction20(l, d); // Ext_SurfaceFunction21(l, d); // Ext_SurfaceFunction22(l, d); // Ext_SurfaceFunction23(l, d); // Ext_SurfaceFunction24(l, d); // Ext_SurfaceFunction25(l, d); // Ext_SurfaceFunction26(l, d); // Ext_SurfaceFunction27(l, d); // Ext_SurfaceFunction28(l, d); // Ext_SurfaceFunction29(l, d); } #if !_DECALSHADER void ChainModifyVertex(inout VertexData v, inout VertexToPixel v2p, float4 time) { ExtraV2F d; ZERO_INITIALIZE(ExtraV2F, d); ZERO_INITIALIZE(Blackboard, d.blackboard); // due to motion vectors in HDRP, we need to use the last // time in certain spots. So if you are going to use _Time to adjust vertices, // you need to use this time or motion vectors will break. d.time = time; Ext_ModifyVertex0(v, d); // Ext_ModifyVertex1(v, d); // Ext_ModifyVertex2(v, d); // Ext_ModifyVertex3(v, d); // Ext_ModifyVertex4(v, d); // Ext_ModifyVertex5(v, d); // Ext_ModifyVertex6(v, d); // Ext_ModifyVertex7(v, d); // Ext_ModifyVertex8(v, d); // Ext_ModifyVertex9(v, d); // Ext_ModifyVertex10(v, d); // Ext_ModifyVertex11(v, d); // Ext_ModifyVertex12(v, d); // Ext_ModifyVertex13(v, d); // Ext_ModifyVertex14(v, d); // Ext_ModifyVertex15(v, d); // Ext_ModifyVertex16(v, d); // Ext_ModifyVertex17(v, d); // Ext_ModifyVertex18(v, d); // Ext_ModifyVertex19(v, d); // Ext_ModifyVertex20(v, d); // Ext_ModifyVertex21(v, d); // Ext_ModifyVertex22(v, d); // Ext_ModifyVertex23(v, d); // Ext_ModifyVertex24(v, d); // Ext_ModifyVertex25(v, d); // Ext_ModifyVertex26(v, d); // Ext_ModifyVertex27(v, d); // Ext_ModifyVertex28(v, d); // Ext_ModifyVertex29(v, d); // #if %EXTRAV2F0REQUIREKEY% v2p.extraV2F0 = d.extraV2F0; // #endif // #if %EXTRAV2F1REQUIREKEY% v2p.extraV2F1 = d.extraV2F1; // #endif // #if %EXTRAV2F2REQUIREKEY% v2p.extraV2F2 = d.extraV2F2; // #endif // #if %EXTRAV2F3REQUIREKEY% v2p.extraV2F3 = d.extraV2F3; // #endif // #if %EXTRAV2F4REQUIREKEY% // v2p.extraV2F4 = d.extraV2F4; // #endif // #if %EXTRAV2F5REQUIREKEY% // v2p.extraV2F5 = d.extraV2F5; // #endif // #if %EXTRAV2F6REQUIREKEY% // v2p.extraV2F6 = d.extraV2F6; // #endif // #if %EXTRAV2F7REQUIREKEY% // v2p.extraV2F7 = d.extraV2F7; // #endif } void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p) { ExtraV2F d; ZERO_INITIALIZE(ExtraV2F, d); ZERO_INITIALIZE(Blackboard, d.blackboard); // #if %EXTRAV2F0REQUIREKEY% d.extraV2F0 = v2p.extraV2F0; // #endif // #if %EXTRAV2F1REQUIREKEY% d.extraV2F1 = v2p.extraV2F1; // #endif // #if %EXTRAV2F2REQUIREKEY% d.extraV2F2 = v2p.extraV2F2; // #endif // #if %EXTRAV2F3REQUIREKEY% d.extraV2F3 = v2p.extraV2F3; // #endif // #if %EXTRAV2F4REQUIREKEY% // d.extraV2F4 = v2p.extraV2F4; // #endif // #if %EXTRAV2F5REQUIREKEY% // d.extraV2F5 = v2p.extraV2F5; // #endif // #if %EXTRAV2F6REQUIREKEY% // d.extraV2F6 = v2p.extraV2F6; // #endif // #if %EXTRAV2F7REQUIREKEY% // d.extraV2F7 = v2p.extraV2F7; // #endif // Ext_ModifyTessellatedVertex0(v, d); // Ext_ModifyTessellatedVertex1(v, d); // Ext_ModifyTessellatedVertex2(v, d); // Ext_ModifyTessellatedVertex3(v, d); // Ext_ModifyTessellatedVertex4(v, d); // Ext_ModifyTessellatedVertex5(v, d); // Ext_ModifyTessellatedVertex6(v, d); // Ext_ModifyTessellatedVertex7(v, d); // Ext_ModifyTessellatedVertex8(v, d); // Ext_ModifyTessellatedVertex9(v, d); // Ext_ModifyTessellatedVertex10(v, d); // Ext_ModifyTessellatedVertex11(v, d); // Ext_ModifyTessellatedVertex12(v, d); // Ext_ModifyTessellatedVertex13(v, d); // Ext_ModifyTessellatedVertex14(v, d); // Ext_ModifyTessellatedVertex15(v, d); // Ext_ModifyTessellatedVertex16(v, d); // Ext_ModifyTessellatedVertex17(v, d); // Ext_ModifyTessellatedVertex18(v, d); // Ext_ModifyTessellatedVertex19(v, d); // Ext_ModifyTessellatedVertex20(v, d); // Ext_ModifyTessellatedVertex21(v, d); // Ext_ModifyTessellatedVertex22(v, d); // Ext_ModifyTessellatedVertex23(v, d); // Ext_ModifyTessellatedVertex24(v, d); // Ext_ModifyTessellatedVertex25(v, d); // Ext_ModifyTessellatedVertex26(v, d); // Ext_ModifyTessellatedVertex27(v, d); // Ext_ModifyTessellatedVertex28(v, d); // Ext_ModifyTessellatedVertex29(v, d); // #if %EXTRAV2F0REQUIREKEY% v2p.extraV2F0 = d.extraV2F0; // #endif // #if %EXTRAV2F1REQUIREKEY% v2p.extraV2F1 = d.extraV2F1; // #endif // #if %EXTRAV2F2REQUIREKEY% v2p.extraV2F2 = d.extraV2F2; // #endif // #if %EXTRAV2F3REQUIREKEY% v2p.extraV2F3 = d.extraV2F3; // #endif // #if %EXTRAV2F4REQUIREKEY% // v2p.extraV2F4 = d.extraV2F4; // #endif // #if %EXTRAV2F5REQUIREKEY% // v2p.extraV2F5 = d.extraV2F5; // #endif // #if %EXTRAV2F6REQUIREKEY% // v2p.extraV2F6 = d.extraV2F6; // #endif // #if %EXTRAV2F7REQUIREKEY% // v2p.extraV2F7 = d.extraV2F7; // #endif } void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color) { // Ext_FinalColorForward0(l, d, color); // Ext_FinalColorForward1(l, d, color); // Ext_FinalColorForward2(l, d, color); // Ext_FinalColorForward3(l, d, color); // Ext_FinalColorForward4(l, d, color); // Ext_FinalColorForward5(l, d, color); // Ext_FinalColorForward6(l, d, color); // Ext_FinalColorForward7(l, d, color); // Ext_FinalColorForward8(l, d, color); // Ext_FinalColorForward9(l, d, color); // Ext_FinalColorForward10(l, d, color); // Ext_FinalColorForward11(l, d, color); // Ext_FinalColorForward12(l, d, color); // Ext_FinalColorForward13(l, d, color); // Ext_FinalColorForward14(l, d, color); // Ext_FinalColorForward15(l, d, color); // Ext_FinalColorForward16(l, d, color); // Ext_FinalColorForward17(l, d, color); // Ext_FinalColorForward18(l, d, color); // Ext_FinalColorForward19(l, d, color); // Ext_FinalColorForward20(l, d, color); // Ext_FinalColorForward21(l, d, color); // Ext_FinalColorForward22(l, d, color); // Ext_FinalColorForward23(l, d, color); // Ext_FinalColorForward24(l, d, color); // Ext_FinalColorForward25(l, d, color); // Ext_FinalColorForward26(l, d, color); // Ext_FinalColorForward27(l, d, color); // Ext_FinalColorForward28(l, d, color); // Ext_FinalColorForward29(l, d, color); } void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 outShadowMask) { // Ext_FinalGBufferStandard0(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard1(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard2(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard3(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard4(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard5(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard6(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard7(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard8(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard9(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard10(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard11(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard12(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard13(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard14(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard15(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard16(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard17(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard18(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard19(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard20(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard21(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard22(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard23(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard24(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard25(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard26(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard27(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard28(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); // Ext_FinalGBufferStandard29(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask); } #endif #if _DECALSHADER ShaderData CreateShaderData(SurfaceDescriptionInputs IN) { ShaderData d = (ShaderData)0; d.TBNMatrix = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal); d.worldSpaceNormal = IN.WorldSpaceNormal; d.worldSpaceTangent = IN.WorldSpaceTangent; d.worldSpacePosition = IN.WorldSpacePosition; d.texcoord0 = IN.uv0.xyxy; d.screenPos = IN.ScreenPosition; d.worldSpaceViewDir = normalize(_WorldSpaceCameraPos - d.worldSpacePosition); d.tangentSpaceViewDir = mul(d.TBNMatrix, d.worldSpaceViewDir); // these rarely get used, so we back transform them. Usually will be stripped. #if _HDRP // d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(GetCameraRelativePositionWS(d.worldSpacePosition), 1)).xyz; #else // d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(d.worldSpacePosition, 1)).xyz; #endif // d.localSpaceNormal = normalize(mul((float3x3)GetWorldToObjectMatrix(), d.worldSpaceNormal)); // d.localSpaceTangent = normalize(mul((float3x3)GetWorldToObjectMatrix(), d.worldSpaceTangent.xyz)); // #if %SCREENPOSREQUIREKEY% d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w)); // #endif return d; } #else ShaderData CreateShaderData(VertexToPixel i #if NEED_FACING , bool facing #endif ) { ShaderData d = (ShaderData)0; d.clipPos = i.pos; d.worldSpacePosition = i.worldPos; d.worldSpaceNormal = normalize(i.worldNormal); d.worldSpaceTangent.xyz = normalize(i.worldTangent.xyz); d.tangentSign = i.worldTangent.w * unity_WorldTransformParams.w; float3 bitangent = cross(d.worldSpaceTangent.xyz, d.worldSpaceNormal) * d.tangentSign; d.TBNMatrix = float3x3(d.worldSpaceTangent, -bitangent, d.worldSpaceNormal); d.worldSpaceViewDir = normalize(_WorldSpaceCameraPos - i.worldPos); d.tangentSpaceViewDir = mul(d.TBNMatrix, d.worldSpaceViewDir); d.texcoord0 = i.texcoord0; // d.texcoord1 = i.texcoord1; // d.texcoord2 = i.texcoord2; // #if %TEXCOORD3REQUIREKEY% // d.texcoord3 = i.texcoord3; // #endif // d.isFrontFace = facing; // #if %VERTEXCOLORREQUIREKEY% d.vertexColor = i.vertexColor; // #endif // these rarely get used, so we back transform them. Usually will be stripped. #if _HDRP // d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(GetCameraRelativePositionWS(i.worldPos), 1)).xyz; #else // d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(i.worldPos, 1)).xyz; #endif // d.localSpaceNormal = normalize(mul((float3x3)GetWorldToObjectMatrix(), i.worldNormal)); // d.localSpaceTangent = normalize(mul((float3x3)GetWorldToObjectMatrix(), i.worldTangent.xyz)); // #if %SCREENPOSREQUIREKEY% d.screenPos = i.screenPos; d.screenUV = (i.screenPos.xy / i.screenPos.w); // #endif // #if %EXTRAV2F0REQUIREKEY% d.extraV2F0 = i.extraV2F0; // #endif // #if %EXTRAV2F1REQUIREKEY% d.extraV2F1 = i.extraV2F1; // #endif // #if %EXTRAV2F2REQUIREKEY% d.extraV2F2 = i.extraV2F2; // #endif // #if %EXTRAV2F3REQUIREKEY% d.extraV2F3 = i.extraV2F3; // #endif // #if %EXTRAV2F4REQUIREKEY% // d.extraV2F4 = i.extraV2F4; // #endif // #if %EXTRAV2F5REQUIREKEY% // d.extraV2F5 = i.extraV2F5; // #endif // #if %EXTRAV2F6REQUIREKEY% // d.extraV2F6 = i.extraV2F6; // #endif // #if %EXTRAV2F7REQUIREKEY% // d.extraV2F7 = i.extraV2F7; // #endif return d; } #endif #if defined(_PASSSHADOW) float3 _LightDirection; float3 _LightPosition; #endif #if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) #define GetWorldToViewMatrix() _ViewMatrix #define UNITY_MATRIX_I_V _InvViewMatrix #define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix) #define UNITY_MATRIX_I_P _InvProjMatrix #define GetWorldToHClipMatrix() _ViewProjMatrix #define UNITY_MATRIX_I_VP _InvViewProjMatrix #define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix #define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix #define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix void MotionVectorPositionZBias(VertexToPixel input) { #if UNITY_REVERSED_Z input.pos.z -= unity_MotionVectorsParams.z * input.pos.w; #else input.pos.z += unity_MotionVectorsParams.z * input.pos.w; #endif } #endif // vertex shader VertexToPixel Vert (VertexData v) { VertexToPixel o = (VertexToPixel)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) VertexData previousMesh = v; #endif #if !_TESSELLATION_ON ChainModifyVertex(v, o, _Time); #endif o.texcoord0 = v.texcoord0; // o.texcoord1 = v.texcoord1; // o.texcoord2 = v.texcoord2; // #if %TEXCOORD3REQUIREKEY% // o.texcoord3 = v.texcoord3; // #endif // #if %VERTEXCOLORREQUIREKEY% o.vertexColor = v.vertexColor; // #endif // This return the camera relative position (if enable) float3 positionWS = TransformObjectToWorld(v.vertex.xyz); float3 normalWS = TransformObjectToWorldNormal(v.normal); float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); o.worldPos = positionWS; o.worldNormal = normalWS; o.worldTangent = tangentWS; // For some very odd reason, in 2021.2, we can't use Unity's defines, but have to use our own.. #if _PASSSHADOW #if _CASTING_PUNCTUAL_LIGHT_SHADOW float3 lightDirectionWS = normalize(_LightPosition - o.worldPos); #else float3 lightDirectionWS = _LightDirection; #endif // Define shadow pass specific clip position for Universal o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, lightDirectionWS)); #if UNITY_REVERSED_Z o.pos.z = min(o.pos.z, UNITY_NEAR_CLIP_VALUE); #else o.pos.z = max(o.pos.z, UNITY_NEAR_CLIP_VALUE); #endif #elif _PASSMETA o.pos = MetaVertexPosition(float4(v.vertex.xyz, 0), v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST); #else o.pos = TransformWorldToHClip(o.worldPos); #endif // #if %SCREENPOSREQUIREKEY% o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x); // #endif #if _PASSFORWARD || _PASSGBUFFER float2 uv1 = v.texcoord1.xy; OUTPUT_LIGHTMAP_UV(uv1, unity_LightmapST, o.lightmapUV); // o.texcoord1.xy = uv1; #if UNITY_VERSION < 60000009 OUTPUT_SH(o.worldNormal, o.sh); #endif #if defined(DYNAMICLIGHTMAP_ON) o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #if UNITY_VERSION >= 60000009 OUTPUT_SH(o.worldNormal, o.sh); #endif #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009 OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion); #endif #endif #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT half fogFactor = 0; #if defined(_FOG_FRAGMENT) fogFactor = ComputeFogFactor(o.pos.z); #endif #if _BAKEDLIT o.fogFactorAndVertexLight = half4(fogFactor, 0, 0, 0); #else half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal); o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); #endif #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) o.shadowCoord = GetShadowCoord(vertexInput); #endif #if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))) #if !defined(TESSELLATION_ON) MotionVectorPositionZBias(o); #endif o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); // Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; if (!forceNoMotion) { #if defined(HAVE_VFX_MODIFICATION) float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS; #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) const bool applyDeformation = false; #else const bool applyDeformation = true; #endif #else const bool hasDeformation = unity_MotionVectorsParams.x == 1; // Mesh has skinned deformation float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz; #if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT) const bool applyDeformation = true; #else const bool applyDeformation = hasDeformation; #endif #endif // TODO #if defined(FEATURES_GRAPH_VERTEX) if (applyDeformation) previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS); else previousPositionOS = previousMesh.positionOS; #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) previousPositionOS -= previousMesh.precomputedVelocity; #endif #endif #if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED) // Deformed vertices in DOTS are not cumulative with built-in Unity skinning/blend shapes // Needs to be called after vertex modification has been applied otherwise it will be // overwritten by Compute Deform node ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS); #endif #if defined (_ADD_PRECOMPUTED_VELOCITY) previousPositionOS -= previousMesh.precomputedVelocity; #endif o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f)); #if defined(HAVE_VFX_MODIFICATION) #if defined(VFX_FEATURE_MOTION_VECTORS_VERTS) #if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY) #error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards. #endif o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS); #else #if VFX_WORLD_SPACE //previousPositionOS is already in world space const float3 previousPositionWS = previousPositionOS; #else const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz; #endif o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f)); #endif #else o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1))); #endif } #endif return o; } // Using parts of com.unity.render-pipelines.universal\Editor\ShaderGraph\Includes\MotionVectorPass.hlsl // com.unity.render-pipelines.universal\ShaderLibrary\MotionVectorsCommon.hlsl // com.unity.render-pipelines.universal\Editor\ShaderGraph\Includes\Varyings.hlsl float2 CalcNdcMotionVectorFromCsPositions(float4 posCS, float4 prevPosCS) { // Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; if (forceNoMotion) return float2(0.0, 0.0); // Non-uniform raster needs to keep the posNDC values in float to avoid additional conversions // since uv remap functions use floats float2 posNDC = posCS.xy * rcp(posCS.w); float2 prevPosNDC = prevPosCS.xy * rcp(prevPosCS.w); float2 velocity; #if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER) UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER) { // Convert velocity from NDC space (-1..1) to screen UV 0..1 space since FoveatedRendering remap needs that range. float2 posUV = RemapFoveatedRenderingResolve(posNDC * 0.5 + 0.5); float2 prevPosUV = RemapFoveatedRenderingPrevFrameLinearToNonUniform(prevPosNDC * 0.5 + 0.5); // Calculate forward velocity velocity = (posUV - prevPosUV); #if UNITY_UV_STARTS_AT_TOP velocity.y = -velocity.y; #endif } else #endif { // Calculate forward velocity velocity = (posNDC.xy - prevPosNDC.xy); #if UNITY_UV_STARTS_AT_TOP velocity.y = -velocity.y; #endif // Convert velocity from NDC space (-1..1) to UV 0..1 space // Note: It doesn't mean we don't have negative values, we store negative or positive offset in UV space. // Note: ((posNDC * 0.5 + 0.5) - (prevPosNDC * 0.5 + 0.5)) = (velocity * 0.5) velocity.xy *= 0.5; } return velocity; } float4 Frag( VertexToPixel input) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); float4 motionVector = float4(CalcNdcMotionVectorFromCsPositions(input.positionCS, input.previousPositionCS), 0, 0); return motionVector; } ENDHLSL } } CustomEditor "AllIn1VfxLitCustomMaterialEditor" }